maybe I want an MMORPG D&D then...Right. Nevermind that, as someone that plays MMORPGs and watches anime, the comparison is lacking. Were anime a big influence, we'd have a more exciting fighter class.
maybe I want an MMORPG D&D then...Right. Nevermind that, as someone that plays MMORPGs and watches anime, the comparison is lacking. Were anime a big influence, we'd have a more exciting fighter class.
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).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.
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.you would've hated planescape
This is correct.I think the issue that @Ruin Explorer was alluding to is not the particular look - there is no reason dress in fantasy worlds should be historical - the issue is everything having the same look.
I attack.maybe I want an MMORPG D&D then...
30 second waiting times for turns? What rules ultra-lite system are you using?I attack.
I wait 30 seconds.
I attack.
....
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.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 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.
okay I am sure this is a joke...but if next Saturday I managed to have to ONLY wait 30 seconds in-between turns it would be the best session of D&D I remember in the last 20 years (I do remember rounds like that in 2e)I attack.
I wait 30 seconds.
I attack.
....
I love it in theory, but it does mean you need a lot of classes if you don't want to reduce options.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 wish they had doubled down (triple down) on roles.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'd rather have a larger number of specific classes than a smaller amount of broad classes, personally.I love it in theory, but it does mean you need a lot of classes if you don't want to reduce options.
Or D&D’s mixed model of having both broad and specific classes.I'd rather have a larger number of specific classes than a smaller amount of broad classes, personally.
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"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.Or D&D’s mixed model of having both broad and specific classes.![]()
It also gives more room for asymmetric design,* unique mechanics, playstyles, etc. that may not fit in more conventional class/subclass structures.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.
The MOBAs often start relatively small in terms of its number of heroes and then build slowly from there.I love it in theory, but it does mean you need a lot of classes if you don't want to reduce options.
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.The MOBAs often start relatively small in terms of its number of heroes and then build slowly from there.
Relative to how many heroes they have at present.Relative to what? According to Google, LoL released with 40 champions, and added many, MANY more over the following years.
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.People tend to lambast 4e for having 25 classes by the end of its life. LoL started with almost double that.
Agreed; and the absence of that wackiness was both noticeable and sad.There was a lot of wackiness in 1st edition days. 2nd-4e was D&D's serious phase.
Picking on you only because you're the most recent person to mention this in the thread, but: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.