Neverwinter Interview
-
Category: News ArchiveHits: 1403
Onlinewelten: Since Neverwinter is a licensed Dungeons & Dragons product, can you explain how the tabletop game systems affect the gameplay? And which ruleset are you using?
Jack Emmert: We've looked to 4th edition as an inspiration for the game mechanics. Now, some things don't translate exactly, but we've done our best to connect the two. Nearly all the class powers are straight out of the 4th edition Player's Handbook. Our item system is taken right from 4th edition Adventurer's Vault. The creature types, Artillery, Controller, Brute, Minion, are straight out of the Monster Manual.
But things aren't exactly copied from D&D. Our hit points are roughly 3x what you'd see in 4th edition. We reworked Action Points so that they fuel Boons, rather than being spent on rerolls. The game isn't turn based liked D&D; it's real time.
Onlinewelten: We've heard about a system codenamed '˜Forge', which will allow players to literally forge their own content. Can you explain us how this system is going to work?
Jack Emmert: We're translating versions of our internal design tools into something usable by the public. It's a robust set of editors that allows people to layout their own adventures and quests. Most of the things we can do internally will be possible in forge.
Players will connect their adventures to a NPC in the persistent world and/or specially designated entrances (for example, a cave). Players will always know if they're about to access user generated content. Naturally, we'll also include rating tools so that players can sort content by what's most popular, most recent, etc.