D&D on DDO? Maybe this would work.
What type of player are you????
Heavy Role-player---The story is the focus. You might spend hours, sometimes days, refining and developing a background for your character. You will spend 50-75% of your time online in chat sessions acting out your characters lives, and actually playing the game with that character.
Computer Gamer---The Game is the focus. You spend almost all of your time doing quests or activities with progression in mind. Find the perfect combination of items, stats, etc that propel you to the top of your league.
Either end of the spectrum described above is cool. We all play games for different reasons.
What I wonder is.....can DDO be used to bring back the fun of talking to each other and (most important) CHARACTER-PLAYING the GAME.
Create a Cleric, but allow no more than 2 stats to be below 9, and no stat above 16.
(Any of the DDO boilerplate characters will do this.)
Now do a few of 1st level quests (Heyton's Rest?) a few times on Casual and maybe 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 a monsters would possibly have in their “Lair” and/or in their possession.
End Rewards are DDO specific and is just represents your reward for completing a task.
In D&D terms, break all breakables for that is your effort in searching a dungeon.
BEFORE opening a Chest, roll a “1” on a d10 at least once in 2 rolls. If you fail, the monster had NO Treasure in their lair and none in their possession.
When offered End Rewards, NEVER keep the item. Always sell it to get the cash value. If you’re in a Guild, ALWAYS take Valor.
When you've gained about 200PP to represent starting money from D&D basic rules, go to the Hammer and Chain in the Harbor and buy yourself a set of Full Plate Armor!
Now you should have at least a “Normal” Sword, Mace, Shield and Full Plate Armor that everyone who played PnP bought when they started.
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. Choose another.
(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 “game“, you'll be character-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.
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)
BEFORE creating a character, contact me on this forum or “Tukcc” on Thelanis using any character you have..
He has a procedure for rolling “random” Stats for use in DDO, using Minimum Stat Levels for Classes which is required for use in the Guild.
If there is no party of appropriate level to join, a Guild member will “accompany” you as a “Hireling” to assist you in progression.
Guild characters do not Solo, unless it’s in a Wilderness area for Combat Practice.
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."