D&D General What D&D reflects today, media wise...


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DOTA 2: Dragons Blood is a really fun show and is getting a third season so it can't be doing that bad. I also love Blood Zeus and Castlevania.
Yeah I'm sure it's doing fine by Netflix anime standards. It's just not having a cultural impact like Arcane, and there's nothing particularly special or engaging about it. Whereas Castlevania is unusually well-written/plotted (especially for a Western anime based on a video game!), and so allegedly is Blood of Zeus (haven't seen it yet).
you would've hated planescape
Nope. The exact opposite. Planescape had a very original look for the time, and it's a combination of medieval, Victorian, non-Western historical, and other elements in terms of clothing. Further, the clothing in DiTerlizzi's art generally has quite a rough look. I almost pointed this out but I didn't think anyone could believe say DiTerlizzi or Amano was connected to this style I'm describing. DiTerlizzi's style is heavily stylized, whereas this style is a lot less so.

The other big issue is DiTerlizzi's style is rough and kind of almost gothic. Clothes are often ill-fitting or poorly-made, or unattractively mended. Equipment is likewise imperfect and not always in "charming" or "rustic" ways. And whilst it has relatives, it's not heavily-emulated, let alone standardized.
 




TwoSix

Dirty, realism-hating munchkin powergamer
That said, while 4e D&D got a lot of flack for its four roles reminding people of MMORPGs (i.e,. tank, DPS, support), I could ironically seeing MOBAs providing an alternative model with its character design (e.g., slayers, bruisers/fighters, tanks, mages, support, etc.). I honestly wouldn't mind seeing more TTRPGs that are inspired by video game design ideas, models, and concepts rather than shying away from it.
Following a MOBA model of class design (a small suite of scaling bespoke powers available at the beginning of play, upgrades and new powers available via item acquistion, a high level capstone) is unironically a good idea.
 

Reynard

Legend
Following a MOBA model of class design (a small suite of scaling bespoke powers available at the beginning of play, upgrades and new powers available via item acquistion, a high level capstone) is unironically a good idea.
I kept trying to build a MOBA style PvP event for a convention but 5E wouldn't quite work. I may try it with Pathfinder 2, or Savage Worlds.
 


Following a MOBA model of class design (a small suite of scaling bespoke powers available at the beginning of play, upgrades and new powers available via item acquistion, a high level capstone) is unironically a good idea.
I love it in theory, but it does mean you need a lot of classes if you don't want to reduce options.
 

HammerMan

Legend
Plus both Dota 2 and LoL are expanding their setting universes into new game types (e.g., digital collectible card games, auto battlers, MMORPGs) and media (e.g., cartoons/anime, novels, comic books, etc.).

That said, while 4e D&D got a lot of flack for its four roles reminding people of MMORPGs (i.e,. tank, DPS, support), I could ironically seeing MOBAs providing an alternative model with its character design (e.g., slayers, bruisers/fighters, tanks, mages, support, etc.). I honestly wouldn't mind seeing more TTRPGs that are inspired by video game design ideas, models, and concepts rather than shying away from it.
I wish they had doubled down (triple down) on roles.
each class has a primary and secondary role but for combat, social, and exploration. meaning each class has 6 role 'keywords' and even then you can if you really bend and twist the system you could cover 3 roles (1 combat 1 social 1 exploration) that are NOT prime or second for your class choice...but it's hard and you wont be as good as if you DID play to type.

have the new players be able to quickly see "Hey rogue are best at striker/face/mobility, but the ranger is best at striker/perceptor/guide" both are strikers in combat, but play diffrent in OTHER situations. and if you want to ignore the suggestions you can.
 

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