D&D, for the uninitiated, is the classic tabletop tactical game that happens to have a fantasy RPG wrapped around it. It's also very, very complex and rules-laden in its current d20 incarnation, so a video game version seems like an easy slam dunk. Eliminate all that pesky book-keeping while taking advantage of the already-great tactical rules set? Awesome. Dungeons & Dragons Tactics, releasing in mid-June for the PSP, looks like it could just about fulfill that dream, but it has a few niggling, nit-picky issues that could sink it as well.
Mom, I'm playing!
The translation of the d20 rules seems very faithful. You can make a cadre of characters, selecting from all of the core character classes and races, as well as the psionic Psychic Warrior and Psion classes. Attacks of opportunity happen when they should, flanking bonuses come up when they should, and there's no point in building a turtle/tank character before level 10 or so. But even if you thought that paragraph was crystal clear, let alone if you were lost at "d20" (it stands for a twenty-sided die, the dice used to adjucate chance in the rules) Tactics will probably pose some problems to really understand.
The issue isn't combat itself, which is faithfully turn-based. You'll spend your time on an overmap to buy and sell gear, resurrect characters, and watch the oil-painted story scenes, but you'll go into individual maps for combat. Bringing two to six characters into the fight, it's up to you to carefully balance your offensive and defensive power. Will you bring a cleric, with their brutal combination of melee power and holy magic, or fill that spot with another barbarian and count on mowing through enemies before they can react? These are the sort of questions that can take hours, if not entire weekends, to resolve playing the tabletop game. Being able to wrap up an entire skirmish in half an hour is pretty awesome, in comparison.
But a lot of that speed seems to come from simply skipping key information. How fast D&D characters move is directly related to how much weight they're carrying compared to their strength, and how fast they move is a paramount part of combat. But when you add weight to a character in combat - say, by looting a treasure chest - you have no way to tell if your character will end up above a certain weight limit. Items are listed by name, and while you can dig through menu after menu to find their weight, you'd then have to dig through another set of menus to find your character's weight allowance, and then compare that to the additional weight you're picking up.