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Which video games should and shouldn't influence it?
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<blockquote data-quote="SKyOdin" data-source="post: 5775217" data-attributes="member: 57939"><p>I think there is plenty that D&D can learn from videogames. After all, there are tons of videogames that have been built from the basic framework and ideas D&D originally laid down, and over the years they have advanced remarkably. While video games and tabletop games are very different beasts with different needs and problems, there is still a lot of good ideas to be gleaned from looking at various videogames.</p><p></p><p>For example (inspired by another thread topic), let's look at how the PS3 action RPG Demon's Souls handles equipment swapping. In Demon's Souls, a character can equip up to two items for each hand at a time, allowing the player to swap between weapons mid-battle. For example, a character could equip a spear in his right hand, with a longsword as a backup, a shield in his left hand, with a magic wand as a back-up. All four of these items add to the player's equipment burden (which is separate from the item burden of the random stuff in the player's backpack). Furthermore, players can freely swap between holding both equipped weapons and two-handing their main weapon. In play, this system means a Demon's Souls player has a lot of freedom to adjust his weaponry in a fight, but is still reasonably restricted. They can't pull out a bow from their backpack on the fly, for example.</p><p></p><p>While there will undoubtably be some differences based on the needs of the game, there might be something to learn from this in regards to how D&D handles swapping weapons mid-battle.</p></blockquote><p></p>
[QUOTE="SKyOdin, post: 5775217, member: 57939"] I think there is plenty that D&D can learn from videogames. After all, there are tons of videogames that have been built from the basic framework and ideas D&D originally laid down, and over the years they have advanced remarkably. While video games and tabletop games are very different beasts with different needs and problems, there is still a lot of good ideas to be gleaned from looking at various videogames. For example (inspired by another thread topic), let's look at how the PS3 action RPG Demon's Souls handles equipment swapping. In Demon's Souls, a character can equip up to two items for each hand at a time, allowing the player to swap between weapons mid-battle. For example, a character could equip a spear in his right hand, with a longsword as a backup, a shield in his left hand, with a magic wand as a back-up. All four of these items add to the player's equipment burden (which is separate from the item burden of the random stuff in the player's backpack). Furthermore, players can freely swap between holding both equipped weapons and two-handing their main weapon. In play, this system means a Demon's Souls player has a lot of freedom to adjust his weaponry in a fight, but is still reasonably restricted. They can't pull out a bow from their backpack on the fly, for example. While there will undoubtably be some differences based on the needs of the game, there might be something to learn from this in regards to how D&D handles swapping weapons mid-battle. [/QUOTE]
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Which video games should and shouldn't influence it?
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