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<blockquote data-quote="keterys" data-source="post: 4357376" data-attributes="member: 43019"><p>I don't counter every mistake on the internet. It's a fruitless task.</p><p></p><p><img src="http://imgs.xkcd.com/comics/duty_calls.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Anyhow, to help a little:</p><p></p><p></p><p></p><p>World of Warcraft was released November of 2004.</p><p></p><p>I've played in games where we didn't lose levels in the 80s. Even just looking at 3e for a couple examples, <a href="http://www.thegamemechanics.com/freebies/TGM_DeadHeroes.asp" target="_blank">http://www.thegamemechanics.com/freebies/TGM_DeadHeroes.asp</a> was written in 2002 and is very similar to 4e's method. Of course, True Resurrection was in the base 3e Player's Handbook in 2000 and you also just lost money for that but no level. I know we were cheerfully ponying up for that at even fairly low levels.</p><p></p><p></p><p></p><p>You might want to listen more closely. Quite by accident I remember almost everything they've said about the commonalities, and it's mostly in a theoretical sense (Make the game easier to jump into, to understand, etc). If you look closely, you'll also see the influence of card games and eurogames.</p><p></p><p></p><p></p><p>This would be an example of a short-sighted statement.</p><p></p><p></p><p></p><p>It is certainly the most popular, by far.</p><p></p><p></p><p></p><p>In order to make the game run more smoothly, sure...</p><p></p><p></p><p></p><p>It easily could, much as it works in WoW. It works less well in D&D because the weapons are highly magic and intrinsic for the success of the PC, not because it's hard to model.</p></blockquote><p></p>
[QUOTE="keterys, post: 4357376, member: 43019"] I don't counter every mistake on the internet. It's a fruitless task. [img]http://imgs.xkcd.com/comics/duty_calls.png[/img] Anyhow, to help a little: World of Warcraft was released November of 2004. I've played in games where we didn't lose levels in the 80s. Even just looking at 3e for a couple examples, [url]http://www.thegamemechanics.com/freebies/TGM_DeadHeroes.asp[/url] was written in 2002 and is very similar to 4e's method. Of course, True Resurrection was in the base 3e Player's Handbook in 2000 and you also just lost money for that but no level. I know we were cheerfully ponying up for that at even fairly low levels. You might want to listen more closely. Quite by accident I remember almost everything they've said about the commonalities, and it's mostly in a theoretical sense (Make the game easier to jump into, to understand, etc). If you look closely, you'll also see the influence of card games and eurogames. This would be an example of a short-sighted statement. It is certainly the most popular, by far. In order to make the game run more smoothly, sure... It easily could, much as it works in WoW. It works less well in D&D because the weapons are highly magic and intrinsic for the success of the PC, not because it's hard to model. [/QUOTE]
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