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Dungeons & Dragons Online interview [18700]

 
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ggrobot
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PostPosted: Thu May 12, 2005 8:47 am    Post subject: Dungeons & Dragons Online interview [18700] Reply with quote

PC.IGN has posted
an interview with Turbine's Ken Troop as he talks about
Dungeons & Dragons Online, their upcoming MMORPG. Here's a bit:

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

Read more...

Source: GGMania headlines
GGMania.com - Daily Gaming and Tech news
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Apathy Curve
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PostPosted: Thu May 12, 2005 5:08 pm    Post subject: Wizardliness Reply with quote

Quote:
we recently decided to move away from "spells per day" as the governing concept for casting, and went to a spell point system instead.


Well, then it's not really D&D, now is it?

The reason you couldn't make it work is that you--like everybody else in MMOG development--have forgotten what it is that makes a D&D wizard special. They were never intended to be "exciting" characters, in the sense that a fighter is "exciting." A D&D wizard might go through several battles and not cast a single spell. That's because their offensive spells are intended to be decisive and overwhelming, used at the proper time and place to have the most impact. One fireball should do the work of three fighters. That's why it's called a FIREBALL, not a spitball. Wizards are, in essence, the naval gunfire and airstrikes of the fantasy world; you don't use them every time an orc pops his up from behind a rock. But when something shows up that makes the fighters (and healers) shit kittens, the wizard is supposed to step up and turn it into ashes. THAT is how a wizard works.

The attraction of playing a wizard in AD&D is that you start off much weaker than other classes, and very vulnerable, completely dependent upon others in the adventuring profession. But the reward, if you stick with it, is that by the time you're in your teen levels, a single wizard can raze a city on a whim. The whole point of playing a wizard is that you trade in upfront "excitement" for the promise of sheer power later down the road.

The more you water the class down and try to make it "exciting" and "balanced," the further away you get from the core idea of the class. You're not making D&D Online; you're making EverQuest Clone So We Can Cash In Online. Only you'll fail at that, as well.
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