Originally Posted by marajango
Originally Posted by Seiryu Suta
PnP and cRPGs are entirely different formats.
I wonder what makes people actually believe this stuff. Both are games driven by rules where the player has a certain freedom to interact with what is presented to him or her.
The biggest difference are simply the presentation and the more linear nature of a video game. That's it. When you have a DM who is not very creative or a quick thinker and not able to spontaneously depart from a prepared part of the campaign, then you get even closer to the more limited nature of a video game when it comes to possibilities of interaction.
The other difference between PnP and games is just the audio-visual presentation: having nice graphics and sounds on a flat screen vs. a dude simply telling you what is happening in front of your eyes.

Just because a video game is by its nature less flexible in its narrative design and freedom of possible player interactions doesn't mean that the whole ruleset behind it suddenly falls apart and can't be applied to this form of media. Again, as mentioned time and time again in this forum by other people, it looks like it has to be said again: Solasta has already proven that the claim "PnP rules can't work in a video game" is bogus. The difference between both forms of games is much smaller than you believe it to be.
Ok....now you're just denying reality.

PnP is primarily(Ive heard of a few 1 on 1s, but they are not the norm) a mulitplayer, social setting.
cRPGs are primarily single player.

PnP is a slow paced roleplay intensive game. cRPG is more action and puzzle based, and far more fast paced. Resting after each encounter in PnP makes sense. Usually, you've gotten in a bunch of roleplay and storyline in by the time that happens. It makes zero sense in a cRPG.

The end of the day the rest mechanic was/is a balancing mechanic, that is all it was. Y'all are clinging to it like its a plot element to rest to reset spells. Resting was and is a plot element in stories because every time of the day is a plot element. Pathfinder is not popular at all, and while maybe you can argue it doesn't matter, it actually does. Sorry mate but this is a capitalist society, you wont see games you like develop more content and new games if they don't make popular and therefore successful money making games. Some others have mentioned Solasta(a game can be made that way) uhm yeah it can be made, doesn't mean it should. Solasta is in EA, and we dont even know how successful it will be, so that's a poor choice. this is 2021, not 2000. oh and even DDO went with a mana system, because guess what, in a fast paced mmo setting, spellslots and rest resetting don't work. Just like they don't work since we've developed better balance mechanics for skills/spells/abilities. DDO got rid of spell slots but kept the rest reset to refill mana, having to run all the way back to shrines in dungeons constantly. It was a huge chore, and everyone hated it, and asked why they couldnt just have it regenerate like EVERY OTHER GAME.

I get it, I like day/night cycles and RPing at a camp, and resting to restore your character in some way. Implementing bonus XP for just resting, or adding in fatigue debuffs for not resting. Making mob encounters more frequent or harder at night. these are all great resting and day night cycle mechanics, they add to the story. Making skill and spell availability tied to resting, is a terrible idea for computer games. Tabletop, it works, and its the superior balance mechanic for that format. You need more than 1 tool to get thru life though, and having the right tool for the right job, makes the task smoother, and more enjoyable.

I want to see BG4 and BG5, and not have to wait 20yrs again, so I want them to make a successful game, and an enjoyable one. Removing the rest mechanic doesn't ruin immersion, using the rest system tied to spell availability ruins the immersion.

@Larian at the very least keep a backdoor in for a mod to be capable of changing the system over to cooldowns.

I would also like to add, the peeps that don't like the environment usage and the jumping around, shoving, etc. cuz its not true D&D are not real gamers. We always looked for terrain advantages, chances to use STR for grappling, acrobatics/athletics to position, and jumps to topple into a group of enemies, just to name a few. D&D is fantasy, its suppose to be fantastical. That was making combat into more roleplaying, feats of str, and hella fun. I think i remember a DMG equating normal everyday peeps from RL to have 8-12 attribute scores, and that 18 in any one stat puts you beyond what even top performers in that stat could dream of, like Mike Tyson would have a 16 STR and 13 DEX and a 16 CON in his prime. Think about that, before saying this isn't some bad Japanese action movie, to be flying around the screen.

I get the whole purist mentality, but there's things to keep pure, and then there's stuff to let go of, and sacrifices so that we can actually see better content, and more of things we love. Yes to day-night cycles, yes to resting mechanics like fatigue, but keeping spell/skill availability tied to a rest mechanic that was only there to balance the tabletop version, is liken to being Amish / a luddite. You are clinging to something, for a misguided reason.

Last edited by Seiryu Suta; 29/01/21 01:17 AM.