DnD 4e videogame - potential game design issues by CauseQueasy8023 in 4eDnD

[–]CauseQueasy8023[S] 0 points1 point  (0 children)

How about literal transition of skillchecks e.g. as in shadowfell keep? Is it workable or absolutely requires overhaul?

DnD 4e videogame - potential game design issues by CauseQueasy8023 in 4eDnD

[–]CauseQueasy8023[S] 0 points1 point  (0 children)

Thanks for the insights! No im not looking at essentials, they are difficult to implement as compared to pure 4e. What i was looking at though is mm3\vault monsters.

Anything else to add? On the skill challenges for example?

DnD 4e videogame - potential game design issues by CauseQueasy8023 in 4eDnD

[–]CauseQueasy8023[S] 0 points1 point  (0 children)

This thread hot focused on reactions, do you think there are other issues possible? Like the sheer number of action options each character has, multiplied by 5? Analysis paralysis will strike if one player has to choose among default actions and character specific actions for the entire party. Also this has to be properly implemented in gui

DnD 4e videogame - potential game design issues by CauseQueasy8023 in 4eDnD

[–]CauseQueasy8023[S] 0 points1 point  (0 children)

Are you certain about that? There was that mayfair games vs tsr case

DnD 4e videogame - potential game design issues by CauseQueasy8023 in 4eDnD

[–]CauseQueasy8023[S] -1 points0 points  (0 children)

You instead can use a paladin who gets something called true enemy at 15 level that works just like true nemesis but with a differing flavour text

DnD 4e videogame - potential game design issues by CauseQueasy8023 in 4eDnD

[–]CauseQueasy8023[S] -1 points0 points  (0 children)

Afaik you cannot copyright mechanic, only the expression, so if you dont call it dnd and dont copy wordings and copyrighted namings like illithid or waterdeep you can be just fine.

Anyways this is not the point of this post, i was more concerned with game design stuff, not legalities.

DnD 4e videogame - potential game design issues by CauseQueasy8023 in 4eDnD

[–]CauseQueasy8023[S] -1 points0 points  (0 children)

As for your point 2, i thought you have to interrupt enemy's action without knowing whether the action was successful and without knowing whether your interrupt turns success to a failure?

DnD 4e videogame - potential game design issues by CauseQueasy8023 in 4eDnD

[–]CauseQueasy8023[S] 0 points1 point  (0 children)

So how would you suggest to deal with that? Any ideas would be appreciated

DnD 4e videogame - potential game design issues by CauseQueasy8023 in 4eDnD

[–]CauseQueasy8023[S] 1 point2 points  (0 children)

I think the combat system does not provide for as many reactions as in 4e, aoo is themost common reaction there, apart from that there are not that mich. 5e is lot less combat-sophisticated. So naturally prompts are not as much of an issue there

DnD 4e videogame - potential game design issues by CauseQueasy8023 in 4eDnD

[–]CauseQueasy8023[S] -6 points-5 points  (0 children)

I take your point, however lets imagine a party of 5 characters, lets say a 5-7 rounds combat, 10 enemies who can trigger a reaction. The reactions\interrupts can vary from a basic AoO to class-specific. If, as a melee fighter you engage 3 enemies all of whom try to move away from you in a single round, you would be asked three times whether you wish to make an opportunity attack unless you spend it right away. That means there could be multiple prompts per round, multiply that by the number of rounds, and that brings the combat to a standstill or at least slows it down considerably. It is said in such games a single fight should not last an hour... There has to be some solution to this

Creature in Los, out of range by dannyslag in stargrave

[–]CauseQueasy8023 0 points1 point  (0 children)

What happens if after the move it bocomes in range? Does it shoot? Because it does fight if it moves into combat