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D&D and World of Warcraft (Not a Rant)
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<blockquote data-quote="Imaro" data-source="post: 3842641" data-attributes="member: 48965"><p>I think one of the problems as has been addressed above is an increase in complexity...now this would be fine if leveling was slowed down, but it's been alluded to that 4e will have faster leveling + a longer level spread...actually means more abilities faster. I don't get how this is new player friendly. Give them some time to really understand the abilities they have before throwing another piece of complexity at them. I guess for established players they can cope with more abilities at a quicker pace, but I still think there's enough intricacies within numerous feats and spells, that a new player has to have time to explore and understand them.</p><p></p><p>This " no dead levels" model works better in videogames than in table top games. The computer is doing all the actual mechanical implementation, so all a player really need know is the general function of an ability. In other words, using a fairly simpe example...power attack...in a videogame all you need to know is my chance to hit suffers but I do more damage, I mean in most computer games you could probably set your power attack at a static level of - to attack vs. + to damage and only change it if you want to. In D&D you need to know exactly how it works to implement it during the game; decide how much - vs. + you want to take apply this to your stats and announce it each round. In a table top rpg, either the player or DM needs to know how to implement the mechanics of an ability, and even in 3.5 I had players who didn't remember exactly how a certain ability or spell worked at times.</p><p></p><p>On a side note, one of the things I'm very wary about with 4e, and feel it is videogame influenced, is how they are doing monsters. They are being constructed, as far as I've seen so far, to be purely combat oriented. Not sure how far that will go but I think alot of the abilities people dismiss as "useless in actual play" are really just abilities that require creative thinking to use during play. and aren't as "useless" as some claim. Even if they allow me to construct a better story around a monster or concieve a nice hook, then they've served a purpose. I kind of felt this coming with the delve format, which basically boils down every encounter into a D&D skirmish mini-game, but I'm not sure I really like it.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3842641, member: 48965"] I think one of the problems as has been addressed above is an increase in complexity...now this would be fine if leveling was slowed down, but it's been alluded to that 4e will have faster leveling + a longer level spread...actually means more abilities faster. I don't get how this is new player friendly. Give them some time to really understand the abilities they have before throwing another piece of complexity at them. I guess for established players they can cope with more abilities at a quicker pace, but I still think there's enough intricacies within numerous feats and spells, that a new player has to have time to explore and understand them. This " no dead levels" model works better in videogames than in table top games. The computer is doing all the actual mechanical implementation, so all a player really need know is the general function of an ability. In other words, using a fairly simpe example...power attack...in a videogame all you need to know is my chance to hit suffers but I do more damage, I mean in most computer games you could probably set your power attack at a static level of - to attack vs. + to damage and only change it if you want to. In D&D you need to know exactly how it works to implement it during the game; decide how much - vs. + you want to take apply this to your stats and announce it each round. In a table top rpg, either the player or DM needs to know how to implement the mechanics of an ability, and even in 3.5 I had players who didn't remember exactly how a certain ability or spell worked at times. On a side note, one of the things I'm very wary about with 4e, and feel it is videogame influenced, is how they are doing monsters. They are being constructed, as far as I've seen so far, to be purely combat oriented. Not sure how far that will go but I think alot of the abilities people dismiss as "useless in actual play" are really just abilities that require creative thinking to use during play. and aren't as "useless" as some claim. Even if they allow me to construct a better story around a monster or concieve a nice hook, then they've served a purpose. I kind of felt this coming with the delve format, which basically boils down every encounter into a D&D skirmish mini-game, but I'm not sure I really like it. [/QUOTE]
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