D&D Online's Rules Would Make Any DM Cry

2022-08-28 00:35:24 By : Mr. Vege Cai

The MMORPG Dungeons & Dragons Online has a basis in tabletop RPG rules. Attempting to add the new rules of DDO to a tabletop game would be miserable.

While the 5e Dungeons & Dragons tabletop RPG system offers the simplest rule set the game has ever known, Dungeons & Dragons Online's (DDO) rules provide a far more complex take on D&D.  The long-running MMORPG, which made its debut in 2006, has built on its 3.5 edition D&D structure over the years. Since DDO is based on a tabletop RPG rule set it is technically possible for a gaming group to import its rules to tabletop play, but the calculations involved might make even the most experienced Dungeon Masters cry. The math is thankfully automated for DDO players, and the MMORPG uses a real-time combat engine with behind-the-scenes dice rolls and calculations. Any group attempting to bring DDO to life in tabletop form might find that a few seconds of combat could take upwards of an hour to resolve, as DDO adds to the already intricate 3.5 D&D system with new wrinkles like Doublestrike, Glancing Blows with two-handed weapons, and many other original mechanics.

Just as Dungeons & Dragons has evolved with every edition and in turn impacted the tabletop RPG hobby, D&D has also been strongly linked with the video game world. The 1991 AOL-hosted game Neverwinter Nights was the predecessor of every modern MMORPG as the first online RPG to display graphics. This early take on an MMORPG was based on the Gold Box game engine, a series of video games featuring the Advanced Dungeons & Dragons rules. DDO’s 2006 launch came after other landmark MMORPGs like EverQuest and World of Warcraft had established genre conventions more fully. The launch version of DDO was much closer to D&D’s tabletop rules of the time, the 3.5 edition D&D system. The level cap was initially 10, but updates subsequently extended that to 20, and then to the current Epic Level cap of 30, while introducing new rules and modified mechanics in the process.

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Some players may debate whether the modern Neverwinter MMORPG is better than D&D Online, as the 2013 Neverwinter game features a somewhat sleeker graphical presentation, and it is available on consoles as well as PC. Yet there is an undeniable charm unique to DDO for many longtime players, and despite its rule changes over the years, it still retains more of its roots in 3.5 edition D&D tabletop gaming than Neverwinter has with its 4e edition D&D origins. Many of the iconic elements of the long-running third edition D&D system are still evident in DDO, including Armor Class, the three saving throw types, and critical threat ranges for weapons. As the game evolved, it introduced new concepts like Doublestrike (a percentage chance that any weapon attack could trigger an immediate identical attack), and Glancing Blows for two-handed weapons (where enemies near a player’s target might take a smaller percentage of the weapon’s damage).

There are many reasons why D&D Online is good for tabletop RPG fans, particularly those who were fond of third edition D&D and its spiritual successor Pathfinder. Many character build concepts still translate well to the DDO engine, with familiar elements like two-handed weapons that add one-and-a-half times the wielder’s Strength score modifier. The new additions of DDO could theoretically be imported to a tabletop 3.5 D&D or Pathfinder game, but any attempt at this kind of homebrew should be approached cautiously. Some new feat chains introduced in DDO, like the single-weapon style feats that allow a one-handed weapon user to add up to 1.5 times their Strength bonus to damage, might seem simple enough on the surface. Their ties to other new mechanics make them difficult to cleanly import to a tabletop game, however.

The most powerful character builds of 5e D&D, like the polearm master Barbarian, combine several feats that synergize effectively. The most powerful DDO characters make use of Feat synergy alongside several MMORPG-specific mechanics that were not present in 3.5 D&D. Many of DDO’s feats strayed from the tabletop origins of the game and are geared to the real-time nature of the MMORPG. DDO introduced new mechanics like “Melee Power” which increases melee damage by a specific percentage, and MMORPG-appropriate calculations of attacks-per-second rather than attacks-per-round, as with the tabletop game. Even a superficially simple Feat chain like single-weapon-fighting has effects beyond simply adding more of a character’s strength score to damage, as it also increases Melee Power and a character’s attacks-per-second ratio.

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The changes to spellcasting are nearly as numerous as those to weapon-based combat in DDO. In tabletop D&D, an effective spellcaster can simply leverage the D&D spells that are overpowered and ensure their casting stat is as high as possible. DDO swapped spell slots for spell points, and it also features Spell Power alongside Ranged and Melee Power, as well as element-specific modifiers. Healing is also more complex in DDO, as the character receiving healing has their own statistic for how efficiently they can be healed using magic. These options give video game players myriad ways to optimize characters in DDO, including elements that were present in 3.5 D&D like Fortification for resisting critical hits and Spell Resistance for avoiding spells, alongside DDO's new mechanics like Healing Amplification and Spell Power.

There are many harsh optional rules that only sadistic D&D Dungeon Masters use but trying to import the full suite of DDO rules into a tabletop game would likely be just as miserable. The novelty of adding the MMORPG rules on top of the 3.5 D&D system certainly has some appeal, as a sort of “Advanced 3.5 D&D” edition. Much of third edition D&D, particularly high-level combat, already included enough complexities that could make resolving a single round of combat a laborious affair.

After adding on the DDO rules, resolving a single attack could be similarly drawn out. Beyond addressing the many mechanics already present in 3.5 D&D, including a Miss Chance based on Etherealness and Damage Reduction to certain damage types, DDO adds various percentage-based modifiers to damage, and the chance to trigger additional attacks not featured in the 3.5 D&D rules. Video games allow for extremely complex calculations to take place instantly and they have no trouble “remembering” a series of modifiers. A modifier such as a two percent bonus to damage is fine for DDO, but more trouble than it's worth in a tabletop Dungeons & Dragons game.

Next: D&D Rules That Break The Game But Aren't Technically Cheating

Derek Garcia is a Game Feature Writer for ScreenRant. He lives with his wife, three dogs, and a likely excessive number of video game consoles. When he is not writing, playing video games, watching movies or television, or reading novels or comic books, he occasionally takes some time to sleep. Derek majored in journalism and worked for a print newspaper before discovering the internet. He is a fan of science fiction and fantasy, video game and tabletop RPGs, classic Hong Kong action movies, and graphic novels. After being immersed in nerd culture for many years, Derek is now happy to write about the media he enjoys instead of just ranting to his friends. A fan of classics as well as the latest and greatest, Derek balances sampling the newest entertainment media with revisiting the well of a (thankfully) never-ending backlog. When trying to meet a specific word count in writing a personal biography, Derek sometimes adds Oscar Wilde quotes, like, “Be yourself; everyone else is already taken.”