D&D General What D&D reflects today, media wise...


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DOTA 2: Dragons Blood is a really fun show and is getting a third season so it can't be doing that bad. I also love Blood Zeus and Castlevania.
Yeah I'm sure it's doing fine by Netflix anime standards. It's just not having a cultural impact like Arcane, and there's nothing particularly special or engaging about it. Whereas Castlevania is unusually well-written/plotted (especially for a Western anime based on a video game!), and so allegedly is Blood of Zeus (haven't seen it yet).
you would've hated planescape
Nope. The exact opposite. Planescape had a very original look for the time, and it's a combination of medieval, Victorian, non-Western historical, and other elements in terms of clothing. Further, the clothing in DiTerlizzi's art generally has quite a rough look. I almost pointed this out but I didn't think anyone could believe say DiTerlizzi or Amano was connected to this style I'm describing. DiTerlizzi's style is heavily stylized, whereas this style is a lot less so.

The other big issue is DiTerlizzi's style is rough and kind of almost gothic. Clothes are often ill-fitting or poorly-made, or unattractively mended. Equipment is likewise imperfect and not always in "charming" or "rustic" ways. And whilst it has relatives, it's not heavily-emulated, let alone standardized.
 




TwoSix

Unserious gamer
That said, while 4e D&D got a lot of flack for its four roles reminding people of MMORPGs (i.e,. tank, DPS, support), I could ironically seeing MOBAs providing an alternative model with its character design (e.g., slayers, bruisers/fighters, tanks, mages, support, etc.). I honestly wouldn't mind seeing more TTRPGs that are inspired by video game design ideas, models, and concepts rather than shying away from it.
Following a MOBA model of class design (a small suite of scaling bespoke powers available at the beginning of play, upgrades and new powers available via item acquistion, a high level capstone) is unironically a good idea.
 

Reynard

Legend
Following a MOBA model of class design (a small suite of scaling bespoke powers available at the beginning of play, upgrades and new powers available via item acquistion, a high level capstone) is unironically a good idea.
I kept trying to build a MOBA style PvP event for a convention but 5E wouldn't quite work. I may try it with Pathfinder 2, or Savage Worlds.
 


Following a MOBA model of class design (a small suite of scaling bespoke powers available at the beginning of play, upgrades and new powers available via item acquistion, a high level capstone) is unironically a good idea.
I love it in theory, but it does mean you need a lot of classes if you don't want to reduce options.
 

HammerMan

Legend
Plus both Dota 2 and LoL are expanding their setting universes into new game types (e.g., digital collectible card games, auto battlers, MMORPGs) and media (e.g., cartoons/anime, novels, comic books, etc.).

That said, while 4e D&D got a lot of flack for its four roles reminding people of MMORPGs (i.e,. tank, DPS, support), I could ironically seeing MOBAs providing an alternative model with its character design (e.g., slayers, bruisers/fighters, tanks, mages, support, etc.). I honestly wouldn't mind seeing more TTRPGs that are inspired by video game design ideas, models, and concepts rather than shying away from it.
I wish they had doubled down (triple down) on roles.
each class has a primary and secondary role but for combat, social, and exploration. meaning each class has 6 role 'keywords' and even then you can if you really bend and twist the system you could cover 3 roles (1 combat 1 social 1 exploration) that are NOT prime or second for your class choice...but it's hard and you wont be as good as if you DID play to type.

have the new players be able to quickly see "Hey rogue are best at striker/face/mobility, but the ranger is best at striker/perceptor/guide" both are strikers in combat, but play diffrent in OTHER situations. and if you want to ignore the suggestions you can.
 



HammerMan

Legend
Or D&D’s mixed model of having both broad and specific classes. 🤷‍♂️
yeah I like the idea that "my fighter can be a knight, my paladin can be a knight... bonus points if both have knightly subclasses, but if there is a great idea for a knight class we can have that too"
 

TwoSix

Unserious gamer
Or D&D’s mixed model of having both broad and specific classes. 🤷‍♂️
Yea, that one I kinda hate. We wouldn't be having questions about "gishes" if fighter didn't eat up so much space. If you had a few broad classes, it would obviously be a multiclass. If you had specific classes, it would probably be a few different classes, since "fights with magic" is pretty broad.

It only causes problems in a game in which "fighter" is super broad but somehow doesn't include "paladin" and "ranger".
 

Aldarc

Legend
Following a MOBA model of class design (a small suite of scaling bespoke powers available at the beginning of play, upgrades and new powers available via item acquistion, a high level capstone) is unironically a good idea.
It also gives more room for asymmetric design,* unique mechanics, playstyles, etc. that may not fit in more conventional class/subclass structures.

* Slayers RPG is one of the more recent TTRPGs to take a cue from the asymmetric design found in some board games and video games.

I love it in theory, but it does mean you need a lot of classes if you don't want to reduce options.
The MOBAs often start relatively small in terms of its number of heroes and then build slowly from there.
 

The MOBAs often start relatively small in terms of its number of heroes and then build slowly from there.
Relative to what? According to Google, LoL released with 40 champions, and added many, MANY more over the following years. People tend to lambast 4e for having 25 classes by the end of its life. LoL started with almost double that.
 

Aldarc

Legend
Relative to what? According to Google, LoL released with 40 champions, and added many, MANY more over the following years.
Relative to how many heroes they have at present.

LoL: 40 compared to 158
Dota 2: 24 compared to 121
HotS: 12 compared to 90
Smite: 17 compared to 118

People tend to lambast 4e for having 25 classes by the end of its life. LoL started with almost double that.
Okay? But we aren't talking of 4e or even D&D really. We have been spit-balling on the idea of a hypothetical other TTRPG that drew inspiration from MOBA hero design.
 



Lanefan

Victoria Rules
Okay? But we aren't talking of 4e or even D&D really. We have been spit-balling on the idea of a hypothetical other TTRPG that drew inspiration from MOBA hero design.
Picking on you only because you're the most recent person to mention this in the thread, but:

What the hell is a MOBA?
 

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