Four Reasons to Give Dungeons & Dragons Online a Try

There's a new editorial up on MMORPG.com, in which the author offers up a handful a reasons why Turbine's Dungeons & Dragons Online stands above its competitors and deserves some more of your attention despite its age. Let's start with the ruleset and setting:

Depending on your preferred edition of D&D (or other d20 systems), you can take or leave DDO's reimagining of what the 3.5 ruleset can look like in a digital setting. For my money, Turbine does an excellent job of translating D&D into an MMO context, without compromising the crunchiness of traditional pen-and-paper roleplaying games. From feats and skills to saving throws and AC, DDO checks all of the appropriate D&D boxes, while making them work within the setting of an MMORPG.

Thematically, DDO also aligns itself neatly with the source material, especially in terms of classes and campaign settings. The game does a great job of creating different roles for each of its classes, and requiring those roles to be refined to tackle quest objectives in a balanced party. Additionally, while DDO is mostly based within the Eberron campaign setting, there's a substantial Forgotten Realms portion that was added several years after launch.