These statements are on the first page of the newest version of the D&D Basic Rules just released in PDF.
They sound like the original concept design from 1st Edition and I would be proud to include them in my experiment Thread!
“Unlike a game of make-believe (Arcade Super-Hero Mode), D&D gives structure to the stories, a way of determining the consequences of the adventurers’ actions. Players roll dice to resolve whether their attacks hit or miss or whether their adventurers can scale a cliff (or ladder), roll away from the strike of a magical lightning bolt, or pull off some other dangerous task. Anything is possible, but the dice make some outcomes more probable than others.”
“Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The Adventurers can solve puzzles, talk to other characters, battle fantastic monsters, and discover fabulous magic items and other treasure.”
ALL of these are present in DDO. It's all in how you play.
Last edited by intruder1; 07-03-2014 at 05:27 PM.
Sorry I bailed out on you guys, but that was third time we'd lost power that evening due to lightening nearby. Wife shouted down the stairs, "God want you OUT of that damn game tonight, so shut it down NOW!" I was forced out of game the night before for the same reason.
Apparently it did not matter much, as Cogoiler seems to have misplaced his "Dragon Slayer Dagger", and would have hid under a pile of gold sipping a whiskey laced potion of invisibility! *wicked grin*
With Kierik and Cali expected to be absent tonight, I may be late also.
Gotta love Summer!
*hands out popcorn*
There are more to the side... enjoy!
(Just my opinion)
I'm glad that Normal Difficulty still provides us a way to (somewhat) play the original way the game was designed to be.
But that lack of balance is pure D&D - spellcasters rule from level 5 onwards. Was true in 1e, 2e, 3e, 3.5, Pathfinder, and seemingly will be in Next. I can't speak to 4e. But I'm willing to bet that 4e is "well balanced", because 4e was built by WotC as an MMO. Which is why it failed.
Turtel, Turtley Wrath, Tortoisse, Waterssong, Victerr Creed, Utahraptor, Velocaraptor, Minddancer, Loggerhead, Matamata, Sulcata, Ticerratops, Sierrann, Hankx, Shartelhane
Member of Highlords of Malkier! Help channel, everyone welcome in this channel!
Well, after observing for a month, the mechanics of Equipment (Self-) Repair actually look interesting as an additional challenge factor.
If left alone (as in do NOT repair), some equipment actually self-repairs after a few hours. A piece of equipment that becomes broken, and un-equipable, will completely repair itself after a period of time.
Normal Non-Magic Gear does not self-repair, while a bit more than half of any Magic Gear will self-repair.
I do not know for sure what decides which Magic Gear will repair, but the stuff that does...... always will, over and over, while stuff that does not.....never will.
Out of the 11 pieces that my character wears, 5 have unrepairable (I will call permanent) damage.
It is my intent to discard anything that becomes un-equipable AND will not self-repair as a reflection of equipment that I am unable to repair.
As I have said before to our Guild, this is not a suggestion to become a guideline, but is a voluntary action to compensate for the "I get to keep this for life!" attitude the DDO MMO embodies.
There are many things you can do to make DDO challenging besides having 1000HP Kobolds and Arcade Superhero Player Characters.
I wonder if the repairing has to do with "bound" equipment? BTC/BTA equipment never takes permanent damage, so perhaps it also repairs over time?
The only way we attain Magic Items is through Breakables and 10% of Chests.
Chest open percentages.......
Lvl 1-10....10%....2 tries
Lvl 11-13...20%...2 tries
Lvl 14-16...30%...2 tries
Lvl 17-19...40%...2 tries
Lvl 20........50%...2 tries
Our playstyle only uses the Random Loot Generator.
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