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Dungeons & Dragons 4th Edition, Latest News

Lord Aramil of Dreadwood writes "Blogger and Dragon magazine writer Jonathan Drain is tracking the latest developments on the new D&D edition. Highlights include: Thirty levels instead of twenty, no more XP costs for magic items creation, flexible talent trees replacing feats and prestige classes, a new racial bonuses system that obsoletes ECL, and an end to rubbish skills like Forgery and Use Rope. A quote from the blog: 'Unlike 3.5, all the changes this time around sound like they're definitely for the better... If nothing else, at least they have the opportunity to get rid of Mialee.'"

350 comments

  1. Now that's what I call by Black+Parrot · · Score: 5, Funny

    News for Nerds.

    --
    Sheesh, evil *and* a jerk. -- Jade
    1. Re:Now that's what I call by Liquidrage · · Score: 3, Funny

      Tough crowd you got here.

      It worked for me: http://slashdot.org/comments.pl?sid=272173&cid=202 56551

    2. Re:Now that's what I call by davesag · · Score: 4, Informative

      I was into D&D in school, as were lots of us, but then in university I discovered RuneQuest, then the awesome Call of Cthulhu. Please someone turn that into an online MMORG. There there was Paranoia, Aftermath, that Toon one whose name escapes me for the moment, Villians and Vigilanties, Champions, Stormbringer, the one about being a muskateer. Then I found Steve Jackson games and still love a good game of Illuminati and Car Wars. My goodness I must be so damn old now! Ahh memories.

      --
      I used to have a better sig than this, but I got tired of it
    3. Re:Now that's what I call by Anonymous Coward · · Score: 0

      > News for Nerds.

      Or, as the Klingons would say...

    4. Re:Now that's what I call by KDR_11k · · Score: 5, Insightful

      The problem with MMORPGs is that a lot of the fun in a P&P RPG copmes from the dynamic between the players and GM, in an MMORPGs there's no GM, only rules that the players sooner or later try to bend their way and exploit in every way possible.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:Now that's what I call by utopianfiat · · Score: 4, Funny

      Hell for Nerds! I was reading that yesterday and thought it was particularly relevant.
      My favorite part is when the girl kills herself because her character died.

      --
      +5, Truth
    6. Re:Now that's what I call by morcego · · Score: 1

      Which would make Paranoia impossible to port to a MMORPG. Actually, even a single player version of Paranoia is impossible.

      About CoT, I tried the game. It sucked. Really. There is no way to port that successfully.

      The point is that anything but fantasia (which AD&D is) is nearly impossible to port.

      --
      morcego
    7. Re:Now that's what I call by mabhatter654 · · Score: 1

      in P&P games the GM can "punish" wayward players by stacking the game against them or pulling something out they aren't prepared for. I've often wondered if you could make an online game with some players being "god" or generals or something over the lesser characters. Perhaps your level 70 in WoW could actually grant tasks to newbie players or direct multiple raiding parties... 10,000 foot level stuff... could come in really handy in something like an Undead take over where your race is fighting for parts of the whole map and not just against monsters.

    8. Re:Now that's what I call by Firethorn · · Score: 1

      I've heard some rumblings like this; where high-level characters can manipulate the surroundings and create quests and such.

      It's just that making it hard to game the system for advantages is almost impossible.

      Also, your actions in a online game are drastically reduced even as a player. For example, do I fight, try diplomacy(more than 3 or 4 dialog options), get creative and try to burn the building down, sneak in through an upper window, disintegrate a wall, polymorph myself as a rat and come in through the sewer, etc...

      A good DM/GM can handle this. The closest to this I've seen in games is the old hero's quest type games, and that's because they generally made three or four options to solve each quest. The fighter way, one each for thief and mage, and occasionally the 'smart way' where you didn't have to 'brute force' it at all by using class skills.

      --
      I don't read AC A human right
    9. Re:Now that's what I call by shawnap · · Score: 2, Funny

      That comic is totally unrealistic.

      Four girls playing D&D?!
      I'll believe it when I see it, Chick.

    10. Re:Now that's what I call by plover · · Score: 1
      Wow, Gramps! You're so old you played Car Wars?

      I can just hear you now: "If you don't like the way I drive, get off my sidewalk you damn kids!"

      --
      John
    11. Re:Now that's what I call by Simulant · · Score: 1

      RuneQuest!!!!! Best RPG system ever.

    12. Re:Now that's what I call by xero314 · · Score: 1

      "If you don't like the way I drive, get off my sidewalk you damn kids!" I believe you meant "If you don't like the way I drive get of the street, and the side walk and the lawn..." But I don't have the energy to dig out my "Sunday Driver" to check.

      Wow, Gramps! You're so old you played Car Wars? You do know that Car Wars is still in production, though not in it's exact original form. Hopefully they will release the vehicle design guide one of these days and a new generation of Autoduellers and be trained.
    13. Re:Now that's what I call by Anonymous Coward · · Score: 0

      "the one about being a muskateer."

      Could you be talking about En Garde! http://www.engarde.co.uk/

    14. Re:Now that's what I call by moderatorrater · · Score: 1

      Actually, that sounds exactly like an average gaming session for us.

    15. Re:Now that's what I call by Mateito · · Score: 1

      That's really really scary. Do the people peddling this stuff really believe it? I guess this is the same mob who destroy the Harry Potter books on the shelves of their local libraries.

    16. Re:Now that's what I call by utopianfiat · · Score: 1

      One of my better friends met her boyfriend through D&D. Also, her parents met through D&D.

      Although on the same wavelength, she and her family are wiccan.

      --
      +5, Truth
    17. Re:Now that's what I call by TCiecka · · Score: 1

      I've heard some rumblings like this; where high-level characters can manipulate the surroundings and create quests and such.


      Some MUD's have done this since there have been terminal emulators on college campuses. Maybe even before.

      http://3k.org/ is a good example. You can play the game to max level, completing quests, etc. with the option of being able to join the MUD staff by becoming a 'Wizard' in the end if you feel like contributing your own areas/quests. You're still limited as far as interactivity is concerned (it's just text and a procedural scripting language), but theres still room to maneuver as long as you're creative.
    18. Re:Now that's what I call by nobuddy · · Score: 1

      Chick Tracts, the product of the diseased mind of Jack Chick. A collector's item amongst social atheists... but one must be handed the Chick Tract. You cannot request one yourself or you violate the rules. I have that one, and a few others. the Evolution and Halloween ones are the funniest. The man is demented, and his cartoons show it.

    19. Re:Now that's what I call by everphilski · · Score: 1

      and the problem with P&P RPG's is you can only play when your friends are around ...

      (I like both ... I've played both ... now that I've grown up and friends have moved away, MMORPG's are the only option)

    20. Re:Now that's what I call by Anonymous Coward · · Score: 0

      "I used the mind bondage spell on my father."

      Niiiiiice

    21. Re:Now that's what I call by Velaki · · Score: 1

      Perhaps, but let's keep it in context.

      I remember when the game came out, and it was more like a role-playing edge added to table-top miniature combat. A few tables, and a lot of imagination.

      When the 1st Edition AD&D came out, it was nice, because it codified the system into a number of books. Why was this important? Simple. Fair and Balanced Play. It's hard to remember how you applied the "made-up" rules from one instant to another, so you could use the books as guidelines to keep you within the vicinity of what you want. Mind you, they are just that, guidelines, not holy rules. In the end, it's up to the DM, not the players, to determine how to apply them, and the players should simply roll with the story.

      Heck, most of the time I would roll the dice randomly to break the players from flinching. I'd page through a book, and say, "Oh, yeah, roll...16? Good you made it," when I was looking at some random page having nothing to do with the situation at hand.

      The books are to assist the DM storytellers, and normalize the players. Yes, if a player figures out something his character shouldn't know, I'll tweak the backstory. Why should the DM club the players over the head with plot changes? I always found that strange. If their character should know things they don't know, then I'll give them a roll. (and they'll usually pass it)

      The 2nd ed. came out as a method of streamlining the rules, since even with all the tables provided for "realism" in the 1st ed., apparently they also required a DM with a little more on the ball in the way of handling groups.

      The 3rd ed. looks like a redesign of the whole thing, but is very playable with people of a new generation, accustomed to certain systems.

      3.5 looks like a shake out of the remaining tables hiding the 2.0 vestiges of the 3.0 ed.

      What is 4.0? It's a return to streamlining for people who no longer role-play. It's geared towards making it easier for people who prefer to interact over a computer screen, even when they're both in the same room. (I have seen kids on a date doing that -- I almost left the planet at that moment)

      Look, in the end, it's about having fun socializing in a group on a rainy day.

      Right?
      -v

    22. Re:Now that's what I call by jdray · · Score: 1

      Paranoia: where everyone's just a little bit Chaotic Neutral while trying to appear Lawful Good.

      --
      The Spoon
      Updated 6/28/2011
    23. Re:Now that's what I call by morcego · · Score: 1

      Paranoia: where everyone's completely Chaotic Neutral while trying to appear Lawful Good.


      There, fixed it.

      Btw, very good definition. Tkx for the laugh.
      --
      morcego
    24. Re:Now that's what I call by dr00g911 · · Score: 1

      I'm a collector of tracts like this one, and I must say that's a classic of the genre.

      So, remember kids: roll a cleric, end up in a cult, but gain real power against zombies and your dad!

      Shame Elfstar didn't think of rezzing her friend that hung herself, what with all the real spells she can cast now.

      I guess that would have derailed the narrative thread a touch though, huh?

      As an aside, I have to remind myself from time to time that the people who settled in the US of A were generally persecuted because their beliefs rendered them too kooky to get along with the other kids. It's in our DNA, for better or worse.

    25. Re:Now that's what I call by king-manic · · Score: 1

      Which would make Paranoia impossible to port to a MMORPG. Actually, even a single player version of Paranoia is impossible.

      About CoT, I tried the game. It sucked. Really. There is no way to port that successfully.

      The point is that anything but fantasia (which AD&D is) is nearly impossible to port.


      What.. you mean ultima online wasn't base doff of paranoia?

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  2. The real question is... by tehSpork · · Score: 5, Funny

    Will it be a DX10/Vista only title?

    (Said in jest, not out of ignorance)

    1. Re:The real question is... by Anonymous Coward · · Score: 0, Redundant
      Will it be a DX10/Vista only title?



      It's not a computer game. Google for it.

    2. Re:The real question is... by Phroggy · · Score: 1

      Read the second line of his post again.

      --
      $x='S24;r)>63/* h@<5+oZ)32"5cz';$me='phroggy'x$];
      $x=~y+ -xz+\0-Tx+;print$_^chop$me for split'',$x;
    3. Re:The real question is... by Anonymous Coward · · Score: 2, Insightful

      (Said in jest, not out of ignorance)

      If you have to tell people in writing you're making a joke, it's often not a very funny one.

    4. Re:The real question is... by Anonymous Coward · · Score: 0

      Nope, only DX10.1 hardware can play it (Vista SP1 and newer).

    5. Re:The real question is... by Jesterthe3rd · · Score: 5, Funny

      Breaking news: New dice required to play D&D4! The old ones don't comply to GHS 2.0.4 (Gaming Hardware Standard) and can't understand the new IDRTP (Improved Dice Result Transfer Protocol) needed to confirm critical hits on good looking waitresses. Read: They don't bear the required symbols and don't have the right number of sides ;)

    6. Re:The real question is... by Midnight+Thunder · · Score: 1

      Will it be a DX10/Vista only title?

      Nah, its incompatible with both. I tried but there weren't any cables in the box ;)

      --
      Jumpstart the tartan drive.
    7. Re:The real question is... by OECD · · Score: 1

      If you have to tell people in writing you're making a joke, it's often not a very funny one.

      You must be new here...

      --
      One man's -1 Flamebait is another man's +5 Funny.
    8. Re:The real question is... by Miseph · · Score: 4, Funny

      Actually, I believe they were planning on DX20...

      --
      Try not to take me more seriously than I take myself.
    9. Re:The real question is... by Anonymous Coward · · Score: 1, Insightful

      If you have to tell people in writing you're making a joke, it's often not a very funny one.
      This is an excellent rule for real life situations, but it breaks down on Slashdot, where the funnier a joke is, the more idiots will miss it.
    10. Re:The real question is... by dcollins · · Score: 5, Informative

      Actually, you're more correct than you may realize. A major part of 4E is that it's tied into a "Digital Initiative", with Dragon & Dungeon magazines online-only, and character generation, mapping, and campaign utilities all online, for a monthly $10 subscription fee (think WOW).

      There's even an online gaming table -- the demo is a native Wiondows desktop application, and it does indeed rely on DirectX: http://www.enworld.org/showthread.php?t=204368&pag e=1&pp=40

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    11. Re:The real question is... by Ortega-Starfire · · Score: 1

      Web-based, actually. See the previews on Youtube for details. IE7 only or not is still unknown, along with the question of if the pdfs will be drm'd.

      --
      ---- Liquid was a patriot ----
    12. Re:The real question is... by Treskin · · Score: 1

      (Said in jest, not out of ignorance) See, you would have gotten modded to 5 if you had just let us all think you're an idiot - certainly a small price to pay for modlove.

    13. Re:The real question is... by dascandy · · Score: 1

      What're you going to do? Make me roll a D16 for my criticals?

    14. Re:The real question is... by Tycho · · Score: 1

      As humorous as this is. IIRC, TSR, put out a collectible dice game that used special dice with nearly unintelligible die faces. To make things even more fun some had multiple die faces with the same symbol.

      --
      Impersonating Tycho from Penny Arcade since before there was a PA.
    15. Re:The real question is... by Jesterthe3rd · · Score: 1

      No, you will have to log on to your EDGE-account (Enhanced Dice Game Experience, 9,95$/mo) to retrieve the info about "dice of the day". Those dice will be available in unsorted "Collector's Boxes" soon, get them all ;)

    16. Re:The real question is... by Jesterthe3rd · · Score: 1

      Damn, seems like my cynicism is no match for TSR's marketing department...

    17. Re:The real question is... by wubboy · · Score: 1

      You must have missed the new rule. Please make note,

      You must have an ID less than 100,000 to make any "You must be new here jokes". If we agree to set it much lower please disregard this post.

      --
      Sit... Speak.... Shake.... Good Dog!
    18. Re:The real question is... by Macgrrl · · Score: 1

      That's ok, I buy new dice every games convention - it's a tradition.

      It also means I have hundreds of dice around the house... ... Shiney!

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    19. Re:The real question is... by Anonymous Coward · · Score: 0
      Read the second line of his post again.


      Still it's not a computer game. Saying that something is "funny", doesn't make it one. At all.

    20. Re:The real question is... by Anonymous Coward · · Score: 0

      Saying that something is "funny", doesn't make it one. At all.
      Similarly, even if a joke isn't funny, it doesn't mean that you're not an idiot for not getting it.
    21. Re:The real question is... by Monkey · · Score: 1

      And by a bizarre twist in copyright, to enforce the subscription requirement, the dice will not be geometrically reproducible in any physical form.

    22. Re:The real question is... by Hoi+Polloi · · Score: 1

      Sorry but the numbers on each face will be encrypted and protected under the DMCA. Please call Wizards of the Coast's 900 number ($5 per minute) to get the result of your roll.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    23. Re:The real question is... by Phroggy · · Score: 1

      Saying that something is "funny", doesn't make it one. At all.

      Similarly, even if a joke isn't funny, it doesn't mean that you're not an idiot for not getting it. Precisely. I didn't think it was very funny either, but the person who said to Google it is an idiot.
      --
      $x='S24;r)>63/* h@<5+oZ)32"5cz';$me='phroggy'x$];
      $x=~y+ -xz+\0-Tx+;print$_^chop$me for split'',$x;
  3. Half-assed fixes by Anonymous Coward · · Score: 3, Insightful

    Bring back Dark Sun and Planescape you sons of bitches and then your game won't suck anymore. Heck, they even watered down Forgotten Realms for the 3rd edition. Once they stop being pussies and stop whining about their RPGs being too hard they will get the hard core gamers to come back.

    1. Re:Half-assed fixes by mqduck · · Score: 4, Funny

      Bring back Dark Sun and Planescape you sons of bitches and then your game won't suck anymore. Heck, they even watered down Forgotten Realms for the 3rd edition. Once they stop being pussies and stop whining about their RPGs being too hard they will get the hard core gamers to come back. Does being "hard core" consist of calling people bitches and pussies?
      --
      Property is theft.
    2. Re:Half-assed fixes by walnutmon · · Score: 2, Insightful

      While I don't and never will play D&D, I am going to agree with GP... You don't water down a game that will only be played by the hard core... You aren't going to get your average joe, or even your pretty god damn nerdy joe, to show up and hang out with a bunch of people who think they are vampires and roll dice as they stroll the game store looking for some XP.

      I don't have any clue what I am talking about.

      --
      You take it, I don't want it...
    3. Re:Half-assed fixes by Anonymous Coward · · Score: 0

      ...hang out with a bunch of people who think they are vampires and roll dice as they stroll the game store looking for some XP

      I don't have any clue what I am talking about.

      Obviously.

    4. Re:Half-assed fixes by FinchWorld · · Score: 4, Insightful

      When last I checked, nothing is stopping "hardcore" roleplayers using the older rules for there games.

      --
      "I may be full of crap about this game, and I may be wrong, and that's fine." -Jack Thompson
    5. Re:Half-assed fixes by vux984 · · Score: 4, Insightful

      they will get the hard core gamers to come back.

      Real hard core gamers make up their own game systems and game worlds.

      Only slightly less hard core people rape, pillage, and convert their vast piles of source materials from a diverse set of game systems and versions thereof. The good ones can do most of it on the fly.

      That's half the point of p&p rpgs and why their translations to the computer have been relatively weak and unsatisfying, at best capturing the numbers game of equipment design and basic combat.

      Seriously if your problem with D&D is that a setting is 'missing' or 'wrong', the problem is you.

    6. Re:Half-assed fixes by jcr · · Score: 1

      Dark Sun and Planescape

      WTF are you talking about? D&D had everything we needed 1982.

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
    7. Re:Half-assed fixes by Wellspring · · Score: 5, Informative

      Agreed.

      I'm chuckling at people who think any change to simplify the system is a change for the worse. The Hackmaster crowd can always play Shadowrun if they want an evershifting catalog of contradictory rules and exceptions.

      Obviously, the proof is in the pudding, but for now what I'm hearing about D&D 4.0 is very positive. There are lots of rules like grappling that bear no relation to the other game rules and which grind the game to a halt when you try to use them. There are skills like Use Rope which are clearly inferior to other uses of your skill points, like Spot or Use Magic Device. Other skills and abilities quickly become obsolete: e.g. Climb, Heal and Jump (both are replaced by spells). Gear, especially flat +stats items, has become the end-all and be-all of advancement. And the endless prep work and bookkeeping, especially for the GM, is a waste of time and detracts from the fun of the game.

      Plus, a game needs a reboot from time to time. AD&D became bloated with endless supplements, kits and spells that eventually made play completely impenetrable. 3.5 is heading in the same direction. YOu can't stop that, but you can occassionally reboot, reproducing and refining the stuff that works and dumping or rewriting the stuff that doesn't.

      None of this is specific to newbies, either. Hard-core players would love to have a simplier but still thematically and tactically rich game, because then you can have five fights a night instead of three. Or your GM can afford to make the same three fights much more interesting, unique and challenging. Or you can free up some time for, G-d forbid, actually RP your character.

      There are tons of games out there with clunky rules if you want difficulty and tedium for its own sake. I'm cheering for D&D because while I love 3.5, I can see the game becoming much more fun.

    8. Re:Half-assed fixes by theAtomicFireball · · Score: 1

      Ah, finally a post that doesn't make me seem like the only old fart on the board. :)

    9. Re:Half-assed fixes by Anonymous Coward · · Score: 0

      And Birthright dammit.
      With a revamped system so the group play:
      Tactical Level: PCs
      Operational Level: Armies
      Strategic Level: Nation/Domain

      Always loved that about Birthright.

    10. Re:Half-assed fixes by dbIII · · Score: 1

      Can't they be adapted with a few house rules? There are even v3.5 spelljammer rules ou there on the net.

    11. Re:Half-assed fixes by Kortalh · · Score: 0

      Other skills and abilities quickly become obsolete: e.g. Climb, Heal and Jump (both are replaced by spells).

      In my most recent game, I played a Ranger which acted as the group's scout. There was a situation in almost every session (thanks to a good DM) that required me to climb difficult walls, jump across rooftops, and do all manner of ninja-like actions.

      Sure, we had a Sorcerer on our team, and he could've used up all of his daily spells on making me more agile, but he had better ways to spend his magic than to enable me to do things that are core essentials to my class. Should a Cleric have to buff a Sorcerer in order for that Sorcerer to use Concentration or Use Magic Device?

      The point being that yes, there are spells that grant boosted jumping and climbing abilities, but that doesn't mean that they replace the skills.

    12. Re:Half-assed fixes by kaizokuace · · Score: 1

      Ahh, Dark Sun, I think that was the last campaign setting I used since I started developing my own settings. Dark Sun was good times.

      --
      Balderdash!
    13. Re:Half-assed fixes by The_Wilschon · · Score: 1

      I think that having useless skills is a good thing, if what you are interested in is some actual role-playing, and not just making an uber-powerful character who can accomplish anything. Real people pretty much always have some useless or rarely-useful skills, and sometimes a large part of their interaction with other people involves those skills.

      OTOH, there are other systems (Deadlands, for instance) that are much much more conducive to role playing than D&D, which is geared primarily towards combat.

      --
      SIGSEGV caught, terminating

      wait... not that kind of sig.
    14. Re:Half-assed fixes by RSKennan · · Score: 3, Interesting

      As a former d20 writer who might be coming out of retirement, I've been looking for any news I can find about 4e. It seems that they are planning to release the old settings as standalone books at the rate of one per year. You may just see Dark Sun and Planescape again.

      http://img.photobucket.com/albums/v294/Eostre_7/vl csnap-203072.png Check this image out for some flimsy proof.

    15. Re:Half-assed fixes by Koiu+Lpoi · · Score: 1

      Tell me the last time you had to roleplay Use Rope in a fashion that was any more than "I tie the rope into a beautiful, sturdy knot" and you might convince me. Roleplaying has nothing to do with useless skills - those skills just get in the way,

    16. Re:Half-assed fixes by tm2b · · Score: 1

      Bleah.

      The game hasn't been pure since before 1977, when they created that awful, awful Basic vs. Advanced D&D split.

      --
      "It is our blasphemy which has made us great, and will sustain us, and which the gods secretly admire in us." - Zelazny
    17. Re:Half-assed fixes by Wellspring · · Score: 4, Interesting

      Those are good examples, and you make a great point at low and mid-levels, but when you get to high level play you can easily add 10 minutes per day of Spider Climb to your boots for 7,200gp. At that point, costs like that are a rounding error. Or better yet, buy an item that gives you flight-- not only do you never need to worry about jump or climb again (except in antimagic fields), but you also can bypass content and travel more swiftly. You no longer need a mount or other transport other than as a tactical choice (eg mounted combat). You have a potent kiting mechanism against many ground-only monsters.

      Sure there are situational cases where Climb or Jump are still useful; but those are so rare that at high level play you're likely to jump less often than you are to use Use Rope. RP purists can still buy those skills (along with Profession: Basketweaver) but D&D is designed around combat, so you're shooting yourself in the foot if you do. Ideally, D&D shouldn't punish you for good RP; games like World of Darkness actually reward it. Ideally since skills cost the same they should be similar in overall utility; you'll never be perfectly balanced but it's like setting a level for a spell: if it's a spell you couldn't imagine NOT getting it then it's too powerful and if you can't imagine ever blowing a valuable spell slot or action casting it then it's not powerful enough.

      Some people think that roleplaying and gaming are mutually incompatible-- or at least compete with one another. At times, that's true, but it needn't be so. We power-game in real life. My friend who had a high Int dumped all his skill points into "Knowledge: Computer Programming" to maximize his weekly skill check to earn the maximum number of gold pieces. Another friend, who has a high Cha score, splurged on masterwork clothing (+2 to diplomacy checks) and constantly socializes (checks Diplomacy) to maximize people's attitude towards him. These friends give him business connections (Aid Another on his weekly profession check), let him in on the latest gossip (aid another on his already-good Gather Information score) and do him favors (since they are Helpful towards him). He also has had a string of great girlfriends, which I can't put into D&D terms because I don't know the system for seduction, but you get the point.

      Is that min-maxing? Sure! And it's definitely true to life because it is real life. :)

    18. Re:Half-assed fixes by gotamd · · Score: 1

      Of course it does. Pussy-bitch.

    19. Re:Half-assed fixes by Tom · · Score: 1

      Real hard core gamers make up their own game systems and game worlds. Been there, done that, still got the books but got no T-shirt.

      I've since come back to carefully picking a system that is closest to what I want, add a few (very few!) house rules, and concentrate on the roleplaying instead of the game mechanics and world-building.

      I found that to be the more satisfying experience, mostly because it is easier to share a good game evening with others than it is to share world creation. That is mostly a solo activity.

      --
      Assorted stuff I do sometimes: Lemuria.org
    20. Re:Half-assed fixes by Anonymous Coward · · Score: 1, Insightful
      Only slightly less hard core people rape, pillage, and convert their vast piles of source materials from a diverse set of game systems and versions thereof. The good ones can do most of it on the fly.

      Hey, that's me! :-)

      Seriously, how stupid does Wizards think we are anyway? First they come out with v3 and make gamers buy all new books. Then they get bought out by Hasbro (who then needs a big influx of ready cash) and v3.5 is born (which requires you gamers to buy all new books). Now things have progressed a couple of year, profits are down and gee v4 is now coming out, requiring you gamers to buy all new books.

      Can anyone spot the pattern here?

      AND THEN they have the nerve to cancel DRAGON magazine (a $40 yearly subscription) and implement some lame $10 A MONTH on-line resource.

      I call this money grubbing in the extreme.

    21. Re:Half-assed fixes by lekikui · · Score: 1

      No, but if you care about a character concept, you'll pick up skills which seem appropriate to that, such as Use Rope. Removing said skills simply pushes D&D yet farther towards pure combat.

      --
      "Lisp ... made me aware that software could be close to executable mathematics." - L. Peter Deutsch
    22. Re:Half-assed fixes by Koiu+Lpoi · · Score: 1

      While you may have a point, I'm sure things like that will be streamlined into other skills or ideas. Take 3.0->3.5:
      Animal Empathy was removed and given to Rangers and Druids as "Wild Empathy". Didn't hurt anyone's character concept.
      Innuendo was removed and streamlined into Bluff. Didn't hurt anyone's character concept.
      Intuit Direction was removed and streamlined, along with Wilderness Lore, into Survival. Didn't hurt anyone's character concept.
      Pick Pocket was streamlined into Sleight of Hand. Didn't hurt anyone's character concept.
      Read Lips got streamlined into the Sense Motive skill. Didn't hurt anyone's character concept.
      Scry got removed and replaced with a better system relying on will saves. Didn't hurt anyone's character concept.

      Now, look at that list. We have a decent number of skills that many would consider "useless" but others would want. They never removed any functionality from characters, they made things work better. They replaced skills that didn't need to exist. That's what I'm seeing them talking about with 4.0 - Use Rope will no longer exist, but be integrated into another skill.

    23. Re:Half-assed fixes by bigstrat2003 · · Score: 1

      Not to mention that if you want to add an extra skill for flavor, you're perfectly welcome to do so. Just gotta clear it with your DM.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    24. Re:Half-assed fixes by wubboy · · Score: 1

      What the hell is a "Use Rope" skill? Is there really (really really) a use rope skill?

      With that said, I would guess there are 2 RPG camps out there. Those that use the rulebooks, and those that don't. The best DM's make the rules go away.

      Playing tabletop D&D with a rulebook under your arm, is exactly like WoW. Replace rule reading DM with a computer. Playing tabletop D&D with a DM that understands how to "set the stage" is nothing like WoW.

      --
      Sit... Speak.... Shake.... Good Dog!
    25. Re:Half-assed fixes by Koiu+Lpoi · · Score: 1

      There sure is. It lets you do things like "Tie a firm not" and "splice two ropes together." Why they thought people needed to be skilled in this is beyond me. It could be handled with Dexterity checks or go with the Profession skill (sailor, perhaps?)

      And, I can't help but agree. When you're into the story, rules only come up when you need to know for absolutely sure that you can jump that ravine.

    26. Re:Half-assed fixes by PhoenixOne · · Score: 1

      The problem is, for every "hard core" RPGer there are thousands of "average joes".

      When they decided to take D&D mainstream, they had to look beyond their current market and reach out to the 99% of the world that doesn't think memorizing books of rules is entertaining.

      I'm not saying this is a good thing for use old-school players, but it probably makes good business sense. On the bright side, it opens up the playing field for smaller companies who can cater to that 1% (nobody I know plays D&D anymore, they either use GURPS, something from a smaller company, or something homemade).

      --
      Spell cheek you've failed me four the last thyme!
    27. Re:Half-assed fixes by Anonymous Coward · · Score: 0

      There was already a simple system called Basic D&D, published in 1977-79, then revised in 1981 and supplemented with an "Expert" rulebook. You had an entire game system with only 128 pages of rules total. It was good enough for simple dungeon crawls all the way to 14th level, with PCs running around the world and carving out their own kingdoms and other real epic stuff.
      AD&D was just an overcomplicated mess in comparison, though it had some nice modules that were easy to adapt.
      d20 is just a bunch of fixes and kludges on top of the complicated mess of AD&D, with some Rolemaster-type skill resolution mechanic and skill system added, plus feats.
      People who want a simpler game system have either gone back, way back to the earlier roots of D&D with Basic edition, or just plain switched to a simpler game system like d6 Fantasy, Warhammer FRP, Castles & Crusades, Talislanta, BRP, or even the recent Tunnels & Trolls 7e. Or any number of indie games out there...
      People who like crunch and logic are playing stuff like HARP or Fantasy HERO.

    28. Re:Half-assed fixes by mqduck · · Score: 1

      Of course it does. Pussy-bitch. Maybe Pussy-Bitch should be the name of the new hardcore RPG for true pen-and-paper nerds.
      --
      Property is theft.
    29. Re:Half-assed fixes by gotamd · · Score: 1

      "Hey, let's play some pussy-bitch!" It just sounds so wrong...

    30. Re:Half-assed fixes by Monkey · · Score: 1

      Well when you tie a dude up, your result on this Use Rope check sets the DC on his Escape Artist check.

    31. Re:Half-assed fixes by Monkey · · Score: 1

      I think you've also been successful in extending this concept to BattleMaster. I've been playing it for a few months now, and the game revolves around the roleplaying interaction with the characters in the realms. You've provided the framework, but the engaging factor of the game comes from the players themselves.

    32. Re:Half-assed fixes by Anonymous Coward · · Score: 0

      http://www.athas.org/ is the 'official' Dark Sun 3.x.
      They granted that community the rights to publish material as if it were 100% official WOTC material.

      They did a decent job with it, but I know it's not perfect. Hold on to your old 2nd edition for artwork/etc to explain to your players what in the you are talking about.

    33. Re:Half-assed fixes by illeism · · Score: 1

      I've always thought that the rules were more like guidelines anyway...

      --
      Help test the /. effect at my min
    34. Re:Half-assed fixes by tholomyes · · Score: 1

      I'll agree here; Dark Sun was the most fun campaign I've played in, and outside of Ravenloft, Planescape was the most fun I've had running a game. 3.x kind of lost me, anyway, I feel like I had to relearn how to play the game.

      --
      When did the future switch from being a promise to a threat? -C. Palahniuk
    35. Re:Half-assed fixes by Chris+Burke · · Score: 1

      He also has had a string of great girlfriends, which I can't put into D&D terms because I don't know the system for seduction, but you get the point.

      Me either, but I've done some research and maybe we can share notes. For starters, it looks as though no D20s are involved. I know, it's bizarre.

      --

      The enemies of Democracy are
    36. Re:Half-assed fixes by Enderandrew · · Score: 1

      Wizards of the Coast said they are doing Forgotten Realms first, and only one setting a year. If I had to hazard a guess, Eberron would be next, and then Dragonlance. Ravenloft would likely be next in line, and they want want to do a new campaign setting. Oh, and don't forget Oriental Adventures/L5R. WotC has stated repeatedly they had no interest in bringing back Planescape or Dark Sun, but at best you can hope that in 6 years or so they might consider it given that none of this even begins to kick off until next year.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    37. Re:Half-assed fixes by zstlaw · · Score: 1

      I have to say your post is very true to life! I recently spend an extra 300 dollars on a suit and I have to say it has definitely had a +2 effect on seduction/diplomacy checks. I get checked out in the lobby all the time now. Also all my years of roleplaying have helped me learn to say "That is brilliant sir!" when others would never keep a straight face and this has helped my career immeasurably.

      Some places Dnd rules do not have an effect though. I paid $300 for spoilers on my Civic, but it doesn't go any faster or drive noticeably better despite having paid for masterwork enhancement to the vehicle. Also my masterwork codpiece has not had any positive effects. Well The bulge in my pants does get attention, but when I really need the bonus I have to take the cod-piece off. Very frustrating if you ask me. Hopefully 4.0 will fix this.

    38. Re:Half-assed fixes by mqduck · · Score: 1

      "Hey, let's play some pussy-bitch!" It just sounds so wrong... Hey, it sounds alright to me.
      --
      Property is theft.
    39. Re:Half-assed fixes by Anonymous Coward · · Score: 0

      They kinda did. It's called HOL, Human Occupied Landfill. And trust me, everyone is a "pussy-bitch" in that game (shudder) fun as hell but character life expectancy is shorter than a Lvl 1 in Darksun.

  4. Dungeons & Dragons... by JosefAssad · · Score: 5, Funny

    Contributing to the prevention of teen pregnancy since 1974! (and not through any fault of the girls either)

    1. Re:Dungeons & Dragons... by nschubach · · Score: 2, Insightful

      While I realize you were trying to be funny (smartass?)... why is it not the fault of the girls? Has society actually reached so low that a girl cannot talk or hang out with people because they enjoy a game? ... that parents teach their kids that "nerdiness" is a bad thing? You realize that this notion is keeping the US in a union labor job rut, right? It's cool to work in a factory, but it's sooo uncool to be a scientist or a programmer? I don't know if you are in the US or another country, but keep thinking this and keep damning your kids to underpaid/overworked manual labor jobs.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    2. Re:Dungeons & Dragons... by fastest+fascist · · Score: 1

      Hard to have sex while you've locked yourself into some basement with your friends to play D&D...

    3. Re:Dungeons & Dragons... by Anonymous Coward · · Score: 0

      Hard to have sex while you've locked yourself into some basement with your friends to play D&D...
      That really depends on whether any of your friends have appropriately-sized orifices.
    4. Re:Dungeons & Dragons... by nschubach · · Score: 1

      I don't know about you, but I don't require sex to live. I don't require friends either, but I keep them around. Food on the other hand...

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    5. Re:Dungeons & Dragons... by tompaulco · · Score: 1

      It's not that bad. Girls don't want to go out with nerds in High School, but 10 years later, they all want to marry one.

      --
      If you are not allowed to question your government then the government has answered your question.
    6. Re:Dungeons & Dragons... by Anonymous Coward · · Score: 0

      Unlike you, I have played D&D with females. Attractive females, at times! There were certainly a few I wouldn't have minded being locked into a basement with.

    7. Re:Dungeons & Dragons... by Tanktalus · · Score: 1

      Depends on the module you're running.

  5. In any game's history... by SamP2 · · Score: 2, Interesting

    The first time you hear "got rid of useless feature X", that's a sure sign the game sold out to the mainstream.

    To the true gamer, there is no such thing as "useless feature".

    1. Re:In any game's history... by Ryvar · · Score: 2, Informative

      Speaking as a diehard gamer still smoldering over the entire 3.x debacle . . . No. All of these, especially the ECL garbage, were really good revisions.

    2. Re:In any game's history... by R-2-RO · · Score: 1

      lol

      --
      Thank you. Drive through. (:wq)
    3. Re:In any game's history... by Anonymous Coward · · Score: 0

      Hah get back to me when D&D is considered "mainstream"... Truly that will be the golden age.

    4. Re:In any game's history... by Anonymous Coward · · Score: 0

      You have reached Bathroom use level 4!

      You have reached wiping your ass level 6!

      No useless features...heh...I can think of a few that WOULD be useless.

    5. Re:In any game's history... by Bacon+Bits · · Score: 1

      If you're not a mainstream gamer... why are you playing D&D? Go play Champions or Amber diceless.

      --
      The road to tyranny has always been paved with claims of necessity.
  6. Ok... by feepness · · Score: 4, Funny
    None of the following makes any sense to me:

    "Blogger and Dragon magazine writer Jonathan Drain is tracking the latest developments on the new D&D edition. Highlights include: Thirty levels instead of twenty, no more XP costs for magic items creation, flexible talent trees replacing feats and prestige classes, a new racial bonuses system that obsoletes ECL, and an end to rubbish skills like Forgery and Use Rope. A quote from the blog: 'Unlike 3.5, all the changes this time around sound like they're definitely for the better... If nothing else, at least they have the opportunity to get rid of Mialee.'
    Unfortunately I don't know whether to feel old or cool.
    1. Re:Ok... by Ryvar · · Score: 4, Informative

      I suppose somebody should explain it for the newbs who are passingly curious:

      Thirty levels instead of twenty basically means there's more headroom for higher-level adventuring before normal players have to worry about abtruse and convoluted 'epic character' rulesets/feats/whatever that often feel very non-canon.

      No more XP costs for magic items creation means that you no longer lose experience points (gained by running quests, killing monsters) whenever you create a magic item. This is a Really Good Thing(tm) because it would invariably mean that the one person in each group who got saddled with building a character capable of crafting specialized magic weapons for everyone got shafted good and hard when the time came to start whipping up custom +5 swords of Destroy All Life that cast Karsus Avatar three times a day (injoke, sorry).

      Feats were basically very generalized character bonus property snapons that you would add (on average) every three levels. This could be anything from improving your character's skill at the short sword (Weapon Focus: Short Sword), to them gaining the general ability to to double the duration of beneficial spells (although doing so made them harder to cast). Prestige classes were basically specialized variants of the normal basic classes (or occupations, examples of classes would be fighter, mage, thief, etc.) that had special properties: examples include the "Frenzied Berserker" spinoff of the Barbarian, the "Assassin" spinoff of the Rogue, and so forth. Canon prestige classes were *in general* slightly weaker than the base classes they were derived from, but if used very very carefully in moderate proportions could be game-breakingly powerful (Fighter/Bard/Red Dragon Disciple/Frenzied Berserker players will know exactly what I am talking about). Both of those systems apparently got folded in to class-specific development trees, which is very similar to how (surprise!) World of Warcraft handles this basic concept.

      Racial Bonus system shedding ECL: ECL stands for Effective Character Level. With so many different races/sub-races in D&D it was impossible to keep them all balanced, so certain 'uber' races like Aasimar, Tieflings, Drow, and Deep Gnomes were assigned Effective Character Levels. What this basically meant was that they got pushed back one to three levels on the experience tree so that at the point where a human character was level 5, a drow party member of theirs was likely to be 3. Given the degree to which levels are the beginning and end of a character in D&D (particularly spell-casting classes, double-particularly sorcerers) this could make things very un-fun, especially in the upper game where levels are few and far inbetween. Getting rid of this comes as a massive relief to me, as it's always struck me as the single least pleasant 3.x convention.

      The final bit is just cleaning up some of the more ridiculous skills out there which nobody uses.

      In general, all of this is *hugely* positive news for D&D fans. I hope to God clerics got toned back a bit as well, but that might be asking for too much.

      --Ryv

    2. Re:Ok... by JanneM · · Score: 1

      Thirty levels instead of twenty basically means there's more headroom for higher-level adventuring before normal players have to worry about abtruse and convoluted 'epic character' rulesets/feats/whatever that often feel very non-canon.

      Overall good changes, I agree, and defining thirty levels is no negative, of course. I just want to point out that level caps are not actually a problem of a system; it's a matter of the gamemaster pacing their campaign story arc so that it can be finished without people hitting the cap.

      --
      Trust the Computer. The Computer is your friend.
    3. Re:Ok... by mccalli · · Score: 3, Insightful

      I suppose somebody should explain it for the newbs who are passingly curious:...

      I could be wrong on this, but the thing is I don't think the grand-parent poster was a newb. I think he's just lost track of all of the rule changes, and to be honest so have I.

      It is now literally decades since I played my last game of D&D. Even then however, the rules were just so silly be basically ignored them when playing. The world then was split into D&D and AD&D, with AD&D just having a ludicrous numbers of tables and rules. D&D was the better bet even then, but you ended up buying the AD&D stuff and translating them on-the-fly to more simple D&D rules. And eventually....you just forgot about the rules and told a story, the way role-playing really ought to be. Dice rolls were used and character stats noted, but often I'd just ignore the dice-rolls and get on with the narrative (to the advantage of the players, not because I felt like being a git).

      The paragraph being referred to does nothing to convince me that the rules have improved over the years. OK, so this iteration might be an improvement over the last iteration, but anyone who remembers the rules in a thinish paperback with the blue & white cover and a dragon on the front (errr....1980'ish? Slightly before?) will still probably think they've descended into stats-based hell and forgotten the idea of story.

      It's up to the DM to fix that of course, but it doesn't sound like the rules are helping.

      Cheers,
      Ian

    4. Re:Ok... by feepness · · Score: 1

      Ummmm, holy shit?

      I mean, last time I played I had a fighter and my buddy had a mage and we were killing kobolds and goblins. Our Dungeon Master's Guide had a big poorly drawn demon on it with a hot chick in his hand.

      Wow.

    5. Re:Ok... by justinlee37 · · Score: 2, Funny

      The final bit is just cleaning up some of the more ridiculous skills out there which nobody uses.

      I use the 'use rope' skill all the time, it's useful. You never know when you'll have to tie knots on a ship, tie up a bounty, climb out of a well, rappel down the side of a castle wall ... if you don't carry around 50 ft. of silk rope all the time, you're just asking for trouble.

    6. Re:Ok... by raynet · · Score: 1

      I don't know much about D&D, played it 15 years ago. Why would 'forgery' and 'use rope' be rubbish skills? Both skills in RealLife(tm) do require some proficiency to be used effectively.

      --
      - Raynet --> .
    7. Re:Ok... by Mprx · · Score: 1

      D&D is a game that focuses on killing things and taking their treasure. By specializing in skills that don't help with this you'll end up much less powerful than your fellow party members, and very few people enjoy this. A better solution for "useless" skills is to hire a NPC to use them, and let the PCs concentrate on the killing and looting. If you want to play a game that does focus on non-combat abilities, then D&D is the wrong system for you.

    8. Re:Ok... by Alsee · · Score: 2, Funny

      I just want to point out that level caps are not actually a problem of a system; it's a matter of the gamemaster pacing their campaign story arc so that it can be finished without people hitting the cap.

      Buahahahahaah! Cry. Scream. Cry. Aieeee! I can't believe you just said that.
      LOOK AT YOUR SIG: Trust the Computer. The Computer is your friend.

      For those who don't get it, he's referring to a game system with a level 8 cap and "story arcs pacing" that keeps 6 or 7 levels of completely unused headroom clear of that cap. Of course he'd have no problem with gamemaster enforced campaign story arc pacing designed to keep people from hitting a system level cap LOL!

      There's more than one way to prevent the problem of a character running into a game system level cap. One way is to eliminate the cap. Another way is to eliminate the character.

      -

      --
      - - You can't take something off the Internet! That's like trying to take pee out of a swimming pool.
    9. Re:Ok... by Bohnanza · · Score: 1

      I guess this means that all the other WoC D20 systems, such as the recently-released Star Wars "Saga" edition, are now obsolete. Star Wars RPG is loaded with "Feats" and "Prestige Classes".

      --

      -----

      Sorry, I'm only a 1336 h4x0r.

    10. Re:Ok... by jcr · · Score: 1

      And eventually....you just forgot about the rules and told a story, the way role-playing really ought to be.

      Ugh. I'm glad I never played with a wannabe fantasy author for a DM. My friends and I made it up as we went along, with the players contributing as much if not more than the DM.

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
    11. Re:Ok... by jcr · · Score: 2, Insightful

      D&D is a game that focuses on killing things and taking their treasure.

      D&D is what you make of it. Sounds like you didn't have a very good DM.

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
    12. Re:Ok... by Mprx · · Score: 3, Interesting

      The vast majority of the rules are about killing and looting. Sure, you *can* play a different style, but why would you want to? The non-combat rules are poorly thought out and not at all detailed, you'd be much better off using one of the many systems actually designed for non-combat play. I however happen to enjoy the traditional dungeon crawl, and a great many other D&D players do too.

    13. Re:Ok... by nschubach · · Score: 1

      Agree.

      Also, I can't help but notice, this whole debate sounds like the forums of an MMO during a patch. Someone liked something that the devs took out. They stress their concern over it's loss and other people come in and give their idea on how the game should be played. Of course, their idea makes more sense (to them) and they can't see why you would want said feature. Somehow everyone must be tones down or up to an equal level and no character will have skills or talents that exceed the effectiveness of another class. Everyone must be equal. There is no exception. We can't play favorites!

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    14. Re:Ok... by An+ominous+Cow+art · · Score: 2, Funny

      Hello, Samwise.

      Had we known this craft pleases you, we could have taught you much.

    15. Re:Ok... by wolfing · · Score: 1

      Thirty levels instead of twenty basically means there's more headroom for higher-level adventuring before normal players have to worry about abtruse and convoluted 'epic character' rulesets/feats/whatever that often feel very non-canon.
      I don't have a problem with this. Although I never played a campaign where the characters reached level 20 in AD&D or D&D 3+. Normally the group would break up after a couple of years, enough to maybe get them to 12 or so. But I guess this is good for the munchkin campaigns and for computer games

      No more XP costs for magic items creation means that you no longer lose experience points (gained by running quests, killing monsters) whenever you create a magic item. This is a Really Good Thing(tm) because it would invariably mean that the one person in each group who got saddled with building a character capable of crafting specialized magic weapons for everyone got shafted good and hard when the time a lot, and eventually made me quit. came to start whipping up custom +5 swords of Destroy All Life that cast Karsus Avatar three times a day (injoke, sorry).
      The whole magic creation thing in 3rd edition I hated, and with the new changes I'll probably hate even more (or probably just the same). The thing is, I preferred magic items when they were cool mysterious things you found on your adventuring. But when I played 3rd ed. I noticed people were building their characters around magic items (knowing they would have them). To me that cheapened the experience

      Feats were basically very generalized character bonus property snapons that you would add (on average) every three levels. This could be anything from improving your character's skill at the short sword (Weapon Focus: Short Sword), to them gaining the general ability to to double the duration of beneficial spells (although doing so made them harder to cast). Prestige classes were basically specialized variants of the normal basic classes (or occupations, examples of classes would be fighter, mage, thief, etc.) that had special properties: examples include the "Frenzied Berserker" spinoff of the Barbarian, the "Assassin" spinoff of the Rogue, and so forth. Canon prestige classes were *in general* slightly weaker than the base classes they were derived from, but if used very very carefully in moderate proportions could be game-breakingly powerful (Fighter/Bard/Red Dragon Disciple/Frenzied Berserker players will know exactly what I am talking about). Both of those systems apparently got folded in to class-specific development trees, which is very similar to how (surprise!) World of Warcraft handles this basic concept.
      I'll need more details to give my opinion on this, but if it reduces the munchkinism of prestige classes I'm all for it. Although I think a simple 'only one prestige class allowed' would have been enough

      Racial Bonus system shedding ECL: ECL stands for Effective Character Level. With so many different races/sub-races in D&D it was impossible to keep them all balanced, so certain 'uber' races like Aasimar, Tieflings, Drow, and Deep Gnomes were assigned Effective Character Levels. What this basically meant was that they got pushed back one to three levels on the experience tree so that at the point where a human character was level 5, a drow party member of theirs was likely to be 3. Given the degree to which levels are the beginning and end of a character in D&D (particularly spell-casting classes, double-particularly sorcerers) this could make things very un-fun, especially in the upper game where levels are few and far inbetween. Getting rid of this comes as a massive relief to me, as it's always struck me as the single least pleasant 3.x convention.
      But we'll have to see how they balance the fact that an ogre has natural reach (i.e. he can pretty much attack twice) and is much stronger than a human, or that a vampire can naturally charm, 'lifetap' and fly for example.
    16. Re:Ok... by TheRaven64 · · Score: 1
      I haven't played D&D for about a decade. I started playing with the Dungeons and Dragons boxed set my parents had (1977 edition, no D&D Vs AD&D divide; the original, and only the first boxed set, which only covered rules up to level 3). These rules were simple, and provided a good framework for some exciting rôle playing. After a little while, I tried to get the next set, and discovered that I had a choice between AD&D second edition, and D&D third (I think) edition. I assumed D&D was closer to what I knew, only to discover it had added some strange things and removed others (e.g. turning alignment into a one-dimensional thing). Eventually, we ended up playing some crazy hybrid of D&D and AD&D.

      I liked the separation of race and character class in AD&D, but I never understood why D&D characters got to go up to level 36, while AD&D ones only got to go to 20. Fortunately, the D&D Rules Compendium had a section in the back for converting between D&D and AD&D rules, so we just picked the ones that seemed less silly.

      --
      I am TheRaven on Soylent News
    17. Re:Ok... by Azghoul · · Score: 1

      Can you explain why Use Rope or Forgery would ever be considered "useless" skills or why D&D players would never use them? I haven't played any long-term D&D game in forever, so it seems strange to me that there are abilities listed that players and GMs can't figure out how to use....

      Is it just the video-game mentality that pervades D&D today?

    18. Re:Ok... by Nephilium · · Score: 4, Funny

      You don't sound happy...

      You are a happy citizen, aren't you?

      Only commie mutant traitors are unhappy...

      You're not a commie mutant traitor are you?

      Neph-I-LIM

    19. Re:Ok... by Lemmy+Caution · · Score: 1

      "system that obsoletes..."

      Verbing weirds language.

    20. Re:Ok... by Yosho · · Score: 1

      This is a Really Good Thing(tm) because it would invariably mean that the one person in each group who got saddled with building a character capable of crafting specialized magic weapons for everyone got shafted good and hard when the time came to start whipping up custom +5 swords of Destroy All Life that cast Karsus Avatar three times a day (injoke, sorry).

      Don't be silly! It's impossible to cast 12th-level spells since the Weave was reconstructed after Mystryl died.

      Sorry about that. </dork>

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    21. Re:Ok... by wdavies · · Score: 1

      I remember liking AD&D over the D&D blue and white booklet - but I hear what you are saying. Yeah I think it was 79 or 80 too. I stopped playing by 83 (usual suspects, sex, drugs and rock and roll).

      Being old now, I play WOW now, and I have to say that once "they" master the ability for everyone to have a personal GM like experience things will be so much better. However, the actual physical experience of playing WOW is almost like magic to those cut out cardboard dungeons and painted lead minatures (yes I still have my favourite half-orc cleric too :)). I'm amazed to the extent that computing power has come since then. I remember typing basic into a Sinclair to do some character creation (iirc). Now there is this huge (almost real) world to explore, and interact with, interchangeable armor sets, seamless combat...

    22. Re:Ok... by Drgnkght · · Score: 2, Funny

      LOL. And me without mod points. /sigh

    23. Re:Ok... by Anonymous Coward · · Score: 0

      They're rubbish skills because they cost as much as a skill you'll actually use much more regularly. Forgery in particular.

      'Use Rope' is a holdover from very olden days when it was almost a CRPG-like thing. In a pit? Activate "use rope" skill, you're out. Everyone walking around with 50' of rope, and my favorite, 10' poles. Yes, the proverbial ten foot pole, a staple item in D&D. But it really was amazing the creative uses players came up with for those pole and rope. There have probably been more jokes in D&D magazines about 'Use Rope' than anything else.

    24. Re:Ok... by Anonymous Coward · · Score: 0

      How exactly are Forgery and Use Rope extraneous and useless?

      It's been a while since I played, and I always resented the constant changing of rules to keep the focus on game materials instead of on roleplaying. Skills define your character. Stats are useless and most gamers cheat when rolling them anyway.

      I prefer to play rogues, and there has been a constant tendency toward removing "etraneous" rogue skills in all games until they become either cash-generating pickpockets or massive-damage-generating backstabbers. Neither appeals to me, and with a good GM (not a computer-controlled game world, unfortunately), neither is necessary. I have made very effective use of both skills where no other solution would have worked.

      Sure, survival in a dungeon doesn't really require them. Monsters don't care if your invitation to the party is real, and any idiot can tie a knot that has some chance of holding the weight of a human. Survival in a city is a bit more difficult and requires thought. Combat is not the solution to every problem.

    25. Re:Ok... by coopaq · · Score: 1

      "I hope to God clerics got toned back a bit as well, but that might be asking for too much."

      Therein lies your problem. Direct your hope elsewhere.

    26. Re:Ok... by TheJodster · · Score: 1

      WOW!!! That's like deja vu! I was imediately taken waaay back to my teens. I remember buying the cardboard box that had the thin blue D&D rule set book. I think I remember there being a campaign in there too with some character sheets, graph paper, and dice. The dice were crappy. Most of my friends bought separate sets. You could get cool glass ones of various colors, etc.

      Ah, those were the days. I split my time between playing D&D, writing programs for my commodore 64 using the thick programming reference manual as necessary, and mapping out new dungeons and stories to play the next time I got to see my friends.

      We did the same thing you did. We used basic D&D rules, but we also folded in a lot of items from the newer AD&D rule set. The AD&D monster books had a lot cooler enemies and character classes, etc. I remember how excited I was when I saw the Paladin class for the first time.

      Now I feel like an old bastard. Gee thanks.

      --
      A little misunderstanding? Galileo and the Pope had a little misunderstanding...
    27. Re:Ok... by Anonymous Coward · · Score: 0

      No, it has to do with frequency of use and the ability to acquire substitutes.

      On the rare occasion I need a set of forged documents, I can use diplomacy (or another social skill) to find a decent forger, and pay him with the loot I hauled out of the last dungeon I was in. Or (in a high-magic world) I can buy a magic item that grants me a 1/day +15 bonus to my forge skill.

      But I can't hire someone to spot the darkmantle thats about to drop off the ceiling and try to eat me, or to search every single foot of wall, floor and ceiling for traps, doors, and hidden loot compartments, or use a 1/day item to make my spellcraft check to find out what spell the 15th ogre mage we've run across today is trying to cast so I can counter it. I can do a dip check to find a forger, but I can also do one to get better prices from merchants, talk someone out of killing me, or earn a living, making it more generally useful.

      So given a very constrained number of skillpoints (insanely so imho), people tend to put them where they'll get the most use out of them, sacrificing flavor for functionality, because it doesn't matter how spiffy your non-combat skills are if you're dead.

      The only real way around the problem is to split combat and non-combat skills out into separate allocation pools. I had a GM who houseruled that, and it made for a more fun RP half of the game because we didn't have to worry about getting ourselves (or someone else) killed because we decided we really wanted Profession: painter for RP reasons.

    28. Re:Ok... by bigstrat2003 · · Score: 1

      Sounds like you didn't have a very good DM. Or, he had a DM who played the game that way, and that was the way they (the DM and the players) liked playing it. If that was the case, he/she was a great DM, not a poor one. A good DM is one who runs the game the way everyone wants to play it, not one who runs a roleplaying-heavy campaign, or a hack-and-slash campaign, or anything in between.
      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    29. Re:Ok... by wolfing · · Score: 1

      Well, 3rd ed came like 7 years ago... That Star Wars Saga came this year so 7 years after 3rd ed was released 4th ed. comes in 1 year That means, The Star Wars Saga is not obsolete for about 8 more years, so don't worry about it :)

    30. Re:Ok... by plague3106 · · Score: 1

      To be fair, we played 2nd edition AD&D and were able to tell great stories. Its a matter of knowing when to use the rules and when to let the story take over.

      So I don't think you can say D&D supported story telling better than AD&D or AD&D2, it depends on your players and DM.

    31. Re:Ok... by Creepy+Crawler · · Score: 1

      Good thing I'm using the shadow weave, by Shar.

      She has no such restrictions for her devout :D

      --
    32. Re:Ok... by crossmr · · Score: 2, Insightful

      Because combat and looting are the systems that really need the rules the most. I'd rather the DM make subjective calls in diplomacy than combat. Looting isn't so much rules as it is tables to generate loot on. That doesn't mean D&D should focus heavily on combat and really its up to how creative your DM is. It is a roleplaying game after all, the roleplaying is up to you. Its nice that they didn't make excessive rules for non-combat situations because it gives players more freedom and incentive to be creative than forcing them to be tied down to a few rules.

    33. Re:Ok... by clem · · Score: 1

      I think your comment provides insight into part of the reason former D&D players have moved over to MMORPGs. It's about the consistency of the experience rather than some ideal experience that may never reach its potential. After all, realizing you don't have a very good DM doesn't cause a better one to instantly materialize. However, WoW's servers are always ready to provide the same standard of gameplay.

      --
      Your courageous and selfless spelling corrections have made me a better person.
    34. Re:Ok... by theghost · · Score: 1

      This really needs +5 insightful.

      While WoW and D&D are really different experiences and i look for different types of fun from each, the reason i play so much more WoW than D&D (or any RPG for that matter) is because every time i log into WoW i know pretty much what i'm getting and i enjoy that. I've been playing RPGs long enough to have experienced my fill of bad GMs, bad players, and just plain bad games, and i'm sick of it.

      I know that when i get into a crappy PUG in WoW, i'm still going to achieve a few basic things, and i have much less invested in the experience. Getting a D&D game together involves much more planning and it sucks that much more when it's a bad game for whatever reason.

      I've always said that the quality of an RPG is 90% about the GM and the players and only 10% about the system. WoW reduces the ability of a single crappy player to have such a large negative impact on your game. That also limits their ability to have a positive impact, but given the huge ratio of asshats to cool people, it's a trade-off that i'm very comfortable with.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    35. Re:Ok... by theghost · · Score: 1

      Pedanting adds nothing to discussions.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    36. Re:Ok... by Lemmy+Caution · · Score: 1

      "Discussion?"

      For the love of gravy, it's about D&D 4th edition, not international trade policy.

    37. Re:Ok... by theghost · · Score: 1

      If your house isn't designed by Frank Lloyd Wright, does that make it ok for me to come and piss on it?

      Off-topic pedantry is off-topic pedantry whether it's posted in a trivial discussion or an important* one. What makes you think your english lesson is more important than D&D?

      *Has there ever been a discussion on /. that really could be called "important"?

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    38. Re:Ok... by theghost · · Score: 1

      ...and while we're at it, why do you love gravy so much?

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    39. Re:Ok... by Lemmy+Caution · · Score: 1

      House? Whose "house" is the write-up?

      I'm critiquing the bad writing on the freakin' write-up. It's not off-topic to observe that the write-up itself is badly written. If I were criticizing a post or something, that would be different.

      But, of course, critiquing an OT critique is even more OT than the first comment, so clearly, you're bored, and I haven't had my coffee.

    40. Re:Ok... by theghost · · Score: 1

      The topic is not grammar, therefore a discussion of proper grammar is indeed off-topic.

      Now go get some cofee and bring me some while you're at it!

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
  7. Interesting by The+Clockwork+Troll · · Score: 5, Insightful

    When I first saw the headline, I said to myself, "are they kidding?"

    In this age of MMORPG's, where issues with game balance can be tweaked monthly, the game universe can be expanded just as often (if not on the fly), and campaigns can involve real-time cooperation among dozens of players, could there really be a thriving market for a pastime as "last-gen" as D&D?

    Then it occurred to me, at least with D&D you're actually interacting with real, identifiable people. No griefing, no gold farming, no bots, no avatars with tearing polygons, no server lag to contend with.

    Then I could see the market.

    --

    There are no karma whores, only moderation johns
    1. Re:Interesting by Anonymous Coward · · Score: 0

      no server lag to contend with.

      Obviously you have never tried to play D&D while drunk.

    2. Re:Interesting by NightRain · · Score: 2, Insightful

      There is also the chance for genuine "role playing" which is something you don't see in most MMORPG's, even on their RP servers

    3. Re:Interesting by vonFinkelstien · · Score: 2, Insightful

      Yes, by people who enjoy the social interaction of pen-and-paper RPGs. By people who enjoy a good story more that buying and selling virtual MMORPG items.

    4. Re:Interesting by Anonymous Coward · · Score: 0

      You know how some groups of friends get together regularly to have movie nights?

      And some groups of friends get together every week to play poker?

      Well, some groups of friends like to get together to chat, unwind, relax and have a good time playing face-to-face RPGs.

      It really isn't any different than any other social gathering activity - and that's a different and complementary market to people who want to play MMORPGs.

    5. Re:Interesting by Anonymous Coward · · Score: 2, Insightful

      MMOs aren't really RPGs. How on earth are you supposed to roleplay killing the same raid bosses week after week? The only thing that changes in the game is that you may get better loot so you can move on to a new loot pinata.

      Maybe someday there will be a commercial MMO that isn't based on a licensed world and isn't based on expensive to produce content.

    6. Re:Interesting by sgant · · Score: 5, Funny

      Then it occurred to me, at least with D&D you're actually interacting with real, identifiable people. No griefing, no gold farming, no bots,

      You've never played with my group of friends.

      When we started out, it was cool...but gradually we introduced new people into our group and now all that's left when I play are a bunch of asian people who barely speak English who just want to stand in one spot in a dungeon I'm running and farm for gold. Some have even just resorted to sending a laptop with canned responses in their stead....so the last time I hosted a D&D group, it was me DMing and 5 laptops sitting around a table.

      I think I'm going to give this up soon. But the laptops ARE pretty polite.

      --

      "Leo Fender was in a 'state of grace' when he designed the Stratocaster." -- Paul Reed Smith
    7. Re:Interesting by Wellspring · · Score: 4, Insightful

      Tabletop still has a niche.

      First, there's physical proximity. It's an excuse to sit down with a bunch of friends, pop open a beer and enjoy yourself. You can't quite match that in a MMORPG, even with Teamspeak.

      Second, there's creativity. My experience in MMORPGs is that there's endless grinding of trash mobs, highly scripted raid encounters that you fight every week the same way, and PVP battles that are exciting but still pretty much scripted. A good DM designs all kinds of weird and interesting encounters, including conversational RP encounters.

      Finally, there's the "greatest hero ever" effect. In a MMORPG, you can't ALL be the great hero of the world. Ultimately, everyone has to be roughly balanced with one another. Even the top-end raiders and PVPers on the server, while great and well geared, aren't going to change the game world any. And everyone else doesn't even have a name for themselves. In a pen-and-paper setting you and your friends really can do world-shaking events. You can down Illidan and he STAYS DEAD. (mostly)

      OK so let me wrap it all together. In my weekly D&D game, I get together with friends who live up to an hour away in every direction. We meet up, grab some drinks, talk about how things are going face to face, and then get down to the game. One of us is a ruthless mercenary ranger, another is a minotaur who just completed his plot to be crowned Emperor of the Minotaur Empire, another is a warlock who is finally realizing his goal of revenge against the red dragons, and another is a mystic who attained godhood. We've been playing for five years, from level one to our current (epic) game. We now run two side games in the same world-- one game we play our own lowbie minions, and the other we are actually starting to play mid-level antagonists. When we do world-shaking things, the world actually shakes and stays shaken. Our actions have permanent consequences, our enemies and allies react to us (and try to pre-empt us), and we have to consider the economic, political, social and religious consequences of our actions.

      None of this is possible, even remotely, in a MMORPG. I love WoW, I play avidly. I've got a 70 and am working on two more. I PvP avidly, and am in an end-game raiding guild. To some extent, WoW and D&D do scratch the same itch, but neither is a good substitute for the other.

    8. Re:Interesting by Turn-X+Alphonse · · Score: 1

      Yes, I still play pen and paper games but over IRC. Sure we don't buy most the books (yay for torrents!) but we buy the core ones and any expansions we find useful.

      --
      I like muppets.
    9. Re:Interesting by nschubach · · Score: 1

      You lost my interest when you said beer, but you didn't include one of those large square sheet pizzas! I thought that was the whole point of overtaking a table in the comic store... pizza, beer (or soda) and BS'ing about rules and kill counts.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    10. Re:Interesting by Keebler71 · · Score: 1

      Maybe you should try UO again...

      --
      "It takes considerable knowledge just to realize the extent of your own ignorance." - Thomas Sowell
    11. Re:Interesting by kaizokuace · · Score: 1

      dont forget people who love games but hate computers!

      --
      Balderdash!
    12. Re:Interesting by splatter · · Score: 1



      or stoned!

      we used to have a no smoking policy because if people stopped to catch a buzz gameplay took 3x as long afterwards and the whole DM control thing generally fell apart.

      --
      "(I) have this unfortunate condition that causes me not to believe a single thing any politician says when a mic's on.
    13. Re:Interesting by Cairnarvon · · Score: 1

      The people who tend to buy the most D&D sourcebooks are the DMs, who aren't really helped by MMORPGs. There aren't that many MMORPGs out there that allow players to build their own worlds.

    14. Re:Interesting by Jugalator · · Score: 1

      Then it occurred to me, at least with D&D you're actually interacting with real, identifiable people. No griefing, no gold farming, no bots, no avatars with tearing polygons, no server lag to contend with.

      Then I could see the market.

      But no dancing night elves with big boobs!!!
      --
      Beware: In C++, your friends can see your privates!
    15. Re:Interesting by Jugalator · · Score: 2, Funny

      I think I'm going to give this up soon. But the laptops ARE pretty polite.

      Buy a couple of Realdolls to sit by the laptops and you'll be gaming with the hottest gang of D&D players in no time!

      --
      Beware: In C++, your friends can see your privates!
    16. Re:Interesting by bigstrat2003 · · Score: 1

      How on earth are you supposed to roleplay killing the same raid bosses week after week? a) No one makes you do that.

      b) You could also just ignore it, and accept that the game mechanics make things a little weird in that respect.

      The only thing that changes in the game is that you may get better loot so you can move on to a new loot pinata. That is regrettable. I heard that LOTRO was going to do it properly, showing the world differently to players depending on what point in the story they had reached. That was VERY early in its development, though, so I don't know if that actually made it into the finished game. It'd be nice if games did that.

      MMOs aren't really RPGs. It's so easy to be an elitist about what is and isn't an RPG. Look, I'll do it too: D&D isn't really an RPG, because it doesn't come with a story! It's just a ruleset for RPGs!

      MMOs present you with a story (well, some do) which you are a character in, as well as character advancement through levelling and earning gear. That pretty much covers the checklist for RPGs, in my opinion.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    17. Re:Interesting by Macgrrl · · Score: 2, Interesting

      Obviously you have never encountered the philosophy behind Munchkin!

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    18. Re:Interesting by Anonymous Coward · · Score: 0

      I'd argue that most MMOs don't have a story. They have setting and character, but since the setting must remain static for other players there can't be a story.

      I'm not an elitist about RPGs and MMOs (which would be pointless), merely stating that they are two different things. Attempting to shoehorn in roleplaying to an MMO is wrong - and I think the massive failure of participants in commercial MMOs to roleplay shows that.

      For MMOs to really allow roleplaying would require tons of cheap "good enough" content. It has to be cheap because it has to be disposable, but it still has to be good enough to be interesting and inspire users. The commercial attempts that I know of to do that in AO and SWG were mostly disappointing, and didn't include the possibility of user created content anyway.

    19. Re:Interesting by theantipop · · Score: 1

      Wow. That game sounds really fun. I haven't been in a PnP game for almost 5 years now, but something like that would get me back into it.

    20. Re:Interesting by Anonymous Coward · · Score: 0

      Posting AC cause I modded this thread.

      That sounds like a sweet campaign similar to an evil one my friends and I played a couple years ago. At our lower levels, when we managed to just barely kill a major political rival of our benefactor, we were worried about one of her friends retrieving her corpse and ressing her to cause more trouble. So, we turned her into a zombie and had her stand behind the bar in the magically defended tower we had just "inherited". The DM had named her Shauna, even before we zombified her, so we had Shauna of the Dead. Our wizard, who was batshit insane, spent a sizable amount of skill points on Profession:Babysitting. Every once in a while, he'd go into town, try and convince some npcs that he wasn't an enormous threat to their children (not to mention the neighborhood as a whole) and then, proceed to do a very good job of watching the children while the parents were away and make a few unneeded silver. He also took Profession:Sommelier to go along with my Cooking, because we started a posh club/restaurant for villains in our tower.

      PS: Captcha = Modules. Uncanny!

  8. Dammit by rkoot · · Score: 2, Insightful

    just as I was getting comfortable playing 3.5 !!
    really, this D&D thing starts to smell like software with every now and then a shiny new release with fresh bugs and annoyances.
    and then after a while, surprise surprise! bugfixes!
    and then finally when you think things start to settle, tada, yet another 'upgrade' or whatever.
    it starts to piss me off.

    1. Re:Dammit by KoldKompress · · Score: 1

      D&D 4.0 had a development codename, it was D&D: Vista

  9. More levels... sigh by mlts · · Score: 5, Insightful

    I know that having more levels is the "in" thing to do.

    Originally, in AD&D First Ed, you hit level 20, there was a high chance that your DM would suck up your char sheet because your character was so powerful that it was a god, and not a minor one.

    The first MUDs were somewhat based around that, when you hit the topmost level, you became an immortal. The level limit for "ascension" ended up being between 20-30.

    As time went on, this limit climbed to 40, 50, then on some MUDs, even was as high as level 100.

    Around 1999, MMOs came into the picture. UO didn't use a level based system, but EQ did. To keep players going, and the game interesting for people at the level cap, the original level 50 limit was raised to 60, 65, 70, now 75, and in the next major expansion 80. EQ2 similar, except the game is structured by tiers, starting at 50, then 60, now 70, and will be 80 come the next expansion. WoW too. Next expansion, level 80.

    There is something lost in this climb for levels, to the detriment of everything else. In WoW, level pretty much is the gauge of your character's abilities, so a character that is level 70, that has crappy equipment is more often asked for groups/raids than a level 65 with excellent stuff.

    I used to DM, and have been since First Edition AD&D. In campaigns, levels were there, but they were mainly a gauge of progress, of what difficulty I needed to make encounters. Characters had a lot more ways to progress and gain in power. They could gain reputation by pushing back orc scout parties, learn spells (In First Ed., magic items were VERY rare, and a +1 sword would be something that would be a 3-4 session campaign, but worth obtaining.), and perhaps travel, guarding trade caravans (or waiting until the caravan was alone, then sacking the people on it.) As the party grew, they became impressed into a local ruler's service as a scout group for taking care of enemies and seeking relics, then the party eventually was able to start their own kingdom after a number of fights, and having to not just go head off places, but make sure the kingdom was in good order while they were gone.

    I like levels at a low number. For a lot of intents and purposes, 20 is enough. Epic levels in third edition and up never really played a part, because at that level of character power, I'd have to move the party off of the usual medieval fantasy world into either different spheres (Spelljammer), or do like everyone and their brother does, and start plane hopping, which meant that it wasn't really my campaign world, but just using the Planescape sourcebooks pretty much verbatim.

    Maybe I am an old timer, but I try to get player characters to grow "horizontally", and focus on getting reputation, gear, and status with their class guilds, rather than climb the numbers with regards to level. When getting status and doing missions, the XP comes in its due time.

    1. Re:More levels... sigh by JonnyCalcutta · · Score: 3, Interesting

      I've not got much to add, except to say that you pretty much summed up my opinions and experience. The only time I ever played D&D (not even the advanced version :)), was my very first game. After that I discovered all the other games out there - games that weren't stuck in some anachronistic wargaming time warp - and I never looked back. I read 3rd edition when it came out, because I worked in the industry and there was a lot of excitement over OGL, but still levels, and (A)D&D in particular, still feel quaintly old fashioned to me. Its good for characters to grow in terms of skills and experience, albeit slowly, but as you say, growth mostly happens in terms of the experiences, reputation - horizontally. Meeting old friends, revisiting old places or having a familiar base - to me that is growth as much as any gain in skills or THAC0.

    2. Re:More levels... sigh by cerberusss · · Score: 1

      In First Ed., magic items were VERY rare, and a +1 sword would be something that would be a 3-4 session campaign, but worth obtaining
      I can understand your other points, but I fail to see how a rulebook determines the amount of magic in your own fantasy world.
      --
      8 of 13 people found this answer helpful. Did you?
    3. Re:More levels... sigh by abbamouse · · Score: 1

      About the rarity of magic items. This MUST have been a DM choice, because if you actually USED the treasure types in the MM and the tables in the DMG the results were incredibly Monty Haul-ish. (I made this mistake as a beginning DM in the mid-80s). And when it comes to DM choice, ANY edition can be magic-poor.

      --
      Make cheese not war 8:)
    4. Re:More levels... sigh by Anonymous Coward · · Score: 1, Informative

      Except in this case, I think they're not tacking on extra levels to make godlike characters; instead, what was spread over twenty levels in 3.x is spread over thirty in 4. Meaning that the characters' skills are gained more gradually instead of in big lumps.

    5. Re:More levels... sigh by Dr.+Evil · · Score: 1

      When the party starts hitting level 20ish, I'd shelve the characters and we'd all roll up new characters.

      We'd occasionally take the high level characters off the shelves when I'd dream up some major event for the realm, then we'd play them out in battles which affected the political landscape. The high level party would never personally meet the low level party though.

      Some of the best high level games I've played have been with nemesis-parties... groups of NPCs which are nearly as detailed as PCs and have a personal vendetta against the PC party. It's great seeing the PC's faces when they get to the end of a major quest and somebody beat them to it... PC's start raising armies to invade kingdoms ruled by the NPCs.... while their low level characters fight to dodge the draft :-)

      I don't have time for D&D anymore, even if I did, it's hard to find good players who don't spend the whole night fighting against the DM.

    6. Re:More levels... sigh by temojen · · Score: 1

      Not to mention that high levels make it rediculously hard for a moderate longbowman with a good shot to kill a character (PC or otherwise). That's one of the nice things about GURPS; 2D6+2 (a 9mm pistol) is enough to possibly kill any normal human. In D&D any character over level 7 can shrug off the same amount of damage.

    7. Re:More levels... sigh by ZombieRoboNinja · · Score: 1

      I like levels at a low number. For a lot of intents and purposes, 20 is enough.
      What kind of reasoning is that? What makes 20 a more palatable number than 15, or 30, or 50? Level numbers are completely arbitrary.

      I used to DM, and have been since First Edition AD&D. In campaigns, levels were there, but they were mainly a gauge of progress, of what difficulty I needed to make encounters. Characters had a lot more ways to progress and gain in power. They could gain reputation by pushing back orc scout parties, learn spells (In First Ed., magic items were VERY rare, and a +1 sword would be something that would be a 3-4 session campaign, but worth obtaining.), and perhaps travel, guarding trade caravans (or waiting until the caravan was alone, then sacking the people on it.) As the party grew, they became impressed into a local ruler's service as a scout group for taking care of enemies and seeking relics, then the party eventually was able to start their own kingdom after a number of fights, and having to not just go head off places, but make sure the kingdom was in good order while they were gone.
      Having 30 levels does absolutely nothing to impair any of what you mention here.
    8. Re:More levels... sigh by canadian_right · · Score: 1

      I agree totally.

      The role playing aspect was much more important than leveling in our group. When I DM I like to make my own campaigns that are tailored to the party and involve very long story arcs. Actually, we found that by the time we hit 9th or 10th level the characters were so ridiculously powerful (with magic items etc... gained over a few years of playing) that it was more fun to start over with new characters.

      My highest level character was a 9th level magic user. That took about 5 years of regular weekend playing to reach, but more importantly my character became a sort of local lord and part of the history of the world. The role playing aspect was what made playing D&D different and fun compared to other games.

      A good DM that encourages role playing, even in battle, is the key to a good game of D&D in my opinion.

      --
      Anarchists never rule
    9. Re:More levels... sigh by rachit · · Score: 1

      ..., but I try to get player characters to grow "horizontally" How? By feeding them fast food?
    10. Re:More levels... sigh by metamatic · · Score: 1

      I always felt 1st and 2nd level characters weren't much fun; they were just too easy to kill and too limited in abilities.

      Similarly, I always found myself hitting the point of No Fun at around 13th or 14th level. Actually endangering a character at that point requires scenarios that stretch credulity. So I always used to retire characters once they hit 14th.

      The "sweet spot" for me has always been around levels 6-10.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    11. Re:More levels... sigh by mlts · · Score: 1

      You are right about that. At level 1-2, one good lucky strike from an orc or skeleton may mean that a campaign goes back to "roll new characters" mode.

      I have gotten around that in my DM-ing by having level 1-2 be more of quest related, granting exp when the players find each other, negotiate passage past guard patrols (and past bandits pretending to be patrols) into the first starting city.

      Character death is a part of AD&D, but I try not to use it often (though I have to balance that, as I don't want the party unkillable either), because rerolling sucks and takes away from the story, as the party has to pick up the new character.

    12. Re:More levels... sigh by not_anne · · Score: 2, Insightful

      In WoW, level pretty much is the gauge of your character's abilities, so a character that is level 70, that has crappy equipment is more often asked for groups/raids than a level 65 with excellent stuff. WoW also has an extra (non gear related) reason why a lvl 65 and a lvl 70 may not be able to go into a dungeon together: at top level, a whole host of new raid encounters and dungeons become available to you, that can only be entered at level 70.

      You wouldn't bring a lvl 5 Cleric with your party into a dungeon the GM made for level 10 for the same reason you wouldn't bring a level 65 Priest to help with the level 72+ boss Doomwalker: the level 5 and level 65 wouldn't survive for more than one minute.
      --
      My comments here are my own; I do not speak for my employer.
    13. Re:More levels... sigh by Boronx · · Score: 1

      It wasn't a rule, but a suggestion with the implication that +1 swords had to be rare or your world was out of balance.

  10. WoW phenomenon? by Tom · · Score: 0, Redundant

    Until this article, I would've been sure that D&D is dead. I wouldn't even give much on AD&D, with d20 stealing the show and all. But maybe that's just because for the past 5 or 6 years I've been concentrating more on smaller RPGs and found what I had been missing all the time with the "mainstream" stuff: Innovation, creativity and an honest desire to create a good game, above all.

    I wonder how much of that's true for MMORPGs as well. I've never played WoW, but I've seen at least 20 MMORPGs and they are all more or less the same. Played one, played 'em all. Which, of course, explains why players concentrate on just a few really large ones - there's no compelling reason to go anywhere else, so you can stay where your friends are.

    But in pen-and-paper RPGs, you can be more flexible, can't you?

    Here are some of the games that I've enjoyed a lot, and where I would gladly exchange one evening of playing those for a full campaign of any (A)D&D, GURPS, Shadowrun, Vampire or any other mainstream game:

    Amber - though you absolutely have to have read the books
    Godlike - great setting, interesting and quick game mechanics
    The Riddle of Steel - has its shortcomings, but for some reason it was a great experience
    Fireborn - I'd kill for having a regular Fireborn group
    Sorcerer - consensus opinion of many, not just me: One of the best indie RPGs out there

    The problem, of course, is the same why WoW has millions of subscribers, and other (possibly better) games struggle: It's hard to find other players.

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:WoW phenomenon? by Anonymous Coward · · Score: 0

      I don't have an account here, but how did Fireborn work out for you? I got the books for it a while back and it looks awesome, but I don't have a group here. If you see this, email me.

      drake.devers@gmail.com

  11. an end to "use rope"? by plasmacutter · · Score: 0

    how on earth will i pull my wagon of magic missiles now?! : P

    --
    VLC FOR MAC IS DYING! IF YOU DEVELOP, PLEASE SAVE IT!!
  12. Some useful links by blixel · · Score: 4, Informative

    Video 1
    Video 2
    Video 3
    Video 4
    Video 5

    There are more ... check the Related Videos on the right side of any video you look at.

  13. DDO Dungeons & Dragons Online by oddmake · · Score: 2, Interesting

    No one talked about this subject yet.But I wonder whether Dungeons & Dragons Online would be converted to 4th and how hard programmers and other stuff should work.Please enlighten me.

    1. Re:DDO Dungeons & Dragons Online by theantipop · · Score: 1

      Well, it never really used their core ruleset to begin with. I've only played in a couple of the trial weekends they have offered, but they made so many concessions of their own ruleset (which works very well in games like NWN) that it never really felt like D&D. Even the level system which has been the basis for D&D characters since I started playing 10 years ago was changed up into partial levels and major levels.

  14. Whew? by slacknhash · · Score: 4, Interesting

    While I'm still not sure if I'll drop a bunch of money on getting this new edition when it comes out I'm slightly more optimistic about this edition of the game. The designers seem to have a few good ideas in their heads; not least of which is getting rid of those bloody prestige classes. I've lost count of the amount of times I've seen that feature abused!

    Still, is it enough to get me to spend money? I dunno. And the sting of needing to update the material I've written hasn't quite worn off yet. It'd be nice, though, if they could cut down to one core rulebook, or failing that have a basic rulebook handling the first few levels -- sort of a digest version of the core rules

  15. not worth the investment by Anonymous Coward · · Score: 4, Insightful

    As a player of D&D since third edition (maybe four or five years going, now), I have to say that my group of friends is not particularly interested in investing the time and money of purchasing/learning the new 4.0 source books, when they're finally released. We just don't have a need for them.

    As of right now, most of our gaming sessions (which last between 4 and 6 hours) involve at most, a dozen die rolls that mean anything, and I'd say more often than not, a session ends without a single combat. I guess our campaigns have evolved into what could be considered drama. And to be honest, it's a much more enriching experience than a traditional hack & slash game that I so often see with newer/younger players.

    This isn't to say we won't do a bit of research into the new system, but if all it does is revise the combat and levelling system, then we won't be adopting 4.0.

    1. Re:not worth the investment by TheRaven64 · · Score: 1

      As of right now, most of our gaming sessions (which last between 4 and 6 hours) involve at most, a dozen die rolls that mean anything, and I'd say more often than not, a session ends without a single combat The first edition of the D&D rules I read made it clear that the XP bonus for defeating a monster was not contingent on killing the monster, and should be awarded if they use diplomacy (often with an extra rôle playing bonus) to achieve their objective. I often wondered how many DMs actually followed this advice.
      --
      I am TheRaven on Soylent News
    2. Re:not worth the investment by ahsile · · Score: 2, Interesting

      Amen, sir. Our group of players is the same way. We made this call when 3rd Edition came out and we were all playing 2nd Edition. All of the other RPG groups I knew all jumped on the bandwagon and spent hundreds (thousands?) on the new 3e stuff. For us it didn't really matter. Our GMs are telling interactive stories, and the rules are only there to govern special situations. The only die-rolling we do most of the time is combat oriented, and even then we try to avoid it.

      We've actually switched over to playing Warhammer FRP in the last few years. It's a different system, although much more realistic. Low wounds (hp), armour which protects at a believable level, and low magic. It all makes for a very brutal and highly deadly combat. Even more reason to try and avoid it and talk your way out of most situations.

    3. Re:not worth the investment by deniable · · Score: 1

      Every time a new version comes out, there are groups that stay on the old rules. I even know of people who will now start buying 3.5 because it's 'complete.'

      One of the odd things I've noticed about gamers is that the longer they've been playing, the less rules they want or need.

    4. Re:not worth the investment by Anonymous Coward · · Score: 0

      Talking your way out of combat in Warhammer? The reason HP is low in Warhammer is because life is cheap, not to mention nasty, brutish, and short. I'm all for smooth talkers, but Warhammer is all about brutality.

  16. Except it's a game by Colin+Smith · · Score: 1

    Dice rolls were used and character stats noted, but often I'd just ignore the dice-rolls and get on with the narrative (to the advantage of the players, not because I felt like being a git). Not a story.

    --
    Deleted
    1. Re:Except it's a game by nschubach · · Score: 1

      Except:
      ...it's a job, not a career?
      ...it's a car, not a toy?
      ...it's a picture, not a piece of art?
      ...etc.

      Different things are different to different people. If someone enjoys your "game" because it has a good storyteller doesn't make them wrong. It makes you shortsighted to the potential.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    2. Re:Except it's a game by Colin+Smith · · Score: 4, Insightful

      Well, I hope you make it clear to your players that their actions are irrelevant and you are the one directing the play and not them.

      --
      Deleted
    3. Re:Except it's a game by lekikui · · Score: 1

      I didn't notice where anyone said anything like that. Seems to me that all that was being advocated was ignoring the rules for the purpose of telling a good story, and that doesn't only have to hold for the GM. This seems to be a good idea to me, but that might be because I play Wushu.

      It's a role-playing game. Seems to me that the idea is to play a role, not to roll some dice. If the second gets in the way of the first, discard it.

      --
      "Lisp ... made me aware that software could be close to executable mathematics." - L. Peter Deutsch
    4. Re:Except it's a game by Colin+Smith · · Score: 1

      Players have to be able to influence the "story" or plot, change it totally if they are capable. They have to be able to fail or succeed at inconvenient (to the GM) times, through chance, statistics, stupidity or genius.

      Otherwise they are simply actors in the GamesMaster's pre-written play, not players in a freeform game.

      This is why I was never a big fan of D&D, it tended towards linear plots and story telling. RuneQuest was the reverse, supplying vast amounts of background and motivation for NPCs but rarely linear plots which have to be followed to tell a good story. That was the player's job.

      --
      Deleted
    5. Re:Except it's a game by arashi+no+garou · · Score: 2, Interesting

      And rule-hounds like you are why I and my core group of friends migrated from D&D to the Storyteller system (White Wolf games like Vampire: The Masquerade and such). We actually wanted to (gasp!) have fun instead of drowning in the mountains of rules. In Storyteller, the GM develops a basic story outline, often with much input from the players, and then starts the improv act. It's liberating, being that much in control of your character while still having a skeleton of a backstory to keep you within sensible bounds. The only dice rolls we ever did were for situations that couldn't be properly acted out, such as fights. When you wanted to mesmerize a victim, you acted it out instead of rolling (though the rules allowed for either), and if you did it well it worked; if you didn't, well that's "life" and you learned to be a better actor.

      I guess it's all about whatever makes you happy, but not everyone who is into non-computerized roleplaying can have fun with a mind full of numbers and dice rolls.

    6. Re:Except it's a game by lekikui · · Score: 1

      That's why I mentioned that this shouldn't only hold for the GM. For everybody involved, if the rules are in the way of a good story, get rid of the rules.

      Like I said, I prefer Wushu.

      --
      "Lisp ... made me aware that software could be close to executable mathematics." - L. Peter Deutsch
    7. Re:Except it's a game by Anonymous Coward · · Score: 0

      I actually did make clear that to some degree, I was directing it. Stuff that pointlessly broke a storyline simply wasn't allowed, the same as griefing isn't tolerated on so many muds. Now if you broke the storyline in more interesting ways, I might have to take a break to figure out what to do, but I did kick out a player or two when they just tried to murder important NPC's that they just met when I replied with "no you don't".

      The goal at the end of the day was fun. If it meant tossing out the storyline and going completely combat or roleplaying something farcicly silly, then I did that. If other players wanted to play out a story, I wasn't going to let griefers ruin that either.

      But I'm past it all. The quality of most of these stories barely approaches fanfic.

    8. Re:Except it's a game by tooth · · Score: 1

      just make what you need to happen, happen anyway, like if you need them to go south and they are hell bent on going north just move everything. If they want to kill an important NPC, make him have a pissed off brother or something and move the NPCs role to him, or a side kick or a "if you don't hear from me, assume I'm dead" note.

    9. Re:Except it's a game by rhakka · · Score: 1

      They can, but it's not called a "Roll" playing game for a reason. The GM has to make decisions that keep the game going. He or she is the lynchpin that keeps things happening.

      There is no such thing as a "freeform" game without heavy GM creativity in spite of dice rolls. You simply cannot script, randomize, and tabulate every possibility that players will come up with, or results that might occur while travelling. Nor can the game be fresh and spontaneous at all if you are chained to the dice. I GMed personally for a good 6 years, in a world entirely of my own creation, and even I would have to spend up to 40 hours prepping a good adventure session, because you can't plan everything.

      What if the players go left instead of right at the fork in the road? Hey, the GM didn't invest hours learning about every area the players might ever decide to walk/fly/teleport to. So what to do? Grind the game to a halt while the GM reads a sourcebook? Make something up (say, a "push" encounter that shoves them a certain way? Or move the town they were going to adventure in?

      What if they get a little ways into the adventure and you realize that your plan didn't account for that new power the paladin got, and they are walking through the encounters on cruise control?

      The point of role playing games is not some objective measure of your character's power. It's a game of interactive storytelling with aids to help settle disputes and to provide some structure. Either you trust your GM to be a good GM to do what's best for the group to keep it FUN (so players keep playing) or you don't. That means sometimes letting the characters succeed wildly and sometimes letting them fail miserably, but ultimately it means keeping the game moving, above all else.

      I've played a lot of D and D in my time, and I've played with GMs who didn't use paper and dice at all, and those who came from wargaming backgrounds that treated the roleplaying as a vehicle for delivering us to battlegrounds. The non Paper and dice games were much more enjoyable, even though I am personally also a wargamer and I like tactical combat, that's not why I play D and D. That's what Tank Leader and such is for. That's where everything needs to be objective, because it's COMPETITIVE.

      In D and D, you are not competing against the GM, unless one or both of you are an asshole.

    10. Re:Except it's a game by rhakka · · Score: 1

      That's clear the moment you say "hey, want to play in my D and D game?".

      It says in every edition that the GM's word is law, and that all rules may be modified, ignored, changed, or added to at the the GM's whims at any time, for any reason. That's why you have a GM, instead of a computer, running the game.

    11. Re:Except it's a game by keytoe · · Score: 1

      Well, I hope you make it clear to your players that their actions are irrelevant and you are the one directing the play and not them.

      In a case like that, the actions of the players are hugely relevant - even if the die rolls aren't. It's interactive storytelling, and a lot of us DMs feel it is better to fudge the dice than to let a few unlucky rolls destroy the narrative. If the players just want to roll dice against each other, perhaps Yahtzee would be a better choice.

  17. Thirty levels rather than twenty by Colin+Smith · · Score: 1

    Thirty levels instead of twenty basically means there's more headroom for higher-level adventuring before normal players have to worry about abtruse and convoluted 'epic character' rulesets/feats/whatever that often feel very non-canon. Is simply fiddling with a dumb rule. The very concept of levels is dumb.

    --
    Deleted
    1. Re:Thirty levels rather than twenty by nschubach · · Score: 1

      I disagreed with you on the fact that this is just a game, but this I'll agree with. ;) D&D isn't about levels and adding 10 more feels more like a slap in the face than anything. To me, D&D was about the skills and spells you selected. Now instead of that, the focus is on how fast you can get to the cap? So help me, if they add AA points and "Raid" rules, I'm seriously going to cry.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    2. Re:Thirty levels rather than twenty by theghost · · Score: 1

      Levels are an abstract character advancement system that make balancing and progression easier to handle. They might be unrealistic, but they're not by nature "dumb". There's enough suspension of disbelief going on in most RPGs that to pick out level-based advancement as more absurd than anything else is silly.

      You can certainly point to good reason for using other systems of advancement, but most of those have more balancing issues and may be just as unrealistic when people start min-maxing. Once again, it comes down to the player/GM more than the system.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
  18. Wow by Qoroite · · Score: 1

    Suddenly, I feel very cool for not knowing or caring anything about this news.

    1. Re:Wow by Jugalator · · Score: 1

      Nah, you're not cool, you're just a misguided fool browsing Slashdot instead of Cosmopolitan. ;-)

      --
      Beware: In C++, your friends can see your privates!
    2. Re:Wow by Anonymous Coward · · Score: 0

      Yes, ignorance, apathy, dismissiveness of others' interests, and a feeling of smug superiority based on nothing more than a difference of taste - definitely cool. Thanks for taking the time us about how cool you are and how much you don't care about this topic. It's truly inspiring.

  19. Effect on other D20-based Systems? by bomanbot · · Score: 1

    It would be interesting to see the effect the new D&D Edition will have on other D20-based Games and third-party Sourcebooks.

    According to TFA, the designers already took some clues from other D20 Games to incorporate into the new edition (the skill trees have been implemented into the new Star Wars D20, for example), but all changes into the D&D core books will in one way or another affect all the other D20 publications, especially (of course) alternative D&D settings and similar fantasy sourcebooks.

    I am thinking primarily about things like the removal of prestige classes and the merging of core classes, because quite frankly, I was sick of all the more or less useful prestige classes seemingly appearing in every sourcebook, but their removal from the game means all those now obsolete classes must be converted or abandoned.

    As there are so many D20-based books now, with a lot of them being supplements to the core D&D setting, the reaction to changes especially from other developers will be interesting to see.

    1. Re:Effect on other D20-based Systems? by deniable · · Score: 1

      The way I hear it, the new Star Wars was the prototype for a lot of what's being done to D&D 4. A lot of the other games designers were worried about rumors that WotC would not be providing 4 under the OGL. Now they can sell all new D&D 4 versions of all the books.

  20. Values by Eevee · · Score: 4, Interesting

    It's more a matter of the value you can get out those skills. You might have an actual need for 'use rope' once every five sessions, while other skills such as 'spot' or 'diplomacy' would be used repeatedly during a session. So you have the choice of spending your limited number of points gaining ranks in a skill that might eventually be useful versus one you know will be used over and over.

    The other side of this is that the people writing the adventures know that most players don't take those skills. So they don't add events that require the skills, or provide alternative ways of solving the problem. So it spirals down fast.

    1. Re:Values by TheRaven64 · · Score: 1

      Correct me if I'm wrong (I haven't played [A]D&D for a little over a decade), but isn't the DM allowed to award an XP bonus for use of skills? Wouldn't it be simpler to just recommend that they award a bigger bonus for less common skills? If you use a skill that everyone has, you don't get much experience from it, but if you use something more uncommon then you get more.

      --
      I am TheRaven on Soylent News
    2. Re:Values by thanatos_x · · Score: 1

      You also had the problem that for most cases where you DID need a skill such as jump, use rope, forgery...etc., there was a spell that either completely replaced it (fly > jump & climb +40), or there were spells that granted a quite sizeable bonus to a single skill check. If you could find two such spells that stacked, you were generally golden, as the DM would have to be a total dick to make the check something that d20+ (10-15) + ability mod (5+ at higher levels) couldn't make the check. This use of magic really unbalanced certain factors of the game for any skill check that didn't need to be done frequently - for about 10-20k party gold you could get a large number of these +15 to any skill check wands/scrolls, which was about one encounter or less at higher level.

      This was also the case with certain frequently used skills - armor could be enhanced with +15 move silently/hide bonuses for ~70k, but there was no such ability for listen/spot, save rings or trying to convince your DM to allow you to put it on a helmet in a similar fashion. Thus rogues couldn't see themselves, the cleric who somehow maxed spot as a non-CC skill couldn't see them... Similar abuses were allowed with diplomacy, but that was more a skill description problem than anything else. Still by level 5 you could get bards who could turn angry level 20 NPCs into the friendliest guys... and have rolled a 1 doing it.

      Hopefully they get rid of a bit of the insane absolute skill checks, which while balanced for a normal character, are in no way balanced for someone specializing in it.

      The only real solution as a DM to all of this was to put up an epic level anti-magic field occasionally and go... you need to cross this gap. See also combat with a lower level CR but who uses all (ex) abilities vs a party who uses a ton of magic. It's a bit annoying to the players, but it can help balance things at higher levels...

      --
      I am not an expert. If I am misled in something, please correct me.
    3. Re:Values by Zatchmort · · Score: 0

      Unless you have a *good* DM, in which case he probably writes his own adventures (and is, statistically, probably male.) And generally, it's the responsibility of the DM to make those "useless" skills useful, so characters have to think about spreading out their skill points. This can also be interpreted as: DMs are sadistic, and will require whatever skills you lack. :)

    4. Re:Values by Eevee · · Score: 1

      Not even then.

      The house campaign I'm currently in should be ideal for the use of the 'forgery' skill. The characters are required to have citizenship papers, licenses for certain types of weapons, and the such. We're in the middle of a conflict between two criminal gangs. And I'm playing the party's rogue. So my choice is to spend skill points in forgery and spend 90 gold for a masterwork forger's kit...or drop by a certain bar and use the underworld links I've developed (using diplomacy) and drop 50 or so gold for a document produced by an expert.

      Forgery is just too specialized a skill, even for a campaign dealing with organized crime, to be worthwhile spending skill point on.

    5. Re:Values by Zatchmort · · Score: 1

      I guess you're right. There are situations where you might *wish* you had a skill, but not enough to actually put a point in it. For the DND system, it makes sense to get rid of those skills. On the other hand, I'm reluctant to condone anything that makes DND more of a hack-and-slash-only game. If only someone in my area played GURPS...

    6. Re:Values by Anonymous Coward · · Score: 0

      You are, in fact, wrong -- since you haven't played in over a decade, I'm guessing you're not familiar with 3rd ed, because skills function completely differently than in previous editions. There is no XP bonus for skill use; XP is awarded on a per-encounter basis (and an encounter can range from anything like a monster fight to negotiating with an NPC), regardless of which skills you use to overcome it.

    7. Re:Values by CompleatGentleman · · Score: 1

      You playing in Ptolus?

    8. Re:Values by Eevee · · Score: 1

      Guilty as charged!

  21. I'm thinking by MoodyLoner · · Score: 5, Funny

    my scout/assassin, Ropeman the Forger, is going to need a little work.

    --
    No Longer a Menace to Society.
    Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
  22. No Use Rope? by upto0013 · · Score: 1

    Why does everyone rag on Use Rope? It and Tumble are the only two skills I always max out. Rope Use + Whip = crazy-Indiana-Jones-style, min/max goldmine. /dork off

  23. Subject by Legion303 · · Score: 1

    In honor of 4 editions, the new rules are based on d4 gameplay, using the following results table (fig. 2b):

    evens: success
    odds: failure

    Everything else translates well into the d4 system as well. For instance, percentage rolls are now 25d4 (yeah, like you used those bottom three percents). A Quasar Dragon's breath attack does (3.6x10^7)d4 damage to whichever planet it's aimed at. And so forth.

    1. Re:Subject by Legion303 · · Score: 1

      "bottom three percents"

      See what happens when you get your math degree from a cheap college?

  24. D+D is dead to me by Apreche · · Score: 1
    --
    The GeekNights podcast is going strong. Listen!
  25. This is the problem with current rules by aepervius · · Score: 1

    They do not favor much the "Roleplay" part in RPG. Just like their counter part of MMOG, a lot of player tend to fall in the calculator-rpg. See the post above with fighter-barb-red dragon disciple-frenzied berserker. As a master I tend to try to concentrate on the roleplay only (remmember "Amber", the RpG without dice ?). But usually you get a mix of all. Some who are there for the roleplay and some which are there for the munchkin. More than often, the munchkin in my campaign end up more or less the guardian of the roleplayer, which in turn by their relationship they build tend to be far more powerful due to their social connection, and tend to solve problem without using "raw" power as in strength. It is funny to see because most munchkin don't realize that even if they could wipe the roleplayer with 2 attacks, or fry them, or whatnot, they are de facto "weaker" in all sense than the one which build a social net in the roleplaying session. So that way everybody is satisfied.

    --
    C. Sagan : A demon haunted world:
    http://www.amazon.com/gp/product/0345409469/
    visit randi.org
  26. something "cool" by zaxor0 · · Score: 1

    Why is something "cool" your character does have to be some bad ass move you do? Some magic spell that makes your sword +10 or something. Really, its getting to much make my character awesome and dm you try to defeat me. What happened to problem solving and team work in dnd? Battles are the most important part but these battles and the rest of the game shouldn't just be massive damage.

  27. 4e and the OGL/D20 License by Saracenus · · Score: 5, Informative

    I am surprise someone from this list hasn't talked about the possible forking between the 3.0/3.5 Open Gaming License (OLG) and the proposed new 4e OGL. Unlike a new version of Linux, the new D&D rules do not have to be under the old OGL, they are in effect a completely new operating system for D&D. It has been confirmed there will be a version of the OGL/D20 license, but with some added restrictions: 1) Professional game companies will need to pay a license. 2) Fan/Non-Pro offerings will have to be through their site www.gleemax.com (unconfirmed). Here is a list of known stuff about the new edition on the ENWorld forums: http://www.enworld.org/showthread.php?t=204119 Gleemax.com has stirred some controversy already because of the Terms of Service. The most blatant is that anything you post their grants Wizard's of the Coast limited rights to republish your material and limits your ability to publish anything that uses their IP, e.g. Greyhawk, Planscape, Forgotten Realms, etc. So, what does this all mean? Well, if the use restrictions on the 4e OGL/D20 license are, well too restrictive (and kinda takes the O out of OGL) that will mean a fork in the D&D development path. Some publishers will want the latest and greatest and put up with it, others will not and use the 3e OGL which has no licensing fees and cannot be terminated. There are already some development forks in 3e, Green Ronin's True 20 and Mutants and Masterminds rules, Iron Heroes and Arcana Evolved from Malhavoc Press (Monte Cooke) which take the core mechanics in new and different directions. Anyway, my two coppers on the subject, Saracenus

    1. Re:4e and the OGL/D20 License by Libertarian001 · · Score: 1

      Requiring a paid license would be a pretty interesting trick, considering that http://www.copyright.gov/register/tx-games.html specifically forbids game mechanics from copyright protection. Here's the text:

      Games

      The idea for a game is not protected by copyright. The name or title given to the game and the methods for playing it are not protected by copyright.

      Some parts of a game may be subject to copyright if they contain a sufficient amount of literary or pictorial expression. For example, you may be able to register the text describing the rules of the game or the graphic art appearing on the gameboard or container.

      Form TX can be used to register all copyrightable parts of the game, including any pictorial elements. When the copyrightable elements of the game consist predominantly of pictorial matter, Form VA should be used.

    2. Re:4e and the OGL/D20 License by Saracenus · · Score: 1

      While it is true you cannot copyright game mechanics, you can trademark terminology (DM for example) and if written correctly you an interweave your IP (Greyhawk, the iconic characters, etc.) into the examples of the rules thus making it difficult for people to disentangle them. Add into the mix the hungry sharks that is the Hasbro legal department (the parent company of WotC) not may people are willing to put up the money it would take to win the inevitable lawsuit.

      Lets face it, if you are small company trying to make it on the thin margins of the table top gaming industry you don't want to spend your profits and then some tied up in court. Better to make your own system or use the terms of the OGL.

      The System Reference Document has all the WotC IP taken out of it and has cleared their legal department. Using this document as springboard you can create your own IP (a game world for example) and add or changes the rules at your leisure. There is a mechanism in the OGL/D20 license to use other OGL/D20 materials in your own, but not the closed materials from WotC.

      So, while you are technically correct, in the real world it is not so cut and dried.

      Bryan Blumklotz
      AKA Saracenus

  28. Re: Hoping to God ... by TaoPhoenix · · Score: 2, Funny

    Brilliant joke, sir.

    "I hope to God clerics got toned back a bit..."

    Whose God are you hoping to? The overpowered Cleric's, or yours?

    --
    My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
  29. the idea is less sacrifice more bj by Anonymous Coward · · Score: 0

    The MMORPGs are all bj, all the time. And even the offline CRPGs.

    The source myths involve sacrifice left and right. And the source fiction. Maybe the story-lines would allow escaping dooms or finagling sacrifices, but the overall theme we have here now is turning sacrifice of power into a cartoon no you're still powergod deluxe getting the RPG bj making you allpowerful when IRL ... so that's the mainstreaming.

  30. Obligatory... by Keebler71 · · Score: 1

    How has this not been linked to yet?

    --
    "It takes considerable knowledge just to realize the extent of your own ignorance." - Thomas Sowell
  31. DnD tries to emulate WoW? by RogerWilco · · Score: 1

    The more I read about 4th edition, the more it sounds like WotC looked at WoW and is trying to emulate it. I don't think it should be the direction to move in, as Blizzard will always be way ahead of them, and DnD should not try to compete with any computer game in general, but focus on it's own strengths.

    --
    RogerWilco the Adventurous Janitor
    1. Re:DnD tries to emulate WoW? by kitsunewarlock · · Score: 3, Informative

      D20 modern came out years before World of Warcraft and used a talent tree progression system. If you talking about that.

      If your talking about not using XP for item crafting...well a ton of games does that.

      And if your talking about...well I can't think of much else really that is comparable.

      Blizzard will always be ahead of them? You do know that Dungeons and Dragons came out 30 years before the release of World of Warcraft, right? WoW copied Dungeons and Dragons HP system! Blatant ripp-off! And levelling. And the idea of getting exp from killing things and completing quests. Not to mention the platnuim-gold-silver-copper exchange rate (minus the gold for WoW). The class system too. Talents are basically feats, to be honest (some have prerequisites...wait just like in DnD!). The only major difference between a talent and a feat is that feats use a core level based prerequsite, whereas feats have a prerequisite both level based AND based on the amount of feats gained prior (but not specific feats), much like the martial arts styles of various 3rd party books.

      The idea of rangers getting pets was done first in DnD. Oh, and the idea of dark elves. Yeah, they were in Tolkein, but they were short and midgety and more like dwarves even in those books to be honest. Sithulus is based around Dark Sun in more ways then I can count (especially in history/background of the whole magic war, the bugs just make it more obvious). Yeah, part of it is Dune and even Starship Trooper driven too...but Darksun is present if you know what your looking for.

      The concept of charging as warriors do so is really a DnD thing too (is really an overrun/bullrush in so many ways). A warlock's shadowball and evocations are based directly on the Richard Wulf 3rd party book (one of the first open liscence e-books, if not one of the first and most popular D20 system books released after the Player's Handbook came out). Weapon proficencies being dependant on class is a DnD innvoation. I'm not sure about skills though...

      The list goes on. And as for your precious blizzard--there's a good company. Sure they fired their entire d20 book writing staff, released a new set of books for 3.5 that were identical in every way except with art (naming things like "More..." and "The Expanded...") and the author's names suddenly changed! The list goes on.

      Blizzard is good at a lot of things. But not innovation. They are good at bringing together multiple genres of games. Perfecting genres even. They are great at details and have decent storylines...but in the end can you find me one game that's a "WoW clone" that's not an "everquest" clone? Didn't think so.

      Great at marketting too. The same people who made fun of me for playing EQ now play WoW more than I ever have.

      --
      Ginga no Rekshiya Mata Each page.
    2. Re:DnD tries to emulate WoW? by Anonymous Coward · · Score: 0

      Uh, many of these concepts took hold in EQ I (yes, years before WOW, fanboi). Keep on thinking that they came up with something fresh and new. All you got a was different UI and a better known name. If anyone is getting played the sucker it's you.

      This doesn't even bring up the FACT that many of these concepts had been used in various pen and paper games before MMORPGs were even a reality.

      You're just another WoW jock trying to act like what you're doing is new and exciting when, in fact, many of us have been doing it for years. It's just a little bit hipper now. But don't worry, we're off blazing new trails for you to follow when WoW becomes old hat and you're done making fun of people still playing what you thought you had pioneered.

    3. Re:DnD tries to emulate WoW? by RogerWilco · · Score: 1

      I am in no way a Blizzard fanboy as you seem to think. I do play WoW, but have been playing DnD for ten years before it, and MUD's even before that.

      My fear is that someone at WotC/Hasbro headquarters saw the revenue numbers Blizzard is posting and it thinking they can copy it by going to this online subscription model. To some extent they tried an failed with DnDOnline.

      I like DnD for it's pile of rules, for the player interaction for the real books and dice and paper character sheets. But most of all I like it because of the role-playing. I get 90% of my xp from it, most times we don't even kill a monster.

      The last thing I want is for my precious DnD to become more like WoW.

      --
      RogerWilco the Adventurous Janitor
  32. WOTC Death Throes by BillGatesLoveChild · · Score: 4, Insightful

    mod parent interesting

    The AD&D 3.5 manuals are just too damned complicated. Hundreds of pages and table after table after table. It's more like a software spec than game instructions. No one new is going to get onto this. If you're going to make it that complex, let a computer handle all that messing around.

    Enter WoW. It's the AD&D online that AD&D never had. Must irk them to see all that money going to someone else. Their own DDO Stormreach bombed. This is a desperate ploy to cling some of their market back. If they can find people who'll pay $$$ for all new AD&D 4.0 books. In this day and age of the net does it have to be WOTC that rewrite the rules a few solitary voices claim so badly need repairs. Nope. Fans could do this by themselves. WOTC, like the RIAA, are on an outdated business model.

    If someone went to a VC with this as a business plan, they'd get laughed out of the office. WOTC on their way out.

    1. Re:WOTC Death Throes by Koiu+Lpoi · · Score: 4, Insightful

      I just brought in several more players to my gaming group just the other day. If you really think that WoW is competition for D&D, you've never really played the game. D&D engages the imagination and uses this thing called 'roleplaying' that WoW severely lacks. Computer games, no matter how hard they try, simply cannot capture the imagination and cooperative element that pen-and-paper in-person role-playing games provide.

      However, if the only D&D you played was "by the book" or "hack and slash", then yes, you would probably be better off with WoW, or even Diablo.

      I seriously doubt WotC is dying. The D&D franchise is still extremely large. It may take years for people to switch over, but they'll be making their money, one way or another.

    2. Re:WOTC Death Throes by Koiu+Lpoi · · Score: 4, Insightful

      I hate to reply to myself, but there's no "edit" button on slashdot, so here I go:

      Yes, it does have to be WotC that rewrites the rules. Trust me. Fan-based rule rewrites have happened, many a time, and they have never caught on. They don't have that "Wizards" seal-of-approval. They're not often play-tested, nor made by developers with years of experience. Go around on the Wizards boards sometime and try and find me a serious fan retooling that is used by more than a small handful of people. You won't. Like it or not, the people that play D&D shell out their money for a book of rules. They could go to the fans, but for some reason they feel that what Wizards provides is worth spending money on, while what the fans provide is to be swept under the rug. Much like how you pay money for the Harry Potter books (to give an example) but throw fanfics into the bit bucket.

    3. Re:WOTC Death Throes by delong · · Score: 1


      The AD&D 3.5 manuals are just too damned complicated. Hundreds of pages and table after table after table


      You're obviously a youngster that never played DnD 1st ed. The 1st ed Dungeon Master's Guide penned by Gygax was a table with some text spread about. And it rocked. None of this 200 pages of blathering text and purty full-page color pictures; I want tools, ie tables, dammit.

      With that said, I haven't played DnD in decades and won't play this edition either. Who has time for RPGs after 20?

    4. Re:WOTC Death Throes by Actually,+I+do+RTFA · · Score: 3, Funny

      Nonsense. I fondly remember many middle school afternoons playing D&D going into the forest and grinding against gradually larger and larger boars until I eventually hit level 20 and fought dragons.

      Isn't that how everyone else played?

      --
      Your ad here. Ask me how!
    5. Re:WOTC Death Throes by dcollins · · Score: 2, Interesting

      Check out Ryan Dancey's blog from this week. He's a major game industry consultant, former CEO of Wizards when they bought D&D and then sold to Hasbro. He's dumped a major 6-part blog or so on how D&D needs to change to compete with WOW.

      Even if you think the game experiences are different, all of the business people involved are almost maniacally obsessed with how to get a slice of those millions of monthly WOW subscriptions. Everything they're doing right now has that as an objective.

      http://web.mac.com/rsdancey/iWeb/RSDanceyBlog/Blog /D97DB2B1-A376-4162-85FB-5E6C0DB4EE90.html

      For 20 years of D&D's history, it was unclimbable. By the end of the century, technological change made an attempt on it possible. That techology is the internet. While men struggled up the slopes of mountains, other men learned how to go farther, faster, and higher, than any before them. Eventually, a dozen walked on the moon. Likewise, just as the potential for technology to revolutionize tabletop roleplaying emerged, other people used that same technology to get bigger, and massively multiplayer, moving the entire game into the virtual domain. Earlier this summer, the current leader in that market, Blizzard, announced that there are more than 9 million people playing World of Warcraft. This is the equivalent of telling people on the summit of Everest that Armstrong just made a giant leap on their behalf.
      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    6. Re:WOTC Death Throes by bigstrat2003 · · Score: 1

      Nonsense. I've played WoW and D&D, and I roleplay more, and use my imagination more, in WoW. I have more fun roleplaying when I do roleplay, too. Just because your experience wasn't that way, doesn't mean it isn't possible.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    7. Re:WOTC Death Throes by bigstrat2003 · · Score: 1

      No one new is going to get onto this. Hm, no one? I did. Many others did, too. The rules really aren't that complex, the basic ones at least.
      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    8. Re:WOTC Death Throes by Koiu+Lpoi · · Score: 5, Insightful

      Just because it's possible doesn't mean it's the norm, nor does it mean it's right. I'm sure you enjoy roleplaying getting 30 pieces of Boar Meat or Skeleton Bones for the local "quest giver". Yeah. Seems like a realistic and engaging world to me. Griding to level 70 really makes me create characters that are engaging and unique and create moral dilemmas by themselves. Everytime I hear something about going on raids and running instances really gets me into character and makes me think that I'm somehow not just another generic Human Mage. The fact of the matter is, D&D is designed as a game that engages your imagination and encourages roleplaying, while WoW is a game designed to get you to keep grinding and collecting widgets so you'll buy the next month of the subscription. While you may not play it that way, it's still how it was designed and intended to be played. It sounds like you've never played D&D under a good DM.

    9. Re:WOTC Death Throes by bigstrat2003 · · Score: 1
      Or, as offensive as this will be to the roleplaying purists out there, roleplaying in D&D just. Isn't. Fun. Combat in D&D is amazingly fun, I love that part. Sitting and trying to squeeze information out of, or bribe, etc etc etc, an npc is fucking boring. Roleplaying in WoW is fun because it's not heavy-handed like it is in D&D... if I want to really get into my character (which I don't all the time), it doesn't change my interaction with the world. I may swell with pride as my Draenei paladin runs around healing his fellow crash survivors, and really get into it, but in the end, the game is still the same fun game I know. The game doesn't go from "fun mode" to "boring mode" like D&D does, just because I want to roleplay a little.

      Also, if you think WoW is just about 30 pieces of boar meat, you need to take a good, hard look at the game. Even early on, you get tasked with missions that are engaging (the zone of Westfall is a good example: you go there because the farmers are having trouble with bandits, slowly uncover the extent of their organization, and then, finally, travel to their hideout, and take down their leader, ending the threat once and for all). Later, it gets even better. The very fact that all this is there, if you wish to see it, indicates that the game isn't just about grinding and collecting widgets, like you accuse it. That's certainly a component of the game, because it's the easiest way to pace the game, but that's not what the game is all about. If you can't look past that, YOU aren't playing the game how it was designed and intended to be played, not anyone else. WoW has an extremely rich world, and quality story-telling... if you're willing to take notice of it.

      On the other hand, even the best D&D setting, Forgotten Realms, pales in comparison to WoW. In terms of world design alone, WoW engages the imagination more.

      The fact of the matter is, you're seeing what you want to see in WoW, not what's actually there. The game really is designed to encourage roleplaying and imagination, IF you wish to engage in those things. If you're content to passively take in the game, and grind out boar after boar, then it won't be very interesting... but that isn't the designers' fault. D&D, on the other hand, isn't designed to encourage anything, really, it's impossible for it to do so. If anything, the game's design encourages doing nothing but hack your way through it. The game is just a set of combat rules, it's up to you to create a world and a story around them. Many people can and do just that, but it's not because the game's design especially encourages it--the game's design just leaves it open for you to do so.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    10. Re:WOTC Death Throes by Koiu+Lpoi · · Score: 1

      You're right: D&D is just a set of combat rules, surrounded with thousands and thousands of pages of flavor and written word describing any number of worlds and ideas. D&D has something people like to call a "rich tapestry", and the world feels alive, if you let it. By what I've seen of WoW (and believe me, the ~100 hours or so were enough), there may very well have been "quality storytelling", but it was about characters I didn't care about in a world I couldn't believe. The example of the bandit quest only makes your point weaker - how is a "bandit organization" quality storytelling? How is one of the most cliche fantasy ideas something that can capture the minds and hearts of the players? Maybe that's something that gets you going, but not me. On this point we will have to agree to disagree. Some people love bad storylines and generic characters. Some of us don't. Some people love the grind of power, some of us don't. Some of us feel that games should be like an interactive book, some of us feel they should be filled with level griding, jumping around, and farming bosses for gold and random drops. One may not be better than the other, but my opinion will always be that a real storyline is better than anything I've seen from an MMO.

    11. Re:WOTC Death Throes by bigstrat2003 · · Score: 1

      How is one of the most cliche fantasy ideas something that can capture the minds and hearts of the players? Simple... you're defending your people from attack. The enemy isn't very grand (at least not yet), but defending my people from those who wish to use and exploit them certainly captures my mind and heart. Later on, the Defias get even more nasty, and have a spy organization which succeeds in capturing the king. They're not just generic bandits, and they're one of the early villians. Later on, you fight demons who are trying to destroy the entire world you know and love--if that can't capture your imagination, I don't know what will, but meh.

      Anyways, it's pretty asinine to say "some people love bad storylines and generic characters". That's going to vary from person to person. What you call bad storylines and generic characters, I call some of the best fantasy storytelling I've ever seen. If you don't like WoW's lore, that's fine, there's nothing wrong with that. You need to step away, however, from this idea that there IS no lore that anyone could possibly like, and that the grind is all there is to the game. If someone likes the lore that you dislike, that doesn't mean they "love bad storylines and generic characters", that means they don't see them as bad or generic. Again, the fact that you haven't found fulfillment in an MMO doesn't mean that it isn't there to be found for some... saying that people who like WoW are people who love "bad storylines", "generic characters", "level grinding", and "farming bosses" comes off as pretty elitist, to be perfectly honest.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    12. Re:WOTC Death Throes by Koiu+Lpoi · · Score: 1

      WoW's lore? Four words buddy: Lord. Of. The. Rings. D&D managed to get away from LotR after 1st edition (sure, it's based off it). I'm not saying there's no lore nobody could like. To give a good example of what I'm trying to say, I happen to also be a huge fan of the MegaMan games, which the latest incarnations of have gotten scores in the mid 7s at BEST from most popular critics. Many consider them bad games. I love them all the same. There is a clear delineation between good and bad material, and WoW's "Lore" slides much more so towards the medicore or bad end of the spectrum than the good. To give another example, I love the anime series Bleach. However, every episode I watch it I know that the storyline is horribly shounen and simplistic, and some of the characters are downright bad. Yet, I love the show anyways. People like bad things. It may sound elitist, and that's because it is. However you're the only person I know who says "The WoW storyline is GREAT!". Most people play it for the grind, the instances, and the raids. Not the storyline and roleplaying.

      Perhaps I'm just part of a dying breed of gamers, but when I sit down at the table to play D&D, on either side of the screen, it's like writing a book. It's taking my own ideas and making them somewhat real. WoW can't do that, no matter how hard it tries. I'm sure that many people don't play D&D like that, in which case it's not Wizards that is dying off, it's the true roleplaying style of gaming.

    13. Re:WOTC Death Throes by bigstrat2003 · · Score: 1
      Sorry dude, but I consider Warcraft lore (not just that in WoW, but across the Warcraft games in general) to be up there with LOTR.

      And if people like something, then it isn't bad. Be elitist about it all you want. Something is only truly bad if no one likes it. There really is no clear delineation between "good" and "bad" like you claim, only what we like or don't like.

      it's not Wizards that is dying off, it's the true roleplaying style of gaming. The "true roleplaying style of gaming" is only what you make it. What is dying, if anything, is YOUR definition of that concept. I'm sorry, but there is no one true path for a game to be an RPG.
      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    14. Re:WOTC Death Throes by Koiu+Lpoi · · Score: 1

      You're once again reading things into my words that I'm not saying, but I'll let this conversation drop, as we're getting nowhere.

    15. Re:WOTC Death Throes by Anthony+Boyd · · Score: 1

      Wow, that's really sad that you think what you've described is quality role playing. Perhaps D&D really does offer more.

    16. Re:WOTC Death Throes by bigstrat2003 · · Score: 1
      I'd consider it more sad that you feel the need to be a role playing elitist. What purpose does it serve? I'm not going to be able to convert anyone to seeing things the way I do, I'm just trying to get people to understand that a) the way they see things isn't the only way, and b) just because they don't see (quality x) in a game, doesn't mean it's not there for others.

      Hopefully one day you (and others) stop being elitist, the world will be better for the rest of us then. Your way isn't the only correct way, dude.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    17. Re:WOTC Death Throes by Anonymous Coward · · Score: 0

      Lots of gamers are 30+, though most don't play as often as in high school. It's not that hard to get a monthly or bi-monthly game going, especially if you pick a low-prep system. I find 3e rather unweildy, and my game of choice for dungeon crawl stuff is oldschool Basic D&D from the 80's...

    18. Re:WOTC Death Throes by Macgrrl · · Score: 4, Informative

      You obviously never saw the 2nd Ed rules books and suppliments. Or the rules for systems such as Rolemaster or GURPs.

      D20 is actually quite straight forward rules wise. Many table top games rely on probability matricies, d20 simplified the matricies compared with the old THAC0 (to hit armor class zero) rules and the like.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    19. Re:WOTC Death Throes by foeclan · · Score: 4, Insightful

      but defending my people from those who wish to use and exploit them certainly captures my mind and heart.
      Later on, you fight demons who are trying to destroy the entire world you know and love

      What WoW lacks, compared to pen-and-paper role-playing, is state and consequences. If you devote your time to destroying the Defias, go through the Deadmines, kill the guy, nothing changes. 15 minutes later, all those Defias you killed are back. You've defended no one. Letting them run rampant in the countryside doesn't impact life in the town in any way. If nobody hung out in Outland fighting demons, the demons would never take advantage of it to destroy the world. The only thing making it more compelling than a regular computer RPG is the other players.

      I like the lore and many of the storylines in WoW, and I do play it. It's hardly an 'either/or' proposition. But I'd never ditch my tabletop Supers game to play WoW; it will, after all, be there when I'm done. But if I skipped a run of a tabletop game, my team might fail to stop the villain and boom, no more city, and I'd have to deal with the consequences of that next time I play. And that's one of the biggest differences.

    20. Re:WOTC Death Throes by bigstrat2003 · · Score: 1
      While I agree that WoW lacks state and consequences, the same is essentially true of any RPG, to an extent. If you don't show up to a gaming session, the city might go boom, true. But if no one shows up except for the GM, nothing will happen. So there's still a lack of state and consequence, just to a lesser extent.

      Of course, I do admit that what you say is a huge drawback in WoW, and other MMORPGs. It's a necessary evil, or else no one new would be able to play the game properly, but an evil nonetheless. What MMORPGs really need is to implement the world so that it appears differently to different people, depending on what you have and haven't done in the world. That might not be feasible, though, especially once there are a ton of players running around. Who knows, it might happen. If it does, that MMORPG will probably also be the best thing ever.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    21. Re:WOTC Death Throes by BillGatesLoveChild · · Score: 1

      > You're obviously a youngster that never played DnD 1st ed.

      Used to play in college under a good DM who knew the rules inside out. Twenty years later had fond memories and decided to get back into the game. With AD&D 3.5 I read and read and read, and it was so boring. Commercial law textbooks have to be more exciting. I wrote a D&D combat tool to try and sort out what I learnt. That was a pretty big program, and I'd not even got around to adding magic. Nah. It's become too complicated. You're either one of these people who have the time to study it thoroughly, like someone might study Commercial Law. Or you've got a life. I decided life was too short, so left any idea of returning to D&D for good.

      I've never played D&D 1E, but have the manuals. Yeah, easy to learn. The problem is they've extended D&D the way people extend bloatware programs. They can piling new crap on top. Most people don't have time to make that sort of investment. Compare that to WoW (sure, WoW could be much better done), but the choice is still a no-brainer.

      WOTC think their mission is to sell you more and more books. I'm sure that's how their sales bonuses are calculated. Trouble is, customers went to WOTC looking for a good game experience. Not lots of books. At some point most customers go "You've got to be kidding. This isn't what I signed up for" and walk off.

    22. Re:WOTC Death Throes by Anthony+Boyd · · Score: 1

      Wow, some people will come up with any justification to avoid facing the reality that they've failed to make a good point.

    23. Re:WOTC Death Throes by bigstrat2003 · · Score: 1

      Watch yourself, buddy. That sword you're swinging has two edges, and you just cut yourself. You didn't make ANY point.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    24. Re:WOTC Death Throes by CodeBuster · · Score: 1

      Their own DDO Stormreach bombed.

      It bombed cuz' dey tried t'combine too many new elements into some game which wuz, right out uh de gate, goin' into haid t'haid competishun in some crowded market. Man! Dey should gots used an older, mo'e fleshed out, and betta' settin' den deir new "Eberon" campaign settin' (which dey hardly produce any scribblin's fo' now anyway). De marketin' drones gots deir hands on dis one and dought dat it would be great if dese two new products could roll each oder's sales...unfo'tunately dey fo'gots o' chose t'igno'e da damn strengds uh long standin' 'esistin' D&D settin's, likes Fo'gotsten Realms, and da damn fact dat Wo'ld uh Warcraft wuz firmly entrenched in de numba' one spot wid some several year haid start. Man! De game actually wuzn't dat baaaad, but instead uh bein' smart and usin' Fo'gotsten Realms (de settin' fo' de Baldurs Gate series) dey went and tried t'boost sales uh one uh deir sheet products, Eberon, which had crappy sales eva' since it wuz released. It wuz some huge longshot bet dat some combinashun uh underdogs could mosey on down out and unseat WoW and nobody, ah' dink, wuz suprised when dey failed. It could gots been better, but dey screwed it all down. De D&D dojigger gots a long and venerable dojigger in clunker gamin' fum de early gold box days, drough Baldurs Gate, and Neverwinta' Nights, but somehow de sucka's at WotC managed t'snatch defeat fum de jaws uh victo'y wid DDO Sto'mreach. Lop some boogie.

    25. Re:WOTC Death Throes by arth1 · · Score: 1

      Also, in WoW, the interaction with any NPC is extremely simple -- either you can't kill it, or it should be killed. There's no sparing someone's life, or have them join your team, or after conquering them, having a stern talk to find out what they know, or even sneaking past someone so you won't have to fight them. You charge, kill them, then pick their easy-to-find loot, then move on to the next foe. Lather and repeat.

      As for the original article, I'm sad to see the change that making magical items no longer should cost XP. This opens up for factory workers, which is Not A Good Thing. See Eve Online and Star Wars Online for a good reason why. A magical item should be something that's damn rare, and monty hauls with enough +3 weapons and armour for the entire team makes it far less exciting. Having to use a regular sword for most of the time, and if you find or create a +1 sword, rejoice in how it makes you hit and damage 5% more, and be able to defend against werecreatures! And if you eventually get a +2, expect to trade your life savings (or a level's worth of XP) for it. That way, you'll appreciate it, instead of ending up at the sophistication of Diablo II, where you quickly won't even bother to pick up regular "blue" stuff, and eventually won't bother with "yellow" either, but only brown, green and flawless gems and skulls.

      What I'd love to see is another Baldur's Gate style game, updated to today's graphics, and with internet play that punishes those who like to run ahead and kill everything on sight, and give fuck all about the rest of the players. An XP penalty for attacking, and the killer never finding the best loot (blood rage making you blind to details) would be a good thing that might quickly weed out those in it for the rush and not the role playing. Then a mindless tank would have to depend on the others on the team, both on when to attack and to get useful loot. And that means having to try to appear at least a little endearing. "AGGRO LOL FUKYU FAG0T!" types need not apply.

    26. Re:WOTC Death Throes by iMacGuy · · Score: 1

      > Sorry dude, but I consider Warcraft lore (not just that in WoW, but across the Warcraft games in general) to be up there with LOTR.

      Really? I think LOTR has several more invented languages than Warcraft.
      Of course, the mythology is mostly Christian and a lot of the other stuff is from the Elder Edda, but you probably don't mean that.

      Although, I think someone did explain to me why the dark portal was in a totally different place in WoW than it was in WC2 once.

      --
      Why won't slashdot let me change my terrible username :(
    27. Re:WOTC Death Throes by El-Wrongo · · Score: 1

      I played WOW for about a month or two, and I would have to agree with parent, that WOW lacks roleplaying. If you have tried to RP in WOW you would know that it kinda ruins the experience when you are trying to play with a party where the characters have names like "Orckiller7845" or "Aragorn1337" or the even better "leetshaman".

    28. Re:WOTC Death Throes by Anthony+Boyd · · Score: 1

      Keep telling yourself that.

    29. Re:WOTC Death Throes by 10Ghz · · Score: 1

      "You obviously never saw the 2nd Ed rules books and suppliments. Or the rules for systems such as Rolemaster or GURPs."

      I think GURPS is pretty easy to read. Now, HarnMaster on the other hand....

      --
      Lesbian Nazi Hookers Abducted by UFOs and Forced Into Weight Loss Programs - -all next week on Town Talk.
    30. Re:WOTC Death Throes by Nick+of+NSTime · · Score: 1
      Bigstar's fatal remark was this, regarding fighting the Defias in Westfall:

      take down their leader, ending the threat once and for all

      There's no "once and for all" in WoW.

    31. Re:WOTC Death Throes by GeneJoker · · Score: 1

      Combat in D&D is amazingly fun, I love that part. Sitting and trying to squeeze information out of, or bribe, etc etc etc, an npc is fucking boring.

      No comment

    32. Re:WOTC Death Throes by tbannist · · Score: 1

      Actually, this is actually good for the single-party and MMP campaigns. You have to understand the system and how to game it using xp costs for magic items before you understand why the change was made.

      Given:
      1) Challenge is based on experience level.
      2) There is an "expected" amount of magical equipment for a particular experience level.
      3) Under D&D 3 rules making magic items reduces your experience level and increases your magical equipment.

      Then:
      4) You should spend xp like the wind to make it easier to win combats.

      In multi-player settings this can cause a problem because it can create a vast imabalance in power between the haves and the have nots. So in short this creates a big discrepency between the people who don't want to spend xp because they want their cool abilities and people who do because they want the magic item's cool abilities. Over time it makes the CR system of 3rd Ed fall completely apart unless everyone plays the way they're supposed to, and even then someone can unintentionally throw the system off balance.

      --
      Fanatically anti-fanatical
    33. Re:WOTC Death Throes by plague3106 · · Score: 1

      I agree; I played 2nd edition too, and if a 12 yr old can figure out the rules, they aren't too complex.

      The last time D&D came up here, I looked up on wikipedia about it. Its too bad they toned things down for 2nd edition.. why do stupid christians feel the need to ruin everything fun? Ironically, they felt that fantasy was having a bad influence on people. Their fantasy has been far more detremental to the world.

    34. Re:WOTC Death Throes by GeneJoker · · Score: 1
      Real roleplaying:

      NPC: Help! Bandits have taken my wedding ring!

      Option 1: Kill the bandits, return the ring.

      Option 2: Negotiate with the bandits for return of the ring.

      Option 3: Kill the bandits, keep and sell the ring.

      Option 4: Kill the NPC, take his stuff.

      ...

      Option 77: Go get drunk. WoW(and most crpg) roleplaying:

      NPC: Help! Bandits have taken my wedding ring!

      Option 1: Kill infinitely spawning bandits (or an infinitely respawning special mob) untill one of them drops the ring. Return the ring.

      Option 2: Not accept the quest.

      The difference being, in WoW the only input you can put in is how, exactly, you contribute to the killing of the quest mobs that drop the item/killing of the trash mobs between you and the chest which drops the item. Getting to choose between "pew pew" and "healz" is not roleplaying. Getting to choose between "pew pew" and "healz" while speaking in an old english accent is not roleplaying. Having your character's backstory, personality, etc actually affect conflict resolution is what roleplaying is all about.

      Whether or not this is present in D&D is debateable, but no-one can realistically argue that it is found in WoW.

      P.S. I play WoW myself. I enjoy many aspects of it. But I've never even begun to think I was roleplaying, and wish I could get more CoC in my life.

    35. Re:WOTC Death Throes by GeneJoker · · Score: 1

      Well, arses. Forgot to close my tags. byebye, insightful post :(

    36. Re:WOTC Death Throes by Chris+Burke · · Score: 1

      You know what is strange is that I had a friend who very much liked to "grind". When we'd start our sessions, the first thing he'd do is head out of town and start walking in a huge circle around it, hoping to run into random monsters. No matter what kinds of hints I dropped that he may find more useful things to do by schmoozing with the bartender or checking the posted bulletins in town square, he preferred to just go wander through the countryside,

      If I wanted him to go on an actual structured "adventure", then I had to have it literally assault him in the woods.

      --

      The enemies of Democracy are
    37. Re:WOTC Death Throes by BlackCobra43 · · Score: 1

      So not only are you addicted to D&D, you are now compelled to play lest your character face consequences in his inaction? That sounds incredily unhealthy for the mental wellbeing of any individual; it amounts to playing under duress. At least if I don't play WoW for a few months the only thing I lose out on is repetitive grinding and not the end of the world.

      D&D's "advantages" ae also its flaws; the two games (D&D and WoW) are so fundamentally different that any claim of superiority is hogwash.

      --
      I never spellcheck and I freely admit it. Save your karma for more worthwhile "lol erorrs" replies
    38. Re:WOTC Death Throes by Anonymous Coward · · Score: 0

      Wow.... (not world of warcraft wow either)

      Im as hardcore a WOW player as any but you just seem so off.

      The forgotten realms pales in comparison to the WOW world? Read some of the excellent 30 or 40 novels. Check out the campaign material.

      Check out the original dragonlance novels.

      If you think WOW has more roleplaying than D&D you really had a supremely horrible game master. If you werent having fun you had a horrible GM, or its just not your thing.

      Hey, each unto there own, different people like different things and all that but I cant help but think your D&D experience is what is is because of boring/bad/whatever players and GMs.

    39. Re:WOTC Death Throes by macduffman · · Score: 1
      I think you're brushing up against some good concepts here, but you're not quite hitting them on the mark.

      Sorry dude, but I consider Warcraft lore (not just that in WoW, but across the Warcraft games in general) to be up there with LOTR.
      And if people like something, then it isn't bad. Be elitist about it all you want. Something is only truly bad if no one likes it. There really is no clear delineation between "good" and "bad" like you claim, only what we like or don't like.

      Popularity is absolutely not a sign of quality, it is a sign of accessibility. Examples: Kelly Clarkson, Budweiser, McDonald's, Windows, The Today Show, John Grisham novels (most), our President.

      OK, that last one was just a cheap shot, but the others are perfect examples. Anybody who raves about how Windows is the best OS out there is a dribbling lunatic. McDonald's used to claim (maybe still do) that their fries were "America's Favorite"-- they based that claim on the number of fries sold, not on a nationwide taste test. And do I buy more Budweiser than any other beer? Maybe, but it sure as hell doesn't mean that I want a can of Bud more than a bottle of Guinness or Leinenkugel.

      The "true roleplaying style of gaming" is only what you make it. What is dying, if anything, is YOUR definition of that concept. I'm sorry, but there is no one true path for a game to be an RPG.

      Brief disclaimer: for my part, I generally disagree with what you've been saying about WoW vs D&D-- for me, no video game will ever provide a better experience than a table-top game. A GM doesn't have to follow any rules but his/her own, and a player is limited only by imagination. But, like you've made clear, that's what I want it to be.

      My personal opinions aside, you're absolutely right on with your last point: what keeps roleplayers going is that they make roleplaying what they want it to be, whether it's hack and slash or total conversation. Five points for Gryffindor.

      --
      Don't cry "Oust Bush," cry "Restore Freedom!" Don't support a candidate who isn't doing anything to unravel Bush's web.
    40. Re:WOTC Death Throes by Anonymous Coward · · Score: 0

      the best was that the players had no idea what the rules were. THAC0 and saving throws were a complete mystery: the fact that they put it into the Player's Handbook in the 2nd Edition made life and explanation a bit easier. No longer were players just willy-nilly throwing dice, they actually had an idea what their Armor Class meant and how tough monsters might actually be.

      Granted, having all of the tables and calculations in the DM guide (with a devil with jewel eyes on the front! how creepy is that to 12 year olds?) allowed the DM to make up stats and role-play/fudge a bit more (i.e. not have the character die when a string of bad rolls occurred).

    41. Re:WOTC Death Throes by Anonymous Coward · · Score: 0

      While you may not play it that way, it's still how it was designed and intended to be played. It sounds like you've never played D&D under a good DM.

      Apparently Hasbro (let's drop the "WOTC" nonsense) hasn't played under a good DM, either, as they're getting rid of "useless" -- for profitable video game conversions, that is -- skills such as Forgery and Use Rope.
    42. Re:WOTC Death Throes by crossmr · · Score: 1

      Enter WoW. It's the AD&D online that AD&D never had.

      you missed neverwinter nights AOl circa 1991?
      http://en.wikipedia.org/wiki/Neverwinter_Nights_(A OL_game)
    43. Re:WOTC Death Throes by Culture20 · · Score: 1

      Roll 4, drop lowest. Roll 3d6 for all attributes, place as chosen. Full hitpoints at first level. Personal Initiative bonus for dexterity reaction adjustment (despite the manual stating explicitly that the adj. _doesn't_ do that). Of course, these are all pre-WotC, but you know what I'm getting at. Eventually, as gaming groups merge and mutate, 3.x/4.x house rules will eventually find their way into the rule books not because WotC thought they were a good idea, but because everyone already played that way.

    44. Re:WOTC Death Throes by king-manic · · Score: 1

      Yes, it does have to be WotC that rewrites the rules. Trust me. Fan-based rule rewrites have happened, many a time, and they have never caught on. They don't have that "Wizards" seal-of-approval. They're not often play-tested, nor made by developers with years of experience. Go around on the Wizards boards sometime and try and find me a serious fan retooling that is used by more than a small handful of people. You won't. Like it or not, the people that play D&D shell out their money for a book of rules. They could go to the fans, but for some reason they feel that what Wizards provides is worth spending money on, while what the fans provide is to be swept under the rug. Much like how you pay money for the Harry Potter books (to give an example) but throw fanfics into the bit bucket.

      Fan rewrite the rules all the time to fit their group. demi-human Level limits in 2nd edition were overly punishing depending on the campaigned so just implement a x1.5 x2.0 x3.0 rule for higher levels to adjust for all the free "perks" they get. etc...

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    45. Re:WOTC Death Throes by justinlee37 · · Score: 1

      d20 simplified the matricies compared with the old THAC0 (to hit armor class zero) rules and the like.

      THAC0 was based on a d20 attack roll -- you rolled a d20, added or subtracted from your roll how much AC the opponent had above or below 0, and then if your adjusted d20 roll was higher than your THAC0, you hit.

      Example: My THAC0 is 10. I attack someone with an AC of 3, and I roll an 8. 8+3 is 11, and 11 is >10, so I hit. If I had rolled a 5 instead of an 8, 5+3=8, and 8 is less than 10, so therefore I would miss.

    46. Re:WOTC Death Throes by theghost · · Score: 1

      Interesting that you should say that about turning XP into Magic items. One of their stated goals in taking away the mgic item creation system is to make it more rare. The 4.0 version will allow you to make items but it will (from what i've read so far) go back to the old DM-adjudicated system where you have to gather rare components and discover the proper rituals instead of the current version which is just spend gold, spend XP, fast forward through the time it takes and presto!

      I don't know how that will play out in the end though, because common magic items is a logical result in high-magic fantasy, and D&D strictly by the books is very high-magic fantasy. Sure, you can shoehorn it into a lower-magic setting, but that's not really its strength. Monte Cook's Ptolus and Eberron are the epitome of what the D&D 3.x system implies. Maybe 4.x will be different, but i doubt it.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    47. Re:WOTC Death Throes by theghost · · Score: 1

      It's not possible have the kind of persistence you seem to want in an MMORPG. It's a practical limitation that is unavoidable.

      It's like saying your home D&D game sucks because i can't play it from my house whenever i want with as many friends and/or strangers as feel like playing at any given moment.

      Tabletop games and MMOs are different beasts - if you can't accept the abstractions and suspensions of disbelief one of them requires, then that just means you're not cut out for that kind of game, it doesn't make one inherently superior or inferior.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    48. Re:WOTC Death Throes by Nick+of+NSTime · · Score: 1
      Ah, but I am not the one who has difficulty discerning the differences between the two. I play both (D&D off and on for 20 odd years, WoW since launch), and I like them for different reasons. I'm not a D&D apologist nor am I a WoW apologist.

      My assertion is that to put on blinders and think that WoW has more to it than is actually there is ridiculous.

    49. Re:WOTC Death Throes by theghost · · Score: 1

      In that specific case though, he's not claiming more. The story is exactly as he describes it, it just requires the player to suspend disbelief and accept that even though the Defias are still walking around and you can go back and slaughter Van Cleef over and over again, as far as your personal story within the game goes, the Defias threat has been ended once and for all. The fact that you can return to the elements of the story are just a part of the MMO system.

      It's not a flaw in his argument. Perhaps it could be called a flaw in the system, but the more of these "flaws" you fix, the more you move away from an MMO and towards a single-player (or small-group multiplayer - whatever) game. For some people, single-player games (or tabletop games for that matter) that back up stories like this with persistence are categorically better games, others are able to get past it. That all has very little to do with the quality of the story or the quality of the role-playing, though i do agree that his argument is flawed.

      CRPGs (MMO or otherwise) are a long way from allowing the variety of choices and interactions that would allow them to rival a tabletop game. The role-playing in a CRPG will never be as deep as it has the potential to be in a tabletop game until this limitation is overcome. I don't see how the persistence issue could ever be resolved.

      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    50. Re:WOTC Death Throes by mcvos · · Score: 1

      I seriously doubt WotC is dying.

      Were the entire RPG hobby to vanish from the face of the earth, WotC might be shocked, but they wouldn't be seriously inconvenienced. Remember: WotC got big from Magic the Gathering. That's what made them big enough to buy TSR, and even if D&D dies, they've got more than enouh to keep them in business, not the least of which is being owned by Hasbro.

      Ofcourse as long as there is an RPG industry, WotC would prefer to stay on top of it. But personally I'd prefer some of the better RPGs to get a bit more limelight.

  33. mod parent up by crossmr · · Score: 1

    These are great. It tells me right away that WoTC is going to fill the new manuals with DRM "enhanced content as soon as it KNOWS you own the physical product"...

  34. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  35. Why care? by mblakeley · · Score: 1

    Why does anyone hold on to these rules as sacrosanct? If you didn't like the rule requiring an XP expenditure for this-or-that, why not just disregard them? Why wait for a new book to purchase? Why not enable yourself? For that matter, why ever use "D&D" in this age? I suspect that FUDGE is an effectively superior replacement. There's no reason why you can't steal the monsters, weapons, etc; from your favorite system and simply apply them to FUDGE?

    1. Re:Why care? by Anonymous Coward · · Score: 0

      Not everyone likes hte same things. I looked at FUDGE but wasn't taken by it. I prefer the old editions of D&D when I want to play a dungeon crawl. Specifically Basic/Expert D&D from 1981.
      Incidentally, there are some new remakes of that game called Labyrinth Lord and Basic Fantasy RPG.

  36. Shameless plug by ArcadeX · · Score: 1

    Some friends of mine started making thier own world a long time ago, gotten pretty detailed. Here's a link

    --
    An I.T. motto in the hands of an idiot is a dangerous thing...
  37. Gamer (fanboy) Response by bytor4232 · · Score: 4, Interesting
    I'm a big D&D guy, its my main hobby away from computers and Linux. Part time player, full time Dungeon Master. Been playing since junior high, I'm 34 now. As a Linux user, I feel WOTC is the best thing to happen to D&D, and gaming in general. The Dungeon Master is the only person who really needs the core set, and even then I'm not sure even he needs the books, but it helps. Players don't need anything, 3E, 3.5E, and soon 4E are all released under the OGL, which is an open source style license. Player information is released in a System Refrence Document, commonly known as the SRD. The core set (Players Handbook, Dungeon Master's Guide, Monster Manual) are for the most part made available for free. There are certain things that are left out, like character creation rules, but they are pretty easy to figure out. There is hundreds, if not thousands, of players on Myth Weavers, DNDOG, ENWorld, and other sites who don't own the core set.

    Of course, if your on board with the D&D Insider your probably going to need to buy the core set. The Insider is actually the Dungeon and Dragon magazines which WOTC brought back in house, combined with a ton of digital tools such as an online game table, dungeon master tools, character creator and visualizer, and other features. That would probably be the only reason to buy the core set, unless of course you have some reason to want to see WOTC succeed, which I do. Of course that doesn't mean I'm going to buy supplements I'll never use. I'm pretty far from the completist.

    This really isn't a money grab, at least not on some levels. Yeah, I'm sure Hasbro is happy about the core set, but Third Edition being tapped dry. There is nowhere else to go. I don't want to see WOTC die. If they don't release a new edition, its over. Look at whats been released lately, compendium after compendium, splatbook sequels, worthless environment books, adventures I have no interest in playing. Nobody is buying these books, nobody but completists, and there isn't enough of those to keep a company afloat. Besides, there is plenty of rules that need to be tweaked, plenty of skills that need to go, plenty of classes that need revision. Third edition was broken the day they released it, ask Monte Cook, who wrote third edition.

    Its time to take what everyone learned playing third edition for the last eight years, and make the game better. WOTC deserves their coin for what they do. Of course, I'm a WOTC fanboy, what do I know.

    --
    -- 4 8 15 16 23 42
    1. Re:Gamer (fanboy) Response by Anonymous Coward · · Score: 0
      Of course, I'm a WOTC fanboy, what do I know.
      I want to play Dungeons and Dragons, not MTG with dice.
    2. Re:Gamer (fanboy) Response by Chysn · · Score: 2, Funny

      As a Linux user, I feel WOTC is the best thing to happen to D&D, and gaming in general. As a Jeep driver, I wish you'd have elaborated on that connection.
      --
      --I'm so big, my sig has its own sig.
      -- See?
  38. Pen & Paper is not FFIV by JavaScrybe · · Score: 1

    I really think pen and paper roleplaying games should get their own topic, instead of the generic "FFIV" one. After all, there is little in common with Mass Effect and D&D...

    Yes, it's news for nerds, but it comes up sufficiently that it makes sense.

    --
    Lex
    1) /. post 2) .sig 3) ??? 4) Profit!
  39. There are other options than Hasbro-brand D&D by Anonymous Coward · · Score: 0

    Check out the new retro-style releases:
    - Labyrinth Lord
    - Basic Fantasy RPG
    - OSRIC
    - Castles & Crusades
    And those are just D&D derivatives. There's also a revised edition of Tunnels & Trolls that came out recently (not much changed, just a few fixes).
    There are lots of good games out that aren't as rules-intensive as the big commercial stuff. And they're a lot cheaper too (most of the games I listed are either free PDF downloads, or buy the print version for $10-30).

  40. For shites sakes by CelticPirate · · Score: 0

    Ok, I haven't played D&D since I was a kid. Recently some friends and I got together and have been playing, or at least found an excuse to get together and throw back some brews (much to the dismay and utter disbelief of my fiancee, but I digress) I have spent a crap ton of money on stupid books and I have a friend that has the leather bound super expensive version of the DM's guide. I wish they would just make these things backwards compatible so I wouldn't have to buy a second crap ton of books for a game I am too old to be playing anyway. By the way. Firefox's spell check refuses to believe that fiancee or fiance are words that can be used by the same person talking about D&D and underlines it giving me no option for a correct spelling.

    1. Re:For shites sakes by Anonymous Coward · · Score: 0

      Why are you too old to play a game? How did you come to that conclusion? What is the thought process that led to it? Was there a thought process?

    2. Re:For shites sakes by Datamonstar · · Score: 1

      There is usually a conversion system. Usually, many versions of the conversion system, since player's tastes seem to vary so widely.

      --
      The eternal struggle of good vs. evil begins within one's self.
    3. Re:For shites sakes by Anonymous Coward · · Score: 0

      Why does the release of a new edition force you to buy a whole new set of books? Do the current ones just suddenly burst into flames?

  41. yeah... by Anonymous Coward · · Score: 0

    ...Because 10 years later they have a kid or two and the football jock that knocked them up has left for another girl and doesn't make enough money to support much beyond his drinking habit.

    I am not interested in giving a grown-up cheerleader access to my income so I can provide for the offspring of the asshole who used to stuff me in a locker.

    Ten years of solitude has made us masters of emotional independence. Now that the girls want us (or, more properly, our money), we don't want them.

    Sweeten the deal, girls, or lay in the bed you made.

    1. Re:yeah... by Anonymous Coward · · Score: 0

      In this day and age, marriage is a very bad deal for any man in the USA (the laws and courts are entirely in favor of women). The fact that the woman has kids already worsens matters even more. And on top of that the man is expected to court the woman, and engage in outdated customs like buying her diamond rings (the cost of which is based on the man's salary), etc.
      Anyone who thinks it through will come to the same conclusion. No man in his right mind would get married today. I suggest any detractors read _The_Garbage_Generation_, which is a free download (google it).

    2. Re:yeah... by Kagredon · · Score: 1

      As a woman, nothing is more attractive to me than ill-informed misogeny. Women must be throwing themselves at your feet!

    3. Re:yeah... by nschubach · · Score: 1

      I don't think it's much of a hatred for women as it is a hatred for the societal process and the upbringing. I have yet to find a woman who is interested in splitting the bill on the first date or someone who could care less if "their man" didn't buy them a present at least once a year. I don't mean that in a "Scroogy" way. I just can't think of any woman I've ever met that would shrug off not getting a gift for a year (including V-Day, Christmas, and birthday). Most women I've inquired about this think that the man doesn't love them if he doesn't get a present for them on any or all of the above days. You tack that onto the already emotional upbringing and you have a dramatic episode waiting to happen. Most cases, the man comes out with nothing or he's sleeping on the couch. If the male party in this situation decides to sleep in his own bed anyway, he has to deal with an overly childish or spoiled female kicking him or "stealing" the covers making his sleep uncomfortable. And no, I don't think it's fair "because the female's feeling were hurt." Anyone that brings that argument to the table needs to grow up. If you let your feelings get in the way, you only complicate matters and can't see the logic in it. I've told many women in the past 10 years that they will know I don't love them when I stop coming home. Until then, I want no guessing on that matter. It doesn't help. Emotions (and overly emotional people) are simply irrational.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    4. Re:yeah... by Anonymous Coward · · Score: 0

      Bingo! Alas it's so much easier to tack the misogyny label on someone without having to actually take the time and energy to think matters through. It's like labelling everyone as terrorists, or other boogymen. You demonize someone, and presto-bammo, no more hard thinking required!

    5. Re:yeah... by Anonymous Coward · · Score: 0

      Are there any cheetos? Where's the mountain dew? Hey, I have a sword +9 against feminazis!!#%@&

    6. Re:yeah... by Kagredon · · Score: 1

      Point. I have met women like this, and they tend to be, shall I say, less than rational in their dealings with people outside of the relationship as well. I've met men like this, also, though they are less common. Yes, women are frequently socialized to the old system of domestic worker in exchange for material security and comfort; the feminist movement more or less shook off the "domestic worker" part (not entirely, but to a great degree), but there are people who take advantage of this and continue to cling to the "material comfort" (not even the "security" part, which is considerably more reachable, also thanks to the feminist movement.) Having their cake and eating it too, as it were. Does that make feminism a bad thing? Not necessarily, and people who want true equality--that is, for women to possess the same social responsibilities and obligations as well as advantages that males do--have been struggling against the perceptions laid upon us by the cake-eaters for years.

      What I objected to in the post I replied to was the elaborate sketching of an extremely specific scenario (woman looking to leech off a man for support of a child) being broadly applied, and the implication (not uncommon in the "nerd community"; as much as I hate that phrase, it's the best for the situation) that women are somehow exempt from or the primary perpetrators of the social bias against people who game/program/study science/etc. If I misread that, it's my fault (also for leaving my tags at home.)

  42. Re:I believe it was called... by ubrgeek · · Score: 1

    > Dungeons & Dragons was a gateway for me

    I know there's a decent drug joke that can be inserted here, but I'm too tired to come up with one :)

    --
    Bark less. Wag more.
  43. One word rebuttal: by Junior+J.+Junior+III · · Score: 1

    To the true gamer, there is no such thing as "useless feature".


    Flumph.
    --
    You see? You see? Your stupid minds! Stupid! Stupid!
  44. Re:I believe it was called... by Planesdragon · · Score: 1

    I think D&D is to role-playing what Dragonball Z is to anime. Everyone should try it, and it's simple enough to introduce newbies to the genre, but as tastes grow mature and refined one should move past it to more, shall we say, verdant fields.

    Alcohol and automobiles provide better examples.

    D&D is beer / "Consumer" cars. Everyone starts out with it, and a few folks leave it because they want something that caters to their tastes better. These other choices require more work (finding players / earning cash / finding the damn books), and have real differences... but they don't get you any drunker or get you to your destination any faster.

    IME, most people who play "D&D" start with the base game, and then take it to something else. Heck, the same line applies to every RPG system... so if you're going to hack it anyway, why not start with what's most popular?

  45. Mialee? by dougmc · · Score: 2, Interesting

    If nothing else, at least they have the opportunity to get rid of Mialee Ok, who's Mialee? I assume that this is her, but what's so bad about her that she needs to be gotten rid of? I don't care for the artwork on this page, but that's all up to the artist anyway ...
    1. Re:Mialee? by Monkey · · Score: 2, Funny

      I agree, out of all the D&D iconic characters, why pick on Mialee? Personally, I get a kick out of the picture on page 85 of the PHB of Lidda holding what looks like a massive joint in her hand looking like she just took a toke off the thing that completely blew her mind.

  46. Thanks for the XP cost fix! by Jugalator · · Score: 1

    I always disliked the XP "cost" for creating of magic items. It really made no sense to lose your experience about things by creating the things you had experience for. It's like an IT support professional being dumbed down to below the peers he's helping by answering too many support calls. Or to pick a more suitable profession, a glassworker becoming retarded. Sure it's about magic this time, but still the same reasoning behind it.

    So thanks for that at least! I understand it was there for balance reasons, but I hope the balance can be achieved more logically this time!

    --
    Beware: In C++, your friends can see your privates!
    1. Re:Thanks for the XP cost fix! by compro01 · · Score: 1

      It's like an IT support professional being dumbed down to below the peers he's helping by answering too many support calls.

      i dunno, some of these calls seem like they make me lose a few IQ points.

      --
      upon the advice of my lawyer, i have no sig at this time
  47. D4 system by Matchstick · · Score: 1

    An evens/odds system is effectively D2; Hollow Earth Expedition uses one and makes it practical (see http://www.exilegames.com/games/ubiquity.html). As another poster has pointed out, 25D4 (or 50D2) is not the same as 1D100. With the former you get a bell-shaped distribution (google normal distribution or gaussian distribution); with the latter, it's flat. Their system takes advantage of this.

    A clever result of their D2 system is that you can make a 2^n-sided die worth effectively n coin flips by putting the correct binomial distribution on it; a die of value 2 would have sides 0 1 1 2, and value 3 would have sides 0 1 1 1 2 2 2 3. If you need to flip 10 coins/roll 10 dice, grab any number of dice that add to 10. Simple, streamlined, and flexible.

    1. Re:D4 system by Legion303 · · Score: 1

      Curses! I have been out-nerded!

  48. Spelljammer, or at least ship combat rules by SteveFoerster · · Score: 1

    I'm glad someone mentioned Spelljammer, as it's my favorite campaign setting. While I suppose I don't expect them actually to do a fourth edition version of it since they didn't do one for third edition, I do wish that they'd at least have unified comprehensive rules for battles between ships, both nautical and aerial.

    Yes, I know, a good DM can piece that sort of together, and I have, but the less I have to worry about game mechanics, the more I can focus on plot.

    --
    Space game using normal deck of cards: http://BattleCards.org
    1. Re:Spelljammer, or at least ship combat rules by mlts · · Score: 1

      I like Spelljammer, mainly because its fairly uncommon, and its a rich source of campaign material. I wish it were not as overlooked as it is, because it provides a great alternative to the ho-hum planes walking that seems to be the standard these days. I hope WotC updates the Spelljammer sources too, so I won't have to translate rules, and do like what you (SteveFoerster) stated, focus on the plot and storyline.

    2. Re:Spelljammer, or at least ship combat rules by Erwos · · Score: 1

      Spelljammer was a bit of a mess, even back in 2E. The two main problems:

      1. As a "over-world", so to speak, it never really integrated that well into any of the component campaigns, such as Forgotten Realms or Dragonlance. Spelljammers only existed in a spelljammer campaign, which made it feel more bolted-on than an integral part of the AD&D setting (like the elemental planes, for instance).

      2. Ship-to-ship rules were ugly. I think modern gameplay designers could fix this, but it's not something I remember fondly.

      I hate to say it, but Planescape was an improvement. Integrated much more elegantly into the existing settings. Spelljammer did have its moments, but it's dead now, and I'd be shocked if it was ever resurrected.

      Now, Dark Sun was a campaign that died a death it didn't deserve...

      --
      Plausible conjecture should not be misrepresented as proof positive.
  49. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  50. Re:Hacking the Popular by Hadlock · · Score: 1

    From a software developer's point of view, yes. You even have to pay to play (cost of windows, software dev tools, etc), making the windows analogy even more complete.

    --
    moox. for a new generation.
  51. WOTC are Not Experts by BillGatesLoveChild · · Score: 2, Insightful

    Economist Levit wrote a book called "Freakonomics". He talks about how people are willing to pay so-called Experts on the assumption that their advice is worth gold. Trouble is these experts have their own agendas: WOTCs is to sell you a whole new collection of books. At least that's how they figure it. Experts use tricks like information hoarding to convince you only their word can be trusted.

    WOTC, despite the names, aren't Gods. They don't have a divine touch. Fans could rewrite the rules. There's no reason a competent group of fans couldn't do their own rewrite. WOTC would of course do everything in their power to thwart that, and propagate the myth that they're so much better at this than anyone else.

    I look at the vast hardbound spaghetti code tomes that is "Got to Collect them all!" AD&D 3.5, and disagree. Don't think for a moment that the D&D 4.0 effort is the work of divine artists struggling for perfection. It's suits with sales targets. If AD&D 4 turns out to be only 16 pages long, I'll retract that. What are the chances of that? ;-)

    1. Re:WOTC are Not Experts by Anonymous Coward · · Score: 0

      That may be true, but I'd trust the 'experts' over the fans to be unbiased towards certain classes or other aspects and not create a power swing over to those aspects.

      Fans always think they know best, but often only address a small set of issues that personally affect their playing style with no thought or care into how it will effect the other players sitting around the table.

    2. Re:WOTC are Not Experts by BillGatesLoveChild · · Score: 1

      > That may be true, but I'd trust the 'experts' over the fans to be unbiased towards certain classes or other aspects and not create a power swing over to those aspects.

      That assumes no one at WOTC is also a player.

  52. D&D vs. WoW - Re:WOTC Death Throes by Saracenus · · Score: 1

    Ryan Dancey, the father of the OGL/D20 license has some interesting thoughts on the direction where tabletop gaming should be heading vs. computer hack and slash games like WoW. His arguments are far more cogent than I can do justice, so here is the link to his blog and his 5 part series (with a 6th installment about segmentation is the role-playing player base...

    http://web.mac.com/rsdancey/iWeb/RSDanceyBlog/Blog /Archive.html

    Ryan hasn't worked for WotC for years and this was written before the 4e announcement on Thursday. It does not reflect where WotC is headed directly but may give you some insight why they are moving to a new edition right now...

    Bryan Blumklotz
    AKA Saracenus

  53. Roleplaying in DnD? by DuckDodgers · · Score: 1

    Dungeons and Dragons doesn't have roleplaying, just caster-playing. Charm person, contact other plane, detect invisibility, ESP, clairvoyance, clairaudience, comprehend languages, teleport, identify, detect lies, speak with dead, speak with animals, speak with plants, locate object. You roleplay until the spellcasting characters in the group get a few levels under their belt, and after that everything but combat is finished in 3 minutes of player time with a few spells. Then you're back to hacking and slashing everything in your path, absolutely no different from World of Warcraft or any other grinding RPG.

    Need to get somewhere? Need to translate something? Need to figure out what that magic trinket does? Need to find something? Need to negotiate? Listen in on a conversation? Spy on someone? Get some long-lost piece of information? A mid level Dungeons and Dragons spellcaster does it all.

    There are plenty of tabletop roleplaying games that offer a much more interesting and immersive character experience than any computer game. But if you want a game like that, I suggest you pick one that doesn't include every imaginable form of information gathering instantaneous transport in spells. I like Dungeons and Dragons, but there are dozens of better options for actual storytelling and roleplaying.

    1. Re:Roleplaying in DnD? by clem · · Score: 1

      Sounds like you had a DM who didn't know that NPC's can cast mind blank and other defensive spells. My theory on information gathering: if someone truly knows something of value, then chances are they've kept that knowledge secret through Machiavellian means. You spells might tell you everything you'd like to know in the local barkeeps mind but getting the truth out of anyone of consequence is going to require a more keen and subtle approach.

      --
      Your courageous and selfless spelling corrections have made me a better person.
    2. Re:Roleplaying in DnD? by DuckDodgers · · Score: 1

      Unless 75% of the people your PCs encounter use Mind Blank and Non-Detection as a matter of course, the mere fact that they've cast it indicates that they're hiding something. It may be something unrelated to the overarching plot, but it's still something.

    3. Re:Roleplaying in DnD? by clem · · Score: 1

      You're right, picking up "nothing" with telepathy or clairvoyance does imply something is at stake. But consider the fact that most nobles, underworld bosses, or generals always have something to hide and that this is something the public takes for granted. For these figures, it makes sense to always have a wizard at their side to ensure their privacy. And while it may not be practical for their henchmen to have a personal wizard or artifact to fend off snoopy adventurers (perhaps it would be in a high magic setting), these guys are usually only given as much information as they need to fill their role.

      --
      Your courageous and selfless spelling corrections have made me a better person.
  54. Paranoia rules by Anonymous Coward · · Score: 1, Insightful

    God I wish they made a video game of Paranoia.
    Of course, they would have to make 5 different adventures in the games as all 6 of your clones would be dead within 4 hours of play ... regardless of what you did.

  55. 30 Levels!!? How much time do people have?? by Michael+Snoswell · · Score: 1

    I started playing AD&D after buying the "original" D&D manuals (just the photocopied books plus some multi sided die) in a games shop in London in 1977. It took a couple of years to come up with our own rules and I started playiong regularly in about 1980. Now I still have a favourite character from about 1983 who is level 3. He's a great bloke (a bit thick and slow, but pretty strong) and he loves to amble around vast lands and has garnered quite a reupation in the last 20 odd years. The DM for the campaign writes a nice little magazine that has tried to capture some of the explits but the point is, after all this time my character is only level 3.

    Compare this to WoW where, for instance, my son got to level 60 in about a month then wondered what to do.

    It seems a little more attention to gameplay rather than levelling might reingigorate a whole new generation of players - they just might have to use their imaginations though :-)

    Mind you, Blizzard will say they're making quite enough money thanks and they don't need to deviate from their current path and I can't blame them from a monetary point of view. [sigh]

    --
    pithy comment
  56. How to NOT handle a major product release! by Chas · · Score: 1

    Okay, I just got back from GenCon.

    The night they announced 4th Ed., someone mentioned it in passing and the response from everyone else in the group was "Huh? They announced that?"

    Right there, they failed.

    If any of you were there for the release of 3.0, you remember what a huge deal it was.

    Then, the abortion of 3.5.

    Now 4th Edition.

    And the actual announcement copy on it was so dry that it HAD to have been written by a bean-counter. You start reading, get about 10 syllables in, and you're asleep.

    And I LOVED the part about "Eight years of playtesting".

    As a colleague of mine put it. "Oh. Thanks for telling me that I spent all that money on 3rd Edition stuff (and 3.5) for the *privilege* of playtesting a broken ruleset!"

    The people in charge of 4th Edition, and ESPECIALLY the people in charge of product marketing and development need to be bitch-slapped for this lackluster bullshit.

    Ah. And I LOVED the ENnies. They passed out 3MB (THREE MEGS!) USB thumbdrives with a character sheet and a logo on it. We guinea-pigged it on one computer, and the drive wasn't stable. The OS kept losing it. So, immediately after it was removed from the system, that system was scanned within an inch of it's life for spyware and malware.

    --


    Chas - The one, the only.
    THANK GOD!!!
  57. popularity by sharperguy · · Score: 1

    Hope this causes D&D to be more popular again. It's a great game - but no one plays it.

    --
    "sudo rm -rf your-face"
  58. Popularity of DnD by realsilly · · Score: 2, Interesting

    So I've read some of the quotes by the posters...

    DnD is still pretty popular, but what happens is that those of us above the age of 30 who still play or enjoy the game find it more and more difficult to see a campaign through. Couples with kids that host. People show up with lots of beer. Then of the 4 hours of play time, too many people jump out of character.

    It takes time and dedication, and sadly as people grow up, time is extremely limited.

    --
    Life takes interesting turns, but the most interest is when you're off the beaten path.
  59. Richard Garfield NEEDs a new yatch! by AP31R0N · · Score: 1

    How are Richard and the WotC execs supposed to live with just 1 boat each?

    3.5 Was fine. This is a cash grab. i hope the other developers don't, or at least delay adopting 4. They know there is a small market for the books further and further from the core. So to keep the cash flowing they have to keep reinventing the core.

    This is why i RARELY buy D&D books. They're too damn expensive for what they are, they don't need to be in color or have color in the background of the text. If WotC wants me to buy more books they should lower the price to something realistic.

    --
    Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    1. Re:Richard Garfield NEEDs a new yatch! by macduffman · · Score: 2, Insightful

      If WotC wants me to buy more books they should lower the price to something realistic.

      The price of their core books is entirely realistic. I work for a major textbook publisher. Anytime somebody complains about buying a $100 textbook when it only costs $3.79 to print one reveals a true ignorance of how business works. There are so many people behind that book.The rest of that $96.21 goes to the authors, the writers (it's a terribly annoying difference), the editors, the marketers, the advertisers, the printers, and scores of other people.

      The price is not the problem. The problem is that instead of coming out with a new edition every six months or so, they would do better to spend longer crafting this book and listening to their market... or, if you want terms you can understand, WotC has been consistently taking 10 when they should be taking 20.

      --
      Don't cry "Oust Bush," cry "Restore Freedom!" Don't support a candidate who isn't doing anything to unravel Bush's web.
  60. D&D needs a new edition by lamplighter · · Score: 1

    D&D is just too complicated. First edition D&D had so many rules and tables that you had to look up a table whenever you wanted your character to do anything, unless you'd played so long that you had all the tables memorized. Third edition went a long way toward ironing out a lot of that, but it still has problems. Basically anything that sends you back to the rulebook when you thought you knew how it worked needs to be simplified.

    Things I think need to be fixed about D&D:

    1. Turning undead. Its rules are totally different from everything else. Consolidate.
    2. Special combat maneuvers. Consolidate the rules for disarming, tripping, grappling, etc.
    3. Attacks of opportunity. Totally unnecessary complication. Get rid of them.
    4. Actions. The rules governing what you can do in a round are too complex. Simplify.
    5. Spells. Each one has its own set of rules, and there are hundreds. Consolidate them.

    I have so many other criticisms, but no time to list them all. Basically, if it requires a table, it's too complicated and should be streamlined, in my opinion. Anything that detracts from fun is a bad thing to have in a game.

  61. two things you can't talk about with normal people by Anonymous Coward · · Score: 0

    there are (at least) two things you can't really talk about with "normal" (mundane, boring, non-geek) people: role-playing games and open-source development. Bringing up either topic in a conversation immediately marks you as such a massive geek that everyone in the vicinity retreats instinctively into sports metaphors and discussions of TV shows, peppered with remarks such as "get a life you nerd". Mentioning both topics at once, such as "I'm working on an open-source project for a multiplayer role-playing game" marks you as a complete social pariah - and rightly so, for this would demonstrate conclusively that not only do you not have a life, you are incapable of getting one.

  62. Re:Hacking the Popular by mcvos · · Score: 1

    ...so if you're going to hack it anyway, why not start with what's most popular?
    So, I should switch back to Windows and hack that, instead of bothering with Linux?

    The D&D = Windows analogy is often made in my RPG group, and we're all linux, OSS or Apple enthousiasts.

    Our only problem is that we can't agree on what other RPG is the best. GURPS was popular in the distant past, then we tried CORPS, Shadowrun, WFRP, and eventually we ended up playing Earthdawn for over 10 years. And now, with their excellent 4th edition out, I'm pushing GURPS again. But it's good to have a choice at least.