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What's this so-called MMO influence????
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<blockquote data-quote="Remathilis" data-source="post: 4031429" data-attributes="member: 7635"><p>D&D has always had abilities that were at will (backstab, detect evil, turn undead), limited but with enough uses it was practically per encounter (3e wildshape, 3e turn undead, barbarian rage, smite evil) and abilities that were 1/day (most spells). These abilites had either no cool down (turn undead), short cool downs (winded after a rage) or long cool downs (rest 8 hours to recover spells).</p><p></p><p></p><p></p><p>What skills does that remove? Craft, Profession, a couple of knowledges, and Perform. In 2e, when you had nothing better to spend NWP's on, it made sense to be a tailor, cobbler, or fire-builder, but I can honestly say even in those days, I rarely saw those skills do anything other than fill up character sheet space. I spend my time playing D&D traveling through adventures, not making cobbling checks...</p><p></p><p></p><p></p><p>Wizards have always had fireball, rogues have had sneak attack/backstab (though the latter WAS useless), clerics have had cure wounds spells, and fighters wore plate and had good attack bonuses. Most of the ranger's I've ever seen were archers or dual-wielders (mind you, I started in 2e), and we were calling our half-ogre fighter the "tank" since 2000 (literally, his name was Tank, since his ogre-name was nigh unpronounceable). </p><p></p><p>Though you are correct, there is a shift in some classes from "outside of combat " to "inside of combat" (rogue is the prime example) I think its something long overdue. </p><p></p><p></p><p></p><p>You ever play a module? I highly recommend any Goodman Game's DCC, the Forge of Fury, Return to Temple of Elemental Evil or Sunless Citadel by WotC. Feeling Old-School? I like the Against the Giant's module trek myself. Oh course the Dragonlance module series is also a pretty good trek...</p><p></p><p></p><p></p><p>And what else is D&D supposed to have? You have hostile settings (dungeons), relatively safe settings (towns) and the wilderness in between them. (random encounters). This is as old as Keep on the Borderlands, and is a formula rarely broken because it works. </p><p></p><p></p><p></p><p>Not sure what you mean by the first: every character in the game (be it NPC, monster, or PC) has a determined XP value determined by his HD (1st & 2nd) or CR (3rd). Unless you mean story awards, which were nothing more than guidelines (DMG 2e) or an ad-hoc award (25 per PC level, 3e) which the DM can apply at his leisure. </p><p></p><p>As for loot: well, there has ALWAYS been a level requirement to craft (9th for scrolls, 12th for others in 2e, minimum level requirements for item creation feats in 3e) and there has been gear that doesn't function for lower-level PCs in other editions (Instruments of the Bards, for example). While limiting rings (an entire category) is new, a 1st level 4e PC can pick up and use a vopral sword the same way his 1e, 2e, and 3e ancestors can (though how he got is is another topic)</p><p></p><p></p><p></p><p>What D&D game are you playing in? Seriously? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p></p><p>My campaign world is CONSTANTLY influenced by the PCs actions. Bad-guys don't respawn. Loot doesn't return to treasure chests. The king doesn't ask the same quest over and over again, and you can't stand in the middle of the forest all night hunting an endless supply of orcs. I'm fairly certain fourth edition will not be forcing ANY of those things upon my game.</p><p></p><p></p><p></p><p>NPC: You cannot go into the King's Hall.</p><p>PC: But I have important news to tell him about...</p><p>NPC: You cannot go into the King's Hall.</p><p>PC: There are orcs coming from the Nor...</p><p>NPC: You cannot go into the King's Hall.</p><p>PC: You can't say anything more than that, can you?</p><p>NPC: You cannot go into the King's Hall.</p><p></p><p>Sorry, but no currently consumer-level computer can create the elaborate scripts that account for every possible outcome a PC's actions can have.</p><p></p><p></p><p></p><p>Um... No. D&D should allow from ALL manner of play, from immersing storytelling of epics, exploration of fictional worlds that only exist as a collaboration between player and referee, or as a fun romp through a piece of graph paper covered in plastic toys and resolved with candy-colored polyhedrals. To assume that only one manner of play: immersion, is correct is to declare many other types of valid play "badwrongfun" and strikes of elitism. While D&D DOES have the advantage over WoW in immersion play (due to its non-static nature and abiltiy for a referee to adapt it) it is not the only, or correct, way to play.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4031429, member: 7635"] D&D has always had abilities that were at will (backstab, detect evil, turn undead), limited but with enough uses it was practically per encounter (3e wildshape, 3e turn undead, barbarian rage, smite evil) and abilities that were 1/day (most spells). These abilites had either no cool down (turn undead), short cool downs (winded after a rage) or long cool downs (rest 8 hours to recover spells). What skills does that remove? Craft, Profession, a couple of knowledges, and Perform. In 2e, when you had nothing better to spend NWP's on, it made sense to be a tailor, cobbler, or fire-builder, but I can honestly say even in those days, I rarely saw those skills do anything other than fill up character sheet space. I spend my time playing D&D traveling through adventures, not making cobbling checks... Wizards have always had fireball, rogues have had sneak attack/backstab (though the latter WAS useless), clerics have had cure wounds spells, and fighters wore plate and had good attack bonuses. Most of the ranger's I've ever seen were archers or dual-wielders (mind you, I started in 2e), and we were calling our half-ogre fighter the "tank" since 2000 (literally, his name was Tank, since his ogre-name was nigh unpronounceable). Though you are correct, there is a shift in some classes from "outside of combat " to "inside of combat" (rogue is the prime example) I think its something long overdue. You ever play a module? I highly recommend any Goodman Game's DCC, the Forge of Fury, Return to Temple of Elemental Evil or Sunless Citadel by WotC. Feeling Old-School? I like the Against the Giant's module trek myself. Oh course the Dragonlance module series is also a pretty good trek... And what else is D&D supposed to have? You have hostile settings (dungeons), relatively safe settings (towns) and the wilderness in between them. (random encounters). This is as old as Keep on the Borderlands, and is a formula rarely broken because it works. Not sure what you mean by the first: every character in the game (be it NPC, monster, or PC) has a determined XP value determined by his HD (1st & 2nd) or CR (3rd). Unless you mean story awards, which were nothing more than guidelines (DMG 2e) or an ad-hoc award (25 per PC level, 3e) which the DM can apply at his leisure. As for loot: well, there has ALWAYS been a level requirement to craft (9th for scrolls, 12th for others in 2e, minimum level requirements for item creation feats in 3e) and there has been gear that doesn't function for lower-level PCs in other editions (Instruments of the Bards, for example). While limiting rings (an entire category) is new, a 1st level 4e PC can pick up and use a vopral sword the same way his 1e, 2e, and 3e ancestors can (though how he got is is another topic) What D&D game are you playing in? Seriously? :confused: My campaign world is CONSTANTLY influenced by the PCs actions. Bad-guys don't respawn. Loot doesn't return to treasure chests. The king doesn't ask the same quest over and over again, and you can't stand in the middle of the forest all night hunting an endless supply of orcs. I'm fairly certain fourth edition will not be forcing ANY of those things upon my game. NPC: You cannot go into the King's Hall. PC: But I have important news to tell him about... NPC: You cannot go into the King's Hall. PC: There are orcs coming from the Nor... NPC: You cannot go into the King's Hall. PC: You can't say anything more than that, can you? NPC: You cannot go into the King's Hall. Sorry, but no currently consumer-level computer can create the elaborate scripts that account for every possible outcome a PC's actions can have. Um... No. D&D should allow from ALL manner of play, from immersing storytelling of epics, exploration of fictional worlds that only exist as a collaboration between player and referee, or as a fun romp through a piece of graph paper covered in plastic toys and resolved with candy-colored polyhedrals. To assume that only one manner of play: immersion, is correct is to declare many other types of valid play "badwrongfun" and strikes of elitism. While D&D DOES have the advantage over WoW in immersion play (due to its non-static nature and abiltiy for a referee to adapt it) it is not the only, or correct, way to play. [/QUOTE]
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