test content
What is the Arc Client?
Install Arc

D&D vs Neverwinter - things I love about Neverwinter

anashimanashim Member Posts: 259 Bounty Hunter
edited May 2013 in General Discussion (PC)
D&D vs Neverwinter - things I love about Neverwinter.

There are certain features that I love that the Neverwinter MMO has but that D&D itself lacks.

Obviously some D&D fans will hate these features ... "because D&D".

But because these Neverwinter features are awesome, even D&D should consider making them available as gaming options.



For me personally ...

I love the way Neverwinter Wizard spells work. Having atwills (Magic Missile etcetera), but the encounter powers (Entangling Force) and daily powers (Ice Storm) be cooldowns instead of actual encounter and daily, so they are repeatable during the same "encounter", is awesome.



If at some point in the future, the Neverwinter is able to install the complexity of hundreds of "memorized" daily spells, then these should be equivalent to magic items that are usable similar to potion slots.

But keep the the Neverwinter spells as-is now. I love them.
Post edited by anashim on

Comments

  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    I also love the fact the key abilities are only mental scores: Int is primary, Wis and Cha are secondaries.
  • voqarvoqar Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    A comparison between this game and neverwinter would be very short.

    Neverwinter is D&D in name and location only with some very, very, extremely faint nods to D&D.

    Letting you reroll your attributes with a UI that has dice on it doesn't really make the game actually play anything remotely like D&D.

    I'm not saying it's a bad game, it has its moments and good elements, but it's about as much of D&D as marvel heroes beta is D&D.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    The rerolls are fine. All the various random results seem to result from the official point buy value. So any of these scores are legal, and (roughly) equivalent to eachother.

    Its kinda nice. A compromise between a balanced roll, and a randomness for a "fresh" ability set.
  • njgreen123456njgreen123456 Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 97
    edited May 2013
    Neverwinter isn't a literal translation of D&D... Its a loose Translation. It uses the setting, names, and ideas that are found in the 4th edition... but it is an Action MMO at its core, not a table top Pen and Paper MMO. Honestly I don't ever see a True -Literal- translation of D&D ever being made into any kind of an MMO type game... It just would not work... 4e is the closest edition that could be easily translated to an MMO and Neverwinter does that... It translates it loosely.

    The main thing that I will advocate that is quite similar to D&D and IMO required for Neverwinter; Teamwork.

    PVP, Epic Dungeon Delving, require a fair amount of Teamwork to be fun easy and enjoyable. Now I'm not saying you can't PuG groups together and get over content... What I'm saying is; All of the content in the game is more enjoyable with a close group of friends that all work and play off of each other strengths and weakness... and that is what Dungeons & Dragons is all about. Crafting a fun exciting story with you and your friends.
  • calaminthacalamintha Member, Neverwinter Beta Users Posts: 0 Arc User
    edited May 2013
    anashim wrote: »
    I love the way Neverwinter Wizard spells work. Having atwills (Magic Missile etcetera), but the encounter powers (Entangling Force) and daily powers (Ice Storm) be cooldowns instead of actual encounter and daily, so they are repeatable during the same "encounter", is awesome.

    That's because players and enemies have 100+ times more HP and deal 100+ times more damage than in PnP. Most of NW encounters would be completely impossible with actual rules.
    If at some point in the future, the Neverwinter is able to install the complexity of hundreds of "memorized" daily spells, then these should be equivalent to magic items that are usable similar to potion slots.

    You will never have "hundreds of memorized daily spells" in 4e.
  • anashimanashim Member Posts: 259 Bounty Hunter
    edited May 2013
    calamintha wrote: »
    That's because players and enemies have 100+ times more HP and deal 100+ times more damage than in PnP. Most of NW encounters would be completely impossible with actual rules.

    You will never have "hundreds of memorized daily spells" in 4e.
    I didnt understand the point about damage relating to spell frequency. The ratio between hit-point:damage is the same whether 10:10 or 100:100.

    I just like how you can recast encounter and even daily spells, during the same battle. It helps each battle feel different.


    Regarding "hundreds of memorized daily spells", I meant "hundreds of daily spells" available to choose from. I meant, the old school style where a Wizard can cast from a spellbook of spells. This would be possible, but would work better by making a consumable magic item for each spell that the Wizard plans to cast later. In Neverwinter, the equivalent of "sleep" might be whenever fully charged while at a campsite. So Wizards would only make these spellcasting items while at camp.
Sign In or Register to comment.