Gizmo wrote:if you don't tinker with it mid-round.
Do we know if Baldur's Gate does? (I do not; but I wonder if the PC's action switches only after the ~invisible~ end of the round).krellen wrote:Gizmo wrote:if you don't tinker with it mid-round.
That's the biggest difference I can see; the phased-based combat of Wasteland/Bard's Tale doesn't allow the mid-round tinkering that real-time-with-pause does.
In Fallout (for example), character APs directly equate with time... How much can a PC accomplish in a round; (about 6 seconds?).Bryce777 wrote:A turn is a discrete step realtime is continuous. That's the definition, no argument needed.
It absolutely does. If you un-pause the round and find out the action you've submitted isn't working right, you can re-pause the game and immediately issue new orders before the turn completes. You can pause the game in BG any time you want. The game won't prevent you from pausing just because you've enabled auto-pauses.Gizmo wrote:Do we know if Baldur's Gate does?
krellen wrote:It absolutely does. If you un-pause the round and find out the action you've submitted isn't working right, you can re-pause the game and immediately issue new orders before the turn completes. You can pause the game in BG any time you want. The game won't prevent you from pausing just because you've enabled auto-pauses.Gizmo wrote:Do we know if Baldur's Gate does?
Gizmo wrote:A nasty side effect in Baldur's Gate, is that the engine decides that an attack hits (say a flaming arrow), but the player can pause, and move the PC before the arrow reaches them... and the arrow arcs in mid-air to wherever the PC is traveling to; but this does not happen with area effect spells like FireBall IIRC.
Gizmo wrote:Can anyone who has played Wasteland (or Bard's Tale), and Baldur's Gate... phrase a convincing dispute that Wasteland's combat mechanics were not in fact the 8088 version of "realtime w/ pause"? Think about it for a few minutes...
Brother None wrote:In RTwP, you can interrupt and rejigger the commands at any point during their turn. And that's BG, which still had a turn-based system running underneath, whereas newer RTwP titles did not.
Wasteland was phase-based, yes, but phase-based is just a form of turn-based, based on the concept of separation of command and action that RTwP does not have.

dmazz wrote:Baldurs Gate is turn based, it's just that the player is allowed to choose the length of his turn. (pause feature, is a end of turn feature.)
BN wrote:And that's BG, which still had a turn-based system running underneath...
Its not obvious, but that's how it is "under the hood". The D&D combat rules are turn based and the infinity engine games seamlessly jump from one round to the next without mention ~unless you set it not to, but the character actions are still round based.UniversalWolf wrote:I too thought this until I went back and played Torment. There are no turns in Infinity games, only actions with differing durations. The auto-pause will stop the combat at the end of a character's action, not at the end of a turn (since turns don't exist).


Torment is round based... D&D combat (as per my post) is turn based. Black Isle modified the D&D rules to allow for realtime w/ pause.UniversalWolf wrote:Go back and play it again. It's not turn-based at all.
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