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Dungeons and Dragons Online content   Dungeons and Dragons Online content
Dungeons and Dragons Online content
 
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Dungeons and Dragons Online content Monthly Fee
There will be a monthly subscription fee. The exact amount of the subscription fee has not yet been determined.




Rules
The Dungeons & Dragons 3.5 rules are the basis of nearly all of our game mechanics.



XP
Experience in DDO is earned by completing quests, not by killing monsters. As long as the quest goals are completed, they don’t really care how many enemies you kill along the way. This system gives us flexibility in deciding whether or not combat is required in a given situation -– some encounters might make combat unavoidable, while others can be circumvented by an appropriately sneaky and/or silver-tongued party.




Level Limit
Characters will be limited to level 10 in the initial release, divided among four ranks per level. This will provide over 40 moments of advancement.



Ranks
Ranks can be considered milestones that are achieved within the D&D level system. Between the progression from one level to the next characters will achieve ranks, which give the ability to buy special enhancements for their characters.



Travel Time
There will be instantaneous travel to the dungeons. There are places to explore, but only when it's part of the adventure...so they have landscape adventures that require some exploration, but even then there is a quest driving the exploration...also many dungeons and landscapes have optional objectives and treasure that rewards the explorer
Generally, we want exploration to be a part of the fun that we've designed for the adventure, not a random experience that too frequently ends up with people getting lost.



Loot System
In order to present fair opportunities for each player, each character in DDO can open a chest and get their own loot out of it. In other words, the treasure system generates items and coins for each player that opens the chest. You probably -- almost unquestionably -- wont get the same loot, but you all had a fair chance to get good stuff. Of course after
you get the goods, players are free to trade with one another.




Items Degrade
Items degrade when you die. They stop working after they lose all of their durability (hit points) but they can be repaired many times. Eventually, over a long period, items will degrade entirely and need to be replaced.



Death
When you die in the dungeon, you have a few options: one, you get yourself raised by a cleric in your party, and you return to the fight more or less immediately. Two, you can wait until your party finds a place in the dungeon, set by the dungeon level designers, that allows characters to return to life even though they may not have a cleric
Or, you can bid a sad farewell to your companions and leave the dungeon, returning to life back in the city, typically at a place such as a temple or Jorasco healing house, etc.




Death Penalty
Just how you get resurrected will govern how much XP penalty you suffer from... though that will never be even close to the full level loss you suffer in D&D.




Hit Point Regeneration
In dungeon and landscape adventures, characters do *not* regenerate on their own -- they either have to get healed, use potions, scrolls, etc. or use Rest Shrines (objects you can find in a dungeon that simulate some rest time)
However, once you go back to Stormreach, you do have an opportunity to regenerate hit points and spell points -- taverns. Basically, you very slowly regen while in a tavern.
If you want to speed up that process you can purchase food and drink and consume it, speeding up your regen rates
However, there will be no *need* to purchase food, it's solely if you want to get out of the taverns faster.





Player Vs. Player
There will be no PvP at launch
 


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