What if fire spells couldn't harm fire elementals for example?
What if you actually had to burn trolls to kill them? Buy a torch (with limited burning duration) and equip it in your offhand, equip a fire-based weapon enchantment, or ask a CW or an SW who can use fire spells to join your party.
There are many more examples I could list, but I'll leave it to your imaginations. Combat might become even more interesting.
0
Comments
In all seriousness, a non-MMO is probably better suited to providing a truer emulation of D&D in all its complexity.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
*Fire wouldn't really work well against a water elemental either. Maybe you would need lightning?
** Actually, I'm not really sure if you can freeze a water elemental or not.
Furthermore it would demand the possibility to switch enchants etc on the spot. Frost for fire, fire for frost etc. How many players do you know, who have a T. frost, fire, vorpal, terror etc. enchant and could choose the right one for the mob. How many of these would waste 10-50 gold a day, to reequip for every mob group.
This wont work with the current system. I played a MMO with similar demands. 4 of 5 raid members used 3-6 different armor set and 2-3 different weapons. This is not viable with the current system.
If I remember right, a magically enchanted weapon will do normal damage to almost anything. I believe that's the way it works, correct me if I'm wrong. The more heavily enchanted it is, the more damage it does (+1 to +5 in the old days). Magic in fantasy worlds is this really interesting thing that someone or something in that fictional universe created, formed, or evolved in order to do stuff like make pig flys. Or to make a pig as big as a house. You can even turn someone else into a pig or make a pig look like a toaster. Any of these and more are possible. Unless you're in a world that hasn't invented toasters. In the real world, a lot of people don't believe that magic exists. Anymore. Most people did in the past. But some religions still do. And certain crafts. It doesn't work, or it's not supposed to work, in the same way in the real world as it does in a fantasy world. But I digress.
In a fantasy world, weapons or items may also be enchanted with specific types of magic like fire or frost. A wizard might have spells capable of doing that for a limited duration or even permanently. A priest might be able to bless something with divine power in a similar way (more effective against undead, devils, and demons). Of course, you don't need your weapon or item to be enchanted thus if your weapon or item is already magical (at least + 1), but enchanting it in that way would help it do more damage or be more effective against creatures or anything that was weaker to that element or attribute. So, in game terms, if you don't have or can't afford to make lesser weapon enchantment of a particular kind, you could ask a Control Wizard or a Devoted Cleric to help you out. Also, say you encountered a deadly trap (that could actually poison you, inflict massive bodily harm, or even kill you) or a locked chest (or even a trapped chest! - magically or with poison, etc.). Rogues in rpgs usually have skills to deal with such things.
But making a Massively Multi-player Online Role-Playing Game, which should be a social game (I believe) so that players might need to ask another player for help with something, even something that doesn't directly have to do with combat at that exact moment, would be bad I guess. Helping people or asking for people to help you in an online game is for noobs.
Dungeons & Dragons basically started the RPG craze back in the 1970's, right? It's the big granddaddy of everything from Ultima to Final Fantasy to Everquest to World of Warcraft. So, why may I ask, is a Dungeons & Dragons game trying to be like one of its many HAMSTER children, WoW? Because WoW was popular and made money I guess. Except for the action combat, how is Neverwinter different from WoW in any meaningful way? WoW copied EQ and did it better with better graphics at just the right time, when more people were getting online than ever before. Everquest 2 came out around the same time, but it didn't do as well because it asked for people to have or buy too expensive and powerful of a computer at that time. I'm not sure exactly what influenced EQ in the beginning, but all I can think of is stupid Final Fantasy or Dragon Warrior/Quest. It is gear where you get most of your power for no apparent reason. And the next town or zone always has more powerful gear and monsters. Again, for no apparent reason. But even Final Fantasy has mobs with strengths and weaknesses.
I realize though that trying to apply any sort of logic to games based on Everquest and World of Warcraft is an exercise in futility, so I'll stop now. Also, I said I wasn't going to give anymore advice for free on this forum, but I don't mind saying that much.