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<blockquote data-quote="Ipissimus" data-source="post: 4026581" data-attributes="member: 41514"><p>I personally don't think there's any doubt that WoW has affected the dev's decisions in developing the game. Something that popular in thier target market area is going to show up on marketing radar like the Death Star, particularly with DDO and it's problems.</p><p></p><p>Now, when you think about it, how easy is it going to be to translate 4E into an MMO? One numerical progression for stat bonuses, only one governing bonus from class, a vastly simplified spell system, the 'points of light' campaign setting... it's almost like they're preparing the system for eventual translation into an MMO, isn't it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Not that I think tabletop RPGs are going to go away. If they were so insignificant in the scheme of things, why does WoW have a d20 lisence? And how many new gamers is WoW bringing to DnD? I know of at least one that I DM for.</p><p></p><p></p><p></p><p>Funny... that sounds like every RPG ever made, even LARP. The key word is encounters. Sure, 'encounters' can mean a combat encounter and these are the bread and butter of DnD. In the end, alot of the game is about killing monsters and taking their stuff.</p><p></p><p>Of course, an encounter could also be a masqued ball, carousing in a tavern or merely bumping into someone in the street. Particularly if they impliment a social combat style system (ever have a particularly suave player with the CH 6 Half-Orc Barbarian try talk his way out of an encounter out of character? Then had play stopped while you convinced him that his illiterate character failed his Diplomacy check because no matter how well the player can speak, his character can only say 'Hulk Smash'? This is one reason why 'social combat' is a good idea.).</p><p></p><p>In the end, if you want more varied encounters at your table, WOTC can't do much about that except give you the tools with which to create them. How you handle the game is up to individual DMs and their unique groups. What WOTC can do is provide us with the tools to create characters and their worlds as well as a robust system of guidelines in which they can operate with the suspension of disbelief. With that basis, we then go on to create the sense of adventure ourselves.</p><p></p><p>An good example is the new traps system. If you think about every trap you've ever seen in a movie, from the star wars garbage compactor to the mirror room in Conan or even the bits in the DnD movies, there's not much reason why any character couldn't work those out. Sure, the rogue is better at it, but anyone could think to shatter the hourglass, start breaking mirrors or wedge a metal strut between the closing walls to buy some time. This system means you can throw more varied traps at your players, maybe even a dungeon of nothing but traps, and still make it exciting for everyone involved.</p></blockquote><p></p>
[QUOTE="Ipissimus, post: 4026581, member: 41514"] I personally don't think there's any doubt that WoW has affected the dev's decisions in developing the game. Something that popular in thier target market area is going to show up on marketing radar like the Death Star, particularly with DDO and it's problems. Now, when you think about it, how easy is it going to be to translate 4E into an MMO? One numerical progression for stat bonuses, only one governing bonus from class, a vastly simplified spell system, the 'points of light' campaign setting... it's almost like they're preparing the system for eventual translation into an MMO, isn't it? :p Not that I think tabletop RPGs are going to go away. If they were so insignificant in the scheme of things, why does WoW have a d20 lisence? And how many new gamers is WoW bringing to DnD? I know of at least one that I DM for. Funny... that sounds like every RPG ever made, even LARP. The key word is encounters. Sure, 'encounters' can mean a combat encounter and these are the bread and butter of DnD. In the end, alot of the game is about killing monsters and taking their stuff. Of course, an encounter could also be a masqued ball, carousing in a tavern or merely bumping into someone in the street. Particularly if they impliment a social combat style system (ever have a particularly suave player with the CH 6 Half-Orc Barbarian try talk his way out of an encounter out of character? Then had play stopped while you convinced him that his illiterate character failed his Diplomacy check because no matter how well the player can speak, his character can only say 'Hulk Smash'? This is one reason why 'social combat' is a good idea.). In the end, if you want more varied encounters at your table, WOTC can't do much about that except give you the tools with which to create them. How you handle the game is up to individual DMs and their unique groups. What WOTC can do is provide us with the tools to create characters and their worlds as well as a robust system of guidelines in which they can operate with the suspension of disbelief. With that basis, we then go on to create the sense of adventure ourselves. An good example is the new traps system. If you think about every trap you've ever seen in a movie, from the star wars garbage compactor to the mirror room in Conan or even the bits in the DnD movies, there's not much reason why any character couldn't work those out. Sure, the rogue is better at it, but anyone could think to shatter the hourglass, start breaking mirrors or wedge a metal strut between the closing walls to buy some time. This system means you can throw more varied traps at your players, maybe even a dungeon of nothing but traps, and still make it exciting for everyone involved. [/QUOTE]
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