Dungeons & Dragons Online
Dungeons & Dragons Online is a massively multiplayer online role-playing game, based VERY loosely on Dungeons & Dragons 3rd Edition, and set in Eberron. And we do mean "loosely"; D&D Third Edition and D&D Fifth Edition easily have more in common with each other than either one does with DDO. It was launched in 2006 by Turbine, unfortunately near the end of 3.5's life span. Initially released as Dungeons & Dragons Online: Stormreach, it has been changed to Eberron Unlimited and most recently to just the page title over its various updates, especially since you can now port into Forgotten Realms. It was never much popular to begin with, it had a small boost of player when it went F2P in 2012, now it mostly has a small, yet dedicated fanbase.
The Basics
It's an MMORPG (duh) where you can create a D&D character (extra duh) and fight monsters without the hassle of whiny DMs, railroading, or rules lawyers. Powergaming is a fact of life, and the in-game economy has long since collapsed due to high-level items being easily grindable and the Haggle skill being easily twinked.
While it may take a while for new players to build up to the fantastically obscene amounts of wealth required to buy or trade with older players, the game itself is very diverse. Almost anything available in pen-and-paper D&D is achievable, though characters are limited in their interactions with the environment (walk on it, jump on it, climb on it, or break it).
The game is freemium, meaning you can technically play for free but it goes much faster if you pay for stuff. Instead of using just straight-out money, you first have to buy Turbine Points/DDO points (buying them in-store opens up a Premium account though). Points are then used to buy items. For those of you too cheap or poor to pay with real money, you can earn points by gaining favor with NPCs or finishing special quests. Points are set to the account in use, so building a couple of characters, earning the points, then buying more character slots and starting them all over is a viable and much scummed tactic.
The main drawback is that it doesn't have everything quite yet, and since it's run by a computer you can't ignore the rules. Also, as previously stated, environmental interactions are very limited.
Differences from D&D Third Edition
Oh God, where do we even begin?
- Unlike most 3D games made since Quake II, DDO doesn't have any kind of lighting or shading system, so torches, darkvision, low-light vision, etc. don't exist.
- None of the Craft, Knowledge, or Profession skills exist, nor do Appraise, Autohypnosis, Climb, Decipher Script, Disguise, Escape Artist, Forgery, Gather Information... it's a much shorter list of skills, let's just leave it at that. As a result, each class has a much shorter list of class skills.
- Grappling doesn't exist in DDO, nor do weapon sizes, but races still come in "small" and "medium" sizes. As a result, small races do not suffer any of the penalties of being small, but still get all of the benefits. Fucking h@x.
- Attacks of opportunity don't exist.
- Weight limits and encumbrance definitely don't exist, because this game wouldn't be an MMO if it didn't fill up your bags with a hundred metric tons of useless crap every five minutes.
- XP penalties for multiclassing don't exist, and as a consequence, neither do favored classes. Instead, every character is hard-capped at 3 classes.
- The entire spellcasting system was thrown out and replaced with a system based on spell points.
- You know how some Dungeon Masters will give you the full value of your class hit die when you level up instead of making you roll? DDO does that too. Therefore, a character who takes their first level in Wizard and their second level in Barbarian will have exactly as much HP as someone who took their first level in Barbarian and their second in Wizard. This puts pressure on players to take their first level in a class that gets a lot of skill points, usually a Rogue, and then multiclass into whatever they actually want to be. However, DDO ALSO gives you a flat 30 bonus HP at character-creation. The net effect of this is to make bonus HP from Constitution a relatively insignificant amount of your total HP, turning Con into a dump stat.
- Every race comes with a perk tree and every class comes with 3 perk trees. Every character level is divided into five "ranks", and every time you "rank up", you get an action point that you can spend on these perk trees.
- The whole relationship between Warforged and armor is different, with the functions of armor being split between composite (or Mithril, or Adamantine) plating and completely new items called "docents" that only Warforged can wear.
- Bows get bonus damage from dexterity, not strength.
- You can't spend skill points on Disable Device unless you have at least one level in Rogue (or maybe Artificer).
- This list is incomplete; you can help by expanding it.
Races
- Human - Not really special at anything. Not used by most Powergamers. +1 bonus feat, +4 bonus skill points, and... well, languages and favored classes don't exist in DDO so that's basically it.
- Tree hugger - +2 dex, -2 con; immunity to magical sleep effects; +2 to saving throws against enchantments; proficiency with the longsword, longbow, shortbow, and rapier; and and a +2 bonus to listen, search, and spot checks. As mentioned earlier, Low-Light Vision goes in the trash can.
- Dorf - +2 con, -2 cha, and free exotic weapon proficiency with Dwarven War Axes if they're a class that already has all of the martial weapon proficiencies. Since DDO has no Appraise or Craft skills, Dwarves do not get boni to these skills; otherwise, they have all of the delicious goodies mentioned on page 15 of the D&D 3.5e Player's Handbook.
- Carny - +2 dex, -2 str, and like a bonus to saving throws or something, IDK. By the way,
- Warforged - +2 con, -2 wis, -2 cha, and immunity to a lot of random bullshit. Unlike paper D&D Warforged, who just choose their armor plating during character-creation and then never have to worry about armor again, DDO Warforged wear an entirely new type of item called "docents" that go in the armor slot, but they still have access to the Mithral and Adamantine Body feats because... fuck it, we don't know why. Best for Artificers, due to self heals and usage of A10 crossbow/ Endless Fuselage. Pay-to-play.
- Drizzt clone - Yeah, most of these guys even have a variation of Drizzt as their names. Worships Scorpions for a living. Pay-to-play, unlocked at 400 total Favor.
- Half-Elf - HERESY. Pay-to-play.
- Half-Orc - EXTRA HERESY. Make awesome Barbarians. Pay-to-play.
- Gnomes - Pay to play.
- Dragonborn For those fans of Kroq-gar and his lot. Pay to win.
- Aasimar and Tiefling - but nerfed to make up for the fact that level adjustment doesn't exist in DDO.
Classes
The Free Classes
- Barbarian - Specialize in ignoring attacks, Raging, and killing
anyeverything in his or her way. Also really good at resisting enchantments. - Bard - Sing songs to hurt your enemies and buff your friends. Versatile and reliable.
- Cleric - The most broken of the free classes. Fight like a Fighter and fix yourself up. Level 6 gives the most broken healing spell available, and level 9 gives you Raise Dead. Also, using the power of the Emperor to turn undead is fun too
- Fighter - Hit things with swords. Cleave/Greater Cleave/Whirlwind for fun and profit.
- Paladin - Like a crappy knockoff of a cleric; they can use all the same items and spells, but have a smaller spell pool and stink at regular attacks without an active ability turned on. Most of their abilities focus on resisting or damaging Evil creatures, but suck at anything else (like the huge number of neutral types of damage). Now having light damage, but forget heals from these guys. This is for solo players. If you want to be useful, make a Cleric instead
- Ranger - Can summon and control wild beasts along with fancy bow work and get extra damage and attack bonuses for dual wielding. But, Arcane archer gives you unlimited ammo and elemental arrows. Make friends, or kill friends. Decisions, decisions.
- Rogue - Sneaky bastards stole my money. Bonus to hide, back stab,
and the only class that can disable locks or trapsOh look, Artificers do that too. - Sorcerer - Like a wizard, but they don't need to transcribe spells or prepare them ahead of time. Unlike the pen-and-paper game they don't have familiars (though that might change).
- Wizard - Destructive, yet fragile. Low CON but high DPS, with lots of ranged attacks. Bring a cleric. Oh, and you can be a non-evil Necromancer because of how Eberron handles morality.
The Pay-To-Play classes
- Monk - Hate ingame spending money on armor and an assortment of weapons? These are your guys. Weapons and armor only slow them down, and late-game characters are considered adamantine, silver, and immune to almost everything. Pay-to-play.
- Favored Soul - Like an even more unbalanced Paladin, they have a huge wealth of spell points but limited spells (mostly healing). They can't hit for crap and tend to be a pain. Make a cleric, damn it. Pay-to-play.
- Artificer - The second most broken class, awarded for completing all of House Cannith's challenges. They get an Iron Defender familiar which acts as a separate character (making your character slot a twofer), can repair and damage constructs as a skill, open locks and disable traps, and are the only character that can use Rune Arms, which are basically steampunk laser cannons that add bonuses to your other weapons, and a skill that turns repeating crossbows into pure DAKKA. They get bonuses to crafting and in general can tear apart anything that gets in their way. Pay-to-play before the level 20 House Cannith challenges.
- Druid - The FIRST most broken class, they can heal massive amounts of health, have a permanent familiar (similar to the Artificer's Iron Defender), can make their own food, turn wild animals to their side, summon an extra animal on top of that, buff allies, debuff enemies, and transform into a number of powerful monsters. Basically, they're a walking army with a cleric's healing abilities and get bonuses to everything they do. There's a reason they're the most expensive Pay-to-play class. Their one and only drawback is that they can't use metal items at all, which leaves out most types of good weapons and armor. They make up for this by turning into living fire, though.
Awesome stuff
Every year, usually once in February and again on International Talk Like a Pirate Day, the game opens up the Crystal Cove adventure area. Here, you fight pirates, look for treasure, and can buy pirate-themed items. Hats, in particular, can have up to four different enhancement bonuses applied to them, and can be some of the best items available in the game with a max bonus of +15 Natural Armor, +10 to any ability or skill, and make it easier to find treasure so you can buy more pirate stuff.
The staff at Turbine are also reportedly neckbeards, making reference to pretty much everything a fa/tg/uy would consider awesome. Such gems include Schenker, the scorpion king, Detritus the earth elemental, and the Dread Admiral Tricorn having OVER 9000 skulls printed on it. Kobolds that aren't enemies tend to be of the Dawww variety. They also LOVE making fun of World of Warcraft, with one quest-giving NPC asking you to bring him ten rat tails and laughing when your character flips out about it.
For some of you 40k fans out there, guess whos a DM for some of the best quest backs out there~!! Heres a hint: https://www.youtube.com/watch?v=MEKo6Ps8g2c (There isn't a prize, though it may please you that he's still rocking as a VA)