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dtgreene:
It still isn't a proper real-time game. The 6-second system during combat heavily limits what you can do during a turn. No matter how many attack animations you have, it isn't possible to hit more than X number of times (based on your attacks per turn) during a 6 second period. Plus, spells don't go off whenever you want: you have to wait until a turn comes around before you can start casting. If your spell is interrupted, you have to wait for another turn again. These are all turn-based mechanics, despite the pseudo-real-time trappings.

All of the counterexamples you mentioned occur because everyone's turn happens simultaneously. I'll give you that it's not a traditional turn-based system--it's somewhat along the lines of a "simultaneous execution" TBS, like Laser Squad Nemesis or Lethal Tactics. But, whatever you want to call it, BG2 definitely is not a real-time game. Every individual character has to deal with turns.
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mechmouse: The thing I miss about PnP roleplaying is being able to go beyond the rules and limitations, something what is beyond current game design.

Take D&D.
There are creatures that are magic resistant, so a fireball won't hurt them.

So aim at the ground in front, throwing dirt up and causing distractions.
Blast the tree or wall near them

Spells like Enlarge; In a computer game it just gives +% damage to a friendly target. In a PnP game, cast enlarge on a door to stop baddies opening it, or target the knights saddle and watch him fall off his mount.

As you can tell I loved playing Mages.
Even in computer games, it is still possible to use spells in ways the developers did not intend.

Consider, for example, the Polymorph Self spell from Baldur's Gate 2. There are several ways to use this spells in ways the developers did not intend:
1, After changing form, use a Minor Spell Sequencer to cast Shocking Grasp. Once you use up your touch, you can now fight using your normal weapons while getting the bonuses from your polymorphed form.
2. Change from a small form to a large form and you grow bigger. If your bigger form does not fit, you will be pushed to the nearest position that you *do* fit in. This can allow you to teleport through walls, which can in turn be used to skip most of Spellhold (for example). (This trick is called "polymorph teleporting.")
3. With the more powerful Shapechange spell, you can change into an Iron Golem. This gives you powerful melee attacks that permit backstabbing. In this way, you can backstab for ludicrous amounts of damage. (In a speedrun, I saw Yoshimo backstabbing the Shadows of Amn final boss, killing him in one hit.)
4. Another good use for the more powerful Shapechange spell: You can polymorph into a mind flayer to get its intelligence drain effect. This, in turn, lets you drain enemy Intelligence to 0, allowing you to kill enemies without reducing their HP to 0. Even better (assuming you're not playing the Enhanced Edition), characters who can't be killed by HP damage (including, for example, essential NPCs) can be killed by Intelligence Drain. Note that you can effectively softlock the game this way by killing someone whose dialog is needed to progress.

If you want a game where magic can be used to do interesting things, I would recommend Morrowind. (Sometimes effects like Drain Attribute on Self actually are worth using, plus using Levitate offensively to force flying enemies to fall and take falling damage.)

Edit: Added example use #4.
Post edited September 13, 2015 by dtgreene
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dtgreene: Even in computer games, it is still possible to use spells in ways the developers did not intend.

Consider, for example, the Polymorph Self spell from Baldur's Gate 2. There are several ways to use this spells in ways the developers did not intend:
1, After changing form, use a Minor Spell Sequencer to cast Shocking Grasp. Once you use up your touch, you can now fight using your normal weapons while getting the bonuses from your polymorphed form.
2. Change from a small form to a large form and you grow bigger. If your bigger form does not fit, you will be pushed to the nearest position that you *do* fit in. This can allow you to teleport through walls, which can in turn be used to skip most of Spellhold (for example). (This trick is called "polymorph teleporting.")
3. With the more powerful Shapechange spell, you can change into an Iron Golem. This gives you powerful melee attacks that permit backstabbing. In this way, you can backstab for ludicrous amounts of damage. (In a speedrun, I saw Yoshimo backstabbing the Shadows of Amn final boss, killing him in one hit.)
4. Another good use for the more powerful Shapechange spell: You can polymorph into a mind flayer to get its intelligence drain effect. This, in turn, lets you drain enemy Intelligence to 0, allowing you to kill enemies without reducing their HP to 0. Even better (assuming you're not playing the Enhanced Edition), characters who can't be killed by HP damage (including, for example, essential NPCs) can be killed by Intelligence Drain. Note that you can effectively softlock the game this way by killing someone whose dialog is needed to progress.

If you want a game where magic can be used to do interesting things, I would recommend Morrowind. (Sometimes effects like Drain Attribute on Self actually are worth using, plus using Levitate offensively to force flying enemies to fall and take falling damage.)

Edit: Added example use #4.
But the Baldars Gate example are mostly bugs rather than using a spell outside of very narrow parameters.

Until games are entirely physics and AI based, it requires a programmer to code for each spell effect on evey in game item.
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mechmouse: But the Baldars Gate example are mostly bugs rather than using a spell outside of very narrow parameters.

Until games are entirely physics and AI based, it requires a programmer to code for each spell effect on evey in game item.
Actually, I see them as unusual side effects of the way the game was designed and coded.

1. The polymorphed form's weapons are treated as magically created weapons (except that the message when you try to unequip your weapon is different), and the game was only coded to allow one magically created weapon per character. Hence, casting another spell overwrites the first one, which can cause rather silly effects. (Wolf shooting a sling, for example.)
2. How else, other than denying the teleport, could the game have handled it? (If your suggestion is to push others out of the way, that could in turn be used to force NPCs out of the way, and what if there's not enough room anyway?)
3. The backstab with Iron Giant fists could legitimately be considered a bug, but it is fun to do this sort of thing.
4. Killing enemies without lowering their HP to 0 is clearly intended for this form. The only possible bug is not giving essential NPCs immunity to stat drain.

Hence, 1 and 2 would have been tricker to program differently (and exploits with 2 likely would have been possible anyway), 3 isn't a major game breaker, and 4 is intended (though the ability to softlock the game could be considered a bug).

Anyway, I can reiterate my recommendation of Morrowind, which is probably the best Elder Scrolls game for what you are looking for.

Arena and Daggerfall are a bit too simple in their engines.

Oblivion omits some of the cool spell effects (Levitate and Jump, for example), although it has the advantage of actually using a physics engine, so examples similar to what you mentioned may actually be possible. (I haven't played Oblivion, however.)

Skyrim (which I haven't played either) took out the spellmaker entirely, further limiting what you can do with magic.

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dtgreene:
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thejimz: It still isn't a proper real-time game. The 6-second system during combat heavily limits what you can do during a turn. No matter how many attack animations you have, it isn't possible to hit more than X number of times (based on your attacks per turn) during a 6 second period. Plus, spells don't go off whenever you want: you have to wait until a turn comes around before you can start casting. If your spell is interrupted, you have to wait for another turn again. These are all turn-based mechanics, despite the pseudo-real-time trappings.

All of the counterexamples you mentioned occur because everyone's turn happens simultaneously. I'll give you that it's not a traditional turn-based system--it's somewhat along the lines of a "simultaneous execution" TBS, like Laser Squad Nemesis or Lethal Tactics. But, whatever you want to call it, BG2 definitely is not a real-time game. Every individual character has to deal with turns.
Thing is, other games that nobody considers turn-based have features like that. In Castlevania, for example, you can't swing your whip again until the animation from your first whip finishes, and there is a limit on the number of projectiles you can have on the screen at once. Also, when you are using your whip, you can't move (though if you are already in mid-air, you will still continue on your current trajectory.

Also, with spell casting in the Infinity Engine, you can actually start to cast a spell at any time, provided that you haven't started to cast a spell in the last 6 seconds. Furthermore, having started casting a spell in the last 6 seconds does not prevent you from making physical attacks or moving. In addition, Throne of Bhaal added a spell (Improved Alacrity) that temporarily gets rid of the limitation, allowing you to throw spells as fast as you can cast them. The one exception is not being able to do anything else during the casting animation, but that's no different from (in the Castlevania example) being unable to do anything else while swinging your whip.

As a side note, the same cast-and-attack behavior is seen in Dungeon Hack.
Post edited September 13, 2015 by dtgreene
Traveller, which has already been mentioned.

Gamma World.

I played both of these with some friends wayyyyy back when I was in high school and the first couple years of university. Lots of good memories there, so I'd love to see some CRPGs based on these.
4th edition D&D would be interesting but Pathfinder would also be cool especially in Baldur's Gate and Icewind Dale format.

Also, I would like to see MYFAROG become a computer game. It is the role playing game written by metal artist Varg Vikernes. I've seen some of the format and the setting it sounds like something that would make a pretty good computer game.

Also, I've heard good things about One Ring.

I'd mention Numenera but that is already getting a computer game.
Post edited September 13, 2015 by infinite9
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dtgreene: Thing is, other games that nobody considers turn-based have features like that. In Castlevania, for example, you can't swing your whip again until the animation from your first whip finishes, and there is a limit on the number of projectiles you can have on the screen at once. Also, when you are using your whip, you can't move (though if you are already in mid-air, you will still continue on your current trajectory.

Also, with spell casting in the Infinity Engine, you can actually start to cast a spell at any time, provided that you haven't started to cast a spell in the last 6 seconds. Furthermore, having started casting a spell in the last 6 seconds does not prevent you from making physical attacks or moving. In addition, Throne of Bhaal added a spell (Improved Alacrity) that temporarily gets rid of the limitation, allowing you to throw spells as fast as you can cast them. The one exception is not being able to do anything else during the casting animation, but that's no different from (in the Castlevania example) being unable to do anything else while swinging your whip.

As a side note, the same cast-and-attack behavior is seen in Dungeon Hack.
Limits on your animation and the maximum number of projectiles aren't the same as what we're talking about. Again: BG2 puts every combatant on an internal 6-second turn timer. What you can achieve during that turn is determined by the math (attacks per turn, etc.) on your stat page, just like in proper D&D. In Castlevania, the limitations on attacking or moving or whatever aren't bound by 6-second action intervals. In Castlevania, you can only attack X number of times in Y span of time because of hard-coded limitations--in BG2, you can only attack X number of times in Y span of time because your stats don't, at that particular point, allow you to do more during your 6-second turn.

Imagine a Castlevania game where you could only perform one real attack every 6 seconds, until you leveled up enough to receive more attacks. If you tried to cast a spell, there'd be a delay of several seconds before you started, and it would take a certain amount of time to cast, and you could be interrupted--after which you'd have to wait to recast it. You couldn't move and cast simultaneously, or attack while jumping. All of your enemies would also obey these rules. That would not be a real-time game. It might not be properly turn-based, but nobody could call it real-time. Likewise, BG2 with Castlevania rules would not longer be turn-based: it would basically be Diablo.
<span class="bold">Lords of Creation</span>

A fascinating pen-and-paper RPG published by Avalon Hill and written by Tom Moldvay, who also worked on Dungeons and Dragons and Star Frontiers.

Players begin as ordinary people, and slowly discover their super-human powers.  They gain powers and skills as they progress, including magical abilities and high tech cybernetics.  This RPG features time travel, parallel worlds and pocket universes.  There are 53 different types of weapons, ranging from swords and spears to proton beamers and blasters, as well as 450 different foes, 100 non-combat skills, 53 combat skills, and 60 different powers.

 ▪  <span class="bold">Review</span>
 ▪  <span class="bold">Box set</span>
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dtgreene: Thing is, other games that nobody considers turn-based have features like that. In Castlevania, for example, you can't swing your whip again until the animation from your first whip finishes, and there is a limit on the number of projectiles you can have on the screen at once. Also, when you are using your whip, you can't move (though if you are already in mid-air, you will still continue on your current trajectory.

Also, with spell casting in the Infinity Engine, you can actually start to cast a spell at any time, provided that you haven't started to cast a spell in the last 6 seconds. Furthermore, having started casting a spell in the last 6 seconds does not prevent you from making physical attacks or moving. In addition, Throne of Bhaal added a spell (Improved Alacrity) that temporarily gets rid of the limitation, allowing you to throw spells as fast as you can cast them. The one exception is not being able to do anything else during the casting animation, but that's no different from (in the Castlevania example) being unable to do anything else while swinging your whip.

As a side note, the same cast-and-attack behavior is seen in Dungeon Hack.
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thejimz: Limits on your animation and the maximum number of projectiles aren't the same as what we're talking about. Again: BG2 puts every combatant on an internal 6-second turn timer. What you can achieve during that turn is determined by the math (attacks per turn, etc.) on your stat page, just like in proper D&D. In Castlevania, the limitations on attacking or moving or whatever aren't bound by 6-second action intervals. In Castlevania, you can only attack X number of times in Y span of time because of hard-coded limitations--in BG2, you can only attack X number of times in Y span of time because your stats don't, at that particular point, allow you to do more during your 6-second turn.

Imagine a Castlevania game where you could only perform one real attack every 6 seconds, until you leveled up enough to receive more attacks. If you tried to cast a spell, there'd be a delay of several seconds before you started, and it would take a certain amount of time to cast, and you could be interrupted--after which you'd have to wait to recast it. You couldn't move and cast simultaneously, or attack while jumping. All of your enemies would also obey these rules. That would not be a real-time game. It might not be properly turn-based, but nobody could call it real-time. Likewise, BG2 with Castlevania rules would not longer be turn-based: it would basically be Diablo.
Thing is, in Castlevania, there are stats; there just isn't a stat screen. For instance, there's the power of your whip (which has 3 levels), the amount of health you have left (as well as the number of extra lives in reserve), the number of hearts (for subweapon usage), and the number of projectiles you can have on the screen at once (remember the double and triple shot items?).

Anyway, the key feature of turn-based gameplay is that you take turns. When it's your turn, you decide what action you perform and then perform it; in particular, it is your turn and *only* your turn. On the enemy's turn, the enemy performs its action, and you are waiting for your turn. In particular, since it's not your turn, you don't get to act; you can't move out of the way of the enemy's fireball or equip a ring of fire resistance because it's not your turn. This is not the way the Infinity Engine games work, therefore they are not turn-based; the 6 second timer has nothing to do with it. Actually, it does; the fact that it is measured in real time means the game is real time and not turn based.
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BlackMageJ: As for other games- Deadlands, because an IE-style game with a Western setting would be amazing, or Call of Cthulhu.
Oohhh! Deadlands. Nice choice!

Has anyone played Fading Suns? I like the world it describes.
I'd also like to see more of the Burning Empires games.
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mechmouse: What RPG games would you like to see as Computer game.
I don't know, if anyone could turn it into a "good computer game", but it's definitely a RPG I'd like to see as a computer game:

Paranoia

https://en.wikipedia.org/wiki/Paranoia_%28role-playing_game%29
I'm with GR00T!

Gamma World would be my first choice.
I'd imagine one reason it's not been done is that it'd need tons of mutations for it to be worth a crap and then you have to balance them all in any combination working together, and also skin/mesh all combinations of physical mutations so they look right. A CRAPLOAD of work. But I still want it.

Champions or Villains & Vigilantes (superheroes) would bhe nice too. Freedom Force did this but a new game would be nice.
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Majnun: I'm with GR00T!

Gamma World would be my first choice.
I'd imagine one reason it's not been done is that it'd need tons of mutations for it to be worth a crap and then you have to balance them all in any combination working together, and also skin/mesh all combinations of physical mutations so they look right. A CRAPLOAD of work. But I still want it.

Champions or Villains & Vigilantes (superheroes) would bhe nice too. Freedom Force did this but a new game would be nice.
I have read that the early SaGa (Final Fantasy Legend) games were inspired by Gamma World.
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_Slaugh_: <span class="bold">Lords of Creation</span>

A fascinating pen-and-paper RPG published by Avalon Hill and written by Tom Moldvay, who also worked on Dungeons and Dragons and Star Frontiers.

Players begin as ordinary people, and slowly discover their super-human powers. They gain powers and skills as they progress, including magical abilities and high tech cybernetics. This RPG features time travel, parallel worlds and pocket universes. There are 53 different types of weapons, ranging from swords and spears to proton beamers and blasters, as well as 450 different foes, 100 non-combat skills, 53 combat skills, and 60 different powers.

<span class="bold">Review</span>
<span class="bold">Box set</span>
Yes, this looks very interesting. Never heard of it before, surely there was no German translation. :-)
Maybe something would be to take a system for a computer game and make it into a PnP game. I know i tried a beta-ish morrowind attempt and it was fun overall. But perhaps would be good is a Disgaea, where your stats add /2 of the value per level and has no ceiling cap for growth.

Example. Say your strength is 10, then level 2 it's 15, level 3 it's 20, level 4 it's 25... etc etc. Just create a few ranged magical spells, healing, summons, and you get D&D that's all roleplay and tactical while you can avoid excess dice rolling and rules lawyering.

Hmmm maybe if i had a few friends nearby i could throw this at them and see if it sticks...