Paul_Klein
Explorer
Exactly. Tabletop roleplayers are in no way better than "vidkiddies" and vice versa.
The EQRPG, while based off of D&D naturally (as is most other settings when you boil them down), plays nothing like the D&D we know.
Monsters, for instance: All the low-level canon fodder D&D monsters can very well be tough-as-nails badass in the EQRPG.
Plus, I don't see anyone talking about the unique leveling system in the EQ RPG.
Basically, every time you level, you get 5 training points. You use these to buy feats, attribute points, skills (but you still get a base skill-point increase every level), and resistance bonuses. You no longer get a feat every 3 levels and an attribute point every 4. Its entirely based off of what YOU want to spend your points on.
I also like that, unlike in D&D where there are only 2, you have 4 pure-caster types in EQRPG. The Wizards who focuses on direct damage and teleportation magic; the Magician who focuses on the elements as being his source of power (as well as his elemental pets); the Necromancer who specializes in the undead for his power (as well as his skeletal and spectral pets); and the Enchanter, who is a specialist in mind-magic (that's actually powerful, unlike the equivalent in D&D).
There's a lot more, but I really think this setting and system has a LOT going for it, besides a cheap price tag.
The EQRPG, while based off of D&D naturally (as is most other settings when you boil them down), plays nothing like the D&D we know.
Monsters, for instance: All the low-level canon fodder D&D monsters can very well be tough-as-nails badass in the EQRPG.
Plus, I don't see anyone talking about the unique leveling system in the EQ RPG.
Basically, every time you level, you get 5 training points. You use these to buy feats, attribute points, skills (but you still get a base skill-point increase every level), and resistance bonuses. You no longer get a feat every 3 levels and an attribute point every 4. Its entirely based off of what YOU want to spend your points on.
I also like that, unlike in D&D where there are only 2, you have 4 pure-caster types in EQRPG. The Wizards who focuses on direct damage and teleportation magic; the Magician who focuses on the elements as being his source of power (as well as his elemental pets); the Necromancer who specializes in the undead for his power (as well as his skeletal and spectral pets); and the Enchanter, who is a specialist in mind-magic (that's actually powerful, unlike the equivalent in D&D).
There's a lot more, but I really think this setting and system has a LOT going for it, besides a cheap price tag.