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4e like WoW? Nope, Wrong Game
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<blockquote data-quote="Henry" data-source="post: 4182748" data-attributes="member: 158"><p>You could also make the argument that it's like chess: different pieces representing classes, each class having a special maneuver that only similar classes to it can accomplish, playing on a surface divided into squares, regicide being a common campaign theme, etc. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>But more seriously, I can see some of these points, but a lot do appear to be stretches to me:</p><p>--likening the three difficulty modes to the three tiers isn't congruent, as one deals with campaign setting, and the other deals with level progression. Heck, Diablo 2 has more difficulty with level progression, and that's a staple of all fantasy games pretty much.</p><p>--Mana is nothing like the at-will/encounter/daily split; one might as well say that they're alike because all classes in D2 use health, and all classes in D&D use hit points. </p><p>--The specifics of cold vulnerabilities, etc. aren't that significant to me, because there are only so many types of energy attacks and so many types of ways that bonuses and penalties can be designed for a given game. You're bound to have overlap, just like the whole "hit points" thing.</p><p></p><p>So there may be some, but I'm not seeing a huge resemblance.</p></blockquote><p></p>
[QUOTE="Henry, post: 4182748, member: 158"] You could also make the argument that it's like chess: different pieces representing classes, each class having a special maneuver that only similar classes to it can accomplish, playing on a surface divided into squares, regicide being a common campaign theme, etc. ;) But more seriously, I can see some of these points, but a lot do appear to be stretches to me: --likening the three difficulty modes to the three tiers isn't congruent, as one deals with campaign setting, and the other deals with level progression. Heck, Diablo 2 has more difficulty with level progression, and that's a staple of all fantasy games pretty much. --Mana is nothing like the at-will/encounter/daily split; one might as well say that they're alike because all classes in D2 use health, and all classes in D&D use hit points. --The specifics of cold vulnerabilities, etc. aren't that significant to me, because there are only so many types of energy attacks and so many types of ways that bonuses and penalties can be designed for a given game. You're bound to have overlap, just like the whole "hit points" thing. So there may be some, but I'm not seeing a huge resemblance. [/QUOTE]
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