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General Tabletop Discussion
*Dungeons & Dragons
D&D Lingua Franca, or 5e really, REALLY needs to create it's own new "space"
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<blockquote data-quote="Sunseeker" data-source="post: 5861642"><p>Roles matter as much as you put relevance into them, they exist mainly as guidelines for building a diverse party. It's no different than the "magic user" "fighting man" or "skillmonkey" terms that have exited for ages. Remember that MMORPGs evolved <em>from</em> TTRPGs, they're logical extensions of existing classifications, not disparate entities.</p><p></p><p>D&D characters have been given new abilities, better versions of existing abilities and new powers basically since the beginning. Even if some editions say you have to visit a trainer, experiment or otherwise figure it out on your own. MMORPGs do not award powers and abilities in a drastically different way than TTRPGs so.</p><p></p><p>Aggro mechanics exist for a specific purpose in MMORPGs because there is no DM controlling the enemies. Challenges and the like serve a useful purpose, regardless of if the DM follows them, of directing the damage to the members of the party best suited for taking damage. If your DM attacks the party fighter(who has high HP and high armor) most of the time, taunts and challenges aren't as useful as with a more "intelligent AI" DM who will focus on the squishier characters.</p><p></p><p>----------</p><p></p><p>Anyway, on the OPs subject, I think there should be a general selection of terms that are obvious, when a player says "ability scores" it shouldn't matter what edition we're playing. When players say "attack bonus" it may look different, be bigger or smaller, but it should universally be the same thing in every edition. However, every edition should have some terms unique to it's own, not a lot, and perhaps so few as to only be counted on one hand. But each edition should strive to make it's own mark, while also working within an easily-recognizable framework.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5861642"] Roles matter as much as you put relevance into them, they exist mainly as guidelines for building a diverse party. It's no different than the "magic user" "fighting man" or "skillmonkey" terms that have exited for ages. Remember that MMORPGs evolved [I]from[/I] TTRPGs, they're logical extensions of existing classifications, not disparate entities. D&D characters have been given new abilities, better versions of existing abilities and new powers basically since the beginning. Even if some editions say you have to visit a trainer, experiment or otherwise figure it out on your own. MMORPGs do not award powers and abilities in a drastically different way than TTRPGs so. Aggro mechanics exist for a specific purpose in MMORPGs because there is no DM controlling the enemies. Challenges and the like serve a useful purpose, regardless of if the DM follows them, of directing the damage to the members of the party best suited for taking damage. If your DM attacks the party fighter(who has high HP and high armor) most of the time, taunts and challenges aren't as useful as with a more "intelligent AI" DM who will focus on the squishier characters. ---------- Anyway, on the OPs subject, I think there should be a general selection of terms that are obvious, when a player says "ability scores" it shouldn't matter what edition we're playing. When players say "attack bonus" it may look different, be bigger or smaller, but it should universally be the same thing in every edition. However, every edition should have some terms unique to it's own, not a lot, and perhaps so few as to only be counted on one hand. But each edition should strive to make it's own mark, while also working within an easily-recognizable framework. [/QUOTE]
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Community
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D&D Lingua Franca, or 5e really, REALLY needs to create it's own new "space"
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