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<blockquote data-quote="CapnZapp" data-source="post: 8176639" data-attributes="member: 12731"><p>Well, no. </p><p></p><p>When I say D&D has never attempted a WoW model, I am specifically thinking about:</p><p></p><p>The tank should not also be very good at dealing damage. D&D fighters have always adhered to the notion that fighters should be the best, well, fighters. </p><p></p><p>But to replicate the WoW trinity the damage should come from the damage dealers. The tank's job is instead to absorb/deflect/etc damage, as well as control monsters.</p><p></p><p>Now, D&D doesn't do forty man raids (and shouldn't) so the difference between a tank's and a DD's damage output needs to be pronounced. </p><p></p><p>Let's say we halve the damage output of a 5E fighter while doubling that of a Rogue. On the other hand, we give the fighter damage resistance and AC out the wazoo. And introduce actual aggro mechanics so the fighter doesn't have to just hope the DM decides his monster keeps attacking the clearly hardest target.</p><p></p><p>Then monsters should deal enough damage to make a healer or two absolutely mandatory. Only a tank will be able to absorb enough damage to survive until the next turn of the healer - a DPS class would crumble and die half way through the monster's turn.</p><p></p><p>4E felt nothing like WoW. Sure, it didn't feel much like 3E or 5E either, but overall it's still much more like D&D than WoW.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8176639, member: 12731"] Well, no. When I say D&D has never attempted a WoW model, I am specifically thinking about: The tank should not also be very good at dealing damage. D&D fighters have always adhered to the notion that fighters should be the best, well, fighters. But to replicate the WoW trinity the damage should come from the damage dealers. The tank's job is instead to absorb/deflect/etc damage, as well as control monsters. Now, D&D doesn't do forty man raids (and shouldn't) so the difference between a tank's and a DD's damage output needs to be pronounced. Let's say we halve the damage output of a 5E fighter while doubling that of a Rogue. On the other hand, we give the fighter damage resistance and AC out the wazoo. And introduce actual aggro mechanics so the fighter doesn't have to just hope the DM decides his monster keeps attacking the clearly hardest target. Then monsters should deal enough damage to make a healer or two absolutely mandatory. Only a tank will be able to absorb enough damage to survive until the next turn of the healer - a DPS class would crumble and die half way through the monster's turn. 4E felt nothing like WoW. Sure, it didn't feel much like 3E or 5E either, but overall it's still much more like D&D than WoW. [/QUOTE]
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