You can turn everything around and play the other side of the moral spectrum. play with a drow protagonist in a drow city where you get punished for doing good things.
1. Any crafting different than it was in BG2 2. Random drops for the best items (not being able to find a specific item in a single run of the game) 3. Heavy VFX. You can't see what's going on the screen in most rpgs today. Very light visual effects please.
I mean I'd assume both Drow and Dragonborn would be there since they are in the core rulebook @_@ Maybe could limit their interaction as NPCs but PC ones will probably be there.
Is moving away from the 2E ruleset on the table? If so:
* Suboptimal weapon types * Five minute adventuring days * Inventory management * Racial class/multiclass restrictions
A 2nd edition game isn't even on the table. Hasbro will only licence 5th edition for new games. Hence the discussion about dragonborn. As a core race, I would rather see them included, even though saurials are far more interesting. I'm okay with drow for PC too, just so long as niether race shows up anywhere apart from the character creation screen.
5th edition has no race or multiclass restrictions.
I don't want some big muscle bound oaf call me a milf then charge at me with a big sword...
Funny story, IWD's item "Mummy's Tea" (which makes clear references to bandages and cadavers in its description) was in one of the foreign language editions translated as literally "Mom's Tea" (due to the ambiguity of 'mummy' no doubt; though why the description did not raise red flags I cannot say).
1. Cooldowns. Or any other changes to the DnD mechanics. If there absolutely must be cooldowns, it should be some universal cooldown or fatigue system. If I need fire I want to be able to cast Fireball on repeat instead of waiting for some arbitrary cooldown for individual spells (or abilities).
2. Single player only game. DnD is a social game and any digital version must make the most out of being online.
3. Cartoony visuals. RPG's need to be realistic, if stylized, to be more immersive.
1. Cooldowns. Or any other changes to the DnD mechanics. If there absolutely must be cooldowns, it should be some universal cooldown or fatigue system. If I need fire I want to be able to cast Fireball on repeat instead of waiting for some arbitrary cooldown for individual spells (or abilities).
2. Single player only game. DnD is a social game and any digital version must make the most out of being online.
3. Cartoony visuals. RPG's need to be realistic, if stylized, to be more immersive.
1. Cooldowns. Or any other changes to the DnD mechanics.
Technically, there already is a cooldown on many things, like the 1-per-round limit of spellcasting (or indeed many actions). Cooldowns don't always come in a once-every-minute variety, it's very often a limiter that sets the pace for combat flow in general (much like weapon swing times do for attacks).
I agree there can be problems if the system makes use of such limiters TOO much, but D&D's essentially turn-based nature can be tricky to implement into what is essentially a real-time game (with the result being a strange hybrid). Cooldowns are often an easy way to bridge the gaps between both systems - IF USED WELL, of course.
I really don't want to see dumb evil. I never play evil characters in RPGs mostly because you're forced to be dumb evil. A Lawful Evil character for instance may be smart enough to know that rescuing the princess is a smarter move than trying to kidnap her yourself. Of course he does that for personal profit and his methods are not nice at all. Capture the kidnappers minions, kidnap his family and propose an exchange, but go there and rescue the princess!
Murdering everything that moves is an idiotic way to do things that will only make you an wanted criminal instead of a powerful adventurer who is respected by most and feared by his enemies...
Of course the option to be a murdering psychopathic insane individual who murders anyone for no reason at all should be always open as well but should not be the ONLY evil path available.
"Aye, we can help you find Imoen sure enough" "I see, and what sort of fee might I be expected to pay" "The total sum comes to 20000 gold" "20000 gold! Where am I supposed to get such a sum?" "Well you can purchase gold in game now at a 20% discount by heading to the beamdog store. Would you like me to show you how?"
Romances are fine but I, personally, never want to see a love scene in a video game again after playing Dragon Age Origins.
Cringe factor FIVE THOUSAND.
I enjoy them sometimes, but I don't want them in game, because they tend to take over a lot of the game, and mould the personality of your character around the expectations of your choice of love interest
@MagpieRandoms Most of said cringe factor comes from the graphics and visual presentation. If the next game is going to look anything like Baldur's Gate and co. I doubt there would be that problem.
I am kinda sick of hearing this argument about how romances "hijack" the game.
Just as an example, DA2 had many flaws. But one of it's few exceptional strengths was how much of an impact romancing a companion had on the story. A well incoporated romance can do sooo much to enhance the experience. Same with DA:I, the friendships and romance paths where imo the absolute highlight of that game. The problem is when a romance is half-assed and slapped on top of the game without meaning anything (see NWN2).
On the other hand, PoE lost a lot for example. Building a real bond with the companions is really hard aside from oddly enough Durance and the Grieving Mother, simply because non of their agencies is connected to you. They might as well go adventuring without you, the part about you - the player - being there has little impact aside from getting them safely from A to B.
Baldur's Gate lives and dies with it's companions. Let us bond with them, let them become family, friends and enemies.
Don't say the option takes away from the over all experience. If you don't care about bonding with your companions, don't do it. Or go play Skyrim.
Comments
2. Random drops for the best items (not being able to find a specific item in a single run of the game)
3. Heavy VFX. You can't see what's going on the screen in most rpgs today. Very light visual effects please.
2. Modernisms and bad writing
3. Dragonborns
Maybe could limit their interaction as NPCs but PC ones will probably be there.
* Suboptimal weapon types
* Five minute adventuring days
* Inventory management
* Racial class/multiclass restrictions
5th edition has no race or multiclass restrictions.
...
I don't want some big muscle bound oaf call me a milf then charge at me with a big sword...
PERHAPS NOT A MISTRANSLATION AFTER ALL?!
...
Every game needs the character race for the power gamer...
1. Cooldowns. Or any other changes to the DnD mechanics. If there absolutely must be cooldowns, it should be some universal cooldown or fatigue system. If I need fire I want to be able to cast Fireball on repeat instead of waiting for some arbitrary cooldown for individual spells (or abilities).
2. Single player only game. DnD is a social game and any digital version must make the most out of being online.
3. Cartoony visuals. RPG's need to be realistic, if stylized, to be more immersive.
I agree there can be problems if the system makes use of such limiters TOO much, but D&D's essentially turn-based nature can be tricky to implement into what is essentially a real-time game (with the result being a strange hybrid). Cooldowns are often an easy way to bridge the gaps between both systems - IF USED WELL, of course.
Murdering everything that moves is an idiotic way to do things that will only make you an wanted criminal instead of a powerful adventurer who is respected by most and feared by his enemies...
Of course the option to be a murdering psychopathic insane individual who murders anyone for no reason at all should be always open as well but should not be the ONLY evil path available.
"I see, and what sort of fee might I be expected to pay"
"The total sum comes to 20000 gold"
"20000 gold! Where am I supposed to get such a sum?"
"Well you can purchase gold in game now at a 20% discount by heading to the beamdog store. Would you like me to show you how?"
Cringe factor FIVE THOUSAND.
Most of said cringe factor comes from the graphics and visual presentation.
If the next game is going to look anything like Baldur's Gate and co. I doubt there would be that problem.
I really want a mod for this, "Fun with Phaere" or something.
*adds to list of things she does not want in a new D&D game*
Just as an example, DA2 had many flaws. But one of it's few exceptional strengths was how much of an impact romancing a companion had on the story. A well incoporated romance can do sooo much to enhance the experience. Same with DA:I, the friendships and romance paths where imo the absolute highlight of that game. The problem is when a romance is half-assed and slapped on top of the game without meaning anything (see NWN2).
On the other hand, PoE lost a lot for example. Building a real bond with the companions is really hard aside from oddly enough Durance and the Grieving Mother, simply because non of their agencies is connected to you. They might as well go adventuring without you, the part about you - the player - being there has little impact aside from getting them safely from A to B.
Baldur's Gate lives and dies with it's companions.
Let us bond with them, let them become family, friends and enemies.
Don't say the option takes away from the over all experience.
If you don't care about bonding with your companions, don't do it.
Or go play Skyrim.