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Is Blizzards on to something?
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<blockquote data-quote="Steel_Wind" data-source="post: 5119343" data-attributes="member: 20741"><p>It's not that it's not an interesting mechanic. It's that it is trying to address a problem inherent to WoW -- which is not present in tabletop RPGs.</p><p></p><p>What WoW plans to do is to address the needs of a fluid group of players which is always changing. You need certain roles filled in a Wow raid or dungeon instance which is dictated by the reality of who is in your raid group or queue right then, right now. And later that day or the next, it changes again.</p><p></p><p>WoW is, in group terms, an extremely dynamic game in terms of who you are playing with. While guilds and a stable raid party lessens this effect within a raiding guild, it's still an issue when doing dungeon instances.</p><p></p><p>So those fluid concerns lie at the heart of Blizzard's design decisions.</p><p></p><p>In the tabletop world, those problems rarely occur. Most groups are stable and meet once a week. While there are problems of players not making it from time to time, it's not a typical occurrence for most groups.</p><p></p><p>So the need to contend with unexpected gaps in the party every session just isn't there. As a consequence, D&D does not need a "respec" mechanic. Not only would such a mechanic undermine the verisimilitude of a player character in D&D - there just isn't a pressing need for it, imo.</p><p></p><p>In short: WoW's new design will address issues peculiar to WoW that don't surface in normal tabletop play. The hyper fluidity of group dynamics you get in Wow is something you don't often experience in D&D. It's a solution for a problem we just don't have.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5119343, member: 20741"] It's not that it's not an interesting mechanic. It's that it is trying to address a problem inherent to WoW -- which is not present in tabletop RPGs. What WoW plans to do is to address the needs of a fluid group of players which is always changing. You need certain roles filled in a Wow raid or dungeon instance which is dictated by the reality of who is in your raid group or queue right then, right now. And later that day or the next, it changes again. WoW is, in group terms, an extremely dynamic game in terms of who you are playing with. While guilds and a stable raid party lessens this effect within a raiding guild, it's still an issue when doing dungeon instances. So those fluid concerns lie at the heart of Blizzard's design decisions. In the tabletop world, those problems rarely occur. Most groups are stable and meet once a week. While there are problems of players not making it from time to time, it's not a typical occurrence for most groups. So the need to contend with unexpected gaps in the party every session just isn't there. As a consequence, D&D does not need a "respec" mechanic. Not only would such a mechanic undermine the verisimilitude of a player character in D&D - there just isn't a pressing need for it, imo. In short: WoW's new design will address issues peculiar to WoW that don't surface in normal tabletop play. The hyper fluidity of group dynamics you get in Wow is something you don't often experience in D&D. It's a solution for a problem we just don't have. [/QUOTE]
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