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Chris Perkins and Stan! - previous D&D edition thoughts
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<blockquote data-quote="EzekielRaiden" data-source="post: 9580011" data-attributes="member: 6790260"><p>Okay, but the thing to remember is, that terminology didn't actually come from MMOs.</p><p></p><p>It came from <em>soccer</em>. There is no MMO that calls damage-dealing classes "strikers." That's a soccer term: people who <em>strike forward</em> into the enemy part of the field in order to score a goal. No MMO calls support/healing characters "leaders." That's a soccer term: people who go <em>ahead of</em> the strikers in order to set up a good shot for them.</p><p></p><p>I'm not sure if "Controller" is directly from soccer. That's the only one of the four roles that is, in fact, semi-commonly used to speak of stuff in MMOs...but it's almost never an actual <em>role</em>, because a class purely centered around crowd control effects would not be very enjoyable. (Guild Wars 1 suffered this problem with its Mesmer class. It was an almost pure support/control class, having very little to contribute to survivability, healing, or defense, and only a very small amount of offense. This made it a great pick for your secondary profession, but they made a very difficult pick for your primary one. GW2 notably reworked Mesmer to have much more damage potential.)</p><p></p><p>I don't really see how encounter powers are "in effect" cooldowns. Like the only relationship is that you can't use them whenever you like. Such things have been in D&D for ages. I don't understand why "this trick can't be repeated over and over whenever you like" becomes a "cooldown"--especially because most video game cooldowns are <em>not</em> once per fight, and much closer to once every 10-60 seconds, thus being "many times per fight, but not in rapid succession."</p><p></p><p>Consider, for example, the "rounds" of Rage or Bardic Music from 3.x. Those are far more <em>actually like</em> MMO mechanics! Specifically, they'd be charged stances that rebuild charges when not active.</p><p></p><p></p><p>Sure. But I'm not even sure they're unique to video games. For example, variable-recharge (e.g. roll a d6, recharges on a 6) might even date back to 0e, and that's functionally a cooldown with a slightly randomized duration (roughly, once every six rounds of combat, but you can assume it's always available at the start.)</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9580011, member: 6790260"] Okay, but the thing to remember is, that terminology didn't actually come from MMOs. It came from [I]soccer[/I]. There is no MMO that calls damage-dealing classes "strikers." That's a soccer term: people who [I]strike forward[/I] into the enemy part of the field in order to score a goal. No MMO calls support/healing characters "leaders." That's a soccer term: people who go [I]ahead of[/I] the strikers in order to set up a good shot for them. I'm not sure if "Controller" is directly from soccer. That's the only one of the four roles that is, in fact, semi-commonly used to speak of stuff in MMOs...but it's almost never an actual [I]role[/I], because a class purely centered around crowd control effects would not be very enjoyable. (Guild Wars 1 suffered this problem with its Mesmer class. It was an almost pure support/control class, having very little to contribute to survivability, healing, or defense, and only a very small amount of offense. This made it a great pick for your secondary profession, but they made a very difficult pick for your primary one. GW2 notably reworked Mesmer to have much more damage potential.) I don't really see how encounter powers are "in effect" cooldowns. Like the only relationship is that you can't use them whenever you like. Such things have been in D&D for ages. I don't understand why "this trick can't be repeated over and over whenever you like" becomes a "cooldown"--especially because most video game cooldowns are [I]not[/I] once per fight, and much closer to once every 10-60 seconds, thus being "many times per fight, but not in rapid succession." Consider, for example, the "rounds" of Rage or Bardic Music from 3.x. Those are far more [I]actually like[/I] MMO mechanics! Specifically, they'd be charged stances that rebuild charges when not active. Sure. But I'm not even sure they're unique to video games. For example, variable-recharge (e.g. roll a d6, recharges on a 6) might even date back to 0e, and that's functionally a cooldown with a slightly randomized duration (roughly, once every six rounds of combat, but you can assume it's always available at the start.) [/QUOTE]
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