What, if DA:O would be with AD&D-rules? Better? Not so good?
#1
Posté 11 décembre 2009 - 04:51
Now I wonder, how would DA:O be under the rules of the new AD&D edition?
Some thoughts:
There are many discussions about NWN 2 in regard of "missing animations", like cleave, flurry of blows and some more.
The reason - so said the programmers - lies within the short timeframe of rounds and turns. Hard to understand for me, because it seemed to work in NWN 1.
So, are these "timeframes" a reason to skip an established and somewhat reliable ruleset, to gain more "freedom" to show all the moves we want to see? As far as I can tell, all possible (battle)animations of our characters are performed properly, some of them in a really amazing way.
OTOH, I miss the inferability of my character's action. I just can guess, why (s)he takes so much damage, why (s)he misses so often, why spells are resisted and so forth; this counts of course for the contrary - success - , too.
Now, what are your opinions?
#2
Posté 11 décembre 2009 - 04:58
Licensing for D&D games currently lies with Atari, last I was aware. And the game probably could not be made without using one of the established D&D settings. Or so I suspect.
I feel that, with your primary concerns, such as inference and clarity, that DA:O has those well enough. But it also has the benefit of being made by Bioware and uses an original setting. Two things that probably could not happen if it used D&D.
That said, I want a D&D 4E game. I like many of the worlds associated with it and the classes it has.
Modifié par Taleroth, 11 décembre 2009 - 04:58 .
#3
Posté 11 décembre 2009 - 04:59
#4
Posté 11 décembre 2009 - 05:00
In DAO, its pretty cut and dry why your character doesn't hit, or does, or takes damage. Far more realistic, too.
#5
Posté 11 décembre 2009 - 05:02
I for one do think that DnD would've been better for the game. But it would be less action-like, and if you implement it correctly (BG > NWN), more difficult. As such, it apparently wouldn't sell on consoles. NWN 2 never made it to consoles too.
Modifié par bjdbwea, 11 décembre 2009 - 05:03 .
#6
Posté 11 décembre 2009 - 05:05
Skadi_the_Evil_Elf wrote...
Nah. I rather like DAO as is, especially by the realistic checks on magic. D and D worlds tend to be overly magiced, magic being an easy way out for anything you want. In the battle part, its also more realistic, as checks and dice rolls are not how things work in real life. There are far more factors involved in striking than mathimatical formulas.
In DAO, its pretty cut and dry why your character doesn't hit, or does, or takes damage. Far more realistic, too.
You do realize that Dragon Age also uses "die rolls" to determine success and failure, right? They just realized it was pointless to base a system using a random number generator on actual dice. Make no mistake about it, striking in Dragon Age is a mathematical formula.
#7
Posté 11 décembre 2009 - 05:06
Just needs better documentation in some parts and, being a new system, a bunch of work to smooth over some rough edges, balance certain things.
#8
Posté 11 décembre 2009 - 05:35
Mostly I'm just pleased that using a new system gives them the flexibility they need to do whatever they want with this game.
#9
Posté 11 décembre 2009 - 06:01
It kind of sounds like you want it to be turn based gameplay. Where each participant in the battle gets their turn, as per an initiative roll, and each acts in turn. Is this what you are meaning.
As far as everything else in the game goes. You have your stats, not exactly the same and D&D stats, but basically the same. You get your skills at level up and there are rolls each time you use a skill, be it opening a locked chest, disarming a trap, using a special skill in combat, even your attacks roll to see if they hit. You have stats for armor and all that. The only thing that isn't given to us is the actual numbers needed for everything. Much the same as it would actually be if you were running an D&D adventure. The DM wouldn't tell you the AC of the Mob you were fighting, and a good DM wouldn't even let you see any rolls, they would do all the rolling for you for everything, all you would do is tell them what you wanted your character to do.
Like I said, I don't really understand what you are wanting.
Personally I don't have a problem not knowing all the mathematical equations behind everything. And while turn based combat is ok, I don't feel it is really necessary here. It is more than possible to pause the game after each action, or at least very close to stopping it at the end of every "turn"
#10
Posté 11 décembre 2009 - 07:04
I'm not sure, if you adressed me with your post. Nevertheless, I try to explain, what I "want":
First of all I wanted to know other opinions.
I am content with the game mechanics as they are. Turnbased is fine as it was in BG and NWN (although it was "hidden" by a seemingly real time combat) but not a necessity to make a good RPG.
As someone pointed out, DA:O uses dice, too, although in another way than in D&D. My wish to have a bit more of transparency does not necessarily mean, that I consider the game "half-baked" or "dumbed down".
Example: I'm invited for dinner. It is delicious but the host does not have my favourite beverage in stock. Sad, but this won't make the dinner itself less delicious.
#11
Posté 11 décembre 2009 - 07:10
TheMufflon wrote...
Skadi_the_Evil_Elf wrote...
Nah. I rather like DAO as is, especially by the realistic checks on magic. D and D worlds tend to be overly magiced, magic being an easy way out for anything you want. In the battle part, its also more realistic, as checks and dice rolls are not how things work in real life. There are far more factors involved in striking than mathimatical formulas.
In DAO, its pretty cut and dry why your character doesn't hit, or does, or takes damage. Far more realistic, too.
You do realize that Dragon Age also uses "die rolls" to determine success and failure, right? They just realized it was pointless to base a system using a random number generator on actual dice. Make no mistake about it, striking in Dragon Age is a mathematical formula.
Not in the same way, though. Skills and such do not have a "1d14" chance for damage type things. Naturally, as a computer game, there is certain mathematics involved, because that's how computers operate. However, there seems to be alot more "chance" and randomness involved than say, in games like BG and NWN.
#12
Posté 14 décembre 2009 - 04:04
1) Spells and abilities tooltips don't give a good enough idea of what kind of damage we can expect from a skill so the only way to find out is by trial and error. I'd like the tooltips to give an idea of what kind of damage can be expected. Of course, after a few play-throughs I'll probably have a pretty good idea of the numbers for all skills but at the moment and since I first started, I've been finding that lacking.
2) I feel the specializations in DA:O leave a bit to be desired when compared to previous games based on D&D rules. I like how customizable the base classes are with so many skills but I'm a little disappointed that each specialization only brings four skills.
Beside those two issues, I think they did an amazing job overall with the game and combat mechanics so I don't really miss the old rules so much.
#13
Posté 14 décembre 2009 - 04:13
Mikinori wrote...
I've always liked the old D&D rules but I don't mind the switch to the new rules. I do have two issues with the current implementation, though:
1) Spells and abilities tooltips don't give a good enough idea of what kind of damage we can expect from a skill so the only way to find out is by trial and error. I'd like the tooltips to give an idea of what kind of damage can be expected. Of course, after a few play-throughs I'll probably have a pretty good idea of the numbers for all skills but at the moment and since I first started, I've been finding that lacking.
2) I feel the specializations in DA:O leave a bit to be desired when compared to previous games based on D&D rules. I like how customizable the base classes are with so many skills but I'm a little disappointed that each specialization only brings four skills.
Beside those two issues, I think they did an amazing job overall with the game and combat mechanics so I don't really miss the old rules so much.
I agree with both points. However, if you are on PC, there is a fine mod available that takes of #1 (mostly -- it is a WIP). I think it's called "Detailed Tooltips" and is available on this site.
I'd add that I am also glad to get away from the D&D settings, as well. Too much magic and monsters. How many freakin' creatures does a world need? And when wishes and cure-all spells are available, it kind of makes plot points difficult to accept.
#14
Posté 14 décembre 2009 - 04:55
#15
Posté 14 décembre 2009 - 05:13
Decades of refinement have lead to a solid product with D&D, and Bioware probably would have saved a lot of time in the development process just copy/pasting with D&D rules. What they loose, however, is creative freedom.
#16
Posté 14 décembre 2009 - 09:49
#17
Posté 14 décembre 2009 - 10:17
Then again, I hate math. I am a biased man.
#18
Posté 14 décembre 2009 - 10:20
I'm betting they thought the D&D system was to complex to be used for this game. In the end though we get a number of stats that really don't tell us anything specific.
#19
Posté 14 décembre 2009 - 11:01
T-Kay wrote...
I'm betting they thought the D&D system was to complex to be used for this game. In the end though we get a number of stats that really don't tell us anything specific.
I think it has not much with the complexity of D&D to do, rather the fact that they own it all themselves, can change it as they like and do not have to pay royalties to Hasbro or have Hasbro interfere with their work.
#20
Posté 14 décembre 2009 - 11:07
#21
Posté 14 décembre 2009 - 11:22
D&D rules ware not well suited for any computer game - too complex.
However, they should have told this story in a world which is already known to us and thus they could have concentrated more on fine tuning the story, game mechanics and graphics. This story is not so special so that a completely new world is absolutely mandatory ...
#22
Posté 14 décembre 2009 - 11:39
#23
Posté 14 décembre 2009 - 11:42
On a somewhat related note: anyone see the DA pen-and-paper RPG yet? How's the system?
#24
Posté 14 décembre 2009 - 11:47
Yeah, creating your own work from the bottom up is way more cheap than defining the setting you already help build into mainstream and add complexities to parts where the game world was completely shallow and depthless before they tackled it.T-Kay wrote...
Yeah BioWare is cheap ass like that. The whole game reeks of cheapness.
It's like they didn't have to do any of that. <_<
#25
Posté 14 décembre 2009 - 11:56
But the D&D system offered IMHO so many skills and spells, that were only seldomly useful and didn't add to my game experience. What I liked very much was, how Bioware adapted D&D system to a sci-fi setting in SW KotOR. This was already streamlined to fit to the setting.
Also I was never a fan of the D&D philosophy concerning magic, especially with the classic wizard and cleric needing to choose spells in advance of the adventure. In fact I was so happy to have a sorcerer introduced, which felt much more like my idea of a good spellcasting class.
While the moral system of D&D is quite detailed, it has it's limits. The strongest limit being IMHO of this "good" and "evil" usually being treated as absolute values across the whole universe. Keeping track of individual opinions of companions and the gameworld using a kind of reputation system is more complex, but also very much more realistic. Especially when having different companions approving or disapproving the same deed according to the NPC's opinions.
Bioware made a system, which could have been a bit more complex in some instances. Probably there is more complexity hiding behind the colorful icons of the skills than meets the eye. It's also very good, that Bioware put much thought into skills having some use or meaning in the game. At the same time most skills and talents, (sorry to mix those terms up, since DA "talents" would be called "skills" in D&D for example) are only combat related. On the other hand, I guess combat needs more attention skill-wise than conversation, where most depends on the player in combination with some skills/traits of the player character.
To make the long story short, I feel the complete D&D system would have been too bulky for DA:O with such a huge array of classes, tons of hardly useful talents and skills, which don't make much of a difference in the end. Quite likely Bioware is going to evolve and refine the current system with future releases, but to me the foundation is quite solid and serves the game well.





Retour en haut







