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Those kinds of tactical combat ideas became de rigueur with advanced dungeons and dragons second edition and even then, a lot of dungeon masters and their players ran combat in the old style to not waste too much time and also because it makes for better imaginary descriptions to resolve the damage of the attack wave and then talk it out about how exactly it happened and where it leaves every actor before the next wave.

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In the first editions of dungeons and dragons (zero ed and some variants of the first edition) no such system was necessary because combat was abstracted, so there was a spells and archery wave, then a melee wave and then any secondary attacks at the end, you were supposed to imagine the fray, not think of your character in this discrete 10' square and the enemy in that other square over there. Yup that's what an attack of opportunity does. Do you expect low dexterity from the player? Then the dexterous players will be able to win the fights largely through combat waltzing and won't have to use tactical spells as much. Intact combat waltzing is probably hard to balance for: do you expect high dexterity from the player? Then a lot of players will be annoyed. I think this would remove the constant combat waltzing while still keeping the good parts of real-time Dungeon Master-style combat. a poison cloud, the player still has to move away.

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This doesn't necessarily mean that combats become static affairs when an enemy casts e.g. As far as I can see, then there's no advantage to constantly dancing around the enemy anymore. The cooldown before the next attack follows after this. Whenever an enemy steps in front of the player, and whenever the player moves to a square that is adjacent to an enemy, the enemy immediately (turns and) attacks before the player can move away. If a game developer wants to make the combat waltz (or the two-step variant) in a Dungeon Master-style game completely useless, I think there's an easy solution: Īfter you found the solution to the unresponsive keys, did you still find the combat waltz or the two-step in this game much less useful in comparison to the usual Dungeon Master-style game? But that's not quite it, because I definitely have more problems turning than strafing from left to right, and more problems moving backwards than forwards. Now, it's like it freezes until any animation is completed, and regardless of whether the enemy is actually in view. There was something of this in the first game by which the game effectively froze until a spell animation completed. I think perhaps what the developers did, perhaps in an effort to combat "waltzing," is to make a system by which your movements don't activate until enemies have completed their own actions or movements for the round.

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Or I want to back up down the corridor to flee, but the "back" key won't work. I'll have an enemy attacking from my right, and I simply can't turn right. First, the unresponsiveness of the keys is maddening. That covers my experiences in broad strokes, now let's get to some of the details.









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