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Why is the WoW influence a bad thing?
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<blockquote data-quote="king_ghidorah" data-source="post: 3757602" data-attributes="member: 18404"><p>* Defined party roles exist now. They are called character classes. Clerics cast defensive spells and heal; Fighters take damage and have the best armor, but don't do the most damage; rogues are fast and do large damage due to sneak attacks; wizards and sorcerers do ranged damage and have control abilities. The defined roles in WoW and other MMORPGs are derived from D&D, not the other way around.</p><p>* Per encounter abilities go back at least to the early-mid eighties when groups started developing spell point systems to replace vancian magic.</p><p></p><p>Using those two as convincing examples of deep, clear connections to WoW is rather unconvincing, since when I left playing AD&D 1st edition in the 1980s, the reasons were:</p><p></p><p>* to escape the narrow roles of D&D and</p><p>* to have systems that allowed easier and more sensical per-encounter type powers.</p><p></p><p>These sorts of innovations greatly predate WoW, and are common in non-D&D RPGs. Could it perhaps be that the designers have played a wide number of RPGs, both tabletop and computer, and are trying to incorporate what they consider the best from all into D&D? And that WoW is not the ultimate model for all changes?</p></blockquote><p></p>
[QUOTE="king_ghidorah, post: 3757602, member: 18404"] * Defined party roles exist now. They are called character classes. Clerics cast defensive spells and heal; Fighters take damage and have the best armor, but don't do the most damage; rogues are fast and do large damage due to sneak attacks; wizards and sorcerers do ranged damage and have control abilities. The defined roles in WoW and other MMORPGs are derived from D&D, not the other way around. * Per encounter abilities go back at least to the early-mid eighties when groups started developing spell point systems to replace vancian magic. Using those two as convincing examples of deep, clear connections to WoW is rather unconvincing, since when I left playing AD&D 1st edition in the 1980s, the reasons were: * to escape the narrow roles of D&D and * to have systems that allowed easier and more sensical per-encounter type powers. These sorts of innovations greatly predate WoW, and are common in non-D&D RPGs. Could it perhaps be that the designers have played a wide number of RPGs, both tabletop and computer, and are trying to incorporate what they consider the best from all into D&D? And that WoW is not the ultimate model for all changes? [/QUOTE]
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