06-09-2008, 11:30 AM | #171 | |
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Re: First thoughts on D&D 4th edition
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hmmm D&D online interesting..... |
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06-09-2008, 11:31 AM | #172 | |
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Re: First thoughts on D&D 4th edition
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06-09-2008, 01:27 PM | #173 | |
Join Date: May 2007
Location: Cincinnati, OH USA
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Re: First thoughts on D&D 4th edition
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--Mike L. |
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06-09-2008, 01:36 PM | #174 | |
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Re: First thoughts on D&D 4th edition
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06-09-2008, 01:39 PM | #175 | |
Join Date: Sep 2004
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Re: First thoughts on D&D 4th edition
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And quoting for truth, here. I get the distinct impression people are confusing some "characteristic elements of game design, which seem to have been polished extensively by MMO designers" with "MMOs". WoW, Everquest, Age of Conan, and all the rest STILL have game mechanics, just like tabletop games. Some of these game mechanics have concepts that are useless for tabletop RPGs - the sheer amount of grotesque number crunching that goes on in WoW combat would make it an utter failure as a PnPRPG. As an MMORPG it can get away with having attributes in the hundreds, derived attributes getting percentage based on a combination of yet another derived rating looked up on a chart, and having those attributes change constantly during a fight. However, other things, like having lots of specific abilities with linked cooldowns (giving you basically at will, per encounter or limited uses per encounter, and per dungeon or per day abilities) are a GAME MECHANIC. There's nothing in that concept that makes it "A MMO thing". GURPS has had this concept as an optional modifier for a while - heck, take a bunch of powers, put them in an Alternate Ability group, and give them varying Takes Recharge times, et Voilla. There's nothing in that concept that's particularly new, it's just that MMOs have shifted towards using it heavily. I've seen it heavily showcased in Final Fantasy too, and I've used it in GURPS. I tell you what, it's a fun idea, and my hat goes off to the guy who pushed to make it a core concept for 4e. With all the fuss out there, it sounds like this makes 4e the first PnPRPG to really make this core and exploit it to the maximum - and that's pretty cool. The healing surge mechanic, a concept that's also got a lot of ranting, doesn't seem to have any connection to MMOs at all. A lot has been said, sometimes hysterically, about threat and aggression mechanics - there's really not much to speak about here in D&D 4e. Some of the classes have explicit abilities that mindcontrol the target into focusing its attacks on them. Woooooooo. This is just as goofy as all the other magical abilities floating around, and this one is pretty damn handy without being yet another "kill the monster" power. It requires the players to co-operate and think to make anything out of it, so thumbs up. More is being said, also at times hysterically, about the description of roles, both for PCs, and monsters. Newsflash: this is something that was developed by MMORPG players, when they were working on tactics. There's nothing in this concept that has anything specifically to do with MMORPGs as a medium - it's a conceptual aide for people to help understand what the hell is it they're supposed to do with all these fancy powers. There's a big help to thinking about your role in a group - but I'll tell you something else learned from MMORPGs - "hybrid" or "nonstandard role" characters can be really damned effective. Ninja class characters in FFXI make excellent "defenders" - but the game designers were trying to make them "strikers" (tanks and DPS, to use the MMORPG terms). Players just found a different way to play the class that worked really well. The 4e classes don't seem any more restrictive than that, and they certainly aren't more restrictive than the 3e or god help you 2e classes were. There's nothing in D&D4e that FORCES everybody into the expected roles - The default configuration fits into one of the roles, but I should expect it to! It makes it an easy way to explain what everyone DOES in the game to a new player, makes it easy to pick up and make an effective PC with a clear job to do, and makes it easy to get on with the fun. Yes, they've cut out multi-classing as was done in 3e. BECAUSE IT WAS BROKEN AND WEIRD. The new approach is interesting, but I can't say much more about it than that because I've just glanced over it. Similarly, the roles for monsters are an ENORMOUS AIDE to GMs - giving you a quick and easy way of figuring out what exactly it is the designer expected you to do with the monsters. Nothing forces you to use them as the designer expected, but some times you just don't have time (or energy) to spend thinking up clever things to do, and having a lot of advice is GOOD.
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06-09-2008, 01:48 PM | #176 | |
Join Date: May 2007
Location: Cincinnati, OH USA
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Re: First thoughts on D&D 4th edition
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--Mike L. |
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06-09-2008, 01:53 PM | #177 | |
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Re: First thoughts on D&D 4th edition
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06-09-2008, 01:57 PM | #178 | |
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Re: First thoughts on D&D 4th edition
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Adults, on the other hand, tend to live with stricter budgets, and less ability to have free money thrown at us if we overstretch our finances.
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06-09-2008, 02:08 PM | #179 |
Join Date: May 2007
Location: Cincinnati, OH USA
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Re: First thoughts on D&D 4th edition
Okay, Bruno, you've pretty much called us all out for bitching about 4e. Here's some stuff I like about 4e to show that I don't think everything blows chunks.
-The more I've read on the backstory of the Eladrin, the more I like them. They are a bit closer to Tolkienesque High Elves (and the regular Elves closer to the Tolkienesque Sindarin and Wood Elves), and they seem the perfect group to provide hooks for various campaign threads. The Feywild itself is closer to a Shakespearean Midsummer Night's Dream viewpoint than anything in the past, and such an angle lends itself well to even the occasional Deus ex Machina (with a price) as well. -The backstory of the Dragonborn makes me think of them as the Klingons of the default D&D world. They are very proud, very honor driven, and are great warriors. They are stateless, so they wander the world much like the Melniboneans did. -I do like the concept of rituals, which removes a lot of the Vancian memory system. --Mike L. |
06-09-2008, 02:10 PM | #180 | |
Join Date: May 2007
Location: Cincinnati, OH USA
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Re: First thoughts on D&D 4th edition
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--Mike L. |
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