D&D on DDO? Maybe this would work.
THE FOLLOWING HAS BEEN RE-WRITTEN USING LESSONS LEARNED OVER THE PAST 3 YEARS
What I wonder is.....can DDO be used to bring back the fun of talking to each other and (most important) playing the game of Dungeons and Dragons closer to the way it was intended.
Create a Cleric.........
Instead of picking your ability scores, use these "sets" of build points.....
If you have 28 build point model, use 8, 6, 5, 4, 3 and 2 as your build points.
If you have 32 build point model, use 8, 6, 6, 5, 4 and 3 as your build points.
Arrange these numbers as you wish, but do not alter them. They are very similar to how the PHB
describes a "standard ability set".
Spend Skill Points any way you wish.
In selecting Feats, Do NOT choose any Skill Focus Feats, Spell Focus Feats or the Alertness Feat.
Do NOT use ANY Enhancements, Racial or Class.
While the Enhancement Trees are Exciting, they will quickly invalidate Normal Dificulty.
Normal Difficulty has been explained as the design standard for DDO.
It has been evident that the "Starting Gear" gives new players an advantage. It is suggested that a new, 1st Level Character discard EVERYTHING he begins his career with, then obtain 4d4 worth of Plat from "where-ever" to fund this new character. A Max of 16 Plat is all a new character needs.
(I realize this is not the same as in the PHB, but it DOES give the player what he needs.)
Now do a few of 1st level quests (Heyton's Rest?) at Normal Difficulty.
No need to go outside the Village.
As most are aware, DDO is what D&D players call “Monty Haul”.
DDO (Ebberon) is a Magic Item RICH Campaign.
It is my belief that you CAN play D&D on DDO with a close approximation of D&D concepts.
In a Quest, Breakables represent “Found” Items that D&D players would have to search for.
Chests represent things that monster(s) would possibly have in their “Lair” and/or in their possession.
End Rewards are DDO specific and just represents your reward for completing a task.
In D&D terminology.....
"Breaking all breakables".
That represents "casual searching" of halls and rooms in a dungeon.
Turbine would better represent D&D by having the the contents of breakables be INVISIBLE, only revealed by a successful SEARCH attempt. (Just like finding the invisible Trap Box)
Breakables could still be retained for Quest Bonuses.
In D&D, Treasure is NEVER guarantied. In D&D, a typical random treasure would contain Coin, Jewels, Magic Items or nothing at all, each category having a percentage chance to be present!
In DDO, not only is there a 100% chance of something from each of the categories, but there is a complete set for EACH MEMBER OF THE PARTY!
(A typical Quest with a total of 4 Chests, played by 6 players would yield 24 Magic Items in ONE QUEST.)
The following is a method I have found to more closely reproduce Classic Treasure results.
BEFORE opening a "Chest", roll (2) d10's (in the Combat Tab or Party Tab) with the command "/roll d10".
The following instructions are ONLY for the players who rolled the dice!!
If either of the dice rolls is a "1", the monster had a Treasure in it's Lair or on it's person.
ONLY the player(s) who rolled a "1" may open the chest and remove the contents.
The Treasure is "PARTY property" and must be distributed.
If a "1" is not rolled, the monster had NO Treasure in their lair and none in their possession and you DO NOT even open the chest because it is effectively not there.
As Quest levels increase, the number of rolls and the required number are increased to represent the increasing chance that more treasure is possessed by higher level Monsters.
After a Quest is completed, each player is offered an End Reward Item. When offered End Rewards, NEVER keep the item. In the long run, this will keep Magic Items from unbalancing the campaign.
If you’re in a Guild, ALWAYS take Valor.
While you are doing any Quest.....
Do not run unless in Combat.
Move in Sneak (which I will call Creep)
Do not use any Shrine.
If you run low on Hit Points.....heal yourself if you have SP or a Heal Potion, OR retreat to the entrance and exit, wait to regain your points and re-enter.
If you can not get away and end up dying...
Do NOT return to the same Quest the same night.
(Remember getting the snot beat outta you in PnP? The DM had you return to town to heal and then return?
Think of that and come back to the failed Quest another day.)
Enjoy the challenge! You're playing a decent version of PnP D&D. (IMHO)
Now imagine playing alongside a Fighter, Wizard and a Thief!
All with voice-chat.
Now characters will depend on each other and you will not be playing a “arcade game“, you'll be role-playing .
I realize there may be those who disagree with this concept, but it's my opinion it can be done.
Hopefully, not everyone will disagree.
THAC0 FELLOWSHIP meets on Wednesdays at 7pm EST, a Character called "Tukcc" will be in-game, getting a 6-person group together to attempt an appropriate adventure in this style.
It is our requirement that you have a Mic and voice chat active.
(The first time you play with "Voice" you'll understand)
With the procedures outlined above, any player can play a Quest alone and do it D&D style.
Contact me on this forum or “Tukcc” on Thelanis using any character you have if you would like to find like-minded players.
If there is no party of appropriate level to join, one of our Guild members might “Mentor” you as a “Hireling” to assist you in progression and familiarization.
Guild characters may solo 1st and 2nd Level Quests, as well as "Solo" Specific Quests.
Guild characters do not Solo beyond 2nd Level Quests.
Wilderness Areas may be used for non-party "Slaying", but no Chests should be opened because the character is alone.
All these guidelines add up to one thing……
An adventure that pit’s the Characters ABILITIES (Not Gear) against that of the Monsters.
An adventure where players DEPEND on each other and a characters death could have dire consequences.
Likewise, a characters death does not mean the player must start over.
It means he/she loses out on Experience and the remainder of that night’s spoils.
Why don't we use Shrines?
Why don't we use Shrines?
Shrines are a staple in DDO. They are absolutely neccessary for Difficulty Levels Hard and Elite, and I would guess for any Raid or Epic Content. (I say guess because I have never participated in a Raid or Epic Content and don't expect to do so)
A Shrine instantly restores all of ones Hit Points, Spell points and is generally a restoration cure for everything else.
It also allows a Caster to re-choose what spells are available.
Soooooo.........You can explore a dungeon without concern for injury because you can always "recharge" if things get tough, right?
If I remember right, things getting "tough" was part of the fun when playing D&D. Nothing runs a chill down your spine like realizing "oh Damn! I'm about to die! "
In D&D hardcore, dying meant giving up your character and starting over. Well, I can't really see that.
Let's just say if you die, you're out of the adventure and have to wait at the Inn for their return to see what you've missed.
So what's this got to do with Shrines?
In D&D, without using healing spells or healing potions, you had to use rest to heal yourself and also rest was needed to regain your spellcasting abilities.
In the case of hit points, you gained 1 point per day for the first week, and that plus your CON bonus for each week afterwards, up to a full month!
Spells were re-memorized after from 4 to 12 hours of sleep.
Shrines are too much of a shortcut in my oppinion.
Need to heal? Not have a Cleric? Do what we did way back when. Return to town for proper rest. You won't make it back within the 5 minute instance limit, but that simulates coming back when you're properly healed.
Need Spell Points? Again, back to town.
A small exception would be to stand outside the quest to heal. You get the re-entry penalty, but at least you get back in. If you need to do this often, well, better go get you a Cleric!
Have you died? Suck it up. Sit out the remainder of the adventure and buy the first round for the rest of the group when they return!
Everybody Died? You really screwed the pooch on that one! Better have a second pint and figure out what you did wrong!
That's my take on Shrines. Oh, if it weren't for the fact that healing potions are WAY too abundant, I'd say use them, but with healing potions, you don't need Shrines OR Clerics!
Different Strokes for different folks.
Here is an example of the differences in attitude around DDO. The oppinion below seems to be from a player that plays DDO, and has never played D&D.
DDO has something for everybody. You just have to decide what does and does not belong in YOU'RE definition.
--Pasted from another thread--
"Overall - if you know what you are doing and do it well your buffs costs few SP and those that do easily last from shrine to shrine. Thus you have more SP to kill mobs and because you know how much fighting is needed before you can shrine again your casters can optimize SP us so they are bone dry when arriving at the next shrine. Also, you know which spells to use against which mobs making yourself much more efficient.
Compare to a newer group. Lack of ship/gear means more buffing + lack of gear means less SP to begin with. Lack of knowledge/gear/skill means more deaths - which cost SP to rez, rebuff and maybe buffs run costing even more SP. Additionally, the location of shrines isnt known and a shrine may even be missed entirely meaning SP may run out if not conservative enough or that SP is conserved too much making for slower progress.
What really makes the above important is that SP does not regen over time as is the case in many other games - so the newer player cannot blow their load on every fight and then sit to regen simply going slower than the vet player.
Mind, I am not at al complaining - in fact I am mostly having fun - I just like to point out that the DDO model makes for a huge difference in performance between new and vet. Good thing there is normal difficulty when us new ones want to feel like kings of the hill - though Elite is more fun for the challange."