Its basically acting off dice rolls but the percentage of hit:miss is incredibly frustrating. You can honestly spend 5 minutes in a fight and not get a single hit in
.......this is
any dnd based game lmao
the only reason pillars seemed more forgiving with physical attacks is because its one of the few popular crpgs that handles attacks/armor the way that it does. in pathfinder and baldurs - defense is *not getting hit* instead of simply mitigating damage taken into something manageable. once damage comes through, its either flatlining squishy characters immediately or a class with a legit investment has a big enough health pool to soak up what you can't avoid.
fortitude/reflex/will determine what slows you down, what kills you, what makes you kill everyone else in your party. that's still in play, and if you're not keeping track of that then its only more ways to get fukked. or how you fail to whittle down an enemy that seems unbeatable.
baldurs 3 is just plain unforgiving like pathfinder unless you tune the difficulty.
whenever I play a 'real time with pause' game I set it up so it's basically turn based
the biggest problem with real time with pause is that it makes laying down AoE and delayed effects a headache - especially with any kind of friendly fire to worry about. with the way effects are now.... its just too messy past a certain point.
I forgot how Pillars is but BG 1 and 2 is just like the Pathfinder games. If you have the time play BG1 and BG2, classic games that still hold up.
yeah - and pillars of eternity legit forced a turn based overhaul into their game due to overwhelming demand. so many of their classes relied on accurate placement of abilities and coordinated timing. playing on any difficulty beyond normal was a clusterfukk by mid-game.