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12/24/12 10:29:54 AM#21
Because D&D had "general guidelines", giving the DM a lot of control over their games, it depends on how one played the game. In my group (pre-computer games - circa 1979), our fighters would "roleplay" and taunt bad guys into attacking them by actually voicing their taunts, if they had a common language between them. Usually, depending on the taunt, our DM may add some extra percentage for the bad guy to hit the taunter. If anyone hit with a particularly nasty hit, he would get bonuses for attracting the bad guys next attack. Then again positioning factored into the fight a lot more than any MMORPG I have played. Tough to hit that wizard who keeps well out of range. Our cleric always asked the fighter how many HP he had left, waiting for the right time to heal them. True, "DPS" was not a role, but "damage dealing" was. Yes, everyone could deal damage, but some classes were much better at it than others. When we rolled up new parties, we would ask amongst ourselves if we had a fighter and a cleric to insure those roles were covered. [an aside] [EDIT]
The EQ trinity consisted of Warrior/Cleric/Enchanter. Note, these are not roles, but rather classes. Every group ever formed sought these classes out for the groups. - Al Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. |
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12/24/12 10:30:22 AM#22
Yeah there was no aggro management in DnD, and consequently no trinity. The 4th edition is designed around MMOs and video games to make the ruleset more relevant to today. I agree that old school DnD was more like GW2 than EQ1 / WoW / Rift / any other trinity game. Not once did any of my friends ever play a heavily armored person, they simply werent needed. Usually one person went a cleric or druid to make things easier, but even those could be avoided by using potions or being careful.
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
12/24/12 10:30:29 AM#23
Originally posted by Ortwig Great post. I'm also currently enjoying the blog linked in your sig, which makes me doubly glad you posted! filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
Originally posted by Ortwig Ahh, the Morrow Project. Great game. Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros |
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12/24/12 10:46:15 AM#25
Isn't the trinity a fancy way of saying there are roles in the R in RPG? So...in any case, there's a trinity in every MMORPG, it's just that some games have Tank, DPS, Healer but some games expand on that by having Tank, DPS, Healer, Crowd Control, Buffer, Debuffer, etc..... |
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12/24/12 10:49:18 AM#26
Originally posted by Loktofeit I see what you and the OP are saying.The roles existed but it's aggro management that makes those roles into the Holy Trinity.I just don't totally agree,I think we've always tried to keep NPC attention from weaker members and healers by having those with more armor and health take damage in games where teamwork to overcome the environment is the goal.Hell I even did it with singlepalyer CRPGs where you controlled a team of adventurers.SO I've always thoguht int erms of damage soakers,dps and support whne playing RPGs.
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12/24/12 10:58:37 AM#27
Originally posted by vandal5627 Not really no. At least, it wasn't that way in any of the games I played. Your role was something like "fanatical priest of the war god with a penchant for cheap booze" or "unemployed pit fighter looking for the dwarf who killed his wife." The mechanics were there to facilitate the role-play, not to define the roles themselves. |
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12/24/12 11:02:08 AM#28
Ahhhh understood, i've never really played Pen and Paper so just basing my experience off of muds and games like EQ :)
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12/24/12 11:05:04 AM#29
Some MMOs in the past had 2 roles: DPS and healers. Basically the more damage you made the fewer HPs or armorclass did you have. It is actually more complicated than that since the third class most of those games had were the thief which were a must in any dungeon for many years and still are in many P&P games. And yes, when you did old dungeons the order you walked in were important, you put the mages last since it was harder for the enemies to reach them then which mean there were some body blocking. On the other hand did the thief always walk in front since traps were usually the main threat to the group besides the endboss. The MMO trinity was invented in the modern form in the game "Meridian 59". Pen and paper had nothing close to that before. You never had a character that would take all attacks from the monsters while the healer keeps her alive before, unless you played with only 3 players in your group and only had one warrior/pally or other tough melee class. The first MMOs were very close to boardgames like Descentand mostly about moving figures on the floorplans in a dungeon (we are talking "Chainmail here, the game Gygax invented that eventually got upgraded to D&D) but thye never really had a trinity mechanic anyways. As a GM you usually let the monsters do the smart thing and target the wizard first followed by the cleric or the theif depending on the situation, the tougher characters will try to keep them alive by bodyblocking and tactics. And of course when someone have little HP left they are the main target. Many other MMOs doesnt even have healers and some doesnt even have classes. Heck, some like Amber doesnt even use dices or cards either. In short: The MMO trinity is a typical MMO thing but there were primitive systems (and in some cases rather advanced but very different) before it in P&P. P&P combat have always been a lot more focused on strategy than MMOs though and things like positioning and timing are more important there. Been playing P&P since 1984 and MMOs since 1996, there are people here who played longer than me but I have a feeling they agree with me here. Both MMOs and P&P RPGs are fun though, but they are different. And no, MMOs dont need the trinity combat, it was the first idea a small company thought of for the first real MMO and just assuming that it is the perfect system seems a bit weird to me. I would love if someone made a good porting of other P&P systems like Shadowrun, Runequest or ARS magica instead with the P&P system straight off. The bad part is that you dont fight so much in P&P as in MMOs so P&P systems are often a lot more deadlier. |
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12/24/12 11:28:12 AM#30
There was absolutely role specializing before DnD and the trinity came from MMOS because groups could be comprised of every combination of classes but it was recomended to have certain roles covered.
I would also argue that the trinity should of been 4 roles with CC being the 4th but generally this was given to every role in some amount.
What is actually interesting to me is how roles have evolved because of the trinity. In the older days you could think of healing/DPS/tanking as quantities you do well with a certain amount of points divided between them. Does a healer do more or less damage now in comparison to a dps role? What about a tank? |
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12/24/12 11:56:14 AM#31
Reading a bit further on, I find that the "trinity discussion" has become the "aggro discussion." I guess, in effect, since no aggro management was used by your DM in D&D games, there was no tanking in your experience. Not every DM used a random roll to see who the mob would hit. Why did fighters wear the best armor they could get? Why did fighters get the higher hit dice per level? After all, isn't a human a human and a half-orc a half-orc? Why the variance depending upon the career one chooses? Those game mechanics tell me it was so they could take the brunt of the attacks. Unlike tanks in MMOs, they also could deal a lot of damage, which also sometimes factored into the monsters choice of target. I realize what you are arguing is the actual management of aggro. In my experience, we had some control over who the monster would hit because of our DM. It was not always a random dice roll to decide who they monsters would attack. I admit that EQ had an actual "taunt" skill, and thus aggro management became the norm and was probably the reason for term "the trinity" to be born, but that does not mean it did not exist beforehand. I recall a battle my little group engaged in against a female troll and her young offspring. Our Fighter attacked the youngster and handily managed the momma troll's aggro. I laugh with the memory of the encounter because my DM was sick of us always asking, "What was the loot?" He said her "treasure" was an old dirty rag and an old gnawed on bone. "It was a treasure to her!" he informed us :) As far as DPS goes, D&D combat was based on 6 second rounds. You could hit three times and miss 7 times in a turn (1 minute segment) of battle or hit all 10 times in the same turn. You could add up all the highly variable damage done by a player, divide it by the length of the battle and come up with their DPS. It really did not matter, though. The mechanic was there but rather pointless. Kind of like how it is in MMOs, wouldn't you say? AIDS was not "discovered" before the late 19th, early 20th century. Does that mean it did not exist before then? Who knows? Maybe, long ago, deaths credited to the flu or a simple cold or chicken pox was actually AIDS and nobody labeled it as such. After all, AIDS attacks one's immune system and thus makes them susceptible to more common diseases. We will never know how long AIDS has been around. Does that mean that "the trinity" did not exist before it was coined for MMOs? As I said previously, it really depends upon on how someone played D&D. A game mechanic DM would randomly roll for every action taken by a NPC. A roleplaying DM would react to the player's actions. - Al Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. |
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12/24/12 11:56:42 AM#32
There was never the degree of overspecialization in P&P games that you see in MMOs. Yes, a cleric could heal, but he could also take a punch pretty well. Fighters were durable, but they contributed a lot of damage; at lower levels, they did most of the damage really. With a balanced party -- which almost never happened in practice -- you didn't see any class totally marginalized into performing a single task. Even the wizard, the closest thing old-school D&D had to a pure damage class, could serve as a de facto tank with the right spells. It's easy to look back on the tactics players used and superimpose the current paradigm, but in reality combat was never as mechanical as it is in your garden-variety MMO. Most importantly, there was never any game that had rules to determine which character enemies would attack (excluding 4th ed. D&D, which was an attempt to replicate MMO gameplay). And even if there had been, I suspect that most DMs would have ignored it. Edit: To clarify, yes, you usually had the burly characters up front. But that is not what defines the trinity, or even a tank, in the current sense. When the "tank" does as much damage as the "DPS," the distinction between the two is meaningless. Mages, rangers and rogues had other tricks up their sleeves and were not defined only by the amount of damage they did. On the same note, you never had "healers" simply hang back and heal while everyone else did the fighting. |
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12/24/12 12:10:28 PM#33
In short: The MMO trinity is a typical MMO thing but there were primitive systems (and in some cases rather advanced but very different) before it in P&P. P&P combat have always been a lot more focused on strategy than MMOs though and things like positioning and timing are more important there. Yes, I agree with a lot of the posts in this tread, and with this paragraph in particular. Groups of players had to think and try to take advantage of the whole context of each encounter. Of course, the fighter would try to bait or bodyblock ennemies from coming too close to the casters. But that was just one of the tactics used, and its efficiency was depending entirely upon the goodwill of the game master. This baiting/bodyblocking of opponents was just one way of trying to use the strategy: "divide and conquer". We could also use spells that temporarily removed opponents from the actual fight (such as Sleep, Charm, Hold, Web etc). Or it could be spells that actually modified the combat scene, blocking a door or dividing a room in two, such as Web, Wall of Stone, etc. Anything to lessen the pressure on the party. |
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Originally posted by AlBQuirky I agree with this. But if it all depends on how you play....meaning there is not a specific mechanic in the game rules, I would argue then it did not exist within the game. I also don't think the AIDS example is a good analogy. AIDS is a medical term to apply to an illness. The illness was not intentionally created to bring definition to the term. The trinity, however, was actually manufactured by game designers. Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
12/24/12 12:43:56 PM#35
Originally posted by Drakynn What were the CRPGs you played a party of adventurers and there was taunt and aggro management? I'm not saying none exist, rather asking which ones had that. Most used party order, where you put the weaker ones in the back. And, again, defense/offense/support is the basic set of roles in team based conflict or competition. That is not the trinity as it exists in MMOs. Think of your average CRPG. If someone suggested creating a character that couldn't really do damage but just took damage well, wouldn't you be confused as to why they were asking you to create half a character? What if they suggested that you put the thief in the front lines? You'd probably ask them why they thought it would be a good idea to put a 4-6 hp char in front of the fighters, priests and other characters with 8-16, right? Wouldn't you also find it rather odd to create your perfect party and then find out that the fighter has a Taunt button that he presses and everything attacks him, completely ignoring everything else that is doing damage to them? That would seem rather ridiculous. Taunt and aggro management aren't really an MMO thing or even a class-based MMO thing. It is a band-aid over the basic combat system that became broken once collision (party order served that purpose in CRPGs) was removed and restrictive classes were made.
filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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12/24/12 12:54:42 PM#36
Originally posted by AlBQuirky I remember taunts as well. Taunt came from D&D if I'm not mistaken, as far as games are concerned. DamonVile- Games built for disposable players are now apparently built by disposable employees. |
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12/24/12 1:14:10 PM#37
Trinity is a single player rpg import, pnp d&d didn't really have trinity at all.
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12/24/12 2:02:30 PM#38
It looks like there's been a passing reference to the origin of the trinity in mmo's but I don't think I saw anyone go into the actual history of what happened. The trinity was one of several mmo terms that began in Everquest. Class balance had been poor at release and SOE took a wrecking ball to the whole thing with the release of the Kunark expansion. I have never seen an in-game community turn on its own as fast or as viciously as what happened in the two months after Kunark was released ( hybrids ... those poor bastards). Part of the fallout of the balance mess SOE had made of the game was that three classes were now considered indispensable for every high level group - warrior, cleric, and enchanter with just three spaces left over for everybody else. The definition of trinity in mmo's have slightly changed over the years since then going from W/C/E (and I guess we will deign to allow a few of you plebians to tag along with us) of Everquest to the modern Tank/Healer/Dps.
Not so fun fact: This was the game that also gave birth the the infamous "working as intended". |
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Originally posted by rioban So it actually was born from EQ? That was my original assumption as well but I didn't know the specifics of what you pointed out. Anyone else remember this? Release a game with a very large established fanbase from 10+ years of bnet history when the market was still emerging and the casual base had not yet been established, thus ripe for harvesting a momentious self perpetuating playerbase people never leave because they have X hours invested in their characters, and their friends and everyone else plays anyway. Not discounting Blizzard quality... but WoW's success is as much about perfect timing as it is quality, if not more so. - Derros |
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12/24/12 3:06:32 PM#40
Originally posted by bcbully Well, it must have predated (and discarded) the 1st ed AD&D and after because I don't ever recall fighters using taunt to force monsters to attack them. Monsters were forced to fight the fighters because they couldn't get past them. Tactical positioning was very important in D&D, even in the gold box and NWN games. And even then it wasn't foolproof. Ranged attackers would still target the magic users because they could cast or shoot past the fighters. |
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