RTWP was a design crutch for Bioware so that they didn't need to actually balance each encounter with respect to positioning and initiative. By the end of BG2 you were literally just queuing up multiple protection strippers and broken shit like Improved Alacrity and Project Image. A single mage would invalidate entire sections of the game. The only way Bioware made any later encounters in ToB difficult was by giving all of them some caster with Time Stop which functionally just turned the game into turn-based (albeit only two turns)
You can see a ton of games who try to recreate older CRPGs suffer from RTWP because the encounters are so boring like PoE. No one in this thread will be able to bring up even one reason why RTWP is superior in regards to strategy or depth of combat.
>By the end of BG2 you were literally just queuing up multiple protection strippers and broken shit like Improved Alacrity and Project Image. A single mage would invalidate entire sections of the game. The only way Bioware made any later encounters in ToB difficult was by giving all of them some caster with Time Stop
>A single mage would invalidate entire sections of the game So just like PnP 2nd edition DnD.
Joseph Collins
This was a fault of 2E, not one of its pros.
Matthew Reed
They were adaptations of dnd tabletop which was always busted at high levels
Tyler Green
Roleplaying games should be balanced around what makes sense in the world, hence roleplaying. I bet you cry about rolling before picking your class too.
Robert Campbell
RTWP is jank-kino and it has its place in vidya. However it should only be present in games with that have archais janky system to complete the experience, like D&D 2nd edition. Putting RTWP on some game with modern day design sensibilities is like making "a retro indie game" and then using Bauhaus for the art style.
Alexander Peterson
Based tabletop chad shitting on zoomer in his own thread.