Monday, August 27, 2007

Lessons D&D can learn from Doom

One of the things I always found annoying was that there was really only one correct weapon to use in D&D. The only choice for a melee weapon is amount of damage. Reach can be a factor, but is used much less.
Doom’s weapons are interesting in that different weapons actually work better against certain opponents. The shotgun is Doom’s equivalent to D&D’s greatsword - offensively powerful, downs weaker foes in one hit, but leaves your defences open if you miss. Naturally, just like in D&D, players use it regardless, relying on hit points, armour and defences to avoid damage. In Doom’s case an experienced player learns the monsters’ patterns and dodges carefully, something easily represented by a “defense roll” system as in Iron Heroes.
Offensive and defensive tradeoffs would be nice to see in 4th edition, but I don't expect it.

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