GOG.com
Donate to Codex
Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games

Neverwinter OMG has no need for Pausing or To-Hit Rolls

Click here and disable ads!

Neverwinter OMG has no need for Pausing or To-Hit Rolls

Interview - posted by Jason on Tue 5 October 2010, 17:58:30

Tags: Neverwinter

Jack Emmert granted another interview about Cryptic's upcoming Online Multiplayer Game, Neverwinter.

Eurogamer: How are you interpreting the Dungeons & Dragons rules?

Jack Emmert: I would say we're being inspired by D&D, not slavishly trying to copy. Where possible we're trying to use the abilities and powers and monsters and some of their behaviours. But it's not going to be a one-to-one correspondence.

For instance, there's no two-hit roll. We've used boons in a slightly different manner. Hit-points aren't exactly the same. But, by and large, the structure is similar. It's not turn-based.

Eurogamer: Oh, it's action-based? Are there discernible turns - is it all based on a dice-roll system?

Jack Emmert: There are dice rolls going on, but it's not turn-based in the sense that you can pause it. You target something, you attack, you swing. The random aspect is going to be how much damage you do, and that's affected by your feats and abilities.

It's not an action-RPG, but it's also not straight D&D where you roll a die to hit.​
 
Spotted at: Eurogamer

There are 42 comments on Neverwinter OMG has no need for Pausing or To-Hit Rolls

Gallery
Site hosted by Sorcerer's Place Link us!
Codex definition, a book manuscript.
eXTReMe Tracker
rpgcodex.net RSS Feed
This page was created in 0.04050087928772 seconds