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The D&D 4th edition Rennaissaince: A look into the history of the edition, its flaws and its merits
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<blockquote data-quote="Tigris" data-source="post: 9572368" data-attributes="member: 7043270"><p>But thats the thing I dont see any clear MMOs or WoW ingredients. (Hunters mark remind me a bit about WoW Hunter, but mechanically it is also just similar to the rogue damage bonus, just with another limiting factor to it than the rogue)</p><p></p><p></p><p>Making sure that classes can fulfill their role? That is just basic good game design. Open communication is for me also just good game design. Having clear roles with names is something you can see in sports, like football, from where 4E has its role names.</p><p>Yes other editions were older and did use not as much modern gamedesign as 4E, but this is not something which has to be comming from WoW or MMOs.</p><p></p><p>The power sources as an example are much more like the colours in Magic the Gathering and is something much more D&D and not used in MMOs.</p><p></p><p>And a common complaint of people I know is that "non pure classes in D&D just suck". That a ranger is just a worse fighter, etc. that classes without a clear role are not as good.</p><p>And a solution to this problem is that you give everyone a clear role and communicate that and make sure they can fulfill it. And you say in the past "roles in D&D were less clear", yes I agree at least for the non major classes, but I think this is just an improvement. And also when you compare D&D 4E with WoW the roles are A LOT less hard in 4E than they are in WoW. (In WoW a healer would ONLY heal. A tank would only make aggro, no matter how little damage they do. A damage dealer would concentrate only on damage. )</p><p></p><p></p><p>The problem here is that many RPG players are or were just not used to good gamedesign. And just assume it comes from MMOs, where it can be found in cardgames, boardgames, wargames, other computer games and sometimes even sports.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9572368, member: 7043270"] But thats the thing I dont see any clear MMOs or WoW ingredients. (Hunters mark remind me a bit about WoW Hunter, but mechanically it is also just similar to the rogue damage bonus, just with another limiting factor to it than the rogue) Making sure that classes can fulfill their role? That is just basic good game design. Open communication is for me also just good game design. Having clear roles with names is something you can see in sports, like football, from where 4E has its role names. Yes other editions were older and did use not as much modern gamedesign as 4E, but this is not something which has to be comming from WoW or MMOs. The power sources as an example are much more like the colours in Magic the Gathering and is something much more D&D and not used in MMOs. And a common complaint of people I know is that "non pure classes in D&D just suck". That a ranger is just a worse fighter, etc. that classes without a clear role are not as good. And a solution to this problem is that you give everyone a clear role and communicate that and make sure they can fulfill it. And you say in the past "roles in D&D were less clear", yes I agree at least for the non major classes, but I think this is just an improvement. And also when you compare D&D 4E with WoW the roles are A LOT less hard in 4E than they are in WoW. (In WoW a healer would ONLY heal. A tank would only make aggro, no matter how little damage they do. A damage dealer would concentrate only on damage. ) The problem here is that many RPG players are or were just not used to good gamedesign. And just assume it comes from MMOs, where it can be found in cardgames, boardgames, wargames, other computer games and sometimes even sports. [/QUOTE]
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