Rogues Get Some Respect 68
GamerGod is running an article taking a look at the role of the Rogue in Dungeons and Dragons Online. In their estimation, the Rogue class finally gets to do its thing in an online game. From the article: "What rogue would be worth his salt if he didn't have any traps to disarm or locks to open? What truly sets D&DO apart from the competition is the need to find and disarm various traps, snares, and pitfalls. Again, the game's set-up and design makes this an invaluable part of game play. No regeneration of spell points results in limited heals, and no regeneration of hit points makes getting blasted with a trap actually MEAN something." Been playing the preorder Beta this weekend, and it does a surprisingly good job of recreating the PnP experience. Review upon release.
Not a color anymore? (Score:5, Funny)
Re:Not a color anymore? (Score:2)
Re:Not a color anymore? (Score:2)
Re:Not a color anymore? (Score:2)
Re:Not a color anymore? (Score:2)
Re:Not a color anymore? (Score:1)
I'm not going to rant (this time) about how every RPG (PnP or C) always has the same classes and variants of the same races (seriously, why do priests always heal? I've never met a priest who heals better than a doctor). That aside, why do they always call them rogues? Now, english isn't my first language, but I am fluent in it. Rarely do I encounter the word "rogue" outside of the RPG-sphere. You never hear that a rogue has been terrorising London, picpocketing and backstabbing...
I did a quick synonym.com
Re:Not a color anymore? (Score:1)
PnP or DnD? (Score:2)
Re:PnP or DnD? (Score:3, Informative)
Re:PnP or DnD? (Score:2)
Re: (Score:3, Interesting)
Re:PnP or DnD? (Score:2)
Re:PnP or DnD? (Score:2)
D&D = Dungeons and Dragons
There is no abmiguity here, so the joke isn't funny to people who know even a little about the topic at hand.
(PNP is Plug'n'Play; PnP is just something Zonk used for "pencil and paper", though many people also simply say "tabletop". Usually you don't need either one, since the context is clear.)
This is good stuff (Score:2)
Re:This is good stuff (Score:2)
In a tabletop game the rogue has capabilities that enable interesting roleplaying scenarios and outside of the box style plans.
In a combat oriented MMORPG, the D&D rogue doesn't have the same combat firepower as any frontline fighter class or offensive magic user. So, they h
Thoughts on necessity of rogues in a group. (Score:3, Interesting)
Re:Thoughts on necessity of rogues in a group. (Score:2)
Re:Thoughts on necessity of rogues in a group. (Score:1)
and I DEFINETLY agree there needs to be similar abilities/needs from other classes. Make it so there are a lot of ways to complete any given dungeon based on what group make up you have.
Re:Thoughts on necessity of rogues in a group. (Score:2)
Re:Thoughts on necessity of rogues in a group. (Score:2, Interesting)
There's also race/class combos, since certain races get certain default abilities, a good substitute for a rogue would be an elven ranger or a bard(the gods of shmoozing, bard's were the UBER class in D&D 3.0, you had to throw deaf-dumb-blind-senseless things at them by the time they hit level 6 if you went strictly by the book, and they didn't entirely fix that
Re:Thoughts on necessity of rogues in a group. (Score:5, Interesting)
If I have a dungeon with a lot of traps and the party doesn't happen to include a rogue, then I can quickly alter the dungeon so that traps are replaced with simple puzzles or melee encounters that better play to the skills of the players. If there are no rogues and I want to weaken the party to make an encounter more dramatic, then I can throw in a couple of traps- knowing the party is unlikely to be able to detect or disarm them.
This isn't really possible in MMOGs. While it's theoretically possible to create multiple versions of a dungeon and then use the one most fitting for the given parties makeup- it would double or triple the amount of work that goes into designing the quest- and it would probably be exploited easily too.
Re:Thoughts on necessity of rogues in a group. (Score:2, Interesting)
Re:Thoughts on necessity of rogues in a group. (Score:1)
Though something like a PSO or maybe GA could have some interesting results, given enough (read: LOTS) of testing.
Re:Thoughts on necessity of rogues in a group. (Score:2)
Re:Thoughts on necessity of rogues in a group. (Score:2)
Kind of the point of the game really. (Well, theoretically anyways.)
Re:Thoughts on necessity of rogues in a group. (Score:2)
It would get a bit dull in the end if the world didn't have any continuity, but was just a series of contrived 'challenges'.
Re:Thoughts on necessity of rogues in a group. (Score:2, Insightful)
The party should be able to realize when the challenge before them is the wrong one for the current group. When the world adjusts for the player you lose many valuable artifacts to enhancing realism - consistency, consequences and the thrill of the unknown.
Re:Thoughts on necessity of rogues in a group. (Score:3, Insightful)
If the game is not fun, then you have no players to play in your consistant, consequence filled, realistic world. A lot of it comes down to how good of a DM you are. An excellent DM can probably create a quest beforehand that needs very little modification for the players, and a poor DM will refuse to change the quest no matter what. Most DMs fall inbetween however- and admit that they are not perfect and cannot forsee how the players will play- and they
About time! (Score:1)
Re:About time! (Score:2)
Re:About time! (Score:2)
Re:About time! (Score:2)
In an online game, I can do the same, except I'm paying $15 a month, or whatever, and all the time I'm not playing other people are advancing past me. After I've spent the equivalent for a conventional game, my relative position depends on how mu
Prior art (Score:2)
It's been done in Phantasy Star Online, if I remember correctly.
Re:Prior art (Score:1)
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Re:Prior art (Score:2)
FFXI? What locks? What traps? The only locked things are chests and coffers, and I've yet to hear of anybody opening those things without a corresponding key.
Re:Prior art (Score:2)
> and I've yet to hear of anybody opening those
> things without a corresponding key.
Thieves can use thieves' tools, living keys, or skeleton keys to open them, but a lot of the time you get a mimic or cursed, and you don't even get the contents when that happens.
Chris Mattern
Re: (Score:2)
Re:Prior art (Score:2)
D&D is going to have locked doors and traps, things that WoW doesn't have (apart from little PvP trap things, not the same as your classical PnP poison spiked pit trap with snakes in it).
Re:Prior art (Score:2)
Re:Prior art (Score:2)
Wait, what traps?
Sounds great, excpt for the Turbine part (Score:5, Interesting)
There are a lot of routine tasks that outside third parties made applications to help with. I'm not talking about gold farming, but more like efficient self-spell casting. For every thirty minutes to hour of play in AC, you had to spend approximately 5 or more minutes 'buffing' yourself with spells - at least, when done efficiently with the third party app, the buffing was done very efficiently. Doing it manually could take up to twice as long and could also require you to waste spell slots on your casting bar. When the app was buffing you, you could take that as an opportunity to chat with your party - doing it manually? no chatting.
So every month Turbine would BREAK this app with their update. Finally the developer got tired of fixing it every month and quit. This also blew other apps for quickly sizing up what treasure is valuable (Turbine would often dump 200+ pieces of treasure in front of you and expect you to take 1 minute to sort through all of it - 95% trash - before it decomposed on you).
If I ever was going to go back to AC, the lack of Decal (and Turbine's decision not just not to incorporate these applications into the game but to permanently break the third party apps) means I definitly can't go back and I am not alone.
Re:Sounds great, excpt for the Turbine part (Score:1, Insightful)
Combine the experience gained from thier success, and thier failure, and you have a good shot at making a game (or two) that will be the better for it. The Turbin
Re:Sounds great, excpt for the Turbine part (Score:2)
Look, just saying, if you are a hard core DND guy you are probably going to at least try the demo. Everyone else should probably find something else.
Re:Sounds great, excpt for the Turbine part (Score:3, Informative)
The way the program worked was by using an offset, and that had to found out every time there was new compile of the code, this happened mostly on a monthly basis because they released a new version with new content and features.
To explain why it would take so long for people who did not play AC, designed what around 6-7 years ago. You had around 10 pieces of clothing you could wear, and a weapon. Spells exists that could bu
Re:Sounds great, excpt for the Turbine part (Score:2)
Yes, there was an offset, but Turbine could have easily accomdated by making Decal PART of the game or better incorporating it. They didn't realize that the decal was what made their game playable.
Backstab (Score:2)
Apparently, leading the pack in terms of damage output isn't enough anymore.
Still, traps can be fun little additions that generally get neglected in MMOGs, and you generally wouldn't expect the fighter to take the delicate approach, at least not in a D&D game.
Re:Backstab (Score:1)
Re:Backstab (Score:2)
Putting in traps for the sake of making a single skill useful means adding in content that negatively affects n-1 classes, where n is the total number of classes in the game.
Re:Backstab (Score:2)
The reason traps make sense is that they're an automated way of stopping people getting in. Build them once, and that's it. Stopping people going through by putting in a monster lair is all very well, but it kind of impacts on *your*
Re:Backstab (Score:2)
Alarm traps are crap. You can just pick up your monsters with the Hand of Evil and drop them on any intruding heroes. What you want to do is to fortify your dungeon walls, and have the only approaches be via very long, snaking corrido
Re:Backstab (Score:2)
Since when do Rogues get to backstab with every attack? They need to be undetected, and it only works against humanoids. Furthermore, fighters and their ilk have plenty of damage-buffing skills and feats.
Yes, a backstab can be a devastating attack. However, it's usable only in rare situations.
"you generally wouldn't expect the fighter to take the delicate approach, at least not in a D&D game."
Depends on the player
Re:Backstab (Score:2)
System requirements? (Score:2)
I searched their site for any indication of system requirements. Evidently they don't think it's important to indicate what platforms their game runs on...I had to go to Amazon to find out. PC-only, Mac users out of luck.
Re:System requirements? (Score:2)
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Nexus... (Score:2, Offtopic)
First of all, it sounds cool, especially when you go and read in the description: "The magical fighter, unmatched in single combat."
Rogues do the most damage to a single target, knocking it down twice to three times as fast as a Warrior can. This is balanced by Warriors being capable of hitting in all four directions, and being able to actually take quite a few hits.
Rogues don't get hit much. When they do, it hurts a LOT, but
You don't need a rogue! (Score:2)
Ahh turbine... (Score:1)
Oh, and expect all the sociopathic assholes (and griefers) to play rogues. Then they can inflict maximum pain on everyone else but know they'll always get party invites (since you have to have a party) because every party MUST have a rogue.
Re:Ahh turbine... (Score:1)
They go inside to encounter a large ogre(not sure what it is, just that it's about 4 times the size of the cleric).
They mix it up a little, before the cleric flees out through the trap once more. The trap skewers the player for quite a bit of damag
Re:Try before you buy (Score:2)
This is actually consistent with normal D&D character scaling. In the early levels, casters are quite weak compared to