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<blockquote data-quote="Brilbadr" data-source="post: 4262118" data-attributes="member: 13203"><p>last one before bed.. a bit more on 4th ed having MMO-like flavoring.</p><p>The style of "power this" "power that" .. is MMORPG. </p><p>But MMO's have one major advantage- they can use powerful computers to do on-the-fly calculations, so their mechanics are very fine, very granular- hence you can have 70 levels in WoW, because no poor GM is keeping track of Murmur's hit points- "ok you crit for 1430 damage followed by 60% over 12 seconds increased by 12% because at this very second the druid is in feral form, that takes Murmurs hits down to 46,802, now I'll make an attack on everybody for the sonic boom for 10,000 hitpoints adjusted by your nature resistance, of course the rogue take s 10% less damage after resistance rolls due to deadend nerves talent and the hunters pet takes 15% less damage before resistance, which reminds me your heal over time on the pet heals 475 damage taking him back up to 8341 hitpoints plus 280hp for the pet bond talent and has a 35% chance this turn of removing the slow effect" etc etc etc etc. that's literally a split second of a solo boss fight.</p><p></p><p>Now some of the boss abilites from molten core might make interesting new monsters but that would have nothing to do with scale, just fresh ideas on keeping players on their toes.</p><p></p><p>So table top RPGs need to get their shtick from something else. Player to player interaction. Suspense. The mind-bending un-limits of imagination. Stuff that is really hard to do in an MMO. Table top can't beat MMO's at their own game of levelling addiction and shiny loot. Mony-Haul might have shone the way but World of Warcraft has taken it to a whole new level.</p><p>And they still haven't fixed magic items in 4th ed. "Items of these levels have these bonuses". Stacking bonuses for mechanical benefit not mystery or mystique. Yech. Hate-mundane-magic. Make it dangerous. Make it un-knowable.</p><p>Iron heroes went further on magical items. That was one of it's good points. Mr Mearls, are you listening? With a not-compatible new edition there was no need to build in bonus bracket creep. None.</p><p> </p><p>I don't hate 4th ed. I still might give a spin- and feel dirty afterwards <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></blockquote><p></p>
[QUOTE="Brilbadr, post: 4262118, member: 13203"] last one before bed.. a bit more on 4th ed having MMO-like flavoring. The style of "power this" "power that" .. is MMORPG. But MMO's have one major advantage- they can use powerful computers to do on-the-fly calculations, so their mechanics are very fine, very granular- hence you can have 70 levels in WoW, because no poor GM is keeping track of Murmur's hit points- "ok you crit for 1430 damage followed by 60% over 12 seconds increased by 12% because at this very second the druid is in feral form, that takes Murmurs hits down to 46,802, now I'll make an attack on everybody for the sonic boom for 10,000 hitpoints adjusted by your nature resistance, of course the rogue take s 10% less damage after resistance rolls due to deadend nerves talent and the hunters pet takes 15% less damage before resistance, which reminds me your heal over time on the pet heals 475 damage taking him back up to 8341 hitpoints plus 280hp for the pet bond talent and has a 35% chance this turn of removing the slow effect" etc etc etc etc. that's literally a split second of a solo boss fight. Now some of the boss abilites from molten core might make interesting new monsters but that would have nothing to do with scale, just fresh ideas on keeping players on their toes. So table top RPGs need to get their shtick from something else. Player to player interaction. Suspense. The mind-bending un-limits of imagination. Stuff that is really hard to do in an MMO. Table top can't beat MMO's at their own game of levelling addiction and shiny loot. Mony-Haul might have shone the way but World of Warcraft has taken it to a whole new level. And they still haven't fixed magic items in 4th ed. "Items of these levels have these bonuses". Stacking bonuses for mechanical benefit not mystery or mystique. Yech. Hate-mundane-magic. Make it dangerous. Make it un-knowable. Iron heroes went further on magical items. That was one of it's good points. Mr Mearls, are you listening? With a not-compatible new edition there was no need to build in bonus bracket creep. None. I don't hate 4th ed. I still might give a spin- and feel dirty afterwards :p [/QUOTE]
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