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<blockquote data-quote="Doug McCrae" data-source="post: 3973766" data-attributes="member: 21169"><p>I sort of agree with this. Until Bo9S/4e D&D melee types have never really had per encounter abilities. One round was pretty much the same as the next. But there still needs to be an extra element for fighters to become truly anime.</p><p></p><p>To properly simulate fights in fiction (Not just anime. Movies, superhero comics and wrestling are like this too) there has to be some sense of buildup throughout the battle, a gathering of adrenaline or fury or whatever, which is released in a massive fiery cloud of blazing doom late on, probably in the final round. (NOT round 1 - very important). Storyfied fights.</p><p></p><p>In this area WoW does a better job of simulating fiction than D&D, it's how WoW's warriors and rogues work, building up rage or combo points respectively before they can unleash hell.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 3973766, member: 21169"] I sort of agree with this. Until Bo9S/4e D&D melee types have never really had per encounter abilities. One round was pretty much the same as the next. But there still needs to be an extra element for fighters to become truly anime. To properly simulate fights in fiction (Not just anime. Movies, superhero comics and wrestling are like this too) there has to be some sense of buildup throughout the battle, a gathering of adrenaline or fury or whatever, which is released in a massive fiery cloud of blazing doom late on, probably in the final round. (NOT round 1 - very important). Storyfied fights. In this area WoW does a better job of simulating fiction than D&D, it's how WoW's warriors and rogues work, building up rage or combo points respectively before they can unleash hell. [/QUOTE]
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