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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Keith Baker on 4E! (The Hellcow responds!)
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<blockquote data-quote="Mistwell" data-source="post: 4118897" data-attributes="member: 2525"><p>Also from Keith Baker's Blog:</p><p></p><p><span style="color: DarkOrange">A second thing I've heard is that 4E is somehow a copy of World of Warcraft. To set my credentials on the table, I've not only been playing D&D for almost 30 years, I've spent 7 years designing massively multiplayer computer games (MMOs). So, is there a basis for these accusations? Certainly. There are basic principles in 4E that are reflected in MMOs. The most obvious of these is the concept of character roles. Defining the fighter as the "guardian" and the rogue as the "striker" is a obvious parallel to the role of these classes in WoW. The rogue deals more damage than the fighter, but can't absorb as much. The fighter is the tank, and specializes in drawing attacks away from his allies. And the 4E fighter has abilities that allow him to do just that - encourage enemies to face him instead of his teammates.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">But does that make 4E D&D a clone of WoW? Does it make the experience of playing 4E just like playing WoW? Does it sacrifice the inherent experience of D&D? In my opinion, the answer is no on all counts. Combat in WoW is a real-time experience set against foes driven by AI routines. If you REALLY wanted to make a WoW clone, you'd give the DM instructions along the following lines: "Keep track of the amount of damage each player inflicts on the monster. Any concombat spell such as healing or summoning will be given an equivalent damage value. The monster will always attack the player who has inflicted the most damage on it. The attacks of a fighter are considered to inflict double damage only for this purpose, and his taunt ability adds an immediate thirty points to his threat value."... or something like that. Decision making would be taken out of the DM's hands, and you'd ignore the tactics of the situation.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Scaling it back slightly, you could simply give the fighter an ability that said "Taunt: Target must make a Will saving throw. If he fails, he must attack the fighter." More D&D, perhaps, but equally hamfisted.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Fourth Edition doesn't do either of these. Instead, it gives the guardian classes tools that hinder or harm the target if he chooses to ignore the fighter. It creates a tactical situation - something more complex than you will typically see in the real-time combat of WoW. As DM, I get to decide: is the monster going to turn against the fighter in response to his efforts? Or will he still attack the wizard, in spite of the consequences he'll suffer as a result?</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">So 4E D&D does draw INSPIRATION from the MMOs, in saying "Let's provide the fighter with a way to actively defend his allies - a way to protect the low hit-point/AC wizard BEYOND simply whacking the guy with a sharp piece of metal." As someone who has always enjoyed playing fighters, I think this is great. I still have my high AC, my high hit points, my high strength, my excellent weapon selection, and the ability to deal decent damage. I haven't been stripped of the basic things that have always defined fighters in D&D. But I have been given new abilities that expand what I am capable of... that allow me to defend my allies even while smashing my foes.</span></p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">Games evolve, and that's what's happening here. In my years working on MMOs, I always looked to my experiences with pen-and-paper RPGs and live roleplaying for ways to add depth of story to the MMO experience. You couldn't simply transfer the pen-and-paper game to the computer and expect it to work perfectly; they're completely different mediums. But there are lessons to be learned, ideas we can try. And that's what's been done here, in reverse. 4E isn't simply World of Warcraft ripped from the computer and played at the table, because WoW wasn't designed for that. But it does draw inspiration from MMOs, looking at the ideas that have evolved over the course of a decade of MMO development and seeing if there's anything there that could enhance the traditional pen-and-paper experience. And for what it's worth, so far I love the result. The action of the game is fast and fun. It's something I wish I could share with more of my friends, and I look forward to having the chance to play instead of just DMing!</span></p></blockquote><p></p>
[QUOTE="Mistwell, post: 4118897, member: 2525"] Also from Keith Baker's Blog: [COLOR=DarkOrange]A second thing I've heard is that 4E is somehow a copy of World of Warcraft. To set my credentials on the table, I've not only been playing D&D for almost 30 years, I've spent 7 years designing massively multiplayer computer games (MMOs). So, is there a basis for these accusations? Certainly. There are basic principles in 4E that are reflected in MMOs. The most obvious of these is the concept of character roles. Defining the fighter as the "guardian" and the rogue as the "striker" is a obvious parallel to the role of these classes in WoW. The rogue deals more damage than the fighter, but can't absorb as much. The fighter is the tank, and specializes in drawing attacks away from his allies. And the 4E fighter has abilities that allow him to do just that - encourage enemies to face him instead of his teammates. But does that make 4E D&D a clone of WoW? Does it make the experience of playing 4E just like playing WoW? Does it sacrifice the inherent experience of D&D? In my opinion, the answer is no on all counts. Combat in WoW is a real-time experience set against foes driven by AI routines. If you REALLY wanted to make a WoW clone, you'd give the DM instructions along the following lines: "Keep track of the amount of damage each player inflicts on the monster. Any concombat spell such as healing or summoning will be given an equivalent damage value. The monster will always attack the player who has inflicted the most damage on it. The attacks of a fighter are considered to inflict double damage only for this purpose, and his taunt ability adds an immediate thirty points to his threat value."... or something like that. Decision making would be taken out of the DM's hands, and you'd ignore the tactics of the situation. Scaling it back slightly, you could simply give the fighter an ability that said "Taunt: Target must make a Will saving throw. If he fails, he must attack the fighter." More D&D, perhaps, but equally hamfisted. Fourth Edition doesn't do either of these. Instead, it gives the guardian classes tools that hinder or harm the target if he chooses to ignore the fighter. It creates a tactical situation - something more complex than you will typically see in the real-time combat of WoW. As DM, I get to decide: is the monster going to turn against the fighter in response to his efforts? Or will he still attack the wizard, in spite of the consequences he'll suffer as a result? So 4E D&D does draw INSPIRATION from the MMOs, in saying "Let's provide the fighter with a way to actively defend his allies - a way to protect the low hit-point/AC wizard BEYOND simply whacking the guy with a sharp piece of metal." As someone who has always enjoyed playing fighters, I think this is great. I still have my high AC, my high hit points, my high strength, my excellent weapon selection, and the ability to deal decent damage. I haven't been stripped of the basic things that have always defined fighters in D&D. But I have been given new abilities that expand what I am capable of... that allow me to defend my allies even while smashing my foes. Games evolve, and that's what's happening here. In my years working on MMOs, I always looked to my experiences with pen-and-paper RPGs and live roleplaying for ways to add depth of story to the MMO experience. You couldn't simply transfer the pen-and-paper game to the computer and expect it to work perfectly; they're completely different mediums. But there are lessons to be learned, ideas we can try. And that's what's been done here, in reverse. 4E isn't simply World of Warcraft ripped from the computer and played at the table, because WoW wasn't designed for that. But it does draw inspiration from MMOs, looking at the ideas that have evolved over the course of a decade of MMO development and seeing if there's anything there that could enhance the traditional pen-and-paper experience. And for what it's worth, so far I love the result. The action of the game is fast and fun. It's something I wish I could share with more of my friends, and I look forward to having the chance to play instead of just DMing![/COLOR] [/QUOTE]
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