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Opinions on AD&D in computer RPG's

Started by June 03, 2002 06:28 PM
16 comments, last by NewDeal 22 years, 6 months ago
I recently started implementing the (almost) complete rules of "Advanced Dungeons and Dragons 3rd Edition" into my game. In the last few days however, ive gotten a feeling that not everybody loves AD&D as much as i do. How do you feel about AD&D in computer games? Why? Any systems you like better? Why? Thank you in advance
Two things that used to bother me about ad+d;

1. High level spells are really lame (except wish)

2. The whole ThAc0 and hit point thing were its just not realistic

The infinity engine games (BaldursGate I+II, Planescape, IcewindDale etc...) seem to have a VERY complete implementation of the rules...

We used to play paper and pencil D+D and my buddy came up with a table so we could roll for, ahem, p*nis size... One dude rolled so well the DM allowed him an extra attack (Schwing!)
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Personally, I''m partial to

- Rolemaster (ICE): for the stat/skill system (though, with the 3rd edition, D&D is now somewhat similar); investing in a skill offers diminishing returns (hit points, magic points are treated as skills) and for the combat rules.

- Ars Magica (Atlas Games): the best magic system ever. Totally unimplementable on a computer, of course. No ''levels''

- Rêve de Dragon (out of print): very fun magic system (impredictible and dangerous). See Dwarfsoft''s description of the universe. The skill & experience system is relatively easy to implement. No ''levels''

And more... I''m mostly fed up with D&D''s rigidity, crappy magic and ridiculous combat.

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Anybody out there try GURPS (Generic Universal Role Playing System), by Steve Jackson games?

That is a great system. Simple, extensible, and mostly something that can be implemented on a computer.

I actually like the AD&D rules, I have to admit, particularly the 3rd edition. If you can put a game together that uses those rules, more power to you - but man, that''s a lot of rules. :-)

I liked Baldur''s Gate and Planescape: Torment, both based upon the AD&D rules.

My $0.02 (Canadian, so not worth much, these days!)

Cheers,
Russ
Stuck between Murphy's rock and Peter's hard place -- Unknown
quote: Original post by ComponentFault
Anybody out there try GURPS (Generic Universal Role Playing System), by Steve Jackson games?


I''m still looking for a copy of Bunnies and Burrows ...

Documents [ GDNet | MSDN | STL | OpenGL | Formats | RTFM | Asking Smart Questions ]
C++ Stuff [ MinGW | Loki | SDL | Boost. | STLport | FLTK | ACCU Recommended Books ]
"Debugging is twice as hard as writing the code in the first place. Therefore, if you write the code as cleverly as possible, you are, by definition, not smart enough to debug it." — Brian W. Kernighan
Thanks for all your input , appreciate it.

quote:
If you can put a game together that uses those rules, more power to you - but man, that''s a lot of rules. :-)


Hehe very true. Actually i got the idea for this project after playing "Pool of Radiance 2". Besides a shitty engine and no story this game has the weakest implementation of ad&d in any game ever.

I figured i could do better. Anyway, it *is* a lot of rules and to be honest im pretty bored so far. But i think (hope) the fun will start when i have a working system.

Ill look into the various systems you all mentioned. I probably wont be converted but it should be an interesting read none the less.

Keep the input coming .
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I'm sure there's plenty of people out there that are AD&D fans and would love what you've implemented. Diablo II seems mainly to be AD&D based and it's popularity is still going fairly strong.

To be honest, I don't see the point. The AD&D ruleset was designed so that players could sit down with pen and paper and quickly calculate damage, movement, character development, spells and so on. In a world of 1 to 2 GHz processors, isn't this system a bit antiquated? We should be able to create something much more acurate with relative ease.

I checked out GURPS along with some other game systems. This page link to some interesting systems. Hmmm, it'd be cool to create a Gaming System API... Duuuuuude!

- Jay


"Strictly speaking, there is no need to teach the student, because the student himself is Buddha, even though he may not be aware of it." - Shunryu Suzuki

Get Tranced!


[edited by - coderx75 on June 3, 2002 9:09:13 PM]
Quit screwin' around! - Brock Samson
quote: 1. High level spells are really lame (except wish)

Most of them. They are powerful, which is appropriate, but in a way that really hinders the fun for everyone else.

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quote:
I recently started implementing the (almost) complete rules of "Advanced Dungeons and Dragons 3rd Edition" into my game.

Not to be picky, but with third edition, they dropped "advanced" from the title. It''s just D&D now.

Besides, Neverwinter Nights is just around the corner.

The d20 system is not bad, and would lend itself to computer games fairly easily. GURPS is pretty good in that regard as well; minimal and flexible.

Have you ever looked at Phoenix Command? Now there is something that needs to be implemented in a computer game.

Take care,
Bill
The question is, why WOULD you use AD&D rules?

Just use whatever makes your game most fun. I think it''s pathetic that people actually advertise "now with AD&D 3.1 rules!!!!" What the hell does that mean to most people? And then you have to deal with complaints like "hey man, in the REAL 3.1 rules Orcs can''t use two weapons!"

There is no reason to believe that AD&D rules make for a good computer game. There is no reason to believe that ANY pen & paper system translates well to computer games.

It all depends on how you want your game to play. Nobody cares about the rules, along as they work and are fun.

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