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4 months ago ::
Feb 03, 2013 - 12:42PM
#51
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Date Joined:
Aug 15, 2011
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People's characters may die 50+ time in a session in World of Warcraft. World of Warcraft has over time lessened penalties on death. World of Warcraft has 8-10 million paid subscriptions which approximates $90,000,000+/month revenue from subscriptions.
I bet I know where this is going.
...excuse me while I get some popcorn.
Pinkie Pie will share.
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4 months ago ::
Feb 03, 2013 - 12:47PM
#52
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Date Joined:
Jun 15, 2008
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People's characters may die 50+ time in a session in World of Warcraft. World of Warcraft has over time lessened penalties on death. World of Warcraft has 8-10 million paid subscriptions which approximates $90,000,000+/month revenue from subscriptions.
I bet I know where this is going.
...excuse me while I get some popcorn.
Where'sit going! You don't deny WotC is a company and would like to make a profit off of the D&D brand?
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4 months ago ::
Feb 03, 2013 - 12:48PM
#53
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Date Joined:
May 18, 2002
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Where'sit going! You don't deny WotC is a company and would like to make a profit off of the D&D brand?
Just wait. You'll see soon enough.
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4 months ago ::
Feb 03, 2013 - 5:36PM
#54
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Date Joined:
Dec 13, 2006
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Just wait. You'll see soon enough.
Incoming! Take Cover!
Want the tl;dr of my posts? Read the bold text; I put it there to highlight the main points for ease of skimming.
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4 months ago ::
Feb 03, 2013 - 11:04PM
#55
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Date Joined:
Jan 15, 2009
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People's characters may die 50+ time in a session in World of Warcraft. World of Warcraft has over time lessened penalties on death. World of Warcraft has 8-10 million paid subscriptions which approximates $90,000,000+/month revenue from subscriptions. D&D may want to take notes. These forums and surveys are such a small, self-selected sample that I think it's counter productive to listen to 90% of them, if WotC wants to increase market share.
There are at least two reasons I can think of off the top of my head why these two games are not comparable at all in this regard:
a) In some aspects of WoW, death is actually something that is expected to happen to your character a lot. Sometimes, over and over again about every 5 minutes. In D&D, the assumption is usually that death is a very serious event that is to be avoided at most costs.
b) You can't ignore rules you don't like in WoW. Think the death penalty is too harsh in D&D? Change it. Think the death penalty is too harsh in WoW? Tough.
<Ioun> they're apparently making a MolIsCool pp
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4 months ago ::
Feb 04, 2013 - 1:17AM
#56
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Date Joined:
Mar 26, 2008
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People's characters may die 50+ time in a session in World of Warcraft. World of Warcraft has over time lessened penalties on death. World of Warcraft has 8-10 million paid subscriptions which approximates $90,000,000+/month revenue from subscriptions.
I bet I know where this is going.
...excuse me while I get some popcorn.
I can't keep quiet any longer. 3.0 has turned D&D into an Everquest clone. They've removed THACO which COMPLETELY unbalances the game. And they've removed race restrictions and allowed unlimited multiclassing. How are dwarves suppose to feel different when they can have any class combination that a human or an elf can! This is absolutely unforgivable and I predict no-one will play D&D by 2003!
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4 months ago ::
Feb 04, 2013 - 6:26AM
#57
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Date Joined:
Mar 22, 2008
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Everyone wants a different game, and so wizards should be working on a sidebar that explains what happens if you choose certain options. For instance: 1). No ressurection: pro: death is very serious - gives the opportunity for heroic sacrifices. Con: can make players feel a beloved character died before the story is complete. Best used: when creating characters is fast, and when shorter campaigns mean less time for complex stories. 2). Gold only, or temporary setbacks. Pro: players can choose when their characters story ends. Con: some people find death is too temporary, leading to reduced interest/engagement. 3) permanent drawbacks: pro: Keeps death a disincentive, increasing "edge of seat feeling". Con: Permanent drawbacks can feel like the player is being permanently punished for bad rolls or bad decisions previously. IMHO, permanent drawbacks seem the worst of all worlds - cheapening death compared To "no resurrection" and punishing players. But, as long as the dm who is makin the permanent drawback understands the players who like that kind of thing, I'm happy.
People's characters may die 50+ time in a session in World of Warcraft. World of Warcraft has over time lessened penalties on death. World of Warcraft has 8-10 million paid subscriptions which approximates $90,000,000+/month revenue from subscriptions. D&D may want to take notes. These forums and surveys are such a small, self-selected sample that I think it's counter productive to listen to 90% of them, if WotC wants to increase market share.
World of Warcraft is a VIDEO GAME. D&D is an RPG. They are very, very different types of games.
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4 months ago ::
Feb 04, 2013 - 6:44AM
#58
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Date Joined:
Jun 15, 2008
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Everyone wants a different game, and so wizards should be working on a sidebar that explains what happens if you choose certain options. For instance: 1). No ressurection: pro: death is very serious - gives the opportunity for heroic sacrifices. Con: can make players feel a beloved character died before the story is complete. Best used: when creating characters is fast, and when shorter campaigns mean less time for complex stories. 2). Gold only, or temporary setbacks. Pro: players can choose when their characters story ends. Con: some people find death is too temporary, leading to reduced interest/engagement. 3) permanent drawbacks: pro: Keeps death a disincentive, increasing "edge of seat feeling". Con: Permanent drawbacks can feel like the player is being permanently punished for bad rolls or bad decisions previously. IMHO, permanent drawbacks seem the worst of all worlds - cheapening death compared To "no resurrection" and punishing players. But, as long as the dm who is makin the permanent drawback understands the players who like that kind of thing, I'm happy.
People's characters may die 50+ time in a session in World of Warcraft. World of Warcraft has over time lessened penalties on death. World of Warcraft has 8-10 million paid subscriptions which approximates $90,000,000+/month revenue from subscriptions. D&D may want to take notes. These forums and surveys are such a small, self-selected sample that I think it's counter productive to listen to 90% of them, if WotC wants to increase market share.
World of Warcraft is a VIDEO GAME. D&D is an RPG. They are very, very different types of games.
One makes damn near $100,000,000 a month... The other probably hasn't made that in it's existence. I think Hasbro cares about the $$$$'s. And I hate to say it but D&D is a game created to make a profit. If it isn't profitable there is no moving forward with the brand. You don't think Habro would like some of that market share for a new version of D&D Online? Their eye is not just on the book a month to be published.
Point being, the niche that think throwing away months of progress on a character because it got critted by a swarm of rats is much smaller then the group that does not like harsh penalties for playing a game. The people on this forum, the 10-20 that post for harsh death penalties are in such an outlier minority that the default Raise Dead will always be generous and folks who want harsh penalties or no Raise Dead will have to houserule that.
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4 months ago ::
Feb 04, 2013 - 7:27AM
#59
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Date Joined:
Nov 19, 2007
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Should be a setting/DM dial.
Agreed. Each group should decide how each campaign will be -- death is final, death is fixable with a LOT of effort and expenditure, death is fixable, death is merely a speed bump in the campaign road. Wizads can provide dials for different options.
Each player will have opinions on how his characters are handled. I have one I'd rather see keep campaigning forever. I had another that (story wise) it made sense that she would decide "no more resurrections or raises -- if Sif wants me that badly, I'd better listen." and then she went out in a glorious battle with a demon a few months later. She's now becoming the focus of a "personality cult," much like veneration of a saint.
Unlike in computer and video games, each group is able to bend or change the rules to suit the world, the campaign, and the people around the table. It's not revenue-related; it's gameplay- and group preference-related.
In memory of wrecan and his Unearthed Wrecana.5e should strongly stay away from "I don't like it, so you can't have it either."
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4 months ago ::
Feb 04, 2013 - 7:55AM
#60
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Date Joined:
Feb 15, 2007
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Also of possible interest -- whether or not Raise Dead and similar spells should be ritual-only spells: community.wizards.com/go/thread/view/758...
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