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How will D&D the MMORPG handle the rules?
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<blockquote data-quote="BiggusGeekus" data-source="post: 1654461" data-attributes="member: 1014"><p>I have no earthly idea, but you'd have to divide it by more than 10. In the MMORPGs I've played, I can whip through a lot more than 14 encounters/fights in a gaming session. Heck, if I concentrate and have a good group, I can do 14 fights an <em>hour</em>. It's a good rule of thumb that the casual gamer is going to play 10 hours a week. The more serious gamers can pull off 40+ hours a week and through min/maxing will be able to keep that pace up. So you're looking at the average serious gamer getting to level 20 in about five weeks. The nutcases will probably be able to make 20 in well under a month.</p><p></p><p>Everquest attempted to get around this problem by enforcing downtime. Boats were slow. You had to stare at a spellbook to get your mana back (the rest of the screen was originally blocked entirely, this has since changed). This may be "realistic" D&D, but it's no fun. Look at it this way: if your maximum experience points were determined by how long you subscribed to the game, would it be fun? No, of course not. If anything you'd be ticked that the company was keeping you from leveling.</p><p></p><p>A good system for exp is to have the first few levels be pretty easy with the last few being exceptionally difficult. So going from 1 to 3 might take a few hours, but going from 18 to 20 might take a few hundred hours. But then that still sucks because everyone likes to level. The D&D system of 20 levels simply doesn't translate well to a MMORPG. I have no solution for this.</p><p></p><p>The mana point system in <em>Unearthed Arcana</em> is interesting, but I think they'd be wiser to go with the recharge time varient that is also in the book. Recharge time is a lot of bookkeeping, but computers are great at bookkeeping.</p><p></p><p>My expectations for the D&D MMORPG are pretty low. D&D is a tabletop game. And rules that make sense for a tabletop aren't always going to work on a computer.</p><p></p><p>Just my two cents.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1654461, member: 1014"] I have no earthly idea, but you'd have to divide it by more than 10. In the MMORPGs I've played, I can whip through a lot more than 14 encounters/fights in a gaming session. Heck, if I concentrate and have a good group, I can do 14 fights an [i]hour[/i]. It's a good rule of thumb that the casual gamer is going to play 10 hours a week. The more serious gamers can pull off 40+ hours a week and through min/maxing will be able to keep that pace up. So you're looking at the average serious gamer getting to level 20 in about five weeks. The nutcases will probably be able to make 20 in well under a month. Everquest attempted to get around this problem by enforcing downtime. Boats were slow. You had to stare at a spellbook to get your mana back (the rest of the screen was originally blocked entirely, this has since changed). This may be "realistic" D&D, but it's no fun. Look at it this way: if your maximum experience points were determined by how long you subscribed to the game, would it be fun? No, of course not. If anything you'd be ticked that the company was keeping you from leveling. A good system for exp is to have the first few levels be pretty easy with the last few being exceptionally difficult. So going from 1 to 3 might take a few hours, but going from 18 to 20 might take a few hundred hours. But then that still sucks because everyone likes to level. The D&D system of 20 levels simply doesn't translate well to a MMORPG. I have no solution for this. The mana point system in [i]Unearthed Arcana[/i] is interesting, but I think they'd be wiser to go with the recharge time varient that is also in the book. Recharge time is a lot of bookkeeping, but computers are great at bookkeeping. My expectations for the D&D MMORPG are pretty low. D&D is a tabletop game. And rules that make sense for a tabletop aren't always going to work on a computer. Just my two cents. [/QUOTE]
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