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RPS asks: turn-based or real-time with pause combat?Who would win in a fight?
Who would win in a fight?

For my part, I was previously a defender of real-time with pause (henceforth RTWP). That’s how Baldur’s Gate games were and that’s how they should continue to be, right? Pausing every couple seconds to micromanage was an inherent part of my experience with not just Baldur’s Gate butIcewind Dale, another RPG built in the same engine. In the modern day, I’ve enjoyed the throw-back quality of RTWP systems in classic-style RPGs like Tyranny andPillars of Eternity. I’d even chuck the much earlierDragon Age: Originsin that same stew pot. I’m not ready to give in to folks who find RTWP clunky and annoying—it still has a place in my heart—but I am ready to let it go on this occasion.
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Dungeons & Dragons, the ruleset and lore in which Baldur’s Gate has always been set, is a turn-based system. Back when, I imagine that RTWP must have seemed so slick. What action! What drama! Battles play out without waiting for a teammate’s dice roll. Computer RPGs are a marvel, truly. Now, real-time action is taken for granted and I’m of a mind that Baldur’s Gate will benefit from a return to turns. It’s not only more authentic to the source, but I think it will encourage tactical thinking more true to the spirit of a tabletop game as well.
If you’re just catching up, why not check outeverything we know about Baldur’s Gate 3or Alice Bee’s quite thoroughBaldur’s Gate 3 preview.