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Things that WOW didn't invent
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<blockquote data-quote="Jeremy Ackerman-Yost" data-source="post: 4986390" data-attributes="member: 4720"><p>The Death Knight mechanics are actually very interesting, and might even be something to think about in games very different from WoW.</p><p></p><p>It's actually a dual resource system incorporating 6 runes of 3 types used in particular combinations to power spells which in turn fills a separate power bar that can be burned on other abilities. Very interesting in theory, but in practice it lends itself to a rotation that maximizes damage per strike and power generation. Use up your runes in whichever way is best for your talent spec, and then while they are on cooldown dump your power bar into whatever spells will give you the most damage. It is, however, WAY better than rage and more interesting than energy, since you have multiple resources to track. I hope they use it for more classes in the future and that other games pick up on good ways to do something similar.</p><p></p><p>The runes aspect would actually lend itself very well to a 4e type game. Instead of having at will, encounter, and daily powers, you have abilities that require specific runes to use. The runes themselves recharge during battles, between battles, or daily. You can use an ability as long as you have the right runes for it, but once you burn your daily "Rune of the Northern Wind" you can't use any of the powers that require it until the next day.</p><p></p><p>Something like that might add some of the complexity of long term planning back that some people miss with casters in 4e. Instead of a binary choice (If I use Acid Arrow in this fight, I won't have it later) you have a more complex choice (if I use power X now, I lose access to powers P and Q, as well as cutting down on how many more times I can use E, F, and G). Could be a blast, or it could be a huge set of paralyzing choices.</p><p></p><p>I haven't played much beyond D&D in the PnP world. Has someone done something like this in the past?</p></blockquote><p></p>
[QUOTE="Jeremy Ackerman-Yost, post: 4986390, member: 4720"] The Death Knight mechanics are actually very interesting, and might even be something to think about in games very different from WoW. It's actually a dual resource system incorporating 6 runes of 3 types used in particular combinations to power spells which in turn fills a separate power bar that can be burned on other abilities. Very interesting in theory, but in practice it lends itself to a rotation that maximizes damage per strike and power generation. Use up your runes in whichever way is best for your talent spec, and then while they are on cooldown dump your power bar into whatever spells will give you the most damage. It is, however, WAY better than rage and more interesting than energy, since you have multiple resources to track. I hope they use it for more classes in the future and that other games pick up on good ways to do something similar. The runes aspect would actually lend itself very well to a 4e type game. Instead of having at will, encounter, and daily powers, you have abilities that require specific runes to use. The runes themselves recharge during battles, between battles, or daily. You can use an ability as long as you have the right runes for it, but once you burn your daily "Rune of the Northern Wind" you can't use any of the powers that require it until the next day. Something like that might add some of the complexity of long term planning back that some people miss with casters in 4e. Instead of a binary choice (If I use Acid Arrow in this fight, I won't have it later) you have a more complex choice (if I use power X now, I lose access to powers P and Q, as well as cutting down on how many more times I can use E, F, and G). Could be a blast, or it could be a huge set of paralyzing choices. I haven't played much beyond D&D in the PnP world. Has someone done something like this in the past? [/QUOTE]
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