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"Charge Up" Mechanic: A problem for D&D
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<blockquote data-quote="Tony Vargas" data-source="post: 6948038" data-attributes="member: 996"><p>The idea that D&D has ever been remotely 'video game' like is a little backwards. D&D inspired some early video games (and MMOs outright copied it), and things like limited-use abilities, hit points/health bars, treasure drops and 'extra lives' and the like can thus be found in both. </p><p></p><p>3e was accused of being bad for RP, and horribly 'grid dependent' and push-button-like with combat options as well as with spells (which had always been video-game-like in that tenuous sense). It wasn't any more or less valid than any other such complaints before or since. D&D is the premier RPG, it attracts the most criticism.</p><p></p><p>Per day is still a limited-use/push-button paradigm. Nothing innately video-game about that. Innately better-balanced, sure, but still nothing that RPGs hadn't done long before video games.</p><p></p><p>Even if a mechanical innovation, like a cool-down or warm-up /were/ done first by a video game, that shouldn't remove it from consideration - it might still be adapted to TT as a good mechanic. </p><p></p><p>(Perhaps the most interesting example is 'Aggro.' In classic D&D, it was common for the fighters to hold a sort of front line. Because that's what infantry did in wargames, maybe, or because it wasn't fun to have every magic user die in the first fight of the campaign, or whatever. It was a sort of unwritten rule that most melee type monsters would mostly melee their opposite numbers among the PCs. The mechanics didn't back it up, but DMs tended to run it that way. When MMOs tried to adapt D&D, the lack of a DM created a need to formalize that, and 'aggro' was born. Later generations of D&Ders even complained that D&D "didn't have aggro" in the sense of a mechanic, yet it had always had it, in the way DMs ran their monsters.)</p><p></p><p>And there's the escalation die. That could be effortless adapted to D&D.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6948038, member: 996"] The idea that D&D has ever been remotely 'video game' like is a little backwards. D&D inspired some early video games (and MMOs outright copied it), and things like limited-use abilities, hit points/health bars, treasure drops and 'extra lives' and the like can thus be found in both. 3e was accused of being bad for RP, and horribly 'grid dependent' and push-button-like with combat options as well as with spells (which had always been video-game-like in that tenuous sense). It wasn't any more or less valid than any other such complaints before or since. D&D is the premier RPG, it attracts the most criticism. Per day is still a limited-use/push-button paradigm. Nothing innately video-game about that. Innately better-balanced, sure, but still nothing that RPGs hadn't done long before video games. Even if a mechanical innovation, like a cool-down or warm-up /were/ done first by a video game, that shouldn't remove it from consideration - it might still be adapted to TT as a good mechanic. (Perhaps the most interesting example is 'Aggro.' In classic D&D, it was common for the fighters to hold a sort of front line. Because that's what infantry did in wargames, maybe, or because it wasn't fun to have every magic user die in the first fight of the campaign, or whatever. It was a sort of unwritten rule that most melee type monsters would mostly melee their opposite numbers among the PCs. The mechanics didn't back it up, but DMs tended to run it that way. When MMOs tried to adapt D&D, the lack of a DM created a need to formalize that, and 'aggro' was born. Later generations of D&Ders even complained that D&D "didn't have aggro" in the sense of a mechanic, yet it had always had it, in the way DMs ran their monsters.) And there's the escalation die. That could be effortless adapted to D&D. [/QUOTE]
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