GX.Sigma
Adventurer
With Diablo 3 coming out this month and D&D Next coming soon, I can't help wondering whether D&D Next will be able to support Diablo-style gameplay: running around murdering entire populations of monsters with ease, while collecting (and promptly selling) metric tonnes of randomly-generated magic items.
Diablo 2 had an [ame="http://www.amazon.com/Diablo-II-Awakening-Advanced-Roleplaying/dp/0786916125/ref=pd_sim_b_1"]AD&D adaptation[/ame] and a [ame="http://www.amazon.com/Diablo-II-Diablerie-Dungeons-Dragons/dp/0786917601/ref=pd_sim_b_1"]3e adaptation[/ame], as well as a [ame="http://www.amazon.com/Diablo-Tabletop-RPG-Dungeons-Dragons/dp/078691548X/ref=pd_sim_b_4"]starter box set[/ame] which was included in the D2 Collector's Edition. This thread isn't here to ask for a D&D Next Diablo 3 book (though that would be awesome, hint hint WotC and Blizzard); it's more about modularity.
D&DN seems like it won't have trouble doing monster-genocide (what with the "higher-level characters fight more and more orcs" goal, and faster combat), but what about the tons of magic items thing? What if my ideal D&D game has the players get all sorts of magic items?
The D&DN developers have said multiple times that they want to divorce magic items from character development; to make them more rare and less mundane. But what if I want magic items to be everywhere in my world? Will it break the game balance? Will it break the economy? Will there be an awesome random magic item affixes table in the DMG?
Basically, do you think the game can be modular enough to support "magic items are rare and special" and "magic items are everywhere so go kill monsters and get them"?
Diablo 2 had an [ame="http://www.amazon.com/Diablo-II-Awakening-Advanced-Roleplaying/dp/0786916125/ref=pd_sim_b_1"]AD&D adaptation[/ame] and a [ame="http://www.amazon.com/Diablo-II-Diablerie-Dungeons-Dragons/dp/0786917601/ref=pd_sim_b_1"]3e adaptation[/ame], as well as a [ame="http://www.amazon.com/Diablo-Tabletop-RPG-Dungeons-Dragons/dp/078691548X/ref=pd_sim_b_4"]starter box set[/ame] which was included in the D2 Collector's Edition. This thread isn't here to ask for a D&D Next Diablo 3 book (though that would be awesome, hint hint WotC and Blizzard); it's more about modularity.
D&DN seems like it won't have trouble doing monster-genocide (what with the "higher-level characters fight more and more orcs" goal, and faster combat), but what about the tons of magic items thing? What if my ideal D&D game has the players get all sorts of magic items?
The D&DN developers have said multiple times that they want to divorce magic items from character development; to make them more rare and less mundane. But what if I want magic items to be everywhere in my world? Will it break the game balance? Will it break the economy? Will there be an awesome random magic item affixes table in the DMG?
Basically, do you think the game can be modular enough to support "magic items are rare and special" and "magic items are everywhere so go kill monsters and get them"?