• Neato@kbin.social
          link
          fedilink
          arrow-up
          4
          ·
          1 year ago

          If you’re a 3.5/pf1e player, I’m sure you can imagine how high level spells can get really complicated to program in a game engine. And more importantly, how impossible to balance for them it can be. BG3 does a decent job of adapting spells to not be annoying or broken to use in a video game, but some high level 5e spells are way more ridiculous and open ended.

          • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
            link
            fedilink
            English
            arrow-up
            1
            ·
            edit-2
            1 year ago

            Don’t even need to be a specific rule player to know that. The actual PnP games are limitless. You literally can do anything you can imagine. You can easily make a new rule to handle stuff the books don’t cover. Video games can’t. Not with the same fluidity, anyway. I would expect the simple mathematics to be handled, along with spells and abilities that work in a CRPG. It’s amazing they even have Speak to Animals. I mean, it’s a simple concept, but you have to then also write dialogue for every animal you place in the game. Otherwise, the spell becomes worthless. That’s a lot of work I don’t usually expect from video games, despite it being something I love to see.

    • ReadyUser30@beehaw.org
      link
      fedilink
      arrow-up
      8
      ·
      1 year ago

      As you get further from spells and abilities which have a limited and defined effect on the world (I hit him with a sword, this spell sets that on fire) and towards reality-bending superpowers (wish spells, divine intervention) the 5e ruleset becomes increasingly difficult to deliver within a CRPG framework.

      • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
        link
        fedilink
        English
        arrow-up
        2
        ·
        edit-2
        1 year ago

        In that respect I get it. I wouldn’t even expect Wish it many other spells to be in a CRPG or if it was, it would be way more limited (as they would obviously only program so many actions you could even make). The rules always break down in a CRPG when the PnP game has next to no limits with imagination. A computer game has to be thought about in advance, with limited ability to flex on things that might make sense in the moment that can be ruled on the fly. Not to mention different interpretations of vaguer/not well written rules.

    • keef
      link
      fedilink
      arrow-up
      5
      ·
      1 year ago

      There’s a short I saw mentioned level 7 spells getting pretty crazy and the rule set makes it hard to accommodate.

      Not really knowledgeable about DND but some YouTube short popped up and I clicked on it 🤠

    • TigrisMorte@kbin.social
      link
      fedilink
      arrow-up
      3
      ·
      1 year ago

      It is an TTRPG rules set not a video game RPG rule set. See the changes DDO made to 3.5 edition for details.

    • snooggums@kbin.social
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      That is just the point where the exponential effects of leveling and introduction of 5e spells that require more DM adjudication are introduced. Together they make coding encounters extremely difficult in tabletop and a complete nightmare to code.

      I have no interest in going over level 10 on tabletop as a DM, and can’t imagine even trying to write code logic for it.