Supporting Diablo-style Gameplay

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"?
 

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I for one am a Diablo player, but i think DnD will stay good if it won't copy Diablo.

But in terms of game style where you want a monster genocide and so many magic items everywhere dropping, then, if you are the DM, do it in your adventures. Use so many monsters with low hp, especially minions (only in 4e though), and everytime a single monster die, roll a percentile dice. Then refer to your item rarity chart and let the monster drop the item. But Diablo is there for hack and slash, DND is suppose to be a 'role' playing game, not in the sense of 'can we skip the conversations and kill something."
 

I'm personally happy to see they're going for less intrusive magic items. Maybe later they can explore how to cater to a playstyle like the one you suggested, but for now I don't think it should be a priority. Especially not for the initial release since such a change can have a big impact on the entire system, and would take up a lot of space.
 

I really hope there are a good 3-5 pages on the effect of magic availability to help guide DMs and inform them of what happens if you alter the magic item assumptions of base D&D.

Everything from no magic world, to low magic world, to core, to slightly greater than expected to "Goblins with Flametongues and Lightning armor" Diablo style worlds.

I miss my Blood Golem. Stupid Iron Maiden nerf.
 

I am very happy with the core focus being on fewer, more meaningful and rare magic items.

I think this type of play should be supported from the beginning also. Wahoo magic items falling from every third kobold is fun in its own right, even if it's not my go to style.

What if the answer for getting this play style is- start at 15th level, give all of the items you want, and just realize many, many of the combats will be too easy, so sometimes the DM should drop a level+5 encounter on the party? Is that a problem? To me, it is actually right in line with the Diablo feel, but I want other people's takes, too.

Thaumaturge.
 

I guess what I'm asking is whether D&DN can support an option for magic items being tied to character advancement (with the default state being that they're not). One of the things that makes Diablo's loot game stimulating is that there's always a better item around the corner. In D&D terms, you throw away your +1 sword when you get your first +2 sword. It's hard to do that when the game doesn't have +1 swords, and putting in +1 swords breaks the game because it's designed for flat, item-less progression.
 
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Dunno, you can skip bonuses to attack and AC and still make it work.

Ex (referring quickly to a diablo magic item prefix/suffix list, listed vaguely in ascending level theory):
Beryl Armor of the Jackal - Resist 5 poison, +5 HP
Jagged Axe of Flame - 19-20 crit range, +2 fire damage
Celestial Longsword of Incineration - Double weapon damage vs demons, +10 fire damage
 


And I always thought Diablo was supporting D&D-style videogaming. ;)

Anyway, it's refreshing to see this thread, after years of "I don't want my D&D to feel like a (Blizzard-published) videogame", "D&D is more than just combat" and "How do I remove magic items"
 


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