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General Tabletop Discussion
*TTRPGs General
Disconnect Between Designer's Intent and Player Intepretation
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<blockquote data-quote="MGibster" data-source="post: 8807862" data-attributes="member: 4534"><p>I started playing World of Warcraft in September/October 2008, and was immediately struck by how the combat mechanics resembled the recently released D&D. In 4th edition, character roles were Striker (DPS), Defender (Tank), Leader (Healer), and Controller (tasks relegated to various classes rather than just one in WoW). When I played a Defender in 4th edition, my primary job was to take aggro from opponents just liket it was in WoW leaving it to the Strikers to do the bulk of the damage. </p><p></p><p>In WoW, I assigned my Warrior's abilities to certain keyboards. The = button was used for charge, 4 was Thunderstrike, 6 was Taunt, 2 was Devastate, etc., etc. They each had a cooldown limiting the amount of times I could use them. Some of them were effectively once per encounter abilities, most refreshed every "round," and still others took so long to refresh that they might as well have been dailies (10 minutes is a long time in an MMORPGS). </p><p></p><p>D&D 4th edition is very much like an MMORPG and I think that's deliberate. Everquest was released in 1999 and World of Warcraft in 2004, and I think it was viwed as pretty stiff competition for D&D. I know my gaming club lost a lot of regular players for a while to games like Dark Age of Camelot and Everquest. One of the nice things about 4th edition is that every class was useful in almost every encounter. In 3rd edition, I remember an encounter with a golem (I think), where my Wizard was essentially useless because the creature was effectively immune to anything I could throw at it. That kind of thing didn't happen in 4th edition.</p></blockquote><p></p>
[QUOTE="MGibster, post: 8807862, member: 4534"] I started playing World of Warcraft in September/October 2008, and was immediately struck by how the combat mechanics resembled the recently released D&D. In 4th edition, character roles were Striker (DPS), Defender (Tank), Leader (Healer), and Controller (tasks relegated to various classes rather than just one in WoW). When I played a Defender in 4th edition, my primary job was to take aggro from opponents just liket it was in WoW leaving it to the Strikers to do the bulk of the damage. In WoW, I assigned my Warrior's abilities to certain keyboards. The = button was used for charge, 4 was Thunderstrike, 6 was Taunt, 2 was Devastate, etc., etc. They each had a cooldown limiting the amount of times I could use them. Some of them were effectively once per encounter abilities, most refreshed every "round," and still others took so long to refresh that they might as well have been dailies (10 minutes is a long time in an MMORPGS). D&D 4th edition is very much like an MMORPG and I think that's deliberate. Everquest was released in 1999 and World of Warcraft in 2004, and I think it was viwed as pretty stiff competition for D&D. I know my gaming club lost a lot of regular players for a while to games like Dark Age of Camelot and Everquest. One of the nice things about 4th edition is that every class was useful in almost every encounter. In 3rd edition, I remember an encounter with a golem (I think), where my Wizard was essentially useless because the creature was effectively immune to anything I could throw at it. That kind of thing didn't happen in 4th edition. [/QUOTE]
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