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<blockquote data-quote="Jester David" data-source="post: 6261829" data-attributes="member: 37579"><p>I don't know if I'd use the word "wrong" but PvP is certainly not something they had in mind when designing the game, as their first priority was (and should have been) making a team based game. It's not wrong but playing the game not how it was intended, so there are going to be complications. It's like playing D&D as a stealth based intrigue game or running an evil campaign. You can do both but it gets tricky. </p><p></p><p></p><p>(FYI, WotC used "pillars of play" to describe combat, role-playing, and exploration. Those are the three pillars. They do want to eventually support other styles of play and types of game, but it's uncertain how different those will be from the base.)</p><p></p><p>I can't think of many games, tabletop or otherwise, where a knowledgeable player won't destroy an inexperienced player (excluding luck). A skilled chess player can win multiple games at the same time. A good poker player can clear out an entire table. And, yes, a skilled RPG player can slaughter everyone else in the party. </p><p></p><p>There'd be two ways of designing a game to avoid that. </p><p>The first would be a game with high hitpoints where players are very hard to kill, so it's hard for one person to drop two others because it takes too many rounds. 4e might be like this; even an optimized player might be challenged to kill an entire party before they could drop him. But I don't think PvP is any better there, it's just bad in a different way. And in one-on-one fights it'd still be rocket tag where the person to score a good hit wins, usually the first to act.</p><p>The second would be a game with much more fragile players that are easy to hit, so an entire party can drop a rogue player.</p><p></p><p>In both cases customization would have to be limited or have very little impact, or a skilled player will game the system to make an unkillable machine. </p><p></p><p>Really, D&D would work best as team based PvP. Two groups of 3-5 fighting each other.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6261829, member: 37579"] I don't know if I'd use the word "wrong" but PvP is certainly not something they had in mind when designing the game, as their first priority was (and should have been) making a team based game. It's not wrong but playing the game not how it was intended, so there are going to be complications. It's like playing D&D as a stealth based intrigue game or running an evil campaign. You can do both but it gets tricky. (FYI, WotC used "pillars of play" to describe combat, role-playing, and exploration. Those are the three pillars. They do want to eventually support other styles of play and types of game, but it's uncertain how different those will be from the base.) I can't think of many games, tabletop or otherwise, where a knowledgeable player won't destroy an inexperienced player (excluding luck). A skilled chess player can win multiple games at the same time. A good poker player can clear out an entire table. And, yes, a skilled RPG player can slaughter everyone else in the party. There'd be two ways of designing a game to avoid that. The first would be a game with high hitpoints where players are very hard to kill, so it's hard for one person to drop two others because it takes too many rounds. 4e might be like this; even an optimized player might be challenged to kill an entire party before they could drop him. But I don't think PvP is any better there, it's just bad in a different way. And in one-on-one fights it'd still be rocket tag where the person to score a good hit wins, usually the first to act. The second would be a game with much more fragile players that are easy to hit, so an entire party can drop a rogue player. In both cases customization would have to be limited or have very little impact, or a skilled player will game the system to make an unkillable machine. Really, D&D would work best as team based PvP. Two groups of 3-5 fighting each other. [/QUOTE]
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