Hi Dungeoncrawlers,
This week our two questions are focus on the more "D&D" elements of Dragonshard. Many people have been asking for more input into how an RTS can get that real "D&D feel" to it. This week our friend's at Liquid shed some light on that very topic. Also, make sure not to miss the second part of the indepth Liquid interview at RPGvault that went live today.
http://rpgvault.ign.com/articles/613/613324p1.htmlAs always keep your question's, comments, or interview requests coming in.
Enjoy!
-The Dungeonmaser
The DM: What are some of the more recognizable D&D units in the game?
LIQUID: Well, for the monsters there are mind flayers, driders, beholders,
umber hulks, minotaurs, bugbears, ettins, lizard folk, dragons, hydras, gelatinous cubes, and more! If you include the player units you add rangers, elemental drakes, sorcerers, clerics, paladins, rogues, archons, fighters, and...that is all from the top of my head...but I'm sure there are many more.
THE DM: What D&D ! rule set is Dragonshard based off of and why?
LIQUID: The direct answer is that it is based on D&D 3.5. However, I want to point out that the game is an RTS with RPG elements, and it uses D&D 3.5 as source
material, rather than a rules base. It isn't a turn based game with rounds or days to refresh spells and abilities. We had to take concepts like that and apply them to a Real-Time setting for Dragonshard, while still making it feel like D&D.
Shane DeFreest
Atari Community Manager
Dungeons & Dragons: Dragonshard
http://www.atari.com/dragonshard
Scorpion Folk BattleMarilith