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Dungeons & Dragons Online: Stormreach Chronicle

SzarkSzark News ManagerMember Posts: 4,420

The folks at D&D Online have published the latest edition of the Stormreach Chronicle, keeping players up to date on the latest events and giving tips on understanding the game better.

In the last edition of the Academy, we discussed Armor Class and other Armor benefits and hindrances. Today, we’ll take a look at another potentially confusing subject: Damage Reduction, also called “DR”.

Damage Reduction is another way for a character to mitigate harm. Don’t confuse it with Armor Class though! While Armor Class affects the ability of monsters to land their attack on you, damage reduction impacts how much damage you will take from a successful attack against you. The higher the amount of damage reduction you have, the less damage your character will take from an attack. It might seem small on its own, but all those attacks add up, and the more points you can shave off an attack, the fewer points you lose off your health bar!

Read more here.

Comments

  • toordtoord Member Posts: 139

    I've been playing DDO for more than a year now and I have got to say that I wish more people would give it a try. I personally am a fan of the D&D lore and d20 system so this game was the best match out there. It can be daunting for those who aren't familiar with the d20 system, but Turbine has gone to great lengths to make the game accessible to everyone -- even those who can't differentiate between their CHA from their INT. Character build customization is simply BAR NONE. None of the many MMORPGS I've tried come even close to the level of build customization (if they even have a build customization option at all) that DDO offers. The combat system is simply awesome (d20 FTW!) . However, what I like the most is how incredibly immersive this game can be. Quests are the antithesis of WoW and its clones. Quests are deep in lore and content. None of that "go kill 5 rats and come back" kind of quest. Quests are difficult and require TEAMWORK. All quests are 6-man instances and raids are 12-man instances. There are no public quests or any of the sort. The best part is that PvP is NOT part of the game. You can PvP (inside certain taverns) for grins and lulz, but it's immaterial to your progress in the game. Also to notice Turbine has released 8 (that's 8!!!!) updates/expansions completely free of charge (other than your montly subscription). For those who tried this game when it first came out and left because the large number of bugs in the game, I highly suggest giving it a second chance (after all they offer a 10-day free trial). Now, don't want to sound like a fanboi and I was to say that the game stil has some nagging bugs and the omnipresent, almighty  LAG MONSTER!!! But all in all I think it's one of the best MMOs out there.

  • mindspatmindspat Member Posts: 1,367

    Star Wars Galaxies used to have comparible dynamics in relation to character customization prior to the combat upgrade.  If anyone is able to refer myself, or other DDO players, to games that provide a plethora of dyanmics for character development and a heavy tactile feel to the game mechanics I'm sure it would be appreciated. 

    What I like about DDO is the personlized feeling of the instanced content that feels catered to the groups I'm in while not having to contend with camping spawns or disruptive kill stealers and otherwise nonesense during my game time.  Other games only wish they had a similar sense of physics embeded into the game mechanicsl run down a corridor, jump over a jutting spike trap, tumble away from an explosion, dispatch the mobs then disarm the traps once you've located the hidden control box, all in real time!   

    There are downsides to DDO though.  The most lacking aspect of DDO are the absence of encounters in open public areas.  It would be nice to be walking through an alley in Stormreach to have a bunch of random baddies jump out and ambush me and my group of adventures.   

  • blacktwarblacktwar Member Posts: 5

     The best D&D computer game I've ever played was Neverwinter Nights. I loved the flexibility to create your own persistant world and modules. Does DDO have a similar feel? Not that you can 'create' mods in DDO but does the world feel similar to the way they did the main Neverwinter adventures?

  • Dr.RockDr.Rock Member Posts: 603

    I would say DDO is nothing like NWN other than they share the same 3.5 rules, with DDO having heavy house rules which strangely transforms turn based rules in to a very fast action game. DDO plays less like a persistant world and more like classic PnP where you are sitting with your friends working through that new adventure module the DM has got their hands on.

    I would say NWN is true to the letter of D&D rules, DDO is true to the spirit of D&D.

    It is certainly worth doing the free trial, as it is about as far from the current MMO norm as you can get.

  • JYCowboyJYCowboy Member UncommonPosts: 652
    Originally posted by mindspat


    Star Wars Galaxies used to have comparible dynamics in relation to character customization prior to the combat upgrade.  



     

    SWG has never lost its customization and it only improved with the Appeariance Tab.  I can run with a full suit of primas armor but wear my Rebel Endor Commando suit and look the part while being viable in combat.  If you like, you can run in visible clothes and look just the way you want.

  • mindspatmindspat Member Posts: 1,367
    Originally posted by JYCowboy

    Originally posted by mindspat


    Star Wars Galaxies used to have comparible dynamics in relation to character customization prior to the combat upgrade.  



     SWG has never lost its customization and it only improved with the Appeariance Tab.  I can run with a full suit of primas armor but wear my Rebel Endor Commando suit and look the part while being viable in combat.  If you like, you can run in visible clothes and look just the way you want.

    Are you claiming that I could create a character that's part Weapon Smith, part Bounty Hunter with a splash of Entertainer thrown in for good measure?  Of course not, that was removed in the "nge".  Thankfully I can do something similar in DDO even though it's all combat or player support oriented.  Appearance is not relevant to game play and just becuase you can wear pajama's yet show others that it looks like you're wearing armor does not mean you have 32 professions to mix/match inorder to create unique and dynamic character builds.

    SWG still has many options available in terms of character appearance but the overall dynamics of creating and building characters has been ripped out of the game.  This is why so many refer to what the pre-cu era of SWG had to offer. 

  • JYCowboyJYCowboy Member UncommonPosts: 652
    Originally posted by mindspat

    Originally posted by JYCowboy

    Originally posted by mindspat


    Star Wars Galaxies used to have comparible dynamics in relation to character customization prior to the combat upgrade.  



     SWG has never lost its customization and it only improved with the Appeariance Tab.  I can run with a full suit of primas armor but wear my Rebel Endor Commando suit and look the part while being viable in combat.  If you like, you can run in visible clothes and look just the way you want.

    Are you claiming that I could create a character that's part Weapon Smith, part Bounty Hunter with a splash of Entertainer thrown in for good measure?  Of course not, that was removed in the "nge".  Thankfully I can do something similar in DDO even though it's all combat or player support oriented.  Appearance is not relevant to game play and just becuase you can wear pajama's yet show others that it looks like you're wearing armor does not mean you have 32 professions to mix/match inorder to create unique and dynamic character builds.

    SWG still has many options available in terms of character appearance but the overall dynamics of creating and building characters has been ripped out of the game.  This is why so many refer to what the pre-cu era of SWG had to offer. 

    I was only stating the situation of how much veritity SWG holds for looks.  You instead decided to attack my statement by changeing the focus.  Fine, I'll play.   Why hasn't another company taken the ball and built a new MMO "World Simulator" with multi-match professions like Pre-NGE SWG?  Its not a copyright issue of game mechanics by SOE.  Just change the names of the professions and you would be safe.  They have even given permission for the EMU guys to use it.  Why was this very revolutionary system never repeated? Please, you seem to have the answer.

     

  • SarrSarr Member UncommonPosts: 466


    Originally posted by Dr.Rock
    I would say DDO is nothing like NWN other than they share the same 3.5 rules, with DDO having heavy house rules which strangely transforms turn based rules in to a very fast action game. DDO plays less like a persistant world and more like classic PnP where you are sitting with your friends working through that new adventure module the DM has got their hands on.
    I would say NWN is true to the letter of D&D rules, DDO is true to the spirit of D&D.
    It is certainly worth doing the free trial, as it is about as far from the current MMO norm as you can get.

    Hmm. I wouldn't be so harsh mate. I think DDO really is more "true D&D" than one could expect, seeing others MMO Games around.

    When I first saw it's still the same rule set, but just "tweaked" to compliment more MMO-progression style, I was relieved :). I really like the Enhancement system. What's most important for me in D&D is it's spirit and some general, legendary base. And D&D Online certainly has it.

    I tried going back to WoW for WotLK. Played Warhammer Online (now THAT's NOT Warhammer as we knew it...). Tried even LotrO, not mentioning my return to Ultima Online - for a while. And nope, DDO is the best for me :).
    I'm demanding, so I see greeeaat number of thing I'd like be improved.

    And yes, I'd love to see Turbine creating open-world places, where everybody can run solo or in groups and still meet each other.
    I think DDO's instancing system is awesome. It's not and never was a bad idea. I think though, that it should be mixed with open-world hostile adventure areas. Then, I think the World of W.. MMORPG's ;) could welcome another giant - D&D Online: Stormreach.

    image
    Polish Sword Coast Legends Portal http://www.swordcoast.pl/
    SwordCoast.pl Facebook: https://www.facebook.com/SwordCoastPL/
    SwordCoast.pl Twitter: https://twitter.com/SwordCoastPL
    Polish Neverwinter Portal http://www.neverwinter.com.pl/
    Polish D&D Online Portal http://www.ddopl.com
    DDOpl Twitter: http://twitter.com/DDOpl
    Great DDO PodCast by Jerry & co. http://www.ddocast.com

  • toordtoord Member Posts: 139
    Originally posted by JYCowboy

    I was only stating the situation of how much veritity SWG holds for looks.  You instead decided to attack my statement by changeing the focus.  Fine, I'll play.   Why hasn't another company taken the ball and built a new MMO "World Simulator" with multi-match professions like Pre-NGE SWG?

     

    Cowboy, if you read mindspat's post you'll notice that DDO *has* multi-classing/multi-profession -- and a very deep and complex one if I may add. Also, I have high hopes for SW:ToR hopefully bioware and lucas arts will do right what SWG did wrong.

     

    Peace.

  • toordtoord Member Posts: 139
    Originally posted by Sarr


     





    I think DDO's instancing system is awesome. It's not and never was a bad idea. I think though, that it should be mixed with open-world hostile adventure areas. Then, I think the World of W.. MMORPG's ;) could welcome another giant - D&D Online: Stormreach.

     

    I can guarantee you that if they make DDO more like WoW or EverQuest like they will lose a big chunk of the current player base -- many of which made DDO their home running away from WoW and its clones.

    Peace.

  • JYCowboyJYCowboy Member UncommonPosts: 652
    Originally posted by toord

    Originally posted by JYCowboy

    I was only stating the situation of how much veritity SWG holds for looks.  You instead decided to attack my statement by changeing the focus.  Fine, I'll play.   Why hasn't another company taken the ball and built a new MMO "World Simulator" with multi-match professions like Pre-NGE SWG?

     

    Cowboy, if you read mindspat's post you'll notice that DDO *has* multi-classing/multi-profession -- and a very deep and complex one if I may add. Also, I have high hopes for SW:ToR hopefully bioware and lucas arts will do right what SWG did wrong.

     

    Peace.

    I have played DDO and it is not compareble to Pre-NGE SWG for professions.  SWTOR will have its own type of professions but don't expect the World Simulator elements of crafting and houseing.  If it does then good for LA/Bioware for thinking that far.  However, I have not seen anything that leads me to believe there will be full worlds to explore.  Only time will tell if the space combat will be up to par.  One of SWG down falls now is its not promoted in any form.  It is a much whole and complete game now than the junk on Nov. 15th 2005.  LA will not promote SWG because they will only spend money on thier new projects; "New Boxes on the Shelves."  I am sure, with lessons learned, SWTOR will be a fine game and will try it.  It will not be the "Uncle Owen" experiance I enjoyed.

     

  • SarrSarr Member UncommonPosts: 466


    Originally posted by toord
    Originally posted by Sarr  

    I think DDO's instancing system is awesome. It's not and never was a bad idea. I think though, that it should be mixed with open-world hostile adventure areas. Then, I think the World of W.. MMORPG's ;) could welcome another giant - D&D Online: Stormreach.



     
    I can guarantee you that if they make DDO more like WoW or EverQuest like they will lose a big chunk of the current player base -- many of which made DDO their home running away from WoW and its clones.
    Peace.

    I've heard it hundred times and still disagree. WoW isn't only open world. That's not what makes that game less appealing to me.

    DDO will never be WoW-like. It's roots, rule set, difficulty and thousands of other details are absolutely non-WoWish.

    More so, what I suggest isn't making DDO any WoW-like. Following presented logic, you could say Khortos, Harbor and Marketplace with houses, among other places, are WoWish - open. And that's an absurd :).

    Many players (mostly hard-core veterans) fear that DDO could be nerfed by making it WoW-like. No chance, ever. Totally different game, environment, philosophy and system.
    WoW has none of DDO's versatility, build system, combat mechanic & feel etc. It's purely simple point and click, just obstacles you encounter make up for some "challenge". No way for being these two games similar. Even grouping and soloing works totally different...

    Concluding: opening explorable areas and adding (not replacing!) some open areas between zones wouldn't make it WoWish or any bad. That's just an urban legend. You'll see when new D&D MMO comes - I don't think it won't be open but with instances.
    But what I suggest is different. Adding open some amounts of open content, i.e. like an option for traveling (with option travel instant, once you "know" the location).
    So, not open with instances. But instanced with some open, not tiring landscapes (moister infested forests, mountains, passages, etc.).
    It's what D&D wilderness is about - random adventuring through dangerous terrains in order to get "somewhere".

    If people would quit because of that, that would be silly - adding such option can't break the game. And trust me, it wouldn't be anything like WoW (I played it for long time).

    image
    Polish Sword Coast Legends Portal http://www.swordcoast.pl/
    SwordCoast.pl Facebook: https://www.facebook.com/SwordCoastPL/
    SwordCoast.pl Twitter: https://twitter.com/SwordCoastPL
    Polish Neverwinter Portal http://www.neverwinter.com.pl/
    Polish D&D Online Portal http://www.ddopl.com
    DDOpl Twitter: http://twitter.com/DDOpl
    Great DDO PodCast by Jerry & co. http://www.ddocast.com

  • toordtoord Member Posts: 139
    Originally posted by Sarr


     

    Originally posted by toord


    Originally posted by Sarr
     
     



     
     

     

    I think DDO's instancing system is awesome. It's not and never was a bad idea. I think though, that it should be mixed with open-world hostile adventure areas. Then, I think the World of W.. MMORPG's ;) could welcome another giant - D&D Online: Stormreach.





     

    I can guarantee you that if they make DDO more like WoW or EverQuest like they will lose a big chunk of the current player base -- many of which made DDO their home running away from WoW and its clones.

    Peace.


    Concluding: opening explorable areas and adding (not replacing!) some open areas between zones wouldn't make it WoWish or any bad. That's just an urban legend. You'll see when new D&D MMO comes - I don't think it won't be open but with instances.

    But what I suggest is different. Adding open some amounts of open content, i.e. like an option for traveling (with option travel instant, once you "know" the location).

    So, not open with instances. But instanced with some open, not tiring landscapes (moister infested forests, mountains, passages, etc.).

    It's what D&D wilderness is about - random adventuring through dangerous terrains in order to get "somewhere".

    If people would quit because of that, that would be silly - adding such option can't break the game. And trust me, it wouldn't be anything like WoW (I played it for long time).

     

    Alright, now I see your point ... guess missed it completely in your original post.

     

    Peace.

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