D&D and World of Warcraft (Not a Rant)

epochrpg said:
Last I checked, Guild Wars did not cost $10 per month like D&D 4e or WoW do

It's 15 bux a month, and isn't it a little disingenuous to keep bringing up the DI subscription and its price as a failing point of 4E when it is imminently obvious that you don't need to subscribe or pay that fee to use your books and play the game?

I don't see what is so terrible with D&D cribbing some stuff from WoW. In addition to the fact that WoW owes its very existence to D&D, and thus D&D has every right to crib from its "step child," the faults of WoW are those of any video game and thus won't transpose over to D&D because D&D is not a video game.
 

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And on top of that, World of Warcraft costs $14.95, not $10. :D

If that was meant as a threadcrap, epochrpg, let's lay off of such, please.
 

I've never played WoW, so take what I have to say in that light.

On the one hand, a huge number of people have a lot of fun playing WoW. As such, for D&D to take some inspiration may not be a bad thing. Stealing ideas is no bad thing if they are good ideas.

On the other hand, though, the things that WoW does well, it tends to do much better than D&D can. If the powers that be have some idea that they'll make D&D more like WoW and somehow compete with WoW, they're on a course for disaster. Better to look to the things that D&D can do well that WoW can't (such as the ability to go "off the map", as it were), and use those as the competitive edge.
 

I play a ton of WoW, and a ton of DND.

Paraxis, In answer to your question one of the biggest DnD changes that parralels Wow, to me, seems to be the Class roles and paths.

In warcraft, all classes have certain roles. These roles can be augumented and/or changed by specific talent paths chosen by the player as they level. So for example (in DnD terms) a warcraft "Fighter" can choose one path and become a "Tank", or choose another to be a "striker".

From what I've read about 4th edition, we are getting 30 class levels, with an assortment of different powers (ie talents) along they way (at will, per encounter, daily, etc). We also know, by various articles that "a warrior fighting with a sword will have differnt assortment of powers and feel different than a warrior with a polearm".

I would not be suprised if 4thg edition took a talent tree approach, where depending on your chosen class of character your trying to make, you can choose a differnt "flavored" path to take that character along.

I'm really intreseted to see if the classes will be pigeonholed in 4th edition DnD. Does a fighter always have to be a "tank"? Can he be a "striker" instead? Can a cleric be a "tank" instead of a "Leader"? OR will all character classes be forced into a certain sterotypical role because of the given powers of thier class?

Anyhow Paraxis, there you go.

Once we actually get a look at the classes, we can really see if all these new powers classes get parralel thier Mmorpg counterparts.
 

delericho said:
On the one hand, a huge number of people have a lot of fun playing WoW. As such, for D&D to take some inspiration may not be a bad thing. Stealing ideas is no bad thing if they are good ideas.

On the other hand, though, the things that WoW does well, it tends to do much better than D&D can. If the powers that be have some idea that they'll make D&D more like WoW and somehow compete with WoW, they're on a course for disaster. Better to look to the things that D&D can do well that WoW can't (such as the ability to go "off the map", as it were), and use those as the competitive edge.
I concur 100 percent. Well said, sir.
 

Getting back to Blood Elves and Draenei...

Apart from the solar/fire theme in their appearance and architecture, blood elves remind me of drow the most: decadent, haughty, looking to magic to solve their problems.

Draenei would be closer to aasimars: they are both inherently noble, loyal, spiritual, etc.

--------------------------

Also, WoW priest ≠ D&D cleric!
- they can't wear armor (in D&D terms)
- they can't use shields
- they don't have a lot of hit points

a better approximation would be to take a standard wizard and give him access to the cleric spell list
 
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coriolis said:
Getting back to Blood Elves and Draenei...

Apart from the solar/fire theme in their appearance and architecture, blood elves remind me of drow the most: decadent, haughty, looking to magic to solve their problems.

Draenei would be closer to aasimars: they are both inherently noble, loyal, spiritual, etc.
I like those comparisons, although I think blood elves are more interesting than the now very played out drow.

Also, WoW priest ≠ D&D cleric!
- they can't wear armor (in D&D terms)
- they can't use shields
- they don't have a lot of hit points

a better approximation would be to take a standard wizard and give him access to the cleric spell list
Yeah, if you want an MMORPG cleric, EQ1's clerics are incredibly close, although they're closer to 1E or 2E clerics, rather than the mighty juggernauts that are 3E clerics.

(Or, well, you could play DDO. :p)
 

Can we please come up with another name for WoW - like "the game which shall not be named" (TGWSNBN) or something? ;) The more we mention it, the more we're getting spam for it....
 
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Lord Tirian said:
However, since I'm not that familiar with Guild Wars (only tested the first Guild Wars product, never the expansions), you anybody give a basic run-down, besides the primary/secondary class-system.

Or even better, could you (hong) explain what you mean by 4E and GW similarities? I'm curious!
I'm not hong, but I've noticed some interesting similarities.

The defender/striker thing, which I know a lot of people are worried will be similar to WoW's tank/DPS thing, makes me think of the warrior and assassin classes in Guild Wars. GW warriors are highly durable, generally the hardest characters to kill, and also the premier damage-dealers of the game, except for the occasional times when you want a big area-of-effect attack. Their weaknesses are that they can be disabled via status effects (e.g., blindness) and debuffs if they move too far from the team's healer and get out of range of the curing spells, and that they have to be right up next to an enemy to hurt it. So warriors end up being a team's front line, but their ability to affect back-line enemies is somewhat limited - if they start charging the enemy's healer, everyone can see what they're trying, and they can be countered.

Now, the assassin class is also a melee-based damage dealer, but with much less durability. They're not much harder to kill than the spellcasters. And while they can deal "burst" damage on par with a warrior's, their ability to deal damage consistently over the course of a fight is much less. But, they have skills that let them teleport to a targeted enemy. If you're not careful, an assassin can cross the battlefield almost instantly and kill one of your armorless spellcasters very quickly.

My guess/hope is that the defender/striker dichotomy will be like that. D&D4 fighters (and other defender classes) will be as good as or better than rogues at dealing damage, but they'll pretty much have to fight whichever enemy comes to the front to fight them. They can't move past the enemy warriors to hit the evil wizard without eating some AoO's, or whatever mechanic 4e uses to discourage people from doing that sort of thing. Rogues won't deal more damage than fighters, but they'll have abilities like tumbling through threatened areas that let them get to where their damage can do the most good.

Of course, I could be wrong. Maybe D&D4 will feature fighters who stand around in their armor yelling insults at the monsters, causing them to ignore the rogue who's slicing them to pieces. But I think that's an unnecessarily pessimistic view. ^_^

Wait, I was going to talk about more similarities than just that one, wasn't I? Well, let's see. Warriors in GW play very differently depending on which weapon they use, while still filling more or less the same role on a team. Most abilities are somewhere between at-will and per-encounter, consuming a resource that you start each fight with a certain amount of and regain throughout the fight at a modest rate. There are support classes that have tactically interesting and highly active roles in combat. Spellcasters can use their wands and staves to zap enemies without spending any resources. Encounters (non-PVP ones) often use multiple types of enemies that work together in interesting ways. Many fights are set up with significant terrain features and things to do besides just hacking away at the enemy.

It's mainly the roles stuff that makes me think of Guild Wars; the rest is mostly superficial, I think. GW does a good job of having a variety of classes performing different but useful roles on a team, each interesting to play in its own way, without any one being strictly necessary. D&D could do worse than to take some ideas from that.
 

Video games, particularly CRPGs (maybe we need to start saying ERPGs?) and D&D have shared a parrallel development since both were in their infancy. Although they are not equivalent forms of entertainment, they do tend to appeal to a significant crossover demographic. I can't say what the percentage of game designers are that enjoy ERPGs and other video games, but I am willing to bet it is pretty high -- and vice versa for video/computer game designers and developers. This means that the likelihood of cross pollination is very high, and if you look at both, in general, it is also pretty obvious.

However, I am concerned that it is possible to go too far. Computers do certain things well, and certain elements of play are more fun witha computer to back them up. Likewise, human beings do certain things well, and certain elements of play are more fun with humans backing them up. I am not convicned, however, that the 4e design team has fully realized this and some of the elements they are borrowing from MMOs and other ERPGs will actually bog the game down and create an unsatisfying play experience.

As time goes on, though, I relaize that we really don't know much of anything at all. What I am concerned about is based entirely upon very vague statements with little or no mechanics or other hard information to back it up; the same can be said for those that are excited and optimistic. until we have some concrete information, I can't do much besides go with my gut while trying to not over react to small amounts of information.
 

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