IGNPC: From what we've heard so far, the combat is a mix of rules-based and reflex-based systems. How does this break down exactly? How much are you relying on stats and die rolls versus keyboard and mouse inputs? Ken Troop: We wanted to make sure that combat was fun and accessible for both the D&D and MMP player. In order to do that, we set up three different axes of mastery for our combat system. First, getting familiar with your movement options and your character's speed - certainly players who choose to play a more mobile class (e.g. some fighter and rogue builds) can benefit from being familiar with the controls and using your physical position vs. the monster's to good advantage. Second, just parsing and learning the monster's behavior - i.e. you know when the Hill Giant lifts up his right foot, he's about to do a knockdown, and it would behoove you to get out of the way. Finally, knowing the D&D rules - knowing your character abilities and monster immunities/vulnerabilities and knowing how the numbers behind combat work will also prove to be a big advantage in being a master of combat. Each axis by itself is accessible and fairly easy to get good at...but mastering all three axes take time and dedication, which is why combat in D&D Online will be fun for the beginner and pro alike.