por Elven Paladin em 27 Mar 2008, 00:27
Alguns comentários do Sean K. Reynolds ( um dos primeiros designers a utilizar algumas idéias de WoW em D&D, diga-se de passagem. ) sobre a 4ª Edição ( na verdade, são fragmentos, entendam cada parágrafo de maneira separada ):
I like WOW. But If I wanted to play WOW, I'd have a better experience playing actual WOW at my computer, not a turn-based human-arbited system that is trying to simulate WOW, only more slowly. I don't want to play TCGs. I don't need exception-based game design (which is what most TCGs are ... a card's rule overrides a general rule) in my D&D.
The game is full of crazy exceptions as it is (you provoke an AOO unless X, you can't act outside your turn unless Y, you are immune to this except Z), I don't need a bunch of new things in every single class adding new exceptions so I have to determine an order-of-operations to find out which rule kicks out first. I don't play TCGs for that exact reason.
If I wanted to play WOW's-setting-as-tabletop-RPG I'd use a system designed as a tabletop RPG, not a TCG or miniatures game simulator in the guise of an RPG, which is what this feels like. The game is fine (though it has its bugs, some of which are because we're working with cobbled-together public-info rules rather than the final), it's just not D&D to me.
* Rule Annoyance: Damage-over-time abilities, like the 5 acid damage per round from the dragon's bite, takes place at the START of your turn, but your save to overcome it takes place at the END of your turn. So it's entirely possible for the dragon to bite you in initiative 20, knock you down to 4hp, and then on your turn in initiative 11 you take 5 acid and are knocked out at -1...so you waited all that time for nothing. Or as one of our players put it, "wait for your turn, wait for your turn, OH SORRY you don't get a turn!" That just sucks. Put the damage at the end of the turn so the player gets a chance to USE their turn to counteract the damage or magic-off the effect.
* Rule goofiness: Cleric healing (I think) and paladin lay on hands (for sure) is based on the target's healing surge value. So a Pal20 laying hands on a critically-injured Ftr1 is going to heal about 8 points max (out of the Ftr's 33, assuming a Con 16 Ftr1), and blow one of his 3/day abilities to do so! Conversely, a Pal1 laying hands on a critically-injured Ftr20 is going to heal HUGE amounts of damage (1/4 of the fighter's total hp, so 60hp for a Con 16 Ftr20).
* Strange limitations. Lay on hands is a minor action that spends a healing surge to heal a target as if they had used a healing surge. It's nice. It's a minor action, so I could use it and still make an attack. It's limited to three times per day. Hmm, I guess I can see that limitation, as it might be too much if the paladin can blow all his HS' to heal other people and the healy-cleric can't do that. But on top of that, the ability also says you can't use it more than once per round. Why? Because you don't want me double-tapping someone (or myself) for two heals in the same round? Why not? If it's okay for the warlock two use two minor-action attacks in the same round, why can't I blow 2/3 of my daily healing in the same round to save a desperately-hurt person?
"Eu não sou católica, mas considero os princípios cristãos - que tem suas raízes no pensamento grego e que, no transcorrer dos séculos, alimentaram todas as nossas civilizações européias - como algo que uma pessoa não pode renunciar sem se aviltar" Simone Weil
When you decide to grant power to government, start by thinking "What powers would I allow the government to have over me if I knew that my worst enemy in the world was going to be in charge of this government?" - Hastings & Rosenberg.