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General Tabletop Discussion
D&D Older Editions
4E is like WoW (NOT!)
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<blockquote data-quote="Zinovia" data-source="post: 4120702" data-attributes="member: 57373"><p>The parallels that do exist have been drawn many times before. </p><p>Here's a quick recap:</p><p>• Class roles like Striker (DPS), Defender (Tank), Leader (Healer/Buffer), and Controller (CC).</p><p>• Named powers for all classes.</p><p>• Marking foes (hunter's mark, raid marking).</p><p>• Abilities that let the tanks hold aggro. </p><p>• Paragon Paths = talent builds.</p><p></p><p>The example you mention isn't a good parallel between D&D and WoW. Having monsters running in to join the fight and aid their compatriots is just what you would expect in a D&D game. What is WoW-like (and unrealistic) is for mobs to stand there not helping their buddies because they are out of aggro range, even if they are in line of sight. They just ignore you slaughtering their 3 friends, but will attack as soon as you get closer to them. </p><p></p><p>So yes, there are features that both games share, and some valid comparisons to be made, but "pulling aggro" isn't one of those. There are no threat-meters or spells to reduce your threat when you're DPS'ing too hard or get a string of lucky criticals. The bad guys are controlled by a person, not an AI, and the DM will try and have them attack whoever is logical for them to attack, rather than the person with the highest numeric threat. </p><p></p><p>I have played MMORPGs including WoW for a number of years, and I don't think D&D is in any danger of turning into WoW. Except for the <a href="http://wizards.com/dnd/images/RacesNClasses_Gallery/109876.jpg" target="_blank">big shoulder armor.</a> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Zinovia, post: 4120702, member: 57373"] The parallels that do exist have been drawn many times before. Here's a quick recap: • Class roles like Striker (DPS), Defender (Tank), Leader (Healer/Buffer), and Controller (CC). • Named powers for all classes. • Marking foes (hunter's mark, raid marking). • Abilities that let the tanks hold aggro. • Paragon Paths = talent builds. The example you mention isn't a good parallel between D&D and WoW. Having monsters running in to join the fight and aid their compatriots is just what you would expect in a D&D game. What is WoW-like (and unrealistic) is for mobs to stand there not helping their buddies because they are out of aggro range, even if they are in line of sight. They just ignore you slaughtering their 3 friends, but will attack as soon as you get closer to them. So yes, there are features that both games share, and some valid comparisons to be made, but "pulling aggro" isn't one of those. There are no threat-meters or spells to reduce your threat when you're DPS'ing too hard or get a string of lucky criticals. The bad guys are controlled by a person, not an AI, and the DM will try and have them attack whoever is logical for them to attack, rather than the person with the highest numeric threat. I have played MMORPGs including WoW for a number of years, and I don't think D&D is in any danger of turning into WoW. Except for the [url=http://wizards.com/dnd/images/RacesNClasses_Gallery/109876.jpg]big shoulder armor.[/url] ;) [/QUOTE]
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