If you had the opportunity, what would you have in a d20 system based computer game?


Technology


I've often though about this. D&D based games such as Neverwinter, Baldur's Gate, while being really good games, they aren't loyal to the d20 system itself. There are several modifications made, which for me makes the game lose a part of it's charm.

So, if you have the opportunity, what would you have or don't have in a d20 based computer game?


I think it's like translating a book to a movie, not everything will work.
You can't have all the D&D rules of the game work and still have the playable game that was NWN. NWN at least allowed you to create your own worlds and emulate old adventures. I only wish that Bioware kept updating the game through the years. Having an old XP box to run it on was a pain. It would have been interesting if Bioware kept it and then a version of it came out for 5E. (maybe just 3.5 and all the stuff that came out with it)

There is online gaming and there is playing an online videogame. They are two different things.


Icewind Dale/Icewind Dale 2. No joke. That's seriously what I'm looking for, except with better graphics and perhaps a less "railroady" storyline. Pillars of the earth. I'm playing it, I love it, but the problem is I'm learning all new history, lore, and mechanics as I play, and sometimes that's off-putting. I want the folks behind pillars of the earth to put Pathfinder into a video game. I want at least 1/3 to 1/2 of the Inner Sea as playable locations, I want multiple side-quests, each with their own little plots, but one mainline plot that I can go into and out of at will without any time sensitive actions. I like the idea of a stronghold, but it's not a make or break mechanic for me. Most of all, I want EXACTLY the mechanical Pathfinder that I know and love to be put into a game. Whether or not that "works" from a video game maker's perspective, that's what I want. I want my low level wizard to run out of usefulness because she's used up all her spell slots, thereby forcing her to fire a crossbow from a safe distance while my Two-weapon fighting style ranger, and Two-handed Weapon Fighter wade into the scrum and slice orc heads from their pathetic bodies. I want my cleric dropping waves of healing through her channel energy ability, while selectively channeling out as many enemies as her Charisma modifier will allow her. I want Pathfinder, mechanically just as I know it, including the ability to roll for stats, put onto a computer screen with wicked artwork.


What would be awesome is a full VR experience. Perhaps using the oculus rift?

Scarab Sages

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What I want is Temple of Elemental Evil's engine with the Co8 modpack, updated to Pathfinder rules, with updated graphics.

Then that engine can be applied to any number of adventure paths or modules.

Barring that, I'll just replay Temple of Elemental Evil with the Co8 modpack for the best possible representation of tactical 3.5 gameplay on a video game that is available.


I'd really just be happy with NWN (1, not 2) running on Pathfinder rules, or as close as a game engine would allow. The toolset and server module hosting ability included is a must. Updated graphics would be nice, but not if they came at the expense of the workability or user-friendliness of the system like NWN2 did.

The parts that are missing are really the story, plot, and other things that a GM brings to the table, and are left for them and the players to fill in the blanks.

Otherwise that's it. I'm still playing NWN1 to this day because, other than some gripes about the mechanics, it still provides what I want out of that kind of game - a worldbuilding tool that allows a gaming community to play together with a minimum of fuss and a large amount of modification ability.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Aku Warashi wrote:

I've often though about this. D&D based games such as Neverwinter, Baldur's Gate, while being really good games, they aren't loyal to the d20 system itself. There are several modifications made, which for me makes the game lose a part of it's charm.

So, if you have the opportunity, what would you have or don't have in a d20 based computer game?

Part of the modifications they made were for the following reasons (among others)...

1. The differences between a turn based game and a game that does real time play.

2. Players not willing to wait a full day in real life to heal up and regain spells.

There's a major difference between real time massive roleplay and turn-based tabletop wargaming. Keep that in mind when you evaluate MMORGS.

It's my opinion given the different venue, that Cryptic's Neverwinter is very faithful to 4th Edition mechanics.

Scarab Sages

Aku Warashi wrote:

I've often though about this. D&D based games such as Neverwinter, Baldur's Gate, while being really good games, they aren't loyal to the d20 system itself. There are several modifications made, which for me makes the game lose a part of it's charm.

So, if you have the opportunity, what would you have or don't have in a d20 based computer game?

Well, Baldur's Gate and the rest of the Infinity Engine games weren't loyal to the d20 system because the d20 system didn't exist when they came out. They were about as loyal to second edition as one could expect in the translation between tabletop and computer though.

Scarab Sages

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I've always reallyreallyreally wanted to be able to play more with the classes and magic systems from the 3.5 Tome of Magic, but have had very few opportunities. I would love a computer game that incorporated them (doubtless with a few fixes to the Shadowcaster and Truenamer, which is easily done). I've even thought about how you could adapt them to the Neverwinter Nights 2 engine - it wouldn't be easy, but it COULD be done. Of course, a game designed from the outset to accommodate them would be far better still. I'd love a computer game Pact Magic system where the binding process took the form of its own special array of vestige-specific minigames.


^ +1 to that. ^

I'd love a way to incorporate some of the less-traditional magical classes into a game. Psionics is probably the easiest of the bunch - it's basically just MP/Mana like 99% of non-D&D based games use for magic - but a way to do Binder/Occultist, Truenamer, Shadowcaster, Incarnum/Akashic Mysteries, and many others would be awesome in addition to the "core" classes.

The Exchange

Imbicatus wrote:

What I want is Temple of Elemental Evil's engine with the Co8 modpack, updated to Pathfinder rules, with updated graphics.

Then that engine can be applied to any number of adventure paths or modules.

Barring that, I'll just replay Temple of Elemental Evil with the Co8 modpack for the best possible representation of tactical 3.5 gameplay on a video game that is available.

This...so much this....

Also as a bonus I would love a part of the game where you could just run your party through a randomly generated dungeon for fun with a minimal story to it....I feel that sometimes just running through the random is a good thing and cathartic.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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I agree with Temple of Elemental Evil being the best to date (with modpakcs). That's what I'm looking for in a cRPG, turn based, faithful to the system, and with enough complexity of options to allow diverse characters. The latter is what ToEE was missing - it pretty much had core rule book level support only. But it had 3.5 crafting, turn based play, and some combat maneuvers even.

I wouldn't expect all 30 PF classes and archetypes, but it would be great to have the core 11, and 4-8 more (leaning heavily on APG classes), and 2-4 archetypes for each, as well as the best choices of feats and spells from other books on top of the CRB choices.


Yeah the core 11 + Inquisitor, Magus, Oracle, Witch, and Alchemist would round out my wants and needs very very thoroughly. Though I wouldn't complain for having Summoner, Bloodrager, Slayer, Skald, and/or Warpriest along for the ride either.


JoelF847 wrote:

I agree with Temple of Elemental Evil being the best to date (with modpakcs). That's what I'm looking for in a cRPG, turn based, faithful to the system, and with enough complexity of options to allow diverse characters. The latter is what ToEE was missing - it pretty much had core rule book level support only. But it had 3.5 crafting, turn based play, and some combat maneuvers even.

I wouldn't expect all 30 PF classes and archetypes, but it would be great to have the core 11, and 4-8 more (leaning heavily on APG classes), and 2-4 archetypes for each, as well as the best choices of feats and spells from other books on top of the CRB choices.

So if I purchase ToEE on GOG, will it come with the Co8 Modpack? Or where would I locate that? Having looked at the screenshots on GOG, it definitely looks like something I could spend some hours on.

The Exchange

If it doesn't you can get it here _
http://www.co8.org/forum/forumdisplay.php?f=31

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