By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Kasz216 said:
Words Of Wisdom said:
Kasz216 said:

I mean how hard is it to make D&D games that play like D&D!

How would you make it? For example (3.5), how would you handle spell durations (rounds vs minutes) in terms of game time? Would you have the game always tracking rounds? Would a certain amount of time always pass in between battles? Would you follow the turn-based format or attempt real-time?

It's harder than you think.


I'd go with real time exploring with turn based battles when combat was engaged. Actions take a while to perform before you get your roll to go with the time multiplayer wise. If everyone in a multiplayer game is either doing an action that takes time or resting for a set period of time, it jumps ahead. (For example if everyone is crafting stuff that's going to take half a day.)

as for rounds vs minutes it's just a matter of calculating how much time passes in a round.

For example D&D like game i've played that focused on a few people fighting at once has each round calculated at about 6 seconds. (Since initative is to decide who goes first in what is basically happening all at the same time, the number of characters and monsters moving per round is irrelevant.)

So if you had a spell that lasts 20 rounds... it would last 120 seconds. Each round woud take 6 secodns off the 120 seconds it lasts. After the battle, it switches back to real time, and the the time counts off just like it does in real life.


So would you see the game being more like Tactics or Arcanum/Fallout?