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Why D&D Is Better Than World of Warcraft
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<blockquote data-quote="Cadfan" data-source="post: 3991506" data-attributes="member: 40961"><p>Well, naturally I disagree with almost everything posted here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> Seems to be what I'm for.</p><p></p><p>First of all, D&D does tactical combat better than any MMORPG out there. D&D's tactical combat is VASTLY INFERIOR to the tactical combat available in a computerized wargame, but compared to an RPG, D&D wins. Sure, D&D can't handle the math involved in MMORPG combat. But honestly, how much does that math add? MMORPG combat tends to center around bars. You've got bars, I've got bars. One bar makes you lose if it runs out. I can spend parts of some bars to make your bars go down, and sometimes I can use one of my bars to make my other bars go up. We monkey with our bars for a while, and eventually someone wins.</p><p></p><p>D&D tactical combat, on the other hand, involves movement as a tactical tool, character placement as a tactical tool, larger fights, high degrees of character interaction, enemies which interact with one another, more enemies at once, complex terrain, <em>interactive</em> terrain (!!!), and a wide variety of special effects and character options. MMORPGs rarely offer any of these things.</p><p></p><p>Second, with regard to rules-lite games encouraging creativity. I've never seen how this is supposed to work. A rules-lite game is just as likely to encourage monotony as creativity. If there are no rules for climbing a wall, you've got two possible outcomes. First, that players "creatively" describe their wall climbing. Second, that players don't climb walls because there aren't any rules, and they either don't like playing Mother-May-I, or the game hasn't provided that spark of inspiration, that moment when the players look at their options, and think, "Oh, I can do <em>this</em>??" and try something new.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 3991506, member: 40961"] Well, naturally I disagree with almost everything posted here. :-) Seems to be what I'm for. First of all, D&D does tactical combat better than any MMORPG out there. D&D's tactical combat is VASTLY INFERIOR to the tactical combat available in a computerized wargame, but compared to an RPG, D&D wins. Sure, D&D can't handle the math involved in MMORPG combat. But honestly, how much does that math add? MMORPG combat tends to center around bars. You've got bars, I've got bars. One bar makes you lose if it runs out. I can spend parts of some bars to make your bars go down, and sometimes I can use one of my bars to make my other bars go up. We monkey with our bars for a while, and eventually someone wins. D&D tactical combat, on the other hand, involves movement as a tactical tool, character placement as a tactical tool, larger fights, high degrees of character interaction, enemies which interact with one another, more enemies at once, complex terrain, [I]interactive[/I] terrain (!!!), and a wide variety of special effects and character options. MMORPGs rarely offer any of these things. Second, with regard to rules-lite games encouraging creativity. I've never seen how this is supposed to work. A rules-lite game is just as likely to encourage monotony as creativity. If there are no rules for climbing a wall, you've got two possible outcomes. First, that players "creatively" describe their wall climbing. Second, that players don't climb walls because there aren't any rules, and they either don't like playing Mother-May-I, or the game hasn't provided that spark of inspiration, that moment when the players look at their options, and think, "Oh, I can do [I]this[/I]??" and try something new. [/QUOTE]
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