Off topic on topic, but I'll throw in for the Quarter Staff vault. Doubt it would work here, but I think that would be a fun movement in a video game. Just doing a Tremors move from boulder to boulder, avoiding the lava. Making the quarterstaff slightly more interesting in the process. That'd be good fun hehe
The D&D grappling hook is another one, or just some basic rope-play (since swashbuckling was mentioned). They let Link have all the fun, but can't figure a scheme to get this working in FR? Alas. If it's going to be all Supermario, I wish I could kick jump off a wall on occasion, or go all Ninja Gaiden style. But whatever the associated ability or skill, the games environment and internal physics still can't make any of it feel 'real' enough to give the super reality the appropriate sync up. Its caught in a weird place between the wargames it developed out of with grids and hexes, and the more imaginative narrative it indulges that has us flying and leaping and bounding around (but not really hehe). I wish a D&D CRPG could totally dial the non com exploration movement with features like that, because it's hard to imagine how they'd work in combat without that kind of architecture already ready to go. They should look more to the Action FPS tradition for inspiration on that front, even if it moves in a bit of a different direction than the Strategy game inheritance.
ps. this is an even bigger drift, but just to elaborate further... So when Gygax and Arneson and those dudes built the initial framework, they were looking to wargames. Stuff like Kriegsspiel or the big bible "Strategos -the American Wargame" 1880, or stuff like Little Wars. Rulers, dice, maps, toy soldiers in miniature etc. Where the Player Character and RP as a concept started out as a General basically, and then grew from there. I'm sure they couldn't conceive at the time something like a platformer, a breath of the wild, or a madden football in a video game, but that's nevertheless where we've arrived. Even though I love the transparency of dicegames and mapgames, what we're still waiting on is a real hybrid I think. Basically something that can take the platformer type FPS 3D pseudo-reality environment, and integrate that with all the regular TT style rules too. Something that can seamlessly transition from one to the other, more or less. BG3 is almost certainly not that game, but it does move the ball a bit in that direction compared to some of the more recent CRPG predecessors. Where it can, I'd like to see more of the "real world" physics taken up to superhero heights. Still you need an orbital cam for that right? And levels where the point and click is along more than one plane on the ground heheh.
Last edited by Black_Elk; 14/11/21 05:06 AM.