Let me just clarify: I am not arguing for removing the pause function, like I said above, the best thing would be some form of customization with different options.
Reactions:
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- I agree that sometimes you need to think, therefore, the best thing would be some kind of slow motion function that leads to auto pause if something is not selected. -> The only reason I brought the slow motion up is to increase the dynamic feel of the combat, because the auto pause can feel disruptive depending on the situation. Combat is a visual thing after all, if a paladin makes a swing, and then the swing sort of stops, so you can make a selection, you do kind of loose the "epic feel" of the move itself (just imagine a similar effect showing up in fantasy movie) . Other times, like for example with counter spell, it doesn't feel as "interruptive".
Combat in general:
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That being said, there are other ways of increasing the dynamic feel, that I was going to post about in other combat improvement posts, but since this forum is kinda dead I'll just bring it up here:
- Enemies that are on the same turn and/or are close to each other move at the same time.
- Similarly you can enable default attacks for multiple of your own characters in a round (that lets you attack with all characters at the same time). For example only attacks that are spammable, eldritch blasts, cantrips, basic weapon attacks, etc. The function is just implemented so that when you have a few low health enemies to clean up, you can smooth out the dynamic feel of the combat by making the combat feel less turn based. Even though it is still turn based.
"idle combat" animations to create the illusion of real time combat. For example: Characters in melee range could have:
- some animations where they take swings at each other, this is naturally only for a dynamic feel, and immersion, so no rolls will be made. (a good example of this would be two swords clashing, which means no damage to each combatant)
- Animations where they are analyzing their opponent and similar things
Ranged characters could have:
- reload animations.
- Animations where you see them calculating the wind direction and wind strength.
- For ranged characters like wizards could have animations that shows them preparing the cast of the next spell or looking at their spell list, etc.
Other options could be:
a few voice lines where that adds some tactical input, like for example : If the enemy flanks "They are flanking!"
Naturally, NO ROLLS are made, this is purely for immersion, very minor stuff, that would improve the feel and dynamics of the combat system.
Anyway, probably too late.
Last edited by Surge90sf; 1 hour ago.