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WoW and 4e - where's the beef?
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<blockquote data-quote="Nymrohd" data-source="post: 4835544" data-attributes="member: 59126"><p>I really cannot see at all how magic items in any version of D&D are like WoW. In WoW magic items are of extreme importance yet at the same time are completely bland. They offer nothing more than a complex array of stats. The only exception is raid armor sets which are for that reason extremely popular since they can actually affect gameplay (and are not dictated by it). 4E magic items do provide some stats but those are programmed into the system and ultimately of secondary importance to item abilities many of which are active and improve or alter gameplay.</p><p></p><p>Also defending in 4E and WoW are very separate beasts with few things in common. Warcraft uses taunts that force attackers to focus on you, a threat system that translates rather directly to offensive rotations or FCFS systems of dps classes (maximize your tps), and very limited tactical movement since all characters are transparent as far as moving is concerned limiting tactical movement to facing for mobs with directional attacks and moving away from harmfull effects. The 4E threat management system is entirely different, based on dissuading attackers by making attacks more likely to hit the defender, a lot of tactical maneuvering and action denial, as well as retributive effects. Rarely will an effect in 4E actually force a monster to attack the defender with no choice. (What 4E could have borrowed from WoW is the elaborate system of mitigation and avoidance that tanks use to manage damage, but this is mainly a limitation of the d20 system and thus hard to surpass). </p><p></p><p>The key observation in 4E design is how as Andor says it looks like something made by a programmer. Which I think directly translates into: 4E design focuses on logical and transparent processes. What frustrates me personally is where it deviates from this principle invariable causing balance issues (weapons as implements are an issues because of poor wording on feats and magic item properties intented for weapon powers but not limited to those).</p></blockquote><p></p>
[QUOTE="Nymrohd, post: 4835544, member: 59126"] I really cannot see at all how magic items in any version of D&D are like WoW. In WoW magic items are of extreme importance yet at the same time are completely bland. They offer nothing more than a complex array of stats. The only exception is raid armor sets which are for that reason extremely popular since they can actually affect gameplay (and are not dictated by it). 4E magic items do provide some stats but those are programmed into the system and ultimately of secondary importance to item abilities many of which are active and improve or alter gameplay. Also defending in 4E and WoW are very separate beasts with few things in common. Warcraft uses taunts that force attackers to focus on you, a threat system that translates rather directly to offensive rotations or FCFS systems of dps classes (maximize your tps), and very limited tactical movement since all characters are transparent as far as moving is concerned limiting tactical movement to facing for mobs with directional attacks and moving away from harmfull effects. The 4E threat management system is entirely different, based on dissuading attackers by making attacks more likely to hit the defender, a lot of tactical maneuvering and action denial, as well as retributive effects. Rarely will an effect in 4E actually force a monster to attack the defender with no choice. (What 4E could have borrowed from WoW is the elaborate system of mitigation and avoidance that tanks use to manage damage, but this is mainly a limitation of the d20 system and thus hard to surpass). The key observation in 4E design is how as Andor says it looks like something made by a programmer. Which I think directly translates into: 4E design focuses on logical and transparent processes. What frustrates me personally is where it deviates from this principle invariable causing balance issues (weapons as implements are an issues because of poor wording on feats and magic item properties intented for weapon powers but not limited to those). [/QUOTE]
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