Slashdot Mirror


Ask the Designers of D&D Fourth Edition

This past August, big news dropped in the tabletop gaming community: 2008 would see the release of a fourth edition of Dungeons and Dragons. Since then the official D&D Insider site, and communities like the excellent ENWorld, have been doing their best to keep us up to date on the ins and outs of the newest way to dungeon-delve. With the release just five months away, we've been given a chance to put some questions to the team developing the game. One question per post, if you would, and we'll make sure to pass the best questions on to the designers. Don't forget to ask about the online version of the D&D tools as well! We'll get their answers back to you as soon as we get them, so fire away.

482 comments

  1. New spells? by Anonymous Coward · · Score: 5, Funny

    Will this be the edition that finally sees the new "Escape Parents Basement" spell?

    1. Re:New spells? by Anonymous Coward · · Score: 0

      If I were you I'd be more concerned with whether it'll have "Summon Original Joke".

    2. Re:New spells? by Anonymous Coward · · Score: 0

      Top Five Requests for Dundgons and Dragins

      1 Spherical Dice
      2 Non-linear board
      3 Super space dragin square on every board
      4 Squares with algorithms written on them
      5 Squares which are underwater

    3. Re:New spells? by Anonymous Coward · · Score: 0

      I used to play a lot of AD&D back in the day ... and a can say with complete honesty that I can count on one hand the number of games that did not take place in somebody's parents' basement.

    4. Re:New spells? by Skevin · · Score: 2, Funny

      Alas, as someone who's seen peers caught up in this stereotype...

      Cantrip (level 0)
      Escape Parents' Basement
      Alteration/Enchantment
      Range: Touch
      Duration: Permanent
      Material Component: Your own place to live
            This ritual, when cast simultaneously by one or more wizards with a combined credit score of at least 700 and their own place to live, causes the subject to come live with them. The subject will now permanently live in the new residence until one of the three criteria is met: Divine Intervention, Casting Remove Curse, or Getting A Job.
            Despite the low casting level of this spell, the prohibitively high credit score requirement and scarcity of the material requirement often means that a single individual in possession of both is highly unlikely to be willing to cast this spell without some reciprocal service in return. As is more commonly the case, a large group of friends will pool their resources to cast this spell on the subject, such that 5 people sharing a 1-bedroom apartment now becomes 6-people sharing a 1-bedroom apartment.

      S.

      --
      "Twice half-assed makes an ass whole." --Solomon K. Chang
    5. Re:New spells? by mr_mischief · · Score: 1

      It's not anyone else's fault you couldn't make a weekly game night happen with some friends once you were out on your own. If you play MMO, RTS, or FPS games with friends you've just changed games and not left the gaming culture. The LAN party, online gaming clan, and multiplayer console game session around the TV are pretty much the same as a roleplaying session other than the rules and tools.

      The reason we had to play games like D&D in someone's basement or around the dining room table as kids is because they were table-top games. You kind of need a table top, and if you're going to be loud about it, as most gaming groups tend to be at times, then it's good to be out of the way of the people who own the home. Now that many people are playing group games at their computers or TVs, the venue has shifted. Lots of people play in their home office/den/bedroom.

      If you still prefer tabletop games to video games, there's nothing stopping you from finding some people and playing other than perhaps having a hard time finding enough other players who also still like tabletop games.

    6. Re:New spells? by Anonymous Coward · · Score: 0

      That's a feat, not a spell. Duh.

    7. Re:New spells? by Thuktun · · Score: 1

      Will this be the edition that finally sees the new "Escape Parents Basement" spell? Surely I'm not the only nerd/geek/whatever to game with his kids.
    8. Re:New spells? by Impy+the+Impiuos+Imp · · Score: 2, Funny

      DM: You roll your 20-sided die.

      You: (rolls) A 20!

      DM: Ok, roll for crit.

      You: (rolls) Another 20!

      DM: A super-4x crit! Sadly, it's still not enough to overcome your 3 charisma and Francine turns you down yet again.

      You: (mumble)

      DM: No, you don't get to "tumble". She turned you down.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  2. Which multi-sided dice... by Anonymous Coward · · Score: 0, Funny

    Which multi sided dice do I have to roll to move out of my parents apartment, get my license to drive, and lose my virginity?

    1. Re:Which multi-sided dice... by spun · · Score: 4, Funny

      Which multi sided dice do I have to roll to move out of my parents apartment, get my license to drive, and lose my virginity? Just a regular d20, but you have to roll a pi.
      --
      - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
    2. Re:Which multi-sided dice... by Anonymous Coward · · Score: 0

      Multi-sided dice are out in v4. It's all 1-dimensional, now.

    3. Re:Which multi-sided dice... by _xeno_ · · Score: 1

      I rolled a 22/7, does that count?

      --
      You are in a maze of twisty little relative jumps, all alike.
    4. Re:Which multi-sided dice... by Minwee · · Score: 1

      I play with a house rule that sets pi equal to exactly three.

    5. Re:Which multi-sided dice... by AoT · · Score: 1

      Only if you're in Alabama.

    6. Re:Which multi-sided dice... by Chysn · · Score: 2, Funny

      > Which multi sided dice do I have to roll

      Multi-sided dice? No, in the next edition they're moving to single-sided dice. 1 is a critical hit, while 1 is a critical miss. 1 is success, and 1 is failure. There won't be much room for rules lawyers to maneuver.

      --
      --I'm so big, my sig has its own sig.
      -- See?
    7. Re:Which multi-sided dice... by lonesome_coder · · Score: 1

      or you did your math in Excel.

      --
      If you'd just do what we tell you and quit yer gripin' everything would be chocolate sprinkles and rainbows! -AC
    8. Re:Which multi-sided dice... by king-manic · · Score: 1

      Which multi sided dice do I have to roll to move out of my parents apartment, get my license to drive, and lose my virginity? Save vs Geekiness with a -10 penalty. 1d20.
      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    9. Re:Which multi-sided dice... by Anonymous Coward · · Score: 0

      Original!

    10. Re:Which multi-sided dice... by geekoid · · Score: 3, Funny

      What you are thinking of is my new role playing game called 'Möbius'.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    11. Re:Which multi-sided dice... by PixelThis · · Score: 1

      And how has that worked out? Anyone in your gaming group moved out, learned to drive, or had sex yet?

    12. Re:Which multi-sided dice... by erdraug · · Score: 1

      Or visited by the Hounds of Tindalos maybe?

  3. One question by krog · · Score: 1, Funny

    Will your next version support DirectX?

    1. Re:One question by Richard+Steiner · · Score: 1

      DirectX is an Illusionist cantrip, right? Or was that WinFS? I forget. :-)

      AD&D probably doesn't have cantrips anymore, huh? Man. Why did they have to change orignal AD&D, anyway? Besides, RQ1 was always a better system. Now get off my lawn and all that or I'll hit you with a 30-die Wizards Wrath...

      --
      Mainframe/UNIX Bit Twiddler and long time Windows/Linux Hobbyist.
      The Theorem Theorem: If If, Then Then.
    2. Re:One question by Dachannien · · Score: 1

      Actually, WotC decided that other people were making too much money on virtual tabletop software, so they've decided to enter that market themselves. That's part of the whole Gleemax thing, as I understand it. It's quite possible that DirectX will be required.

    3. Re:One question by jdray · · Score: 1

      AD&D probably doesn't have cantrips anymore, huh?

      AD&D still does, but it hasn't been published in a long time. Evidently, someone with a software marketing background got a hold of the thing, and now it's just version numbers. I'm waiting for "D&D 2010."

      --
      The Spoon
      Updated 6/28/2011
    4. Re:One question by Planesdragon · · Score: 1

      Why did they have to change orignal AD&D, anyway? Besides, RQ1 was always a better system I, ah, think you answered your own question.

      A better question is, "Why are they making changes so significant?"
    5. Re:One question by ultranova · · Score: 1

      Yes, but using it will automatically turn your alignment into Evil.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  4. Online PDFs by Anonymous Coward · · Score: 5, Insightful

    Will I need to have a paid subscription in order to download the PDFs of the 4th edition books that I buy?

    1. Re:Online PDFs by Asmor · · Score: 1

      AFAIK they've said you'll likely have to pay a small fee to access PDFs of books you buy, but you do not need to be a subscriber to access the PDFs you've "unlocked."

      On a similar note, they've said that subscribers will be able to make characters with rules from any book, but will only have the full text available if they've unlocked the book. For example, you can always grab the "Beating Monkey" feat from Complete Splat, but if you've unlocked Complete Splat then you can see the full text of that feat from your character sheet instead of having to look at a book.

  5. Where are the Cheetos? by dsginter · · Score: 4, Funny

    Are there any girls there?

    Sorry - this just hits too close to home (self-proclaimed geek).

    --
    More
    1. Re:Where are the Cheetos? by Anonymous Coward · · Score: 0

      The number one money maker for RPG game companies is the players handbook since everyone needs one. This is a money grab pure and simple. I quit playing before 3.5, but I know that the Attack of opportunity rules was constantly misapplied, misused and slowed down every gaming session I played in.

    2. Re:Where are the Cheetos? by Aggrajag · · Score: 1

      Oh man, that was the funniest thing I've seen for a while. And yes, it did hit home here as well.

    3. Re:Where are the Cheetos? by Anonymous Coward · · Score: 0
    4. Re:Where are the Cheetos? by SurturZ · · Score: 1

      I'd give a link to 'Dungeon Majesty', but that would contravene UN Human Rights laws.

      "Natural 20!" ...shudder

    5. Re:Where are the Cheetos? by Adambomb · · Score: 3, Informative

      The original skit is better. Its sad how popular that skit is and yet it seems 99% of people do not know of the creators =(.

      Best video rendition imo had to be the one they did with the Summoner crew.

      --
      Ice Cream has no bones.
    6. Re:Where are the Cheetos? by Anonymous Coward · · Score: 0

      What ever happened to the F.A.T.A.L. roleplaying system? That thing had some potential!

  6. Critical Failure by pwnies · · Score: 4, Insightful

    I know at the moment there is only house rules for critical failures (i.e. rolling a 1 on a d20). Will there be set rules for this in 4.0?

    1. Re:Critical Failure by pwnies · · Score: 0, Troll

      I r not good with the englishs. ...*are only hose rules...

    2. Re:Critical Failure by krog · · Score: 4, Insightful

      A well-played D&D campaign is just one house rule after another.

    3. Re:Critical Failure by techpawn · · Score: 2, Funny

      First rule of D&D in the DMG is that these are only a ground work for you to make up whatever rules you see fit
      The second rule is don't talk about fight club for some reason... I think it just slows down play when we all deny being Tyler Durdin.

      --
      Ask not what you can do for your country. Ask what your country did to you
    4. Re:Critical Failure by Anonymous Coward · · Score: 0

      A well-played D&D campaign is just one house rule after another.

      Just as in a lousy campaign...

    5. Re:Critical Failure by moderatorrater · · Score: 2, Insightful

      well said. Many people forget that the rules are in place for a reason. You don't want the game to turn into one rules-lawyering session after another, but at the same time, the game should work in a way where you can predict the mechanics of your actions every time.

    6. Re:Critical Failure by 91degrees · · Score: 1

      I think a drawback of D&D is that it does tend to be a bit heavy on the rules and numbers. Probably because there wasn't a lot to base it on, the designers were a little heavy on the game side of the system rather than the story telling side. It does tend towards encouraging rules lawyering.

    7. Re:Critical Failure by kaizokuace · · Score: 1

      this is why you don't even need the book! Write your own!

      --
      Balderdash!
    8. Re:Critical Failure by faderanger · · Score: 0

      In a way most interesting plot events and choices one confronts the players with are not covered in the rules, so I'd agree that many of the meaningful "rules" are house rules. It seems to me that the only reason to get excited about a new edition of an RPG ruleset is if you have problems doing hack and slash. Reading the book's ruleset it an important jumping off point to critical and creative thinking about the rules, but they're only guidelines to train you for thinking about the more difficult decisions, which can only be spontaneous or governed by "house rules."

      Critical failures do provide some opportunities for randomly generated interested craziness, but only if the DM can come up with something on the spot, in context, that's funny and works. None of that is covered by a rule about 1 in 20.

  7. Compatability by Anonymous Coward · · Score: 2, Interesting

    Will the 4.0 version of D&D be compatible with the 25 or so 3.5 edition books I currently own? I would hate to think hate eberron would be out of date already.

    1. Re:Compatability by shadowcabbit · · Score: 2, Interesting

      A better question is, how easily will the transition between 3/3.5 to 4 be handled for an average DM? I remember looking at the conversion guide produced when 2nd to 3rd was going on, and it was largely an incomprehensible mess (relative to straight 2nd or 3rd, that is). Will it be a matter of transcribing stats with some fudge factor from one sheet to another, or will it be excessively involved with complicated formulas and lookup tables?

      --
      "Why Subscribe?" Good question...
    2. Re:Compatability by Cheapy · · Score: 1

      I'd assume only loosely. You could still use the general ideas, but might need to toy with the mechanics a bit.

      --
      Would you kindly mod me +1 insightful?
    3. Re:Compatability by Culture20 · · Score: 1

      Planned obsolescence worked for Wizards with AD&D 2 -> D&D 3.x, why shouldn't it this time? Need to sell books? Make the ones people bought already less useful. This is why many people stick with OD&D or AD&D1/2; they already invested hundreds of dollars on the old system, so it's cheaper to stay put.

    4. Re:Compatability by geekoid · · Score: 1

      Yet a large percentage shift to the new system anyways.

      Besides, the d20 system is dying, and it's taking out gaming stores on the way.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:Compatability by memfrob · · Score: 1

      Will the 4.0 version of D&D be compatible with the 25 or so 3.5 edition books I currently own?

      Oh SURE, because TSR^WWizar^WHasbro is JUST FINE with you NOT BUYING completely new editions of the SAME BOOK. AGAIN AND AGAIN.

      Have you not seen their CCG business? Just scale it up to book size and it's the same business:

      1. Obsolete old product...
      2. ...Create new product with different font...
      3. ...Suckers...
      4. ...Profit!

      Come to think of it, this is damn near the Hollywood formula, too...

      --
      The Wizard utters the word 'frobnoid!' and cackles gleefully
    6. Re:Compatability by yandros · · Score: 1

      ..cue all the people playing Madden/Call of Duty/etc:

      ``They got a new font ??!?!''

    7. Re:Compatability by idontgno · · Score: 1

      Besides, the d20 system is dying....

      I refuse to believe that until Warcraft confirms it.

      --
      Welcome to the Panopticon. Used to be a prison, now it's your home.
  8. Why 4th Edition? by DrMrLordX · · Score: 5, Insightful

    3.5E had so many non-core sourcebooks that you could have easily respun and/or rebalanced the material into a new set of books if you had any need to sell more material (which you presumably do, as would anyone else in the same business). Based on what has been released and what I've read, 4E will be a radical departure of standards set back in 3E which were, in turn, meant to improve the game drastically.

    Don't you think more work could have, and should have, been done to improve 3.5E? It seems like you're throwing the baby out with the bathwater.

    1. Re:Why 4th Edition? by Anonymous Coward · · Score: 0

      and to add to this. What will you do when gamers don't by the crappy upgrade and stick to playing with what they have of 3.5E? Have you abandoned open gaming completely?

    2. Re:Why 4th Edition? by Lord+Apathy · · Score: 2, Insightful

      So you mean they are going to fuck the game up even more? How about this, you scrap 3.0/5 and go back to 1st edtion? Then you work from there.

      My friends and I had been playing AD&D for over 20 years. We started with chainmail. Went through basic, not the red and blue books, 1st editon and into 2nd. Frist edition was a mess. Inconsistan rules, typos, and shitty book construction but we had a fucking ball with it. 2nd edition was better, less rule problems and some needed rule changes.

      3rd edition is crap. Most of the soul of the game is gone. The books look nice but it's not D&D. It's a bad imitation with D&D on the cover. Come on, magic using dwarves, evil rangers, and wizards carrying swords. That goes against the very core of the game.

      Like good little players we bought 3rd edition and tried to play it. We ruled that it sucked so much and went back to 2nd edition. 3rd edition might have been a good game if it stood on its own but its not D&D.

      I don't play anymore because of that crap and I know a lot of old time players who have stopped playing too. Wizards should go back to the roots of D&D. 3rd edition isn't D&D and neither will 4th.

      --

      Supporting World Peace Through Nuclear Pacification

    3. Re:Why 4th Edition? by CrashPoint · · Score: 4, Insightful

      Come on, magic using dwarves, evil rangers, and wizards carrying swords. That goes against the very core of the game.
      Nonsense. The core of D&D is not, and never has been, "only play characters that fit pre-approved fantasy archetypes".
    4. Re:Why 4th Edition? by UnknownSoldier · · Score: 1

      Actually that is one reason I couldn't stand the first few editions -- the rule were such a mess of inconsistencies and contradictions. GURPs was always cleaner designed, but sometimes "good enough" wins the day.

      And while the soul of the game is gone, the game is what you make it.

    5. Re:Why 4th Edition? by Llywelyn · · Score: 1

      Erm. Wizards carrying swords completely destroys the game for you?

      You could always, you know, disallow it as a house rule. There is absolutely no reason I can think of--within the bounds of the universe--to disallow it, someone might want to play it, it can be done without wrecking game balance, so why build it into the rules that they can't? It makes more sense that they would need to get training in it (which is the way 3.x works--you'd need the correct feat) than that it would be disallowable for all characters no matter what.

      --
      Integrate Keynote and LaTeX
    6. Re:Why 4th Edition? by shinma · · Score: 2, Insightful

      Gandalf carried a sword.

      --
      Shinma
    7. Re:Why 4th Edition? by Culture20 · · Score: 1

      My wizards always used swords, except in OD&D. In AD&D, I'd start as a really smart human fighter (with tumbling, etc for AC bonuses sans armor), then quickly dual-class over to a mage. Pretty soon, I'd have a 3rd level mage wielding a long and short sword, with big HP. It was only later that I learned about the secrets of dart specialization (4 attacks per round, +specialization bonus, +str bonus _per_ dart), and that wizards can use darts, so I could have had my characters dealing more death during their early wizard levels too. Ah, nostalgia.

    8. Re:Why 4th Edition? by meringuoid · · Score: 1
      magic using dwarves

      Present throughout European folklore. Who forged the Ring of the Nibelungen?

      evil rangers

      Any number of evil woodsmen. In some versions of Snow White, the hunter whose job it is to kill her doesn't let her go, she escapes him. Arguably also the elves of the Wild Hunt.

      and wizards carrying swords

      Gandalf.

      --
      Real Daleks don't climb stairs - they level the building.
    9. Re:Why 4th Edition? by Lord+Apathy · · Score: 1

      I think I'll just stfu and sit over here an lick my wounds.

      --

      Supporting World Peace Through Nuclear Pacification

    10. Re:Why 4th Edition? by Jaysyn · · Score: 1

      Yeah cause he's so old there was no such thing as a Fighter/Mage when he was playing.

      --
      There is a war going on for your mind.
    11. Re:Why 4th Edition? by Anonymous Coward · · Score: 0

      No! Come back here so I can taunt you a second time!

    12. Re:Why 4th Edition? by __aanonl8035 · · Score: 1


      How can you be sure?
      The entire debate is somewhat nebulous. What does the core of D&D mean in a strict sense? Can you read the mind of the developers?

      I recall reading and playing the 1st edition rules, and my recollection of those times is that there were predefined archetypes. But, this is just my opinion, and not a scientifically proven rebuttal to your statement.

    13. Re:Why 4th Edition? by dclydew · · Score: 1

      I dunno about predefined archetypes... there have always been some definitions, "Monk must be Lawful", "Paladin must always be Lawful Good", "Druid must be Neutral" and some race restrictions... but even in the early system, creating a character that followed or veered from the archetype was encouraged by the rules. With later editions, they've added more specifics for Dark Rangers, Evil Druids (blighters etc) etc.

      --
      Get a life, not a lifestyle. - Hikem Bey
    14. Re:Why 4th Edition? by internic · · Score: 3, Insightful

      Sort of off topic here, but are wizards carrying swords really counter to "pre-approved fantasy archetypes"? I mean, I'd think Gandalf would be a pretty archetypal wizard and he carried a sword.

      --
      "You call it a new way of thinking; I call it regression to ignorance!" -- Operation Ivy
    15. Re:Why 4th Edition? by sigzero · · Score: 1

      Not just any sword one of the best swords in all of Middle Earth and he was wanking good with it. However, Gandalf was not human. So...take that with a grain of salt.

    16. Re:Why 4th Edition? by Discopete · · Score: 1

      I have to agree with Lord Apathy.

      Having been through all of the various editions from basic (yes the red and blue books)to Advanced up to 3.5,
      I've come to believe that 3 was written to convince card gamers that role-playing is cool, 3.5 was to fix the f-ups in 3. Both were almost worthless.

      2nd was ugly and the black books were worse, but you could as a DM make house rules that didn't completely blow the whole system to shreds. In 3 and 3.5 the entire thing is so finely tuned that any mods (like taking out AoA's {what a piece of shit}) unbalanced the entire thing. And don't get me started on feats. "Oh, it's a way to better customize my character." Bullshit, customizing your character is playing him/her in a way that makes a unique individual other than a piece of paper or working with the DM to come up with a good backstory that can be expanded upon as the character progesses and grows. Feats are just another way for the f-ing powergamers to munchkin a game.

      The only good thing that came out of 3 and 3.5 are the Prestige classes, but thats what High Level Campaigns in 2nd was for.

      So, whats next, going to use 4th to try to capture the WoW gamers? Thats all we need, a bunch of immature, homophobic racists who couldn't put together a coherent sentence if they tried.

      Kill the product now and go find something else to fuck up.

    17. Re:Why 4th Edition? by Psmylie · · Score: 1
      "Bullshit, customizing your character is playing him/her in a way that makes a unique individual other than a piece of paper or working with the DM to come up with a good backstory that can be expanded upon as the character progesses and grows. Feats are just another way for the f-ing powergamers to munchkin a game."

      Exactly how I felt about it! Most of the time, it seemed only a few of those feat options actually made sense to pick... what's the point of having all this supposed flexibility if you feel like a fool for selecting less powerful feats, or like a tool for selecting the same ones as everyone else?

      Back when I was still a DM, I had a heavily modified game... Basically, 10% 1st edition AD&D, 5% 2nd Edition, and 85% house rules. What they should do is make the core rules as basic and flexible as they can, to make it easier to plug in house rules or just flat-out ignore anything that doesn't work for your group.

      --

      psmylie's dictionary: Godzillion (noun) Any number large enough to destroy Tokyo

    18. Re:Why 4th Edition? by Anonymous Coward · · Score: 0

      --I don't play anymore because of that crap and I know a lot of old time players who have stopped playing too. Wizards should go back to the roots of D&D. 3rd edition isn't D&D and neither will 4th.

      You'll forgive me, but that's a silly argument. You're basically saying you liked 1st ed fine, but abandoned the game in disgust because you disliked third ed? Did TSR come over to your house and burn all your original books? Because mine are right there where I left them.

      Honestly it's like saying you don't drink tea anymore because you find coffee too bitter. The original stuff is still there man, go roll up that half orc assassin!

    19. Re:Why 4th Edition? by Woodie · · Score: 1

      3rd edition is crap. Most of the soul of the game is gone. The books look nice but it's not D&D. It's a bad imitation with D&D on the cover. Come on, magic using dwarves, evil rangers, and wizards carrying swords. That goes against the very core of the game.


      My question is this then. How many "house rules" did you play with in order to accommodate characters that didn't quite fit within the rules? One of the issues that seemed to crop up over and over in pickup games, and long running campaigns and the occasional CON - was that people always seemed to end up having a plethora of house rules to play the game the way they wanted to. As a consequence those rules tended to "break" certain aspects of the game - as the original rules were pretty brittle.

      While the 3rd edition allows for magic using dwarfs, etc. There is nothing that says your campaign must allow it. Separating the setting from the rules was not a bad thing - as some people would like to play in settings that don't necessarily follow the preconceived stereotypes.

      Some of the better changes in 3rd edition were the increases in consistency. Chiefest amongst those changes was that higher is always better. A higher AC, a higher attack roll, a higher skill check, etc. Recall earlier editions where a negative AC was desirable, and you wanted to roll low for skill checks; yet for almost everything else you wanted to roll high - saving throws, attacks, damage, etc. Another big win was standardizing on the D20 for all checks. No more D100 for thieves skills and (if you used em) psionics.

      However the bane of 3rd edition was knowing what and how many modifiers applied when. With each new supplement you entered into a complex realm - with players stacking modifiers and hoping the GM wouldn't notice. A complex game of cat-and-mouse ensued with players and GMs countering modifiers such that in high level play up to 10 or more could apply to a single attack roll.

      In any case - yes 1st, 2nd, 3rd, and 3.5 aren't the same. Some of my best memories are playing 1st edition - inconsistencies and all. And then 2nd edition seemed to ratify all the usual house rules people had been using; most of which came from Dragon magazine. And it was good. Upgrading to 3rd edition was good - although it was painful to lose a lot of setting information that had been acquired over the years for 2nd edition. I appreciate each edition for what it is.
    20. Re:Why 4th Edition? by Glonoinha · · Score: 1

      Jeez. Listen to you two ...
      Lest we forget - Lord of the Rings was a MOVIE, based on a BOOK. Hollywood makes a fictional movie based on a loose interpretation of a fictional book.
      Get it - fiction. Not real. Movies are not real. Books by Tolkien are not real.
      Neither of those has any bearing whatsoever in the real world of facts, dungeons, and dragons.

      (grumble mumble god damn sword swinging wizards grumble mumble)

      Disclaimer - as someone that played since the Blue Box came out, with its low-impact dice that rounded off after a few hours of gaming and two books with hand-drawn pictures in them, by Gary Gygax, and had to save up the money to buy the original DM's Guide months after it finally hit the stores - yea, I played a gazillion hours of first and second edition when I was younger. Read through the 3rd Ed rulebooks when they came out, closed them, put them back on the shelf and haven't played since.

      --
      Glonoinha the MebiByte Slayer
    21. Re:Why 4th Edition? by Glonoinha · · Score: 1

      Damn lack of preview on my part.

      Played a gazillion hours of basic and first edition when I was younger. Read through the 2nd Ed and didn't particularly care for them, stuck to first ed AD&D. Flipped through the 3rd Ed rulebooks when they came out, closed them, put them back on the shelf and haven't played since.

      --
      Glonoinha the MebiByte Slayer
    22. Re:Why 4th Edition? by Impy+the+Impiuos+Imp · · Score: 1

      One of the first rules to go was the limitation on max level for non-human characters.

      Sorry, my Dwarf fighter ain't stopping at level 9.

      Still, I'd suggest on the face of it that any wizard with a sword shows a busted game design. "Tank mage" and all that. And don't mention Gandalf since he's a 22,000 year old demigod.

      Sure, people will do it, but leaving it out won't keep people away. I can think of eight million things I'd rather see first like, oh, I don't know, a better game design that doesn't rely on the tank/healer/glass cannon trio.

      This all centers around the base idiocy of the "taunt" ability. Ban that from day 1, and force yourselves to come up with a better solution.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    23. Re:Why 4th Edition? by nuzak · · Score: 1

      > How about this, you scrap 3.0/5 and go back to 1st edtion?

      Here's an idea: why don't you go ahead and do that? Nothing's stopping you. The rest of us would like a ruleset that's reasonably relevant, with oh, I dunno, clerics that don't swoon at the use of sharp pointy things?

      > Come on, magic using dwarves, evil rangers, and wizards carrying swords. That goes against the very core of the game.

      That goes against the core of your game. The one that most people have abandoned. Heck, the genre that most people have abandoned as a relic of the 70's and 80's, actually.

      --
      Done with slashdot, done with nerds, getting a life.
    24. Re:Why 4th Edition? by Impy+the+Impiuos+Imp · · Score: 1

      Gandalf was a 22,000 year old demigod.

      He was also calm and cool enough to grab his sword as he fell and start whackin' the big fire demon, or blow entire smoke diaramas. After 22,000 years with a near-Einstein level IQ (and god knows what built-in abilities) I'd hope he'd have picked up a trick or two.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    25. Re:Why 4th Edition? by Torvaun · · Score: 2, Informative

      Or Elric. Or Rand al'Thor. Wizards with swords really aren't all that uncommon in fantasy literature.

      --
      I see your informative link, and raise you a pithy comment.
    26. Re:Why 4th Edition? by Anonymous Coward · · Score: 0

      My friends and I have also been playing D&D/AD&D for over 20 years, starting with about the same source content.

      The secret to us continuing to play to this day is to remove players like this who seem to bring nothing be garbage to the game.

      Stop blaming the tools.

    27. Re:Why 4th Edition? by metamatic · · Score: 1

      I've played D&D, AD&D, 2nd Edition, and 3rd Edition. Months-long campaigns in all of them.

      You know what? 3E is my favorite. So your point of view is just that.

      I skipped 3.5E, as it was obvious that it wasn't going to be the end of the line. I'm not interested in buying any more paper books, I want the whole thing on my laptop. If 4E won't give me the rules on my Mac, I'll stick to D20 SRD under the OGL.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    28. Re:Why 4th Edition? by Anonymous Coward · · Score: 0

      Go fuck yourself.

    29. Re:Why 4th Edition? by CrashPoint · · Score: 1

      Having been through all of the various editions from basic (yes the red and blue books)to Advanced up to 3.5, I've come to believe that 3 was written to convince card gamers that role-playing is cool, 3.5 was to fix the f-ups in 3. Both were almost worthless.
      I've also been through all the various editions, and it's clear to me you haven't a clue

      2nd was ugly and the black books were worse, but you could as a DM make house rules that didn't completely blow the whole system to shreds. In 3 and 3.5 the entire thing is so finely tuned that any mods (like taking out AoA's {what a piece of shit}) unbalanced the entire thing.
      Maybe you couldn't mod it without screwing everything up, but plenty of other people could, can, and do.

      And don't get me started on feats. "Oh, it's a way to better customize my character." Bullshit, customizing your character is playing him/her in a way that makes a unique individual other than a piece of paper or working with the DM to come up with a good backstory that can be expanded upon as the character progesses and grows.
      That's part of customizing a character. The mechanical aspects of character customization are a no less important or legitimate part.

      Feats are just another way for the f-ing powergamers to munchkin a game.
      Just because they can be used that way doesn't mean that's all they're good for. Feats are great for gearing a character towards the adventuring style that best fits the character concept (whether it's the "best" style or not), and for providing in-game reflections of the character's background and history. Powergaming and roleplaying are in no way mutually exclusive. In fact they often dovetail quite nicely.

      The only good thing that came out of 3 and 3.5 are the Prestige classes, but thats what High Level Campaigns in 2nd was for.
      Those fulfill exactly the same function that feats do, just in a slightly different way.
    30. Re:Why 4th Edition? by CrashPoint · · Score: 1

      Most of the time, it seemed only a few of those feat options actually made sense to pick...
      Only if you don't understand the feats in question and/or don't have a clear character concept in mind.

      what's the point of having all this supposed flexibility if you feel like a fool for selecting less powerful feats, or like a tool for selecting the same ones as everyone else?
      If you feel bad for making your character the "wrong" way, then the problem is with you as a gamer, not with the system.
    31. Re:Why 4th Edition? by trey_killer · · Score: 0

      He is a minor elf god or something, so no.

    32. Re:Why 4th Edition? by Anonymous Coward · · Score: 0

      Nonsense. The core of D&D is not, and never has been, "only play characters that fit pre-approved fantasy archetypes".

      Right -- the core of D&D is, and has always been, "you stupid young'uns, my old version is *real* D&D, and this new one is complete and utter crap, now get off my lawn". I think "Lord Apathy" did an admirable job demonstrating the elitism and condescension for which D&D is infamous.
    33. Re:Why 4th Edition? by erdraug · · Score: 1

      Lol, darts - who needs to dual class into a wizard when my halfling fighter once single-handedly killed a Pyrohydra with 5 darts in a single round?

      The DM was so raged he "remembered" that the swamp's noxious fumes were volatile and had it explode on us, just so we could take damage.

    34. Re:Why 4th Edition? by Lord+Apathy · · Score: 1

      What? Someone agrees with me?

      /me checks the tempature in hell, all 9 of them.

      --

      Supporting World Peace Through Nuclear Pacification

    35. Re:Why 4th Edition? by Culture20 · · Score: 1

      Just imagine if your fighter had been a minotaur with 19 or 20 Str instead of a halfling (or if your halfling wore a girdle of giant strength). You'd lose the +1 to-hit racial mod, but you'd still get your +1 from specialization, and the +2 damage, _and_ a +crazy damage from str, so you'd do an average of ((1+2+crazy)/2)*5 damage per round. That's O(n^crazy) !

    36. Re:Why 4th Edition? by wrong · · Score: 1

      Sure, you can play any kind of character you want. However, your abilities will always "fit pre-approved fantasy archetypes". They're called character classes. I prefer less rigid systems.

    37. Re:Why 4th Edition? by xhrit · · Score: 1

      you wern't around when elf was a 'character class', and the concept ov 'race' did not exist...

    38. Re:Why 4th Edition? by dclydew · · Score: 1

      Heh, I only played in that system once, for a short run. However, I do remember it and I still think the post I responded to was incorrect. I'm stretching my memory to get back there but I don't think it was really "predefined archetypes". That is, I don't recall wizards being barred from swinging swords, or dwarves from using magic... which is what we were discussing I thought.

      --
      Get a life, not a lifestyle. - Hikem Bey
    39. Re:Why 4th Edition? by dclydew · · Score: 1

      I'd suggest on the face of it that any wizard with a sword shows a busted game design

      How do you figure? What would keep a wizard from using a sword? Sure it might be twink if the mage is only ever using the sword, but a wizard with a sword, to me, seems to say "Person with backup plan". Heck, wasn't the class originally called magic user or something lame like that? I see no reason not to mention Gandalf. While he may have been a 22,000 year old demigod, he was one of the major inspirations Gygax had for the class IIRC.

      I agree on taunt though.

      --
      Get a life, not a lifestyle. - Hikem Bey
    40. Re:Why 4th Edition? by Anonymous Coward · · Score: 0

      So you've never played Basic D&D, with such character classes as 'dwarf' and 'elf'?

    41. Re:Why 4th Edition? by kionel · · Score: 1

      Though I disagree with the meat of your argument -- I could honestly care less if a Dwarf uses magic, shoots thunder out of his butt, or has +8 Herpes -- I do agree with your assessment that 3rd edition was terrible.

      RANT ON:

      D20 D&D wasn't terrible because it was poorly produced. Far from it. It wasn't terrible because it was "open source". No, it was terrible because it took a light diversion and codified it to such a manner that all of the fun got sucked out of every play session.

      Hands up if you hated "Attacks of Opportunity"?

      Hands up if you always had a player who would pitch a fit if you tried to simplify the miniatures combat system in favor of something, oh, I don't know, fun?

      I started running RPGs back in 1978, when I was all of 13. In my time I've never seen a perfect system. I've seen systems that were missing rules, that contradicted themselves, and that were needlessly complex. (I.C.E., anyone?) But never have I seen a system that seemed to be complex merely for the sake of being complex.

      If D20 makes you happy, well, more power to you. In my case, my players and I, having tried both D&D 3rd Edition and even D20 Call of Cthulhu have fallen back to older rules systems. Yes, they're silly...but they were just a hell of a lot more fun to play.

      RANT OFF:

      In short: D&D 4.0? Sorry; you lost me at 3.5.

      --
      "'My Country Right or Wrong'is like saying 'My mother, drunk or sober,'" -- Chesterton
    42. Re:Why 4th Edition? by Lord+Apathy · · Score: 1

      I guess we all have our bitch's about it then. For me evil rangers, sword swinging wizards, and magic using dwarves just go against the nature of the game.

      I think that wizards took the soul of the game for a fast buck. I may peek through the covers of the new books but I doubt that I will invest in them. The best times for me playing the game where version 1.0. I think I'll just go back to my happy place.

      --

      Supporting World Peace Through Nuclear Pacification

    43. Re:Why 4th Edition? by CrashPoint · · Score: 1

      Yes, I have. But "it used to be this way" != "this is the core of the game"

    44. Re:Why 4th Edition? by kionel · · Score: 1

      I went so far as to create a "Quick and Dirty RPG" (nicknamed "QuidPerg") for my group.

      Characters roll-up in less than five minutes.

      Combat is quick and deadly.

      Encounters are random and fun.

      Amazingly, gameplay improved dramatically for all but the D20 rules lawyers of the group. No surprise there.

      --
      "'My Country Right or Wrong'is like saying 'My mother, drunk or sober,'" -- Chesterton
    45. Re:Why 4th Edition? by Lord+Apathy · · Score: 1

      Quick and Dirty can be fun. Some of the best times I've had playing AD&D is when we would roll up "pop-corn" characters and just hit the dungeon. The rules where simple, 4d6 rolled in order keep what you had.

      The most fun I had with a character was with a dwarf with a INT 9, WIS 7, and CHR 6, with a drinking problem. No thinking involved just ran straight in to combat swinging his axe. What made it fun was having to think like I'm a dumbass drunk dwarf.

      One of the rememberable events was when the thief and the bard where arguing over who would check the chest and open it. All the players where taking sides and arguing over it, except me. The exchange between the DM and Myself went like this.

      Me: My dwarf walks up the the chest.

      DM: The dwarf is walking over to the chest.

      All the players where ignoring me and the DM at this point.

      Me: I inspect the chest.

      DM: The dwarf is kicking the chest and shaking it.

      Me: (the players were still ignoring us) I prepare to open the chest.

      DM: The dwarf is rasing his axe over the chest.

      At the same time.
      player 1: What? (looking at the dm)
      Me: I open the chest.

      player: stop!
      DM: to late! the dwarf slams his axe down on the chest shattering it into million pieces. setting off the trap... Let me see those saving throws please.

      for the record we all survived but nothing int he chest did. it became common practice to hog tie the dwarf at that point.

      --

      Supporting World Peace Through Nuclear Pacification

    46. Re:Why 4th Edition? by mccabem · · Score: 1

      Before this question has a chance to wander even further, people here are trippin. D&D "wizards"? WTF?

      Magic users were limited to using daggers or darts as far as pointy/sharp weapons go.

      Swords are for non-D&D "wizards" as far as I can tell.

      Now go play!

      -Matt

    47. Re:Why 4th Edition? by Anonymous Coward · · Score: 0

      Encounters are random and fun.

      Clearly, your group and mine have very different ideas of what "fun" is. They almost never enjoy any random encounter -- in fact, they groan at the thought of one. We'd much rather have carefully planned, detailed encounters that make logical sense within the overall campaign story. We also enjoy detailed, strategic combat, and the time it takes to make a character (a couple of hours, at most) is negligible compared to how long that character will actually be played for.

  9. Miniatures by pryoplasm · · Score: 5, Interesting

    Will 4th edition use the same or similar systems for miniatures? Will a medium creature still fit in a 5' x 5' square? A friend of mine has a large collection of minatures and a decent sized third party map, and I am just hoping we do not have to move onto something else in order to satisfy the new rules...

    --
    Those who live by the sword, get shot by those who live by the gun...
  10. A question of rules. by Kaffien · · Score: 2, Interesting

    Will d&d 4th, require a person to confirm critical hits, or will a mace
    in the face be a mace in the face? (that is will a 20 be a critical hit)

    1. Re:A question of rules. by Bieeanda · · Score: 3, Informative
      Already published on the site: a 20 is a 20 is a critical hit.

      A critical hit automatically does maximum dice-plus-bonuses damage, plus additional dice apparently based on weapon type and enchantments. No crit ranges, no thresholds, no checks.

    2. Re:A question of rules. by Kaffien · · Score: 1

      bout time~! We just ignored the 'threat of a critical' anyhow. Seriously there's a knife in your eye ... but did it hurt? I can't wait, coincidentally I'm having my first child in June. If he / she is born on the release day that poor child will be doomed!

    3. Re:A question of rules. by Anonymous Coward · · Score: 0

      In general, one of the design goals of 4E is to reduce extra rolls. Therefore, expect any "confirmation" rolls to be looked at harshly by the designers.

      Also, they have stated that spells will now have "critical hits", which I assume results in a maximized damage as would a weapon crit.

    4. Re:A question of rules. by Creepy+Crawler · · Score: 1

      Oh well... I like my dual wielding keen kukri lingering strike rogue with weapon master feats.. 55% crit per weapon ;)

      It sucks when I go against constructs.

      --
    5. Re:A question of rules. by Anonymous Coward · · Score: 1, Interesting

      That has already been answered[1]. 20 is always a crit (no confirmation needed), but it won't double the damage any more.

      [1] http://www.wizards.com/default.asp?x=dnd/drdd/20080104&pf=true

    6. Re:A question of rules. by Impy+the+Impiuos+Imp · · Score: 1

      "Max damage and bonus" is nice, too. (crit!) "Here's a knife in your eye (rolls damage die, a 1)" "Wow! I did 2 points damage on that crit!"

      EQ inhaled this BS whole hog. :(

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    7. Re:A question of rules. by mikelu · · Score: 1

      Yeah, and now every time a wimpy kobold hits you, he stabs you in the eye. Seriously, that's better how?

    8. Re:A question of rules. by Kaffien · · Score: 1

      the eye was an example, a kobald is more likely to sever an important artery in the groin area.

  11. Rules new in the 4th edition - many bugfixes by Anonymous Coward · · Score: 4, Funny

    1. Cannot base characters off the Ash from the Evil Dead movies.
    2. A one man band is not an appropriate bard instrument.
    3. There is no Dwarven god of heavy artillery.
    4. My 7th Sea character Boudreaux is not the 'Southern' Montaigne.
    5. Not allowed to blow all my skill points on 1pt professional skills.
    6. Synchronized panicking is not a proper battle plan.
    7. Nor is "Kill them all and let God sort them out"
    8. Not allowed to use psychic powers to do the dishes.
    9. How to serve Dragons is not a cookbook.
    10. My monk's lips must be in sync.
    11. Just because my character and I can speak German, doesn't mean the GM can.
    13. Not allowed to berserk for the hell of it, especially during royal masquerades.
    13. Must learn at least one offensive or defensive spell if I'm the sorcerer.
    14. Must not murder canon NPCs in their sleep, no matter how cliche they are.
    15. Ogres are not kosher.
    16. Plan B is not automatically twice as much explosives as Plan A.
    17. I will not beat Tomb of Horrors in less than 10 minutes from memory.
    18. Collateral Damage Man is not an appropriate name for a super hero.
    19. When surrendering I am to hand the sword over HILT first.
    20. Drow are not good eating.
    21. Polka is not appropriate marching music.
    22. No longer allowed to recreate the Death Star Trench Run out of genre.
    23. There is no such thing as a Gnomish Pygmy War Rhino.
    24. Any character who has a sensitivity training center named after him will be taken away.
    25. Even if the rules allow it, I am not allowed to summon 50,000 Blue Whales.
    26. The green elf does not need food badly.
    27. Valley speak has no place in a fantasy setting. Especially if you're the paladin.
    28. I am not to shoot every corpse in the head to make sure they aren't a zombie in Twilight 2000.
    29. The Goddess' of Marriage chosen weapon is not the whip.
    30. I cannot have any gun that requires me to continue the damage code on back.
    31. I am not to kill off all the vampires in the LARP, even if they are terminally stupid.
    32. The backup trap handler is not whoever has the most HP at the time.
    33. I cannot buy any animal in groups of 100 or over.
    34. There is no such skill as 'improvised cooking'
    35. I am not allowed to base any Droid off any character played by Joe Pesci.
    36. I am not allowed to convince the entire party to play R2 units.
    37. I am not allowed to convince the entire party to sit on the same side of the table.
    38. They do not make black market illegal cyberweapons for rodents.
    39. When investigating evil cultists not allowed to just torch the decrepit mansion from the outside.
    40. Dwarves do not have the racial ability 'can lick their eyebrows'
    41. Dwarves do not have the racial ability to hold their breath for 10 minutes.
    42. Dwarves do not have the racial ability 'impromptu kickstand'
    43. Having a big nose adds nothing to my seduction check.
    44. No longer allowed to set nazi propaganda music to a snappy disco beat.
    45. Not allowed to spend all 100 character points on 100 1pt skills.
    46. My character names are not allowed to be double entendres.
    47. Sliver rhymes with silver because the computer frelling says so.
    48. They do not make Nair in wookie sizes.
    49. The elf is restricted to decaf for the rest of the adventure.
    50. Not allowed to blow up the Death Star before that snotty farm kid gets his shot.
    51. Not allowed to use thermodynamic science to asphyxiate the orcs' cave instead of exploring it first.
    52. No longer allowed to use the time machine for booty calls.
    53. My bard does not know how to play Inna Godda Davida on marachas.
    54. Not allowed to start a drow character weighing more than a quarter ton.
    55. Cannot pimp out other party members.
    56. Before facing the dragon, not allowed to glaze the elf.
    57. No matter how well I roll, a squirrel cannot carry a horse and rider at full sprint.
    58. In the middle of a black op I cannot ask a guard to validate parking.
    59. Expended ammun

    1. Re:Rules new in the 4th edition - many bugfixes by shawnmchorse · · Score: 3, Informative

      Full list of 1,025 (!!!) posted here and here.

    2. Re:Rules new in the 4th edition - many bugfixes by Anonymous Coward · · Score: 0
      1. Cannot base characters off the Ash from the Evil Dead movies.

      No one bases their characters off Ash anymore. We base our characters off Drizzt Do'Urden. (guilty!)

    3. Re:Rules new in the 4th edition - many bugfixes by meringuoid · · Score: 1
      10. My monk's lips must be in sync.

      Are you trying to suppress good roleplaying here? Monks talk in incomprehensible Zen riddles which continue long after they've stopped moving their lips. Then they shout HAAAAAA! very loudly and perform a spectacular flying kick on completely invisible wires you really can't see. That's just the way it is. It's as much an archetype as the barbarian woman in the impractical chainmail bikini, the elven ranger, and the halfling comic relief.

      Why should a player running a Monk be denied the chance to honour the classical tropes of the genre?

      --
      Real Daleks don't climb stairs - they level the building.
    4. Re:Rules new in the 4th edition - many bugfixes by louisadkins · · Score: 1

      halfling comic relief
      I had a Halfling Barbarian/Psi Warrior/Dragon Deciple with a Monk's Belt, does that count?

    5. Re:Rules new in the 4th edition - many bugfixes by techpawn · · Score: 1

      I had a Halfling Barbarian/Psi Warrior/Dragon Deciple with a Monk's Belt, does that count?
      Yes, that will do nicely
      --
      Ask not what you can do for your country. Ask what your country did to you
    6. Re:Rules new in the 4th edition - many bugfixes by Impy+the+Impiuos+Imp · · Score: 1

      I believe the Dragon Disciple was the first character in the D&D game who deserved a severe beating. At least according to the 3.5 edition drawing.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  12. Thank you, now stop by techpawn · · Score: 5, Interesting

    First off, thank you for no more Gnomes as a basic race (or so is the rumor)

    What exactly is happening to the wizard class? It sounds like it's becoming more like the Warlock and gaining spell casting like the CHA based casters or spell like abilities based on memorized spells? Are you able to expand on this or give us more information yet?

    --
    Ask not what you can do for your country. Ask what your country did to you
    1. Re:Thank you, now stop by Entropius · · Score: 1

      What's wrong with gnomes? The campaign I'm playing in has two gnomish PC's, both of whom are interesting and non-stereotypical characters but still have decidedly gnome-like personalities.

    2. Re:Thank you, now stop by techpawn · · Score: 1

      I can't think of a single game where someone has played a "good" gnome. They fit good in sorcerer and even rogue classes but you can get more effect out of an elf without the size modifier. They make interesting characters, but, for game mechanics there are much better races to have as a basic race. There's also a matter of balance, they might of removed you gnome because they just broke the new system. I just don't like them... I do not follow Glittergold and never will.

      They'll still be in the MM with an ECL so depending on your GM you can still play a gnome... At least that's the latest rumor.

      --
      Ask not what you can do for your country. Ask what your country did to you
    3. Re:Thank you, now stop by Abreu · · Score: 1

      It has already been stated in the WotC forums that you will be able to play a Gnome out of the Monster's Manual, just like you are able to play a Tiefling in 3.5 edition out of the Monster's Manual.

      The Gnome and the Tiefling just traded places (from the PHB to the MM), because apparently more people these days play tieflings than gnomes.

      --
      No sig for the moment.
    4. Re:Thank you, now stop by techpawn · · Score: 1

      Oh god, can you just see a Tiefling Favored Soul? That just seems wrong...

      --
      Ask not what you can do for your country. Ask what your country did to you
    5. Re:Thank you, now stop by chris411 · · Score: 1

      I'm sure I read somewhere about this. I don't recall if it was on WotC's D&D site, or Wizard Presents: Races and Classes though. They won't entirely get rid of the old spell system, but I do know they are categorizing spells as 'at will,' 'once per encounter,' and 'once per day.' And wizards, according to their level, will be getting slots for 'at will,' 'once per encounter,' and 'once per day' spells, which they choose when preparing their spells. Magic Missile was given as an example of an 'at will' spell, so a wizard can fill his 'at will' slot with Magic Missile. A Sleep spell, on the other hand, was given as an example for 'once per day' spells.

      That way, wizards will never actually run out of spells to cast, but they must still give some thought to which spell they should prepare/cast, and when.

    6. Re:Thank you, now stop by Entropius · · Score: 1

      For game mechanics, sure, there are better races. Maybe. From a munchkin perspective gnome wizard > elf wizard.

      So?

    7. Re:Thank you, now stop by Anonymous Coward · · Score: 0

      Don't be hatin' on da gnomes.

      They bring geekiness to technology-deprived worlds.

  13. D&D and WOW by halivar · · Score: 5, Interesting

    It appears (to me, at least), that many of the new rules-changes mirror popular MMO's like WOW. How much influence do the designers derive from video games; and, to the extent that D&D 4th resembles WOW, is this a conscious effort to reach the MMO-generation of gamers with table-top role-play?

    1. Re:D&D and WOW by Aeonite · · Score: 2, Funny

      You owe me a Coke.

    2. Re:D&D and WOW by Abreu · · Score: 1

      I think that influences has come full circle. Computer RPG's (and MMORPGS) have been influenced by Tabletop RPGs to the point that now Tabletop RPGs are now influenced by some concepts that originated in computer games.

      Same thing with movies being influenced by novels or comics and viceversa...

      However, I don't really think that Wizards of the Coast is designing 4th edition D&D to "copy" WoW or any other online game.

      --
      No sig for the moment.
    3. Re:D&D and WOW by Scrameustache · · Score: 3, Funny

      Will there be a "mohawk" class, fool?

      --

      You can't take the sky from me...

    4. Re:D&D and WOW by Culture20 · · Score: 2, Funny

      Maybe, but only if Mr. T is handy with a printing press.

    5. Re:D&D and WOW by Hoi+Polloi · · Score: 1

      Yes, your tabletop sessions will now last 8 hours and you can't get up to use the bathroom.

      "Go kill 12 Swollen Monkeys"
      (Done)
      "Now go kill 8 Slightly Bigger Swollen Monkeys"
      (Done)
      "Now go get 10 Bannannas of Frobozz from the Swollen Monkeys"
      (Oh for the love of...ok, done)
      "Now go kill Lord Teeny, leader of the Swollen Monkeys"
      (ARRGH!)

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    6. Re:D&D and WOW by thePowerOfGrayskull · · Score: 1

      It goes a step beyond that -- these rules seem to be built with the design goal of having them be easily portable to computer-based platforms.

    7. Re:D&D and WOW by ultranova · · Score: 1

      Will there be a "mohawk" class, fool?

      No, but in the interests of simplicity, they're making "Deity" a prestige class with 20 levels.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  14. World of Dungeons of Warcraft by Aeonite · · Score: 1

    To a certain extent, it sounds as if D&D4e is mimicking a lot of the standards that World of Warcraft and other MMOs have laid down. To whit: The foursome of the Tank, DPS, Healer and Blaster as roles within a party, Feat Trees, etc. Are you consciously and intentionally making D&D4e more like online MMOs to try and recapture some of that lost audience?

    1. Re:World of Dungeons of Warcraft by Abreu · · Score: 1

      The foursome of the Tank, DPS, Healer and Blaster as roles within a party As opposed to the foursome of Warrior, Rogue, Cleric and Wizard thats been standard since the seventies?

      Feat Trees I think that "Feat Trees", "Talent Trees", etc. are an example of a good game mechanic that, regardless of where it originated, contributes to having a better game.
      --
      No sig for the moment.
    2. Re:World of Dungeons of Warcraft by doug · · Score: 1

      The foursome of the Tank, DPS, Healer and Blaster as roles within a party As opposed to the foursome of Warrior, Rogue, Cleric and Wizard thats been standard since the seventies? Actually, for us old farts that would be "fighter", "thief", "cleric" and "magic-user".
    3. Re:World of Dungeons of Warcraft by Aeonite · · Score: 3, Informative

      The foursome of the Tank, DPS, Healer and Blaster as roles within a party

      As opposed to the foursome of Warrior, Rogue, Cleric and Wizard thats been standard since the seventies? Yes, as opposed to. Warrior, Rogue, Cleric and Wizard obviously inspired Tank, DPS, Healer and Blaster, but MMOs have twisted the roles away from the original classes. To whit: Rogues are now the de Facto DPS class. In olden days, Rogues had backstab, sure, but they were never the primary damage dealers. They were stealthy pickpocketing thieves.

      4e? Rogues are now the primary DPS class.

      Wizards Presents: Races and Classes (a 4e preview), makes it explicit.

      http://www.rpg.net/reviews/archive/13/13546.phtml

      To quote the author of that review:

      "These are new specific "jobs" in an adventuring party that they designed for. They are defender, striker, controller, and leader. The defender is a typical MMORPG tank, with high defenses and abilities to cause foes to focus on him. The striker is a one-on-one damage dealer. The controller is oddly named - this covers damaging or affecting multiple targets (like with a Fireball). The leader heals, aids, and buffs."

      If 4e was returning to roots, they'd have four classes and that's it. Instead, they're giving us four roles that are MMO-inspired and layering lots more than four classes atop those roles. That's not anything like D&D used to be.
    4. Re:World of Dungeons of Warcraft by Cheapy · · Score: 1

      I think those roles already existed, although not officially. The Fighter was usually the guy who soaked up damage. The Rogue was the guy who ran around stabbing things in the back for lots of damage, the cleric could heal and tank, and the wizard could blast and die really easily.

      There's a book that added a Knight class, which was basically being able to control which monsters attacked who and being able to take on lots of damage. Basically an MMO Tank. But the general idea was there earlier.

      --
      Would you kindly mod me +1 insightful?
    5. Re:World of Dungeons of Warcraft by Entropius · · Score: 1

      In the campaign I'm in, we have four characters, but they don't fill those roles at all. This is set in the Underdark, 14th ECL:

      Drow fighter/rogue/"non-observant" blackguard (in the process of undergoing alignment shift from LE to LN): hits stuff, has high AC, slow. Good saves.

      Half-dragon half-drow monk: hits stuff *very* hard, moderate AC, fast.

      Half-celestial gnome rogue: random spell-like abilities. Has sneak attack, but still doesn't do as much damage as the monk. Winds up absorbing damage much of the time (high Con, Dex, AC)

      Gnome druid: Heals people. Blows stuff up. Chews on stuff in wildshape. Only true spellcaster. Crappy AC.

      (The half- characters actually have story reasons for their background and aren't just the product of unabashed munchkinism.

      We do just fine without having "all four roles covered". That's the archetype, but there's nothing in game balance or the rules that says you have to have a wizard|cleric|fighter|whatever.

    6. Re:World of Dungeons of Warcraft by Aeonite · · Score: 1

      I think they were quite different in the old days. Fighters were damage dealers AND damage soakers AND the presumed leaders. Clerics were healers AND secondary damage dealers/soakers AND they turned undead. Rogues had backstab but they did not run around doing the most "damage per second" out of everyone. They were sneaky and stealthy and pretty weak in a fight and were primarily used for disarming traps, opening doors, and being sneaky. Wizards had an entire repertoire of varied spells and were hardly blasters. Sure, there was always fireball and lightning bolt but one of the best spells you could take was not a damage-dealing spell, it was sleep, because it did really good crowd control.

      But the MMO gave role-playing a back seat and made everything about combat, so everyone needed a combat role. What does your sneaky rogue do in combat? Well he's got backstab. Let's make him do the most DPS. Well we don't want undead to run away any more so let's make the cleric focus on healing so we can just kill the undead. Well who wants to hold monsters or charm people - let's just crank up the damage the wizard can do. In fact let's just make him a Warlock and he can shoot energy beams over and over again. Etc. And so it goes.

      Cleric, Thief, Fighter and Magic-User inspired Healer, DPS, Tank and Blaster, but they are not synonymous.

    7. Re:World of Dungeons of Warcraft by Kandenshi · · Score: 1

      Oddly enough I've only played in two campaigns featuring a cleric, and I was the cleric in both of them (very reluctantly).

      My character could be very powerful, and was OK to roleplay, but... Just not as much fun as I've had with other classes. Everyone else I played with had no interest (or less) in playing one.

      We made do just fine. Healing potions, trips back to town to visit a temple/cleric there, wands/etc... Or just treating a stab wound to the belly like it'd be a Bad Thing.
      I mean, even if you can get healed a few seconds after, do you REALLY want to get stabbed? It'd hurt! Our lack of a handy cleric made us treat fights a bit more warily/respectfully/realistically I think, even the little ones. Sure they're just goblins, and we could take all of them out with ease, but odds are a couple of us are going to get knifed or bit or something. Let's see how we can deal with this...

    8. Re:World of Dungeons of Warcraft by Abreu · · Score: 1

      I think that the division of "party roles" responds to the fact that every character should be useful in a fight.

      As you said before, a thief in the old days did nothing but pick pockets and disarm traps, the Fighter and the Paladin were the party leaders, and the Wizard could go on solo adventures after a certain level because, as long as he could properly research his enemy, nothing could stop him. This is NOT IDEAL!

      The whole thing about playing a game is that everyone should be able to participate and have fun. It was NOT fun to watch the guy playing a wizard end the encounter in one round in AD&D. It is NOT fun to see "optimized" Clerics or Druids out-fight the Fighter in third edition.

      And about 80% of the rules being about combat? Well, social situations are best handled through roleplaying, and no rules are going to help you if you don't roleplay in the first place.

      --
      No sig for the moment.
    9. Re:World of Dungeons of Warcraft by Aeonite · · Score: 1

      I think that the division of "party roles" responds to the fact that every character should be useful in a fight. I think this is true in a game about fighting things all the time, which is what D&D has turned into, in part (I think) thanks to MMOs. Old school D&D wasn't about just fighting. Sure there were monsters to fight, but there were also dungeons to explore, traps to defuse, puzzles to solve, spells to discover, etc.

      A decade and a half of computerized grinding has turned fantasy gaming into nothing more than a grindhouse. Monsters go in one end, treasure comes out the other. And yes, D&D always had that. But it also had a lot more. I think even old school Basic D&D had a good balance when it came to overall functionality and archetypal variety.

      I shudder to think of what Lord of the Rings might look like if it were written today...

      "Gandalf, nuke the orcs. Gimli, you tank. Frodo, Merry, Pippin and Sam all backstab. Aragorn, you heal the tank. Sorry Legolas, we don't need you. Maybe go roll up a Druid and get back to us."
    10. Re:World of Dungeons of Warcraft by Merusdraconis · · Score: 1

      Speaking of World of Dungeons of Warcraft - we've seen from Blizzard's use of the talent trees in Diablo II and World of Warcraft that talent trees are notoriously difficult to balance. It's an exercise in balancing power in three dimensions - making sure a talent is appropriate when compared to other talents in its tree, to other talents in the same place for other trees the player has access to, and to other talents the player doesn't have access to. It's taken years for Blizzard to get the talent trees in World of Warcraft to a somewhat balanced state for many of its classes, and they've broken some of the balanced trees along the way.

      How do WotC plan to deal with this, seeing as they don't have the luxury of issuing a patch every couple of months to fix issues that come up in playtesting? What made them decide that a talent tree was the way to go over more traditional methods of character advancement in tabletop roleplaying?

    11. Re:World of Dungeons of Warcraft by Dr.+Spork · · Score: 1
      Good post!

      Actually, I think there is another perverse motivation behind the announced changes: It's not only that they want to copy a video game, they want to make rules that are easy to put into a video game. I have no doubt that a MMO D&D will be tried again, probably with 4E rules. At the barest minimum, Bioware games will be using 4E rules in their video games, so I wouldn't be surprised if the rules were made with an eye towards mechanizing them.

      In all of this, it's the spirit of roleplaying that loses, of course - since you can't role-play with a computer, at least not with today's AI technology.

    12. Re:World of Dungeons of Warcraft by Arcaeris · · Score: 1

      As a longtime D&D player, this makes me sad.

      Why do you need a defender role? This isn't a computer game with mindless AI, it's a real person who is the DM. If your wizards can't take hits, your DM has two choices: a) kill the wizard for some reason, or b) choose to make the monsters attack the fighters.

      Why would you replace the dynamics of a real, thinking Dungeon Master with a simple "I do X, monsters do Y" interface. That's a limitation of computer games, not a feature!

      A rogue isn't supposed to take hits, but that doesn't mean he has to hide behind a "tank". What if he climbed the wall using his cloak of arachnida? What if he hid in shadows? Or offered the orcs a mug of ale? Or tried to bribe them? There a million reasons that this doesn't make sense and they all fit under "roleplaying" - which is conspicuously absent from computer games in any real sense.

    13. Re:World of Dungeons of Warcraft by theghost · · Score: 1

      The foursome of the Tank, DPS, Healer and Blaster as roles within a party As opposed to the foursome of Warrior, Rogue, Cleric and Wizard thats been standard since the seventies? Actually, for us old farts that would be "fighter", "thief", "cleric" and "magic-user". Actually, for us old farts that would be "fighting-man", "hobbit", "cleric", and "magic-user". ;)
      --
      The only thing necessary for the triumph of evil is that good men do nothing.
    14. Re:World of Dungeons of Warcraft by Abreu · · Score: 1

      ...but there were also dungeons to explore, traps to defuse, puzzles to solve, spells to discover, etc. Nice strawman argument.

      Exactly how is a tight and complete combat system prevent you from having that?

      You can run campaigns based on exploration, puzzles, intrigue, and anything else with any roleplaying system out there.

      D&D has been accused for being too focused on "hack&slash" ever since I remember...
      So, by your argument, the whole "go into a dungeon, kill the monster, get the loot" is D&D being true to its roots.

      --
      No sig for the moment.
    15. Re:World of Dungeons of Warcraft by Aeonite · · Score: 1

      That is its roots.

      My issue with the new blaster/tank/dps/healer functions is that (at first blush) they don't appear to have anything to do with going into a dungeon or getting the loot or anything except combat functionality. And when you are encouraged to create characters based primarily on their function within combat (rather than other factors) that sets you up for a specific type of gameplay which, I think, is inherently contraindicative of the traditional D&D style dungeon romp. Once you're in a combat mindset, everything looks like a nail.

      No longer will it be "Well I want to play an elf wizard." Now it'll be "Well we have a tank and a healer and a dps guy, so we need a blaster, so who wants to play the Warlock?"

      You may as well just play Blood Bowl at that point.

    16. Re:World of Dungeons of Warcraft by mikelu · · Score: 1

      What made them decide that a talent tree was the way to go over more traditional methods of character advancement in tabletop roleplaying?

      I'd say the primary factor is incompetence. Just look at the whole critical hit thing. They move from a really elegant, consistently scaling system to something that's dependent on a ton of parameters and thus totally unpredictable.

    17. Re:World of Dungeons of Warcraft by Merusdraconis · · Score: 1

      But see, incompetence would attempt to avoid having to do any unnecessary work. Clearly someone at WoTC had some kind of vision that suggested that a talent tree was the way to go and I wanted to know the story behind that.

  15. The balance between easy and good by Mongoose+Disciple · · Score: 4, Interesting

    How do you feel you've struck a balance between a desire to simplify/streamline rules to speed play and make the game more accessible, and a desire to preserve the strategy and general goodness of the game as it exists today? Details about proposed changes that were a tough call either way would be interesting.

  16. What I would like to know more than anything by Steeltalon · · Score: 5, Interesting

    Why is there a need for a 4th edition? 3.5 wasn't released all that long ago (and the books were just as expensive as the 3.0 versions), so why do we need a 4.0? Is there a compelling reason or is this just a symptom of Hasbro casting "Animate Dead" on TSR's corpse?

    --
    Regards, Ian
    1. Re:What I would like to know more than anything by halivar · · Score: 1

      After 8 years in the wild, I think WotC has a good idea of what in 3rd Ed simply isn't fun. Save or die is not fun. Critical confirmations are not fun. Gnomes and half-orcs are not fun. OTOH, there are tons of requests for things that are fun that aren't in the rules. I think WotC is chucking things nobody ever liked, anyway.

      I, for one, welcome the change. I think the new rules are a vast improvement. Note that I say this as a convert; last year I swore I would not purchase 4th because I thought it was a crass, cynical cash-in. I changed my mind when I saw what they wanted to do.

    2. Re:What I would like to know more than anything by Mongoose+Disciple · · Score: 1

      After 8 years in the wild, I think WotC has a good idea of what in 3rd Ed simply isn't fun. Save or die is not fun. Critical confirmations are not fun. Gnomes and half-orcs are not fun. OTOH, there are tons of requests for things that are fun that aren't in the rules. I think WotC is chucking things nobody ever liked, anyway.

      FWIW, I think all of those things are fun.

      Different strokes for different folks and all that.

    3. Re:What I would like to know more than anything by Denyer · · Score: 1

      On a related point: Forgotten Realms, one of the main (A)D&D campaign settings. Am I being cynical in assuming that the decision to advance the timeline to a point where most known NPCs are dead is primarily a move to make gamers abandon a lot of time and money invested in source material? Do the core designers feel that there are substantial sales to be gained by making such OTT breaks with existing customer bases? Because I suspect I'll only be buying from this point on to complete novel series, if authors are allowed to finish them...

      --
      Ph-nglui mglw'nafh Gates M'dna wgah'nagl fhtagn.
    4. Re:What I would like to know more than anything by Abreu · · Score: 1

      Well, I for one welcome a campaign setting where you can walk 20 miles without meeting a 20th level NPC.

      In fact, I haven't played in the realms since 2004 and don't plan on returning.
      But if they kill off Elminster, I will personally go out and buy the new Forgotten Realms book, just to reward them for it.

      --
      No sig for the moment.
    5. Re:What I would like to know more than anything by PCM2 · · Score: 1

      Ph-nglui mglw'nafh Gates R'chmd wgah'nagl fhtagn.

      You mean R'dmnd, don't you? Richmond is in Virginia (or California).

      --
      Breakfast served all day!
    6. Re:What I would like to know more than anything by Anonymous Coward · · Score: 0

      Players do not need 4.0, I respectfully submit that the dungeons and dragon community does.

      Using my limited imagination, I believe that the transition to 4.0 might be described as...

      WOTC would like a "simpler" ,"programmable", and "streamlined" set of rules (a true paradigm shift), that when coupled with a monthly subscription from x% of the current estimated player base (where x was made up by that new guy with a PHD in finance who told them "bandwidth and pdf can add more to the bottom line than just paper and ink") allow the D&D "community" to develop a more consistent product, and integrate that product into the online revolution.

      Of course this will drive additional resource (in the form of revenue) to the "development" team. This, in turn, will then enable them to solution whatever technical hurdles that the community may encounter. With more users participating online with the product, a quicker feedback loop between the "development" team and the user base will also exist. This newfound synergy will proliferate into random acts of innovation.

    7. Re:What I would like to know more than anything by Anthony+Boyd · · Score: 1

      Hmm. Okay, I'll explain some reasons why a new edition (or at least a version 3.6!) would be welcome.

      • Player says, "I want to grapple the enemy," and everyone sighs, gets out their books, turns to pages 120-150 and tries to figure out the sequence. Gameplay halts for a while.
      • The player wants to disarm or trip an opponent -- more page turning. Found the sequence of events? Okay, now do they have the improved disarm feat? Well that changes retaliatory disarmament. What about locked gauntlets? Got that? Okay, add 10 to your opposed roll. There many more things to consider, but I won't bore you with a lengthy list.
      • Cleric is turning undead? Good, roll to see what you can turn. Okay, now roll again to see... what you can turn. Yes, you roll twice. Once to see how many HD you can turn, but first a roll to cap what you can do (don't want low-level characters turning liches, natch). There is actually a little chart for interpreting the results because it isn't intuitive at all.
      • Your group's spellcaster is out of spells? You want to make camp and sleep? But you just got started your journey an hour ago!
      • You want to run? Okay, you can move quadruple your normal movement speed... unless your wearing a medium/heavy load, then triple... unless you intend to veer or turn, then double. Yeah, double if you intend to turn corners. What? You want to charge instead of run? Okay, you can go double speed... but only in a straight line, because this double-speed is different from running.

      Anyway, I don't think that everything they're doing is good for the game. D&D 4.0 is going to have warts -- the main issue that I see is that the team is very strongly going toward 12-year-old boys, abandoning the outreach to girl gamers and adults that they accomplished over the last 10 years. As an adult, I'll play, but I'll have to hold my nose for some dumbed-down pandering that wasn't there before (for example, tieflings are getting revised to be "like rebellious teenagers" -- their words).

      Having said that, I do think there are needed improvements, and it won't be money-grubbing in my opinion if they streamline gameplay. I'll consider that a worthy investment, and happily pay for such books.

    8. Re:What I would like to know more than anything by ultranova · · Score: 1

      Once to see how many HD you can turn, but first a roll to cap what you can do (don't want low-level characters turning liches, natch).

      Why not ? A lich is supposed to be intelligent, so it will just send a horde of zombies to act as turn fodder while it prepares a lightning bolt. Or just give it and other powerful undead turn resistance or something.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    9. Re:What I would like to know more than anything by uhhhhhhhhhhDuh · · Score: 1

      WotC is doing the same thing to DnD that they did to Magic the Gathering. Make a new set of stuff every few months that everyone has to buy to keep the money rolling in steadily.

    10. Re:What I would like to know more than anything by bigtangringo · · Score: 1

      Grappling's actually pretty easy once you read and understand the process.

      Make a touch attack, which will provoke unless you have a feat to stop it.

      If the touch attack hits, make opposed grapple checks; if the offender wins you're "grappling".

      After that, there are a number of things you can/can't do while grappling. It's important to note though, that once you're grappling you're both equals. If you beat the dragon's grapple the next time around, you can hold on until he "says uncle!". It's just infrequently used in most campaigns, and like all infrequently used rules, it's poorly understood by most.

      --
      Yes, I am a smart ass; it's better than the alternative.
    11. Re:What I would like to know more than anything by bigtangringo · · Score: 1

      Oh yeah, I wanted to address some of your other points.

      Trip/Disarm/Sunder/Bull Rush: All similar to grappling

      Cleric turning: Doesn't scale worth a god damn, and it's complicated as all hell - broken. Nothing some house rules won't fix, but I haven't bothered yet.

      Spellcaster out of spells: Play spell points and institute a recharge rate house rule.

      Ultimately, the problems with 3.5 are pretty minor and the investments I've made are truly significant (they might top my firearm investments, that's saying something). It's similar to the XP vs. Vista debate IMHO.

      Oh, and while we still have 3.5 - use Post-it style sticky tabs for your bookmarks.

      --
      Yes, I am a smart ass; it's better than the alternative.
    12. Re:What I would like to know more than anything by Anthony+Boyd · · Score: 1

      I don't disagree with the idea, I disagree with the implementation. For example, here is a simpler method: to turn undead, roll as usual to see how many HD of undead you can turn, but don't roll for the cap -- assume the cap is your level.

      If you don't like that, there are many other ways to get the same effect without complicated rolling. Do one roll, keep it simple (no lookup tables).

      The D&D 4.0 team is doing this same thing with saving throws. Right now, in 3.5, if a fireball hits the group, each person is rolling to save. They're trying to beat a number. In D&D 4.0, it's flipped. Everyone has a save number, and only the caster rolls. If he/she beats your save number, you take full damage. Otherwise, you make the save. The net effect is the same. The amount of rolls is reduced. You get the same level of detail without the details slowing the gameplay. This is what I'm talking about. This is what I will pay good money for.

    13. Re:What I would like to know more than anything by Anonymous Coward · · Score: 0

      1st ed: 1977
      2nd ed: 1989 (updated to 2.5 in 1995)
      3rd ed: 2000 (updated to 3.5 in 2003)
      4th ed: 2008

      Lets be honest, this game hardly updates as often as anything else out there.

    14. Re:What I would like to know more than anything by Yosho · · Score: 1

      Grappling's actually pretty easy once you read and understand the process.

      Ok, here's a few questions for you...

      Characters with multiple attacks due to BAB get multiple grapple checks. Do creatures with multiple natural attacks get multiple grapple checks? What about secondary natural attacks? If so, where does it say that? And if not, grappling is horribly broken in favor of characters with class levels rather than monsters.

      Wizards can't cast spells with material components unless they already have the components in hand. How do you determine what copmonents you had in hand at the time you were grappled? At least, in most games I've played in, they don't worry about describing in detail the wizard pulling out components every round, and it's just assumed that he has whatever he needs for casting the spell at the time. Also, if a character can draw a light weapon in a grapple, why can't a wizard pull out more components?

      Can I use a supernatural ability in a grapple? The list of actions you're allowed to take in a grapple doesn't specifically say so, but that doesn't make sense. Supernatural abilities have no components and don't require concentration. There's no reason why it should be possible to cast spells but not use supernatural abilities. If I can do that, what other actions can I take that aren't listed there?

      When you grapple a creature, you move into its square. If I move into the square of a creature larger than me, exactly where within its area am I located? It doesn't seem important until the wizard starts casting area-of-effect spells that may or may not clip the creature but not hit me. Is it possible for me to move around within the creature's area? Is it possible for it to move me around? There are rules for moving the grapple, but that's for actually moving the location of both grapplers, not one who is within the other's area.

      I don't actually need answers for those, by the way -- the point is, the rules for grappling are a mess.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    15. Re:What I would like to know more than anything by bigtangringo · · Score: 1

      Well...

      Monsters get "grapple actions" based on their BAB, just as PC's do.

      Look up "Retrieve a Spell Component", but honestly... grappled wizards? D-Door, man!

      SU abilities, are simply "yes" with no grapple check. They don't generally provoke, have no components, don't take more than 1 std. action.

      I'd based all that on the "Move" section. As far as exactly "where" you are, you occupy whatever square you moved into, and have subsequently been moved to.

      So I'm a little OCD, *shrug*. Ultimately, any "fringe" cases will be DM judgement calls and house rules. The books can only go so far.

      --
      Yes, I am a smart ass; it's better than the alternative.
    16. Re:What I would like to know more than anything by Anonymous Coward · · Score: 0

      I think that it is interesting that you decide that the net effect is the same when it is actually very different. In 4.0 you are saying that for example if we take the extremes that everybody will get hit or no one will. As opposed to before where every body rolled their own save, which I never found to be that cumbersome, that might have the result of having some people with a low save make it and some people with a high save fail. I do understand that this will still happen when the roll is in between, however I feel almost as though you are taking away my characters individuality. Why can't I as the fighter get a good save and dodge the fireball when the rogue fails, in the new system this would never happen assuming the fighter has a lower save. Unless of course you now make the caster roll for each person that they hit, but that would not reduce the number of rolls and probably make it take longer since one person is making several rolls instead of several people each making one.

    17. Re:What I would like to know more than anything by Yosho · · Score: 1

      Oops, the section on retrieving an item slipped my mind.

      As for the others -- yeah, I know that as the rules are written, monsters should get grapple checks based on their BAB, but that basically means that any PC with multiple attacks per round is an unstoppable grappling force unless he's grappling a monster who is several size categories larger than him. (recall that most monsters don't have multiple attacks based on their BAB)

      The grappling rules doesn't say anything about SU abilities. It makes sense that you could use them, sure, but if you're interpreting the rules literally, it's against them.

      And the move section says "You can move half your speed (bringing all others engaged in the grapple with you)". If you're moving within a larger creature's square, though, you can't bring him with you -- and if he's trying to move you within his area, well, he's not actually moving at all.

      Yeah, you can houserule it, but those things are all constant sources of debate.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    18. Re:What I would like to know more than anything by mikelu · · Score: 1

      recall that most monsters don't have multiple attacks based on their BAB

      Actually, they do. You just use a different dynamic when attacking with natural attack routines.
      For example, a dire bear could attack with:
              2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5)
      Or:
              Unarmed strike +18/+13 (1d4+10)
      Or(and this one usually goes unnoticed!):
              Unarmed Strike +18/+13 (1d4+10) and 2 claws +13 melee (2d4+5) and bite +13 melee (2d8+5)
      But since the bear doesn't have Improved Unarmed Strike, it usually won't do that.

    19. Re:What I would like to know more than anything by Anonymous Coward · · Score: 0

      Dates back to a Google search years ago that mentioned Gates had a house in Richmond County. I should probably just change it...

    20. Re:What I would like to know more than anything by Denyer · · Score: 1

      I for one welcome a campaign setting where you can walk 20 miles without meeting a 20th level NPC. Play a different setting? It certainly won't appeal to all, and if WotC wanted to virtually mothball FR and focus on another campaign world I wouldn't be hugely bothered. Recasting a setting in major ways to make it fit seems like the worst of both situations -- alienating existing players/readers and still having to pitch it to new customers. Although... overpowered NPCs showing up all the time is only likely to be a problem if you have a DM who can't resist bringing them in or who can't say no to their players.

      --
      Ph-nglui mglw'nafh Gates M'dna wgah'nagl fhtagn.
  17. Why do we need a whole new rules system? by flaming-opus · · Score: 3, Interesting

    It seems to me that the fun of table-top Role Playing Games is the storytelling. It's the plots, and the character development, and the mythical settings that make RPGs so exciting. Do we really need to further refine the game rules, or is this a simple cash grab for the publisher, when all the gamers out there update to the new rules?

    1. Re:Why do we need a whole new rules system? by 6-tew · · Score: 1
      Games Workshop taught me that the answer is: To sell book to customer's who've already bought all the books. I mean they're right too, I only really need one Player's Handbook.

      Sure they fix some stuff, but most of that's already handled by playing the same people and developing house rules. But that doesn't sell more books.

  18. New content for old Settings? by andphi · · Score: 5, Interesting

    I know that some of the old settings (Ravenloft, Spelljammers, Dark Sun, Planescape) have been transitioned to other companies or have been quietly kept alive by their fans with knowledge bases and efforts at rules translations between old rulesets and 3.5. Will any of these old, orphaned settings being making a comeback in 4.0? (Planescape. Please, Planescape!) If not, are the 4.0 rules being written to make these on-going translation efforts easier?

    1. Re:New content for old Settings? by sckeener · · Score: 1

      Will any of these old, orphaned settings being making a comeback in 4.0? (Planescape. Please, Planescape!)

      Doubtful on the Planescape unless it is a major overhaul. The planes got a major tweaking. The Abyss is now an evil elemental plane....picture the old limbo but with evil behind the destruction. Succubi are now Devils and so are all the other humanoid Demons....(if they are lucky...Malcanthet, the Queen of Succubi, is no more in 4e.)

      As for Dark Sun...have hope...they are republishing the novels...so maybe they'll bring it back....though I can't imagine what Dark Sun would look like in the new edition.

      --
      "Only one thing, is impossible for god: to find any sense in any copyright law on the planet." Mark Twain
    2. Re:New content for old Settings? by andphi · · Score: 1

      You're right. That is a major tweaking and one I can't understand, exactly. But, how is evil elemental? Aren't the elemental planes morally neutral?

      I can see how it would need some major overhauls, both to tie in Eberron (because they wouldn't not tie in Eberron) and to deal with any other changes that have been made - which factions exist per the latest manual of the planes, which don't, and which are merely sects of other factions. I like Planescape - it's the weirdest and most philosophically deep of the settings, but you're right in saying that it's probably not coming back. But, I could either ask: "Planescape?" or the question so many others have also asked: "Why?"

    3. Re:New content for old Settings? by Culture20 · · Score: 2, Funny

      how is evil elemental?
      It's elemental because some 20 year old writer at WotC misunderstood "Temple of Elemental Evil"
    4. Re:New content for old Settings? by andphi · · Score: 1

      Sadly, I can see your point.

    5. Re:New content for old Settings? by sckeener · · Score: 1

      I like Planescape - it's the weirdest and most philosophically deep of the settings

      Well since alignment is getting a major overhaul for 4e, the philosophical aspect is going to be gray-er. Planescape had the Great Wheel planar structure behind it and all the factions pushing their own belief structure. Take away alignments and the Great Wheel, Planescape becomes just a think tank. Take away standard planes and it is difficult for WotC to write material for Planescape.

      I don't see Sigil returning for 4e as anything except a token city for adventurers to visit, very similar to how it was treated in 3/3.5 edition.

      I do see Ravenloft returning though...it fits with WotC's Points of Light campaign strategy.

      I could even see Dark Sun return for the same PoL aspect.

      Anything that is detailed and rich though...I don't see that happening with 4e.

      --
      "Only one thing, is impossible for god: to find any sense in any copyright law on the planet." Mark Twain
    6. Re:New content for old Settings? by andphi · · Score: 1

      So they're taking all the good, interesting stuff out? Maybe it really /is/ World of Dungeons of Warcraft.

      > I don't see Sigil returning for 4e as anything except a token city for adventurers to visit, very similar to how it was treated in 3/3.5 > edition.

      Well, crap. Sigil was the single coolest place in the D&D multiverse.

    7. Re:New content for old Settings? by Aglassis · · Score: 1

      You're right. That is a major tweaking and one I can't understand, exactly. But, how is evil elemental? Aren't the elemental planes morally neutral? After the fight between Vecna and the Lady of Pain in the final 2nd edition adventure, the planes were broken in several ways. This was done so that the 3rd edition rule changes could be integrated without people complaining that there was no reason for it.

      I still use the Planescape cosmology when I run 3rd edition games. If any of the PCs or NPCs in the prime material plane think that this is wrong, well it is only because they are Clueless. And if any PCs keep complaining then they are going to have a trip to Carceri.
      --
      Suddenly, the hairy finger of a familiar monkey tapped me on the shoulder. It was time.--G. T.
    8. Re:New content for old Settings? by andphi · · Score: 1

      That explains a great deal. I still don't understand the need for the change away from the Planescape cosmology, but if there's a history of re-arranging the Great Wheel - or breaking it entirely - between major editions, I'll just give up on new Planescape material. Planewalkers.com is plenty good for reference. Beside that, a sufficiently creative DM can make up his own adventures.

    9. Re:New content for old Settings? by Anonymous Coward · · Score: 0

      Darksun 3.X

      http://athas.org/

      WoTC approved fan community to 'handle' it

  19. Negative Press by eldavojohn · · Score: 5, Interesting

    Short intro, I read a lot of fantasy and sci-fi. Play a lot of computer games. Enjoy reading up on lore and the like.

    But I never got into D&D. I had friends that played it but I was never into it. I tried playing it a few times and had some fun experiences. But there's always been a sort of negative stigma associated with it among ... well, the general populace. What are you doing to break free of this? Or do you embrace it? What are your thoughts & opinions on this strange negative publicity that popular movies push onto D&D players? Do you ever try to break free of that?

    --
    My work here is dung.
    1. Re:Negative Press by tyroneking · · Score: 1

      The negative stigma is totally undeserved - my first booze, first porn movie, first uncomfortable moment with a previously best friend (I killed his paladin and he got upset, not the other thing ... that happened later on a railway station in Liverpool ;, continuous outlet for pent up male aggression - all happened whilst playing D&D.
      Paranoia taught me about the absurdity of the real world (and yes, I still approach people in authority with a mixture of fear and loathing and wishing I had an ultraviolet pistol).
      Runequest taught me that even ducks can be heroic and that the world is just one big lozenge.
      007 RPG taught me about guns and cars and beautiful foils.
      2000AD taught me that everyone in the world falls into one of several UPPs.
      Trollquest showed me how most modern fiction is formulaic and soul-less.
      Of course while I was doing all that I passed up the chance to join the local boat club, get drunk and laid on a regular basis, and shower in front of other naked men.
      Bah.

    2. Re:Negative Press by Anonymous Coward · · Score: 0

      Just my two cents here, while it's certainly interesting to ask what WOTC is doing in regard to popularizing D&D so as to make it more marketable...

      I don't really understand the rationale given in the 'quick intro' of your question. You had fun doing something but since you felt their was a negative stigma associated with said activity you abandoned it? ... I think that's terrible reasoning. What's the point of having pursuits (in this case, a hobby) at all if you're going to have your commitments be dictated by others? All I can think to say is that this really sounds like a self esteem issue more than anything.

    3. Re:Negative Press by Anonymous Coward · · Score: 0

      You sure convinced me to stop playing! ;)

    4. Re:Negative Press by kaizokuace · · Score: 1

      i believe the stigma is built on lies and a desire to tear down the individual. Look at world of warcraft. Content-wise very similar to D&D. You have magic, monsters and the like but less imagination. D&D is all imagination. think about it.

      --
      Balderdash!
    5. Re:Negative Press by Anonymous Coward · · Score: 0

      1987 called.
      It wants it's stigma back.

  20. Newbie alert (me) by Killjoy_NL · · Score: 1

    This might also be a good question for fellow readers here.
    Having never played D&D, What is the appeal of this game?
    It sort of looks like it's mostly about mathematics, not trying to be flamebait here, I'm genuinely curious.

    If I should start playing, where to start and with which version of the rules?

    --
    This is the sig that says NI (again)
    1. Re:Newbie alert (me) by Cytlid · · Score: 1

      It was nothing short of interactive story telling. I had friends who were geeks and artists, and it was really fun for a while. I had a character whom I role played his entire family. If I had taken some serious notes, I really could have written a book!

        Mind you, I quit playing after 2nd edition. And my playing time was a good 15-20 years ago. (Man, am I getting that old?).

      People who dwell on the rules, or have little bickering fights wanting to annoy someone who they didn't like (not all the geeks liked the artists and vice-versa) really kinda ruined it.

      What I got out of it, was imagination, a weak form of acting, and the ability to shape my dreams into reality while playing by the rules. It's nice to set personal goals and then work hard to achieve them.

      Anyone else who doesn't really benefit from it in some way, or get something positive out of it is wasting their time. I never really got the appeal of the computer versions, either. (I have all the old gold box games for C64 and Amiga in their original packaging), even MMORPGs of today, seem kinda ... lacking. Everyone is playing the same revision of about the same story.

      Where's the imagination, or creativity in that?

      --
      FLR
    2. Re:Newbie alert (me) by halivar · · Score: 3, Insightful

      The game is only as fun as the people you play with.

    3. Re:Newbie alert (me) by techpawn · · Score: 1

      If I should start playing, where to start and with which version of the rules?
      If you want to start playing you really have two options, hang out at the game shop and talk to people there to find out if anyone needs a player or talk to your friends. That's how I got into the campaign I'm in: My girlfriends, friends, husband is in a campaign and told me they needed a good mage. It's taken me a few sessions to get back into the swing of the game but if you get in with an experienced group you'll learn a lot quickly.

      As for "which version" the big jumps are from 2nd to 3rd (Thac0 to d20) but ask the GM what version they're playing. I won't start the war of 2nd v. 3rd but personally I think 3 or 3.5 is a good starting place and have been able to teach first time players the rules for d20 faster that Thac0.
      --
      Ask not what you can do for your country. Ask what your country did to you
    4. Re:Newbie alert (me) by totallygeek · · Score: 1

      Having never played D&D, What is the appeal of this game?
      It sort of looks like it's mostly about mathematics, not trying to be flamebait here, I'm genuinely curious.


      It is a game, same as any other, appealing to some and not others; no different than Yahtzee, chess, or Chutes and Ladders. DnD can be played in different ways, with more or less role playing. What I mean is some people voice their characters and even act out what they (in the game) are going to do. For me, I say things such as, "my character will attempt to perform X and here is my roll." After a twenty year break from the game, I have started playing once a week with some people at work during lunch. We have just completed an adventure and are continuing onto something else, our band of a few elvish fighters, a half-minotaur cleric, a bard with a dog, and my character, a thief (rogue).

      Just so you get an idea of our typical gaming, here is what happened at our last session:

      Our party gathered some weapons from a band of ruffians that were turned over to the magistrate of the town we were staying in. We took the equipment to a mining camp. I rolled to see whether I had forged a mining license well-enough to get our party into the mines without paying - successful. Unsure, two others rolled "sense motive" to see if we were being told correct information by the license taker about which mining path to take. I rolled diplomacy to see if we could get a better deal on which path to take or how much our party would receive in payment for a days work in the camp, which did not fail but it was made clear that we were well-liked and had been given a fair deal. Some vendors would not purchase the equipment/weapons we brought with us and it was found that they were stolen from a known local craftsman. We did find a willing vendor and offloaded. I rolled "sleight of hand" to steal some eternal light from a person showing wares so we could enter the mines. After some walking through the mountain we came across a dead orc or something humanoid (had been dead a while). A search (many rolls) turned up nothing but footprints. So, the dog and the minotaur had some rolls to determine which tracks were freshest and where they lead. The party is now climbing a steep, narrow staircase.

      I would say that if you are interested in playing, find a game and squeeze in for a test. Don't use it as your only litmus because dungeon masters, or game controller / story teller / holder of all the cards / knower of all the information, are all different. Players are all different. Back in the day, there were some people I enjoyed playing with and some I simply could not stand to be around.

      Hoping what I wrote gives you some answer to your question.

    5. Re:Newbie alert (me) by Killjoy_NL · · Score: 1

      Thanks to you and the other people who replied for the info, I think I've gotten a better idea about the game so far :)

      --
      This is the sig that says NI (again)
    6. Re:Newbie alert (me) by techpawn · · Score: 1

      Your description was good of the action in the game, but you forgot 10-30 mins of odd pop culture references. At the last session after defeating a group of guards we broke character to talk about how broken the warlock class could be and the GM joked that THIS is what a D&D movie should have, that after some heroic or death defying feat the characters just sort of talk about something COMPLETELY unrelated and search of the Mountain of Dew...

      --
      Ask not what you can do for your country. Ask what your country did to you
    7. Re:Newbie alert (me) by Chris+Burke · · Score: 1

      The game is only as fun as the people you play with.

      Ah, well that makes sense of why I always have so much fun with my games, while everyone else I'm playing with hates them.

      --

      The enemies of Democracy are
    8. Re:Newbie alert (me) by boyko.at.netqos · · Score: 1

      Killjoy_NL:

      We did a story at NetworkPerformanceDaily.com on the appeal of D&D - at least among the IT/Techie set. Yes, it's about pretending to be a wizard or a brawny barbarian - wish fulfillment fantasy... but it's also because the game itself is an aid designed to help creativity by introducing artificial boundaries.

      As for starting to play, find a play group and use whatever version of the rules they're using. For D&D, the group is more important than any particular rules set. The best rules won't help you with lousy players, and bad rules are no deterrent for good players. (It's kinda like Monopoly that way.)

      --
      I used to work for NetQoS. I no longer do, but want to keep the excellent karma attached to this account.
    9. re: newbie alert (me) by ed.han · · Score: 1

      cytlid, i wish i wasn't already participating in this discussion b/c your comment deserves rep. well said. btw, do consider the planescape: torment game--superb writing, although it uses AD&D2 rules.

      ed

  21. Evasion by poet · · Score: 1

    Have you fixed Evasion so that a character must have a place to evade too? It is odd that a character can Evade Fireball in a 10 foot wide tunnel. Further I would suggest that rules be put forth about movement availability in that scenario. If I just ran (4x move) on my turn, I find it unlikely I could then evade 40 yards.

    --
    Get your PostgreSQL here: http://www.commandprompt.com/
    1. Re:Evasion by techpawn · · Score: 1

      Evade while odd always makes me think of the bullet dodging scene from the matrix... He evaded the bullets without moving an inch. That's why evade buffs your AC, even in leather your AC is damn good because you are just so hard to hit.

      --
      Ask not what you can do for your country. Ask what your country did to you
    2. Re:Evasion by jp10558 · · Score: 1

      Ok.. but how do you move to evade a 20' ball of flame? I'm figureing that's like being in an oven - you can't dodge the heat without *getting out* of the *oven*! That's why my house rules always added some requirement of being able to physically move out of the way of what you're evading.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    3. Re:Evasion by Entropius · · Score: 1

      I think you're thinking of a different thing.

      Evasion is a special ability that lets you take no damage, rather than half damage, on a failed save against a blast effect. The fact that you're fast enough to duck out of the way of the grenade entirely is perfectly plausible, but the fact that you're still standing where the grenade went off after the smoke clears is not.

      IMO it should be house-ruled to: "On a successful save, you may use part of your next turn's movement to move out of the area of effect. This counts as a move-equivalent action for your next turn."

    4. Re:Evasion by Yosho · · Score: 1

      The "Evasion" class ability doesn't affect your AC at all. You might want to check your PHB again.

      It's a little silly that a rogue could completely dodge a fireball when standing in a 5' wide hallway, sure, but I don't think it's any more silly than some guy in robes who waves his hand to produce fireworks, or some guy in armor who can hit evil creatures really hard just because he really hates evil.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    5. Re:Evasion by techpawn · · Score: 1

      but how do you move to evade a 20' ball of flame?
      You get a reflex for half save if you're in the blast for fireball, it says so in the spell. Now, if your DM wants to deny or reduce the saving throw because of circumstance that's their call, but, them's the rules of the spell for a reflex save for half. Besides, FIREBALL, despite the name is not a ball of fire flying towards the target area. In the spell description it says it resembles a red dot till it reaches the target them explodes it the area burst. So, yes you can't dodge a 20ftx20ft of fire in a 15ftx15ft room, but the red dot coming at you would raise a "get out of the way" mentality in most PCs.
      --
      Ask not what you can do for your country. Ask what your country did to you
    6. Re:Evasion by techpawn · · Score: 1

      I may of be thinking of dodge. I'm usually throwing the fireballs not dodging them

      --
      Ask not what you can do for your country. Ask what your country did to you
    7. Re:Evasion by Anonymous Coward · · Score: 0

      Evading a 20' fireball in a 10' corridor just goes to show you that rogues are sneaky.

    8. Re:Evasion by Mongoose+Disciple · · Score: 1

      Honestly, this never bothered me. It was just one of those things we chalked up to game balance and moved on. Your rogue ducks and covers so well they don't take any damage even if they can't get out of the way.

      Weird prestige classes or later book additions aside, the core classes with evasion just aren't that good in most campaigns that we ever wanted to make them weaker.

    9. Re:Evasion by tbannist · · Score: 1

      Actually, it's a "lot" sillier, because there's no explanation for how the rogue "dodged" the fireball without moving. Why is it sillier? Because the rational doesn't make a god damn bit of sense. The rational for the fireworks and the smiting have a plausible justification. The first guy's a wizard and the second guy's summong the holy power of the gawds.

      The rogue dodged a 20 foot radius effect, without moving. That's not fantastic, it's nonsense.

      --
      Fanatically anti-fanatical
    10. Re:Evasion by Yosho · · Score: 1

      The rogue dodged a 20 foot radius effect, without moving. That's not fantastic, it's nonsense.

      Nowhere does it say that the rogue can dodge the effect without moving. In fact, it specifically says that Evasion doesn't work if you're helpless. Draw a five-foot square around you; that's really quite a bit of space to maneuver around in. If it would make you feel better, you can tell yourself that the rogue managed to quickly hide himself in a depression in the wall or floor, or that he's just so damn good at dodging that he dodged the fireball's individual waves of heat.

      Also, it's worth noting that paladins are, in fact, not required to worship a god. Seriously, check the class description. They can get their powers just from being incredibly uptight. (for that matter, they're not even required to worship a god who's within a step of their alignment, like clerics are -- a lawful good paladin could worship Vecna, although he might have some trouble resolving that internal conflict)

      And if we're talking about silly powers, a number of things from list of monk class features makes no logical sense at all, especially higher level ones.. Seriously, Tongue of the Sun and Moon? Empty Body? WTF?

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    11. Re:Evasion by tbannist · · Score: 1

      ... Yes, Paladins without a god. I'd forgotten that dreadful 3Eism.

      And monks? In the PHB? More trash for the fire.

      I don't disagree with you here, those things are fully nonsense as well. But that doesn't make the evasion rules any better. It just shows that there are a bunch of other holes introduced in 3rd Edition.

      --
      Fanatically anti-fanatical
    12. Re:Evasion by jp10558 · · Score: 1

      Well said on the spell, I was implying that, but didn't say explicitly. The fireball spell reads more like a rocket launched grenade. Now, I understand you'll want to dodge that, but we're talking about how to dodge the blast you have to actually *get out of the way*, no amount of fancy dancing in place is going to make it miss you, unlike say a standard arrow or sword thrust. In fact, more than an explosion, the spell says it just instantly heats up a cylender of air - every part of that space is heated. The only way to reduce damage is get out of the way.

      Now, you may argue about the wording of the spell - is it heating everything in the area, or just the air around people. That's why I make a much bigger deal about greater evasion where you save for NO damage - I can see half if you curl up fast or what not. But to take no damage from what's basically a sort of explosion - you have to leave the area IMO.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
  22. Undo by Lord+Apathy · · Score: 0

    How much of the damage that you did in 3.0 are you going to undo in 4.0? Are you going to fix the errors like wizards being able to use swords, magic using dwarves, and fixing the part where you left out the good alignment restrictions on rangers?

    --

    Supporting World Peace Through Nuclear Pacification

    1. Re:Undo by Conspiracy_Of_Doves · · Score: 1

      Why should rangers have to have a good alignment restriction?

    2. Re:Undo by An+ominous+Cow+art · · Score: 1

      Just as in 1st Edition, 3rd edition wizards aren't proficient with swords.

      Don't like magic-using dwarves or non-good rangers? Don't play one, or if you're DM, disallow those combinations. Problem solved. Those always seemed to me examples of things that should be determined by the specific campaign world, not the rule system.

    3. Re:Undo by CensorshipDonkey · · Score: 1

      These are all opinions. If the developers decide wizards can use swords, they use swords. Find me a wizard, and then we'll talk about what's "right".

    4. Re:Undo by Lord+Apathy · · Score: 1

      Because that was the way it was written in 1st and 2nd edition by Gary himself. Anything else is Bullshit.

      Yeah, lame answer but its supposed to be funny.

      --

      Supporting World Peace Through Nuclear Pacification

    5. Re:Undo by Lord+Apathy · · Score: 1

      Okay guys your supposed to be agreeing with me. Not beating my bullshit with logic and reason.

      Common guys, lets get with the program.

      --

      Supporting World Peace Through Nuclear Pacification

    6. Re:Undo by cthulu_mt · · Score: 0

      Because all the Rangers in The Lord of the Rings were good guys. Some people can't accept that D&D can be something other than a mindless clone of LotR.

      --
      Virginia is for lovers. EVE is for griefers.
    7. Re:Undo by StarvingSE · · Score: 1

      I never understood these restrictions in the first place, and was glad to see them taken out. Why shouldn't a wizard use a sword if they want? Gandalf has a sword, and he is arguable the model TSR used when creating the wizard class.

      Why wouldn't dwarves be able to use magic? I'm not a rules lawyer, but I think they get an INT penalty so it is harder for a dwarf to become a wizard. This is the same as a mentally challenged child working twice as hard in school in order to get into the college that the other students get into without much effort.

      Freedom is a good thing. Also, you have the option of making house rules that restrict alignments and class choices.

      --
      I got nothin'
    8. Re:Undo by Anonymous Coward · · Score: 0

      Dwarves have a penalty to Charisma, not Intelligence. This means they make lousy sorcerers, but it doesn't effect them as a wizard at all. Dwarves also get +2 to constitution, which is very useful since wizards have a d4 for HD.

    9. Re:Undo by SharpFang · · Score: 1

      Agreed. For about any of the 'half-wild' monster races Ranger is more reasonable than Warrior as 'default' class.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    10. Re:Undo by Jaysyn · · Score: 1

      Dwarves get a charisma penalty, so they make poor Sorcerers. They generally make damn good Wizards, with the constitution & lore bonuses & all.

      --
      There is a war going on for your mind.
    11. Re:Undo by tbannist · · Score: 1

      Gandalf's not a wizard, actually he's actually a demi-god, so's Sauruman for that matter, that's explained in the Silmarion, I think.

      The D&D mage was actually designed after the wizards in Jack Vance's books.

      --
      Fanatically anti-fanatical
  23. Class homogenization? by Mongoose+Disciple · · Score: 4, Interesting

    It sounds like, in an effort to balance classes better, they've all become a lot more alike. That is, a wizard and a warrior will have a very different list of abilities, but they'll all have X abilities to use at will, X abilities to use once an encounter, and so on. Do you feel this is a fair assessment? If so, is there any concern that in making the classes more alike you'll have essentially created one well-balanced class that no one wants to play? In 3E, a lot of the classes require very different kinds of strategy and in my experience all players have different favorites for reasons that seem to be going away.

  24. Roles: choices or straightjackets? by flymolo · · Score: 1

    If a player makes a 4th edition fighter will it automatically be able to fill the role of defender and no other role, or will that depend on the feats and talent choices made for that particular fighter?

    --
    "Sometimes it's hard to tell the dancer from the dance." --Corwin Of Amber in CoC
  25. How long will this edition last? by Erwos · · Score: 4, Insightful

    It upset quite a few folks when D&D 3.0E transitioned to 3.5E relatively soon after release, and made some people's investments in D&D become basically worthless overnight. While I appreciate that it's sometimes time to spawn a new edition that's incompatible with the old, it felt like 3.5E should have been an errata to 3.0E, rather than a totally new set of books.

    I understand that WotC can't commit itself to any firm "we will not release another edition for X years" guarantee, but it would be nice to hear some sort of assurance that we won't see a repeat of the 3.0E->3.5E debacle. What's the plan? What lessons have you learned?

    --
    Plausible conjecture should not be misrepresented as proof positive.
    1. Re:How long will this edition last? by halivar · · Score: 1

      I wouldn't call it a "debacle," given that there was no economic backlash for WotC whatsoever. People grumbled, but they bought the books. The game still flourished. Everyone who swore they wouldn't buy 3.5E (people like me) ended up getting it eventually, anyway.

      The only "lesson" to be learned is that, when given the chance to vote with their wallets, gamers will vote for WotC.

    2. Re:How long will this edition last? by CensorshipDonkey · · Score: 1

      Almost the entire 3.5E ruleset was released for free as part of the public SRD, under the Open Gaming License. You didn't have to buy a thing (my group didn't), and there were only a few rule changes to learn. Treat like an errata if you wish, or buy the books. The company simply made updated books available, if you had the cash, or perhaps starting after the 3.5 update.

    3. Re:How long will this edition last? by phantomlord · · Score: 1

      and some of us are still happily playing 1E/2E/PO. I haven't bought any new AD&D books since last century, but I've been happily extending my collection of old material thanks to those who feel the need toss out the old and embrace the new.

      I have no interest in the newer rule systems and about the only thing WOTC has a chance at selling me at this point is generic material that isn't closely tied to any particular edition. Of course, I have my own campaign setting, so my need for that is pretty limited as well. But I fully accept that I'm probably in the minority.

      --
      Don't leave your mind so open that your brain falls out. Don't close it so much that you cut off the blood.
    4. Re:How long will this edition last? by Erwos · · Score: 1

      "Everyone who swore they wouldn't buy 3.5E (people like me) ended up getting it eventually, anyway."

      I guess I should be glad to know I stuck to my guns when no one else did. I completely boycotted it, and stopped playing D&D as a result. D20 Modern is much better, anyways.

      --
      Plausible conjecture should not be misrepresented as proof positive.
    5. Re:How long will this edition last? by Dr.+Spork · · Score: 1
      I'm in the same situation as you. My friends and I are using the 1E rulebooks, supplemented with house rules. What's great is that those old books are not hard to find, cost about $10 each, are actual hardbacks that don't come unglued after a month of use. Also, I love the old aesthetic of those books. They made the world seem mysterious and full of adventure. 3E and beyond were obviously the products of marketeers. Actually, it started with 2E, when TSR removed the Devils and Demons - I still think that's unforgivable. I know the shortcomings in 1E. That's why there are house rules.

      Recently, I've noticed that many of my house rules are borrowed from Hackmaster. I play that too, and it's brilliant, though a little cumbersome if all you want to do is role playing.

    6. Re:How long will this edition last? by Anonymous Coward · · Score: 0

      Everything published on the SRD can be found all over the web... for example http://www.dandwiki.com/wiki/SRD

  26. MOD UP! by H3lldr0p · · Score: 1

    This is the one question that came leaping to mind at GenCon this past year which really hasn't been answered to my personal satisfaction. I really want to move away from the cynical thoughts and hope that this more than just a video-game like (multi-)year cycle but the fact that they are selling preview modules (selling me an advertisement?) for the next edition does not leave me much hope.

    1. Re:MOD UP! by An+ominous+Cow+art · · Score: 2, Interesting

      I'm feeling pretty cynical about their reasons for doing this, too. The things I read about the new rules, up until I finally stopped reading in disgust, all seemed like a dumbening of the rules to appeal to attention span-challenged video gamers.

    2. Re:MOD UP! by jp10558 · · Score: 1

      Well, on the one side, there has been a history of ~10 years between major releases and a middle cleanup @ year 5 or so. This is 1 year early for that, so maybe some money grubbing - but like OSs, you want to clean up things, and introduce new features every so often. A ten year cycle seems ok to me. That said, I don't really like MMOs, and haven't messed with 3.5 at all, so I'm more interested in 3.5 right now than 4.0.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    3. Re:MOD UP! by H3lldr0p · · Score: 1

      While release date wise, that does seem right, the question really is one of how much has the public embraced the last release. Excepting for a few hard-core players I know, 3.5 is only a recent purchase with the 3.0 version and its books being replaced slowly. My complaint is that outside a very loud, core group of people, I just haven't anybody express a desire for this sort of change.

      One would hope that in answering this sort of question that those who made the decision would be able to cite something beyond the desire for more cash as the reason for doing so.

    4. Re:MOD UP! by Anonymous Coward · · Score: 0

      It's hard for to chew on the diea of this being equated to a software upgrade.

      Maybe it's my Linux (debian baby, yeah!) background, but if I want to upgrade my software, I apt-get a patch, or untar an upgrade from the publisher, and that's that. Wholesale upgrade/re-release? Okay, here's my $50 for a user manual and some DVDs.

      D&D, on the other hand, has always been about hardcover books, beuatifully bound, tons of eye candy, etc. An "upgrade" entails not just one or two new books (each clocking in at around $30+, yes?)..., but seemingly upwards of hundreds of dollars of new-fangled eye-candy ladened books.

      Backwards compatibility with 3.5, 3.0 or (perish the thought!) older? Fat chance. Sure, some enterprising DMs can (and IMO, should) go through the effort of reusing older material for their own needs, but how many folks do you think will throw their hands up in dispair at having spent hundreds of 3.0/3.5 material seemingly for naught?

      Caveat/Disclimer: old-fart AD&D (1st and 2nd edition), who dropped quite a bit of cash for the D20/verison 3.0 D&D...., only to be spurned with a 3.5 release seemingly a month later. So I've no dog in tbius fight: I've walked away from D&D for good. It's just a shame that this push for yet another wholesale rewrite of D&D may push away folks the same way the advent of 3.5 did for me.... //TB

  27. Open Gaming License by egg_green · · Score: 5, Interesting

    With D&D 3rd Edition, we were introduced to the D20 System and the Open Gaming License, which allowed third party publishers to produce supplements for the game. Will there be something akin to this for 4th Edition? What form will it take, and will it be more or less restrictive?

    1. Re:Open Gaming License by halivar · · Score: 2, Informative

      There will be both a new OGL license and and SRD (system reference document [aka "D&D For Free"]). The new OGL may incorporate language to allow you to advertise 4th Edition compatibility, something that was previously only obtainable as part of the onerous d20 STL (which may be going away according to Scott Rouse).

    2. Re:Open Gaming License by jandrese · · Score: 1

      From what I've heard, the OGL is not sticking around for the 4.0 release. This has independent producers scrambling to find alternatives to the D20 system or just rolling their own. While the D20 system has it's flaws and clunky bits, it's usually better than homebrew systems.

      --

      I read the internet for the articles.
    3. Re:Open Gaming License by halivar · · Score: 1

      Where did you hear this?

      Scott Rouse has said, "There will be the OGL and Wizards D&D products period. No d20 STL (tiered or otherwise) to be even more clear." Indicating there will be the OGL.

      Also, "We are looking to incorporate some sort of compatibility language within the new version of the OGL. Something like 'Compatible with the 4th Edition of the Dungeons & Dragons Roleplaying game...'"

      Further, on the release of the SRD, "July 2008 at the latest but some publishers will get it early so they can develop products in advance."

      There will be both and OGL and an SRD. 3rd party publishers can continue writing new content for 4th Ed.

    4. Re:Open Gaming License by jandrese · · Score: 1

      This was a rumor I'd heard as to why Privateer Press suddenly stopped production on their D20 stuff when 4.0 was announced. Supposedly they weren't going to be able to get a license to continue production and were having to work up alternatives.

      --

      I read the internet for the articles.
    5. Re:Open Gaming License by halivar · · Score: 1

      Or, more likely, they're waiting until they can get their hands on the 4th Ed SRD (as other publishers are doing). There's no sense putting out material now when in 6 months they may have to rewrite it. The current IK Player's Guide is completely incompatible with 4th Ed. Luckily, the IK World Guide is nothing but fluff; a very wise move, IMHO. Also consider that PP isn't quite as prolific at flooding the market with books as most 3rd party publishers.

      I'm hoping for a new, updated IK Player's Handbook for 4th Ed that also incorporates material from the Liber Mechanika.

    6. Re:Open Gaming License by mdarksbane · · Score: 1

      Why does everyone feel the need to upgrade?

      We glanced through some borrowed 3.5 rulebooks, incorporated some of the ideas that made sense, and kept playing.

      I've always felt DND was more about just a fun way to hang out with friends. If they release a new version of Monopoly does that invalidate your old version? It isn't computer software.

  28. Complexity vs. other gaming systems by Mechagodzilla · · Score: 5, Interesting

    Has there been any thoughts or discussions on reducing the amount of books needed to play? Donating a bookshelf to every new edition is getting a little ridiculous for the casual gamer. I have 40+ books from first and second edition. I bought the Player's Handbook from the third edition, read the first thirty pages and went "bleh".

    To reference another gaming system, I can generate a character in GURPS (Steve Jackson Games) in under an hour, have a little better feel for advantages and disadvantages, arm and clothe the character, and do it all from one book. Now there are other books available, but not necessary. Also, their magic system seems a lot more reasonable than memorizing spells. I always thought of spells more like skills than chunks of memory.

    I know it goes against the business model, but can you actually make a game that can be played with less than four books?

    --
    Fast, cheap, correct. You get to pick two.
    1. Re:Complexity vs. other gaming systems by halivar · · Score: 1

      Also, their magic system seems a lot more reasonable than memorizing spells. I always thought of spells more like skills than chunks of memory.

      I believe 4th Ed addresses this. The quote I heard went something like this: "After a wizard uses all his spells for the day, he is still at 80% combat effectiveness." I think this means you can designate certain spells as "per round" usage using the new "magical implements" rules.
    2. Re:Complexity vs. other gaming systems by east+coast · · Score: 3, Insightful

      What? You didn't find The Complete Potato Farmer v 3.504.321a to be worth the 30 USD?

      Sadly, and I know that someone will probably bitch at me, the WotC business model is based on people consuming what they normally don't need at an alarming rate. They gained wide popularity in the business of CCGs. Anyone who's ever spent any serious time playing CCGs knows that it's a scam; a monetary blackhole where rules are made up to make perfectly good cards obsolete and create an atmosphere where players (normally teens) beleive that their cards are going to be worth big money and are, in fact, an investment instead of a gaming supply. Come on folks, enough already.

      I felt that this would be the case with D&D when Wizards got their hooks into it and the speed with which 3.5 was announced only confirmed my thoughts. And this isn't even to mention the meager software offerings that went toes-up before the bittorrent could even be completed.

      While I still maintain and interest in the game and still play with the same small group I have for the better part of the last decade, I still clutch onto my 3.0 core rules and a copy of Tomes and Blood. I will not spend 30+ USD on more books for a game that does not justify it. I'm still running just fine with my Call of Cthulhu 5.0 rulebook. I've had it just as long or longer than most people have had their AD&D 2.0 books. And it's the only book needed for the game!

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    3. Re:Complexity vs. other gaming systems by digitalhermit · · Score: 1

      I think you hit it on the head...

      I played back in the early 80's, then stopped when I left high school. Picked it up for a short while in college. Then the drought where I didn't play for years. A year ago I met some folks who were interested in getting together for some low-pressure games. So I tried. But MAN, so many rules and bits of nonsense that it compeletely killed the imagination that made it so interesting in the first place. The DM had some laptop based tools, but really, if you need a computer to track the game then it's a moot point how useful the tools are.

    4. Re:Complexity vs. other gaming systems by Minwee · · Score: 1

      Also, their magic system seems a lot more reasonable than memorizing spells. I always thought of spells more like skills than chunks of memory.

      If that still bothers you, maybe you need to read a little more Jack Vance.

      And then ask yourself why Gygax named one of the most powerful wizards in his original D&D setting 'Vecna'.

    5. Re:Complexity vs. other gaming systems by Cheapy · · Score: 1

      Why did you need all those books? If you're a player, all you "need" is the Player's Handbook. But even that info is released as OGL. Just look at www.d20srd.org for that info and more. The other books are definitely not needed to play. Sure, they have a lot of cool stuff in them, but they aren't essential. You can have a core game and do just fine. Judging from what's on d20srd.org, they also appear to have released Unearthed Arcana as OGL, which adds a lot of variations on how to play.

      Maybe you really did need 20+ books for 1e or 2e, but I kinda doubt it :)

      --
      Would you kindly mod me +1 insightful?
    6. Re:Complexity vs. other gaming systems by Darkforge · · Score: 1

      I bought the Player's Handbook from the third edition, read the first thirty pages and went "bleh".
      Oops! Maybe you should have looked at the book before you bought it. Or just downloaded the D20 SRD online for free!

      Please mod parent down to +4 so we don't have to waste a valuable slot on this uninformed question. You freely admit that you've never read the book.

      FYI, 3E is not without its flaws (it's still D&D) but it is way simpler than what came before. Getting rid of THAC0 alone is a huge help, and that's before you consider simplified saving throws (or do you want to remember your saves for PPD, PP, RSW, BW and Spells separately?), attacks of opportunity, etc.

      80% of my players only own the PHB, and non-spellcasters don't even need to read the second half of the book, which is all spells. That's better than GURPS, which puts all of its character creation rules in the Characters book and all of the rules for playing the game in the Campaigns book (including the combat rules)!

      -Dan
      --

      When I moderate, I only use "-1, Overrated". That way, I never get meta-moderated!

    7. Re:Complexity vs. other gaming systems by Mongoose+Disciple · · Score: 1

      Also, their magic system seems a lot more reasonable than memorizing spells. I always thought of spells more like skills than chunks of memory.

      They're changing this in 4E, apparently.

      For my money, 3E had it right. You had a choice: You could play one of the spontaneous caster classes like a sorcerer, which doesn't memorize spells, or you could play something like a wizard that still did.

      Playing the spell-preparation casters was, for me, one of if not THE best thing about playing D&D. On any given day, you could be the weakest guy in the party or the strongest, depending on how well you anticipated what would happen and picked accordingly. The best wizard players I've seen wouldn't always be doing something every round -- if the party had a fight well under control, they'd save their arsenal for when it could be used to greatest effect. They equally wouldn't be trying to crank out damage every round if a simple slow or blindness was all it would take to turn a fight.

      From everything I've heard about 4E, all of the fun of that strategy and finesse is going out of the game. I'm hoping not.

    8. Re:Complexity vs. other gaming systems by Stormwatch · · Score: 1

      I'm amazed that no one in the USA has yet published the coolest roleplaying system ever created: 3D&T. The base guide has a hundred pages, the character sheet takes only a page, and it only uses d6. It's cheap, versatile, fast, and easy. Think of it as a drastically simplified GURPS.

    9. Re:Complexity vs. other gaming systems by Cheetahfeathers · · Score: 1

      This is one of a large number of reasons I dropped D&D as a game I play. I'm currently into a lot of indie games. They have few if any supplements. These games, in addition to having actual helpful rules system that do more than just not 'get in the way' but actually work towards making a fun game, don't need supplements to make them better. They also are rather highly polished rules for the most part, needing little or no house rules to make them work. 4 of the 6 games I now have only have a single book for the entire game (often with a free PDF with the hard copy). As for character generation, many of them can be done in 15-30 minutes or less.

      So I think your suggestion is very valid. There's definitely a market for folks like me who want games that you can just get into right away. My bookshelf for the 6 games that I play, including all supplements for the 2 games which have a few, takes up about 6 inches of shelf space. If I wanted to get all the books for 6 other games I've played in the past it would take more like 6 bookshelves. AD&D 2nd, D&D 3.0, World of Darkness, 7th Sea, L5R, Shadowrun... that's such a huge amount of money in the books for those systems.

      I don't think D&D will ever get down to just a few books. If someone wants a great fantasy human/dwarf/elf/orc type game world with just a few books to play it, I'd suggest Burning Wheel instead. That's a fantasy game I urge all D&D fans that are searching for a non-supplement ridden system to take a look at. As a bonus, you don't have to wait for the release, since it's already out.

    10. Re:Complexity vs. other gaming systems by Altus · · Score: 1


      Maybe there is some new GURPS edition that breaks the rules up, but the last time I played, everything you needed was in one book. Character creation, combat rules, magic, psionics, gear even a mini adventure. The only reason you needed another book was if you wanted to play in someone else's campaign world or if you wanted to use special rules (like running a super heroes game or something) and even then you could build your own rules instead of using a source book if you wanted too.

      --

      "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

  29. Role Playing by Dan9999 · · Score: 2

    I haven't gone through the changes to 4e yet but I found that in 3.5 we were spending a lot of time searching for modifiers for our rolls. Is there a shift from this to where the role playing will start making a more concrete difference in survival and the adventures or is it still up to the DM to make sure this happens? My last 2 DMs were excellent in this aspect but with more definitive rules and information about this it would make ALL the players role play more.

  30. very important question by circletimessquare · · Score: 1

    does vin diesel role play as half-drow or half-orc?

    --
    intellectual property law is philosophically incoherent. it is your moral duty to ignore it or sabotage it
    1. Re:very important question by meringuoid · · Score: 1
      does vin diesel role play as half-drow or half-orc?

      He plays as half-Chuck Norris.

      --
      Real Daleks don't climb stairs - they level the building.
    2. Re:very important question by largesnike · · Score: 1

      In an interview with Conan O'Brian, Vin Diesel said that he most often plays half-orcs

      --
      "Laugh while you can a-monkey boy!" - Dr Emilio Lizardo
  31. Races by savi · · Score: 1

    Will you consider adding more traditional D&D races such as gnomes and orcs? Why did you feel the need to add another elf variant as part of the core rules? Do we really need another one?

  32. Here's a question by Bootle · · Score: 1

    Why are you stiffing us? Again?

  33. Look Up time by Augoeides · · Score: 1

    We dont' have a lot of time to play and will choose another game system if yours requires us to spend an inordinate amount of time flipping through a stack of "core PHBs and DMGs" to find the specs on some feat or talent tree ability. What are you doing to reduce time spent looking stuff up?

  34. 4th edition?!?!? by Obliterous · · Score: 4, Insightful

    this is the `we're not making enough money' edition, right?

    Seriously. 3rd, and then 3.5, and now 4th edition, all within what, six years?? and how long did 2nd last?

    there's nothing wrong with the game as it plays, now, that a couple of house rules cant fix.

    another `lets make everything from the last version completely obsolete' version is NOT going to sit well with a lot of players.

    I paid all that money for 2nd edition books, and actually got my moneys worth. I had them for more than 10 years.

    I held off on buying 3rd edition, because I was still happy with 2nd, and by the time I was ready to buy, 3.5 had been released, so that's what I bought.

    considering how much I paid for all of these books, and how many 3.5 books I've purchased, I wont consider myself to have gotten my moneys worth from them until at LEAST 2012. So as far as I can tell, 4th edition is at LEAST 4 years too early. so I doubt that I'll be buying or playing 4th edition for a while.

    So, really, My question is: Did you actually come up with something so completely new that it makes a new edition essential, or is this just a move by WOC to squeeze as much money out of the AD&D franchise as possible?

    1. Re:4th edition?!?!? by shotgunsaint · · Score: 2, Informative

      I felt the same anger for a while. I still do. But I've been reading the design/development column on their site and I agree with most of the issues they're addressing. 3.5 IS a solid game, and one that I enjoy... however, it's not without its flaws, and two of the main ones are speed of play and the unmanagability of the PC's at high levels. Challenge Ratings fall apart quickly past 14th level, with parties either being vastly under- or over-matched depending on their unique abilities.

      --
      The future isn't here until I can type "car keys" into Google and have it say "You left them in your pants last night."
    2. Re:4th edition?!?!? by Anonymous Coward · · Score: 1, Informative

      (duped reply...)

      1st ed: 1977
      2nd ed: 1989 (updated to 2.5 in 1995)
      3rd ed: 2000 (updated to 3.5 in 2003)
      4th ed: 2008

      Lets be honest, this game hardly updates as often as anything else out there.

    3. Re:4th edition?!?!? by ShakaUVM · · Score: 1

      I think they really needed to release a book for the 14-20 game play areas, something that has been very underserved, well, forever in D&D. I think they sort of threw up their hands and said, "It's all broken!" and then wrote things with no rhyme or reason. Even the 3.5 revision did nothing to fix the nonsense that is, for example, Polymorph Any Object, which lets you turn boulders into Solars, or Black Holes, or whatever.

  35. Electronic by Anonymous Coward · · Score: 0

    Is 4th edition really just a segue to a final all-electronic product filled with subscriptions/micropayments?

  36. Re:Children? by Anonymous Coward · · Score: 0

    You are posting on Slashdot.

    Pot calling the kettle black?

    Go ahead, mod me flamebait....

  37. How do you beat Warcraft? by Rogerborg · · Score: 1

    No pussyfooting around the question: ugly nerd kids these days would rather get their Warcrack online, where they can grind to risk-free heroism while pretending to be hot girls to get attention. What's the incentive to stare at a bunch of greasy acne ridden faces and listen to squeaky voices arguing over rules for hours on end while the DM acts out his god complex by killing their character investments in a fit of displaced revenge because Chuck McRibsteak stuffed him in a locker again?

    --
    If you were blocking sigs, you wouldn't have to read this.
    1. Re:How do you beat Warcraft? by east+coast · · Score: 1

      Storyline for one.

      But I do agree with you, if it weren't for having a steady group of friends that I've been playing the games with for such a long time I'd probably just rather play a MMORPG too. When my current group breaks up I doubt I'll ever roll another d20 again.

      And I do see it in the younger generation; my nephew (16) lost his pen and paper group about 8 months back and doesn't seem too motivated in getting together another one but his XFire stats I can see he plays over 20 hours of WoW a week. Not to say that pen and paper is doomed but it's pretty damn close.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    2. Re:How do you beat Warcraft? by Rogerborg · · Score: 1

      Yup, pencil and paper must be very close to losing a critical mass in schools. You need a local group to play, and even 20 years ago there were always a few reluctant little brothers dragged in to make up numbers. I just don't see where the next generation of face-to-face gamers is going to come from, and I doubt that there's enough of a nostalgia market for WotC to turn a profit on 4th Edition.

      --
      If you were blocking sigs, you wouldn't have to read this.
  38. Screw all these new editions by netglen · · Score: 1

    I was happy with the Basic and Advanced D&D box sets. You don't need to carry a huge backpack in order to tote around a dozen or so of D&D books.

  39. Will combat be more streamlined? by DeafDumbBlind · · Score: 4, Interesting

    Currently, at higher levels, a fight between the party and a group of enemies can easily last a couple of hours.
    How has combat been streamlined?

    --


    Jesus used to be my co-pilot, but we crashed in the mountains and I had to eat him.
    1. Re:Will combat be more streamlined? by apt142 · · Score: 1

      If the fight rules haven't been significantly streamlined, what issues were weighed and discussed in the making of the 4E rules about streamlining or not streamlining them?

      Many well developed RPG's suffer from rules slowing down game play. What is WotC: D&D Division's current philosophy on balancing game play with book keeping?

  40. The Grognard problem by LordZardoz · · Score: 1

    This sort of question / rant comes up from time to time on enworld and every other D&D site. There are a few simple responses to your statements.

    1) New edition does not mean you are any more obligated to buy it and play it than you are obligated to trade in WinXP for WinVista, (or your System 5 Unix for Linux).

    2) Most rule changes are generally applied to elements of the game that nearly no one pays attention to anyway. Demi-human level limits were dropped because no one used them.

    3) Nitpicking about flavor elements (dwarven wizards) is generally stupid. Flavor issues are the easiest thing to customize / change. The core of the game is not a pseudo tolkein world. The core of the game is "roll 1d20 to kill monsters and take their stuff".

    4) People who are satisfied with the current version of any consumer project that choose not to upgrade are not the sort of customers that sustain a company. New material will be published whether you like it or not.

    5) Despite the sneak peeks to the new rules being given, it is still way too early to know what it will be like to play the new edition. If your not a play tester or designer of the new edition, than your opinion is not based on all the facts.

    From what I have read on Enworld, there are alot of players who tend to stick to earlier editions. You are one of the few that seems to like 2nd edition more than 1st or 3rd.

    END COMMUNICATION

    1. Re:The Grognard problem by h4rm0ny · · Score: 1


      My recommendation to people who feel this way about 3.5edition is to take a look at Malhavoc Press's Iron Heroes supplement. It somehow manages to be both compatible with the core system and produce an incredibly different feel, slightly old-school feel at the same time. Strongly recommended and the first thing I thought when I read some of the details about the new 4th Edition D&D is that it sounded like they'd ripped off more than a couple of ideas from IH. Really, definitely worth a look. (Actually two looks, seeing as the superficial presentation and art is nowhere near as nice as the WotC stuff).

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    2. Re:The Grognard problem by Rix · · Score: 1

      So how do you add people if they can't go buy the player's handbook for the edition you play?

      I knew there'd be these kind of shenanigans when the license was sold to the "Magik: Buy More Stuff" people.

  41. What was wrong... by Chysn · · Score: 1

    ...with the First Edition?

    --
    --I'm so big, my sig has its own sig.
    -- See?
  42. Magic Item Requirement by Blackeagle_Falcon · · Score: 5, Interesting

    One of the things I dislike about 3rd edition is that at medium and high levels magic items are such a big part of a character's power. A PC has to be decorated like a Christmas tree with various magical doodads in order to be effective. Running a campaign in a world where magic items are rare or nonexistant required a lot of house rules and adjustment on the part of the DM. Will it be easier to run a low or no magic item campaign in 4e?

    1. Re:Magic Item Requirement by chris411 · · Score: 1

      In the preview material and interviews, it has been said they will be addressing this. As I recall, it was particularly bad for fighters (at least in my campaign it was). They want the characters to be able to rely more on their innate abilities, with magic items simply being a nice bonus.

  43. How exactly by MoodyLoner · · Score: 1

    will the online tools work? Will it be all on the site or will I have to download a utility? Will I be able to view them on my Linux system?

    Is 4th edition going to be compatible with 3.5, or are you going to break backwards compatibility like you did with 3.0?

    Do you have any idea what the monthly subscription rate for D&D Insider will be?

    Will you be publishing compatibility guides for your campaign worlds, and when? What campaigns will be supported in 4.0?

    What do you think, based on playtesting, the learning curve is like?

    I know, more than one question, but so many of the rest of the comments are the same tired old gamer-bashing that I think I'm entitled.

    Oh, and my six year old daughter wants an easy-reader version.

    --
    No Longer a Menace to Society.
    Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
    1. Re:How exactly by Yosho · · Score: 1

      I can answer a couple of those for you, based on what I've read. First, no, 4 isn't going to be backwards-compatible with 3.5. The changes aren't quite as drastic as going from 2 to 3, but they're still big enough that it will require serious work to convert anything.

      The first campaign setting that will be converted is Forgotten Realms, and it should be done sometime within the first year (hopefully fairly quickly) after 4 comes out; Eberron will come out a year later. I've heard there are going to be some unofficial Eberron conversion materials made available in the meantime.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
  44. Who are you trying to please? by HikingStick · · Score: 3, Insightful

    Pardom me if this mini-rant-around-a-question goes long. I started playing D&D (the basic boxed set) and AD&D ages ago--first on 1st Ed. rules and eventually ponying up for 2nd Ed. My friends and I liked the game because it was easy and simple (regarding game mechanics) in the first edition, and we did enjoy some of the changes going into 2nd E. (though we did opt to keep the original Ranger class, as our gaming world was very Norse and giant-heavy). For those of us who wanted games with more realistic (if you can use that term for a Fantasy RPG) combat mechanics, different skill allocation methods, and other detailed tables, we had RuneQuest, Palladium, and dozens of other options. The game was well-established, and players could be found anywhere.

    With the arrival of the 3rd Ed. rules, you lost me as a regular player, along with many of my peers (we may be a bit older now, but we are the ones with regular salaries and a desire to continue the delusion of ongoing youth by purchasing simple amusements like games). I had no desire to relearn a gaming system that, for the most part, had its rules embedded in my head. The 3.5 Ed.? Didn't even pay attention. Fourth edition? Sorry, but not interested.

    My own sons are old enough to play now. I've been shopping around for some of the early 1st and 2nd Ed. books so my kids and I may try out the game together, but until that happens, we bide our time playing Guild Wars (online) and Magic: The Gathering (offline).

    My question is this: who are you trying to please? Do you have a core group of early gamers who will buy anything AD&D just because you print it? Are you attracting any younger gamers to the fold? If not, what's the point in publishing release after release after release? It's as bad as auto makers manufacturing '08 vehicles that are effectively the same as the '07s (Oh!, but the door for the gas cap is now square!).

    The question I'm asking beneath the surface is, "Why should I care at all?" Unless the rules are relatively simple--something that won't require me to buy an entire library of books--you won't win me back. Once upon a time, only three books were needed for hours (months, and years) of fun: the DM handbook, the Player's handbook, and a Monster Manual (and the creative DM could get by without the MM). In all honesty, it looks like you are using the glorious history of (perhaps) the most storied RPG franchise of our time and using only as a perpetual money maker for your company. The more I hear about subsequent editions, the more I get the impression that you don't give a crap about the players out there (the people who made the game great in the first place), and that you simply wonder how much more you can squeeze the golden goose before it dies.

    --
    I use irony whenever I can, but my shirts are still wrinkled...
    1. Re:Who are you trying to please? by jp10558 · · Score: 1

      I think you're very wrong with regard to D&D3.0. When it came out in Aug 1999, my gaming group played for several months with JUST the players handbook, and some downloads from the website. I think we got the DMG + MM a while after they came out for ease of play - but they weren't really necessary (Though I liked not having to invent monsters stats all the time). We actually had done the same with 2E, we played with just the PHB for several YEARS.

      The other books were nice options, and I eventually bought a bunch, and had lots of fun with them, but they were not necessary to play the game - all the rules necessary were in the PHB. Everything else was just timesavers or cool ideas I hadn't thought of. And now, with the OGL - the PHB, DMG, MM and some third party stuff is available on line, hyperlinked FOR FREE!

      The rules are far simpler in 3E than in 2 IMO - they are mostly algorithmic. I expect they are looking to increase this for 4e.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    2. Re:Who are you trying to please? by PhxBlue · · Score: 1

      It's as bad as auto makers manufacturing '08 vehicles that are effectively the same as the '07s (Oh!, but the door for the gas cap is now square!).
      Except at least you can still drive your '07.
      --
      !#@%*)anks for hanging up the phone, dear.
  45. 4.5 by lonechicken · · Score: 1

    When is 4.5 coming out?

  46. Windows Only Online Tools by Anonymous Coward · · Score: 0

    For DND Insider, you have confirmed that you are only supporting all of your tools on Windows and that several of them are designed using Direct X. Knowing that your audiences are generally those more adept and familiar with computing technology, why did you choose to design tools in such a way that they will never be able to be used beyond the Windows Platform? Are there any plans currently in the works to extend these opportunities to those of us who use other operating systems such as OS X? If we don't run a Windows platform what is the point of paying for the access to the D&D Insider Online Tools?

  47. Burning Wheel by Apreche · · Score: 1, Offtopic

    Have you ever played Burning Wheel, or other indy RPGs? What do you say to people who complain that D+D is taking all the RP out of the RPG?

    --
    The GeekNights podcast is going strong. Listen!
  48. One word. by Anonymous Coward · · Score: 0

    Gandalf.

    1. Re:One word. by Anonymous Coward · · Score: 0

      And Gandalf used Glamdring during the War of the Ring. And Glamdring was a sword.

  49. Spells! by shotgunsaint · · Score: 1

    We know there will be at least 25th level spells... does that mean we'll have more individual spells to choose from, or are the spells going to scale in level? Also, will you be selecting spells as your talents or do you automatically get access to them as you level up?

    --
    The future isn't here until I can type "car keys" into Google and have it say "You left them in your pants last night."
  50. How to convert holdouts? by greyfeld · · Score: 1

    My group has been playing for the past 25 years or so and comfortably settled into 2nd edition AD&D. My futile attempts to move them into the present so I can finally play that dwarf monk have all failed. How do you suggest that I get my group to even try moving to 4th edition, let alone 3.5?

    1. Re:How to convert holdouts? by Anonymous Coward · · Score: 0

      Buy a PHB, DMG, MM, and a module, read through them and understand them all, then sit your group down and say you're going to play 3.5 today. If they refuse to give it a chance, smack them upside their heads and tell them to stop being so stubborn. (I also recommend buying the Tome of Battle: Book of Nine Swords and the Spell Compendium, if nothing else; the Rules Compendium might also be helpful, if you frequently have rules disputes)

      As somebody who played 2e for a long time before going to 3.5e, I can understand how they feel. At a glance, 3.5e seems dumbed-down and genericized; they're wrong, and they're having trouble seeing it due to the fact that they're very intimately familiar with the rules of 2e and only superficially familiar with 3.5e. 3.5e isn't perfect, but overall the system is much more balanced, detailed, and customizable.

    2. Re:How to convert holdouts? by Entropius · · Score: 1

      I'd stay away from the Spell Compendium for a while there. There are spells in there that push the bounds of balance, and there's sort of a mutual agreement among our players not to use them.

    3. Re:How to convert holdouts? by Yosho · · Score: 1

      There are spells in there that push the bounds of balance, and there's sort of a mutual agreement among our players not to use them.

      It's not like the spells in the PHB are balanced, either. If your spellcasters aren't making your melee combatants cry themselves to sleep at night, they're doing something wrong.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    4. Re:How to convert holdouts? by Entropius · · Score: 1

      Well, sure, if the spellcasters get the jump on them or have an opportunity to prebuff... but there are other situations where melee combatants are invaluable. That said, one thing I'd like to see in the 4e "more options in melee combat" department is options for strong melee types to do more than remove hp from their targets.

      We have something like that in the monk's stunning fist ability; other abilities that can be used similarly might be interesting.

    5. Re:How to convert holdouts? by Yosho · · Score: 1

      Well, sure, if the spellcasters get the jump on them or have an opportunity to prebuff... but there are other situations where melee combatants are invaluable.

      There are situations that are weighted heavily towards melee combat, but that doesn't mean that pure melee classes are invaluable. A druid can just wild shape into a dire polar bear while a cleric casts Divine Power on himself, and now they can stand toe-to-toe with the fighters (while still tossing out 9th-level spells if they get bored); a wizard can just cast Time Stop on himself and either give himself whatever buffs are appropriate or set out a few spells that will erase his enemies when Time Stop ends. Granted, that's a pretty high-level tactic, but even at mid levels, if something gets a drop on a caster and they're unprepared, they've got things like Contingency, Teleport, and Word of Recall to get them home safely. The fighter's going to have some trouble getting away from anything he can't handle.

      We have something like that in the monk's stunning fist ability; other abilities that can be used similarly might be interesting.

      Out of curiosity, are you familiar with the Tome of Battle? It's become the favorite book of all the melee fans in my group since it was released, and it sounds like it's exactly what you're looking for.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
  51. Hybrid Computer/Live D&D experience by ubuwalker31 · · Score: 1

    I wish that the 4th Edition would allow players to play modules online together and in live groups around a table.

    1. Re:Hybrid Computer/Live D&D experience by Entropius · · Score: 1

      We already do this in 3.5E.

      Everyone's on a voice loop over Skype/Ventrilo. The DM farms out a GIMP window using VNC to the other players, who can see what's going on.

  52. D&D mythos? by sckeener · · Score: 1

    Why the big changes with D&D history?

    I contribute to the Named Demon Project. Since the Abyss is the major change in the planes, are all the humanoid demon's going to become unique devils? What can we salvage from the Abyss?

    I know I can add pieces back into the system for my home brew games, but paraphrasing a samurai quote 'treat little things with great importance'...I know the designer knows his stuff when he tosses in little details referencing the history of the game, eg easter eggs. Erik Mona and James Jacobs did a great job with "Fiendish Codex I: Hordes of the Abyss". They combed the entire history of D&D and fixed the inconsistencies for the Abyss. I think their work has been tossed out the window for these new 4e changes.

    --
    "Only one thing, is impossible for god: to find any sense in any copyright law on the planet." Mark Twain
  53. Compatibility by ajs · · Score: 1

    When GURPS did their 4th edition, one of the things that they took great pains at was to maintain a strong degree of backward compatibility (given a free PDF of conversion notes) so that the stacks of GURPS 3e books out there would not become useless. Hero System did much the same with 5th edition. When 3rd edition of D&D came out, none of the books really fit into the new game except for purposes of back-story, but 3.5 did work fairly well with 3.0 with some work.

    Is Wizards of the Coast planning on maintaining enough backwards compatibility so that all of the dozens of 3.0 and 3.5 books out there can be used with 4e, or will we be faced with the daunting expenditure of re-buying our entire libraries?

  54. Just one request... by Anonymous Coward · · Score: 0

    Make it fun...

    I don't care what version it is. I've been playing D&D on and off since it was D&D, not 2.0, not 1.0, since elves were classes and honestly the rules mean jack if it's not fun.

    Make it paranoia level fun.

    Oh, and make sure Bards are still in it, because I still want to see a D&D game where you use the guitar hero controller to cast bard spells.

  55. Wizards and swords by SteveFoerster · · Score: 1

    Gandalf used a sword. Tolkien trumps Gygax.

    --
    Space game using normal deck of cards: http://BattleCards.org
    1. Re:Wizards and swords by Lord+Apathy · · Score: 1

      Ahh yeah.. right... I got nothing.

      Aren't you dead?

      --

      Supporting World Peace Through Nuclear Pacification

  56. Question: Iron Heroes by h4rm0ny · · Score: 2, Interesting


    Actually, I have a formal question for the developers: Have you ever read Monte Cook's Iron Heroes supplement and are there any similarities?

    --

    Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    1. Re:Question: Iron Heroes by jspey · · Score: 2, Informative

      "Have you ever read Monte Cook's Iron Heroes"? Mike Mearls, one of the leads for 4th ed, wrote Iron Heroes.

      --
      Cover your butt. Bernard is watching.
  57. Non-combat design by mchevallier · · Score: 5, Interesting

    I am slightly concerned by the rendering of monsters into simply combat stats. Please take this opportunity to allay my fears, as much of what I hear, I approve of. Will there be more to monsters than combat? Obviously, that's their most important role, but an understanding of their capabilities outside of combat (rituals they can cast, things they know - stuff that they WON'T use in a fight against PCs) is important to give a monster an ecology, purpose, traction - to use a popular word. Please explain to me how 4e takes account of this, or if it doesn't, explain why you have designed it thusly. (Oh, and thanks for your time and effort. It can't be easy redesigning D&D, what with the internet and all.)

  58. Computer-games by Anonymous Coward · · Score: 0

    Will the changes make it easier to implement in a potential MMORPG?

  59. Rules were meant to be broken! by Spy+der+Mann · · Score: 1

    The point is having fun, right? Who cares if you break rule #435B to make your gaming experience more enjoyable?

    1. Re:Rules were meant to be broken! by Yosho · · Score: 1

      Who cares if you break rule #435B to make your gaming experience more enjoyable?

      The problem is that if you break rule #435B, sometimes that means you're also going to have to changes rules #237 and #468 to be compatible, and rules #387 through #401 won't work at all. You probably won't even notice that rule #105 doesn't work any more until somebody trips over it and your group spends 30 minutes debating how it should work. It's a lot easier when the entire rule set works right without having to fudge it.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
  60. Two Questions: by PortHaven · · Score: 1

    I. How long until 5th edition, and the need to replace all of our $60 4th edition books?

    II. When will D&D be digitized?

    ***

    Frankly, D20 is my least favorite RPG system to use. Sadly, it's killed 90% of the limited amount of shelf space RPGs receive in book stores.

    The D20 system is really more akin to a pyramid marketing scheme. Where in order to have all the rules, etc. You are forced to spend $20-$90 on numerous supplements. Of course, it's impossible for any average Joe to own every supplement. And rest assured the guy with book A that has the rules for your special character class wont show up and you'll have no copy of the rules you need. (Unless of course you made unauthorized & illegal copies subject to $150,000 fines per violation. Which probably equates to per page in copyright lawyer terms.)

    This doesn't even address numerous aspect of the D20 system itself I dislike:

    (This is one of the rare cases in life where I'd prefer a subscription model.)

  61. Why pick on the Gnomes by ShOOf · · Score: 1


    Why the hate toward Gnomes, out of all the base races why get rid of them and add Tiefling? Gnomes were a fun race and had their own little niche and added alot of flavor. Is the fact they weren't a race for min maxing make them so unpopular they are being removed?

    1. Re:Why pick on the Gnomes by ultranova · · Score: 1

      Why the hate toward Gnomes, out of all the base races why get rid of them and add Tiefling?

      For that matter, why are tieflings a race ? If they are people with fiendish ancestry, wouldn't a template work better ?

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  62. What address? by Seraphim_72 · · Score: 1, Flamebait

    Who and at what address do I get send the bag of flaming dog poop for deciding to kill Dragon and Dungeon and resurrect them into the shambling undead thing that they are now?

    --
    Slashdot, where armchair scientists get shouted down and armchair theologians get modded up.
  63. Character sheets like by coppro · · Score: 4, Interesting

    We know that you are providing a tool for editing character sheets on your computer, although you have not specified anything else. An editable PDF sheet seems likely. However, there have been many popular tools (e.g. PCGen) that can update many aspects of data automatically based on game events, rather than numbers. Example: You are the target of eagle's grace (assuming it still exists and has the same function). You have a +2 cloak of Charisma (once again making assumptions). You simply enter the fact that you are affected by that spell and tool automatically increases your Charisma score by 2, and also makes all relevant modifications elsewhere (save DCs, skill modifiers, etc.) Will the suite of digital tools released with 4th Edition include a tool that can maintain a character sheet that can be updated based on effects and modifications, rather than simple numeric input? If so, will it be extensible with published supplements/user-provided data?

  64. Arcane/Divine Balance? by Rydia · · Score: 4, Interesting

    In 3.5 and even basic 3d ed, Priests were far and away more useful than wizards and sorcers. They had damage spells, could use better weapons out of the box and had a serious of buffs, combined with their armor, that made them powerful and extremely difficult to kill. At very high levels, a powerful wizard can deal great damage with delayed blast fireball and whatnot, but at that point a good cleric can throw down greater aspect of the diety, divine power and a load of other spells and turn themselves into a combat machine, plus the ability to heal and a few good damage spells.

    How are you going to balance the two main spellcasting types in 4th ed? Or are you going to leave things generally as they are?

    1. Re:Arcane/Divine Balance? by Anonymous Coward · · Score: 0

      At very high levels, a powerful wizard can deal great damage with delayed blast fireball and whatnot, but at that point a good cleric can throw down greater aspect of the diety, divine power and a load of other spells and turn themselves into a combat machine, plus the ability to heal and a few good damage spells.

      It's worth noting that if your wizard is using damage spells at high levels, you're doing it wrong. You should be making the enemies save or die. What's the point of tossing four delayed blast fireballs at somebody where the fourth one might be able to kill them when you can just cast Finger of Death and kill him in one round? Once you get access to higher level spells than that, you've also got fun things like Prismatic Wall, Irresistible Dance, Power Word Stun, Polymorph Any Object, Temporal Stasis, Disjunction, Prismatic Sphere, Gate, Power Word Kill, Shapechange, Time Stop, Wish... all of those spells are horribly powerful (if you're smart), all from the PHB, and none of them do damage as their primary effect. Who needs to be able to use weapons and armor?

      I'm not saying that clerics and wizards aren't both unbalanced, but the core wizard spell list is better than the cleric one. Clerics are only truly broken once you start using abilities from splatbooks (Divine Metamagic + Night sticks...).

    2. Re:Arcane/Divine Balance? by Tanubis · · Score: 1

      The higher the level you compare wizards and clerics, the more broken the wizard becomes. Wish/Limited wish flesh out the versatility of the wizard to include the full range of clerical healing - just use limited wish to duplicate heal, for example. Divine magic will always have better straight on numbers, but arcane has so many options that a wizard with prep is always going to win. It's things like a wizard using shrink item (reduce an 10ft cube/level item to clothlike composition and shrink it down to 1/10th it's original size, dispel this at any time as a free action, duration 1 day per level - 3rd level spell) and a bunch of level 1 unseen servant spells that's scary. Not even an ancient dragon can survive a 400 cubic foot piece of lead appearing over it's head. Clerics don't get utility - they get flat damage, flat healing, and a couple other effects.

    3. Re:Arcane/Divine Balance? by Rydia · · Score: 1

      Where would the horde of unseen servants get a 400 cubic foot piece of lead? ;P

      As for the wizard healing bit, it would take a full wish to duplicate Heal (level 6 spell), but your point stands. The problem is that there's no "channel damage" ability for wizards similar to "channel positive energy." The cleric has a full compliment of curative spells because of this, and even full Wish cannot duplicate Mass Heal (level 8). Plus, wishes are generally in short supply because they are high level, so why they are very useful "gadget" spells, they have to compete with more conventional spells for spell slots, so as healing spells they're only really useful if everything has gone to pot.

      The real edge the wizard has is aoe damage, as opposed to a buffed cleric's single damage to one or minor damage to large groups. You can't counterspell the cleric's fist, however, and their AC is much higher, and they have higher HP.

      Sorry for the late reply.

    4. Re:Arcane/Divine Balance? by Yosho · · Score: 1

      Plus, wishes are generally in short supply because they are high level, so why they are very useful "gadget" spells, they have to compete with more conventional spells for spell slots, so as healing spells they're only really useful if everything has gone to pot.

      That's why wizards get "Scribe Scroll" for free at first level. ;-) Scrolls are cheap as dirt to make, and any wizard who's good at planning will make a stack of scrolls with his utility spells, infrequently used spells, and combat spells that aren't heavily dependent on caster level or save DCs. Then you can load up all of your spell slots with spells that depend on your caster level or Int to be as effective as possible. Running out of spells per day is only an issue if you're poor at planning.

      It's worth noting that, level-for-level, Cure spells aren't capable of keeping up with the amount of damage that spells of the same level are capable of dishing out (with the exception of Heal, to a degree). In most situations, defensive strategies in D&D are just not as good as offensive ones.

      The real edge the wizard has is aoe damage, as opposed to a buffed cleric's single damage to one or minor damage to large groups. You can't counterspell the cleric's fist, however, and their AC is much higher, and they have higher HP.

      No, as the grandparent pointed out, AoE damage isn't the wizard's real edge. Evocation is one of the weakest schools, but a lot of people take spells from it just because it's flashy and considered iconic of the archetypal blaster wizard. While their damage spells are very impressive, their real strength is in controlling the battlefield and making monsters die (or become helpless) in a single round. Even at low levels, spells like Color Spray, Grease, Sleep, and Web can effectively end large fights in a single round. Wizards don't care how high your AC is or how much HP you have because their best spells ignore that sort of thing.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
  65. HP versus damage saving throws by fudgefactor7 · · Score: 4, Interesting

    One of the things that always seemed out of place for me was the use of Hit Points. As any humanoid became higher level (i.e.: gained power) somehow they received a commensurate increase in physical ability to withstand a blow from something like a longsword. This issue was resolved in Green Ronin's Mutants & Masterminds where the whole idea of HP was replaced with a saving throw against damage. Did the D&D4 designers consider this as an option to replace the age-old (and some say broken) mechanic that is HP? And if so, why did they choose to remain with HP over the M&M mechanic?

    1. Re:HP versus damage saving throws by Spaceman40 · · Score: 1

      The explanation I always liked was that HP wasn't precisely linked to the number of hits you could take, but the general amount of damage you could handle before going down -- you might avoid it, roll with it, take it in the armor, parry it (while getting tired), etc. It's just a number to make handling the behind-the-scenes a little easier.

      --
      I [may] disapprove of what you say, but I will defend to the death your right to say it.
    2. Re:HP versus damage saving throws by Anonymous Coward · · Score: 0

      You misunderstand...

      hittpoints don't represent the commensurate ability to take more hits to the throat from a dagger--but your combat prowess aiding you such that you turn to the head or raise your arm to take the hit... basically...you get hit, but you're fast/skilled enough to at least take it somewhere less vital and bleeding.

      Now admittedly, at higher levels even while held down and incapacitated, you *can* take more hits from that executioner's axe as a warrior... but I consider that a bug in the "flat footed"/"coupe-de-grace" rules...

    3. Re:HP versus damage saving throws by Night+Goat · · Score: 1

      Now admittedly, at higher levels even while held down and incapacitated, you *can* take more hits from that executioner's axe as a warrior... but I consider that a bug in the "flat footed"/"coupe-de-grace" rules...

      I agree. The groups I played with used the concept that if your character's not in combat, and is given a lethal blow, he dies. If he is sleeping and gets his throat cut, he's going to die no matter how tough he is. Same thing applies with being executed. He's not getting out of the way of that axe no matter how tough he is. Except maybe some sort of forcefield, but common sense prevails. I think more paragraphs need to be written about how the DM is always right. The rules are a guideline, that's it.
    4. Re:HP versus damage saving throws by east+coast · · Score: 1

      One of the things that always seemed out of place for me was the use of Hit Points.

      Yeah, it is a funny system. That's why I always liked Call of Cthulhu a bit better from the stats aspect.

      CoC lacks levels. You have your basic physical attributes, including hit points, and a set of skills. While your stats never increased wildly there were long and tedious methods to get a couple of points here and there. What did increase was the skills. So if on an adventure you used your pistol skill it had a chance to increase and this chance to increase decreased as you became more skilled. It seemed more balanced as the person never changed much physically over the course of an adventure but they could become better at a skill by employing it. AFAIK you don't even have to use a skill in D&D (by the book) in order to increase it when you level up. That means I can have a cleric with a +20 heal check and have never used the heal skill at all. Not to say that skills can't be raised without practical application but it's not by much and it's normally hard to do and that's the way CoC plays it out.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    5. Re:HP versus damage saving throws by Yosho · · Score: 1

      The groups I played with used the concept that if your character's not in combat, and is given a lethal blow, he dies. If he is sleeping and gets his throat cut, he's going to die no matter how tough he is.

      The coup de grace rules are honestly pretty good for that sort of thing. If you attack somebody with the intent to kill while they're helpless (asleep, restrained, paralyzed, etc), you automatically hit, automatically critical, get sneak attack damage (if possible), and they have to make a Fortitude save with a DC of 10 + the damage taken or die.

      Yes, it's reasonable for there to be a saving throw on that; the DC scales up pretty quickly even for weak characters. A commoner might be able to do, say, 12 points of damage on an average crit with a longsword, assuming that strength is our commoner's good stat, and he has a +2 bonus on it. DC 22, that's nigh-impossible for any low-level character make unless they're very lucky. On the other hand, a 10th-level character with a "good" Fortitude save has a not insignificant chance of surviving that. Feel free to house rule that a 20 isn't an automatic success if you think a 5% chance of a low-level character getting lucky or the attacker screwing up is too much.

      It may seem unrealistic, but face it, most real people are the equivalent of 1st or 2nd level commoners; by the time somebody is a 10th level fighter, it's perfectly believable that he's so incredibly tough that it takes somebody two tries to deliver a lethal blow. Even a 5th-level fighter can probably do enough damage to get that up to a DC 30. That starts to get up into the "hard to survive unless you're epic" range.

      And that's just a longsword, which really isn't an ideal weapon for that sort of thing. Let's say the same commoner has an executioner's axe, which we'll say has the same stats as a greataxe. His average crit damage is probably up to 24 or so. Nobody who's not very high level is going to survive a DC 34 Fort save. Even if our commoner really screws up his swing and gets the minimum possible crit damage, 9, that's still a DC 19 save, which is very tough for low-level characters and still a challenge for mid-level characters.

      If it seems silly that there is a chance of survival, you may be suffering from "fighters aren't allowed to have anything nice" syndrome. Bear in mind that by level 10, wizards are permanently turning people into small animals, bards are so good that outsiders come to the prime material plane to listen to their performances, and a smart rogue will be stabbing people for +15d6 points of damage per round while completely dodging 20'-radius fireballs at the same time.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    6. Re:HP versus damage saving throws by Night+Goat · · Score: 1

      Bear in mind that by level 10, wizards are permanently turning people into small animals, bards are so good that outsiders come to the prime material plane to listen to their performances, and a smart rogue will be stabbing people for +15d6 points of damage per round while completely dodging 20'-radius fireballs at the same time.

      I know what you mean, my 15th level 3rd edition monk just plain stopped taking damage! I was able to evade everything that came at me. Now, I couldn't deal damage worth a damn, but I was saving my own hide constantly. Game balance is a bitch.
  66. When's version 5 due out? by Ron+Harwood · · Score: 1

    My gaming group played AD&D until 3rd edition came out (and skipped 2nd edition)... we plan on playing 3.X until 5th edition is available.

    Considering the investment we've put into books over the past 8 years - we're not just dropping those books to buy into a new version. So, should we plan on another 8 years? (Ye gods, I'll be in my mid-40s then and my son who's in kindergarten will be in High-school...)

  67. A year or two by MoodyLoner · · Score: 1

    before Eberron gets converted. My warlock is going to love this.

    Well, let's hope the DM doesn't fall in love with 4th. Ed that quickly, or is willing to put in a crapload of work if he does.

    --
    No Longer a Menace to Society.
    Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
  68. Why The Upgrade? by Anonymous Coward · · Score: 0

    What do you feel was wrong about the previous version(s) which you felt justified the need for a new one? And how are you correcting those problems?

  69. Ever sat in front of a fire? by spineboy · · Score: 1

    And then had someone get between you and the fire - You don't feeel the heat immediately. Same kind of concept I suppose. Or maybe the jet of flame just passes over you, since you're lying in a small depression in the floor, and you don't become toast.

    I guess you can evade the flame in the same way that someone can shoot a fireball out of their hand - it's fantasy.

    --
    ..........FULL STOP.
    1. Re:Ever sat in front of a fire? by jp10558 · · Score: 1

      See my other reply regarding the jet of flame mistake. On the it's fantasy - that works if you don't care about internal consistency or reliable game mechanics. It depends on your prefence.

      I prefer things to be somewhat like the books, and somewhat like reality. That is, if evasion was described as some sort of spell resistance, then fine - you stand in one place, do some magic, and aren't affected as much or at all by a spell. But if you're talking about essentially dodging a spell, the dodging has to make sense within the rest of the game rules environment or it all breaks suspension of disbelief for me.

      That is, like many of the funny web comics imagine this:

      Fighter: Go steal that doodad in plain sight!
      Rogue: How? It's the middle of the day etc...
      Fighter: Just do what you did when that wizard blasted us last night. You know, you instantzapped out of the fireball, and back to where you were. I didn't even see you move! Just zap over there grab it and you'll be back faster than anyone can see!
      Rogue: Ummm, I can't actually do that.
      Fighter: What? You did it last night!
      Rogue: I can only do it if I'm dodging a fireball...
      Fighter: ?!?

      Just doesn't work that well for me. Or it leads to parties strategically fireballing their rogues for diversions/fast movement.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
  70. Is there really a necessity for new versions? by asills · · Score: 1

    Being in the tech industry, I'm pretty used to the pace of change in regards to hardware and software. Every month, every year something new comes out that makes the old look like a toy. In terms of gadgetry, the new stuff is always so much cooler than the old stuff. There always seem to be one more feature the new things have over the old, that pretty much necessitate continual upgrade after a while (you may skip an upgrade or two, but eventually your old POS will be upgraded).

    New games come with new ideas, and the really good ideas eventually make their way into games with a long history. One game will change the notion of "hit points" and that idea will filter through other games. Yet another will change the notion of "difficulty" and that idea will filter through other games. That said, as game designers, how do you view the need for change in terms of underlying game mechanics and rules like the 4.0 release is bound to do, especially considering the long history and vast amount of source material that has, over time, become obsolete against current rule systems?

    --
    -- What did Spock find in Kirk's toilet? The captain's log.
  71. Compatability and Customer Base by BadMrMojo · · Score: 2, Interesting

    In a related vein, I'm still not sure who the target audience may be.

    I'm haven't been a regular D&D player for a few decades but I am involved in a RPG community which is largely centered around 3.5 and DDM. The response there has been almost unilaterally one of revulsion.

    After much discussion, most reasonable theory that we have come up with is that the current target market is new players - the ever-popular WoW crowd - for whom the purchase of new books is an addition, rather than a replacement with the assumption that a significant percentage of regulars will fall in line, despite their grumbling, out of a desire to stay "official." The video ad campaigns seem to reinforce this belief with the persistent, nagging mockery of the existing player base. The developer's comments are consistently spun to point out the many failings of 3rd Edition as well.

    So, with that being said, are you relying primarily upon the 3E crowd to swallow their pride and accept that you've convinced them to pay for and playtest your inferior system in order to pave the way for your new, vastly superior revision again? What, if any, steps are being taken to address isolation and resentment amongst the current customers or is the primary focus entirely upon attracting new players and recreating the same level of devotion from scratch?

    1. Re:Compatability and Customer Base by tbannist · · Score: 1

      I played 3rd Edition, from the outside the system is laughably bad, that's the primary reason I don't play any more. That's one reason they're point out the flaws, the other is as you correctly pointing out, they're trying to upsell their customers to the new shinier version which they don't need in any way, shape or form.

      I mean sure the books look cool, but they screwed up all the math behind the scenes in 3rd Edition to the point where the game just sucks if you try to run it the way you're supposed to. The only saving grace is that few people do. Personally, I choose to just not run or play it at all. Why work around a broken system, when you can just a different one that works better.

      --
      Fanatically anti-fanatical
    2. Re:Compatability and Customer Base by BadMrMojo · · Score: 1

      Ironically, I actually liked what they did with 3rd Edition based upon my very limited playing. You may feel as though they blew it but I felt that the whole thing ("the whole thing" being just the core rules, in my very limited experience) felt surprisingly consistent and outright elegant in a few places. I sincerely believe that they did a decent job with 3rd edition and, although I've never tried 3.5, it appears to have a lot of support as a fairly reasonable "patch" that addressed a few nagging issues.

      (Granted, I think that those issues should have been addressed as errata rather than a money-grabbing new half-version... but my net worth isn't equal to that of Hasbro for a reason.)

      Unfortunately, I just dislike the level, class and hit point mechanics which sort of define it as D&D. The math behind the scenes seems reasonably solid (if a bit abstract) to me, but it's the D&D at the forefront that turns me off.

    3. Re:Compatability and Customer Base by geekoid · · Score: 1

      The change to 3.0 was to appeal to video game players.

      Besides people had the same complaints with every revision.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    4. Re:Compatability and Customer Base by Impy+the+Impiuos+Imp · · Score: 1

      > I'm haven't been a regular D&D player for a few decades but I am involved
      > in a RPG community [gelatinousdudes.com]

      What a wonderfully appropriate domain name!

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  72. Is 4e more about combat than role-playing? by SteveFoerster · · Score: 1

    I actually went out and bought Races and Classes, and the explanation for why they weren't including gnomes in the initial PHB is that they couldn't find an iconic fantasy archetype for them. This struck me as a serious failure of imagination. Gnomes do have an archetypal quality, because whether we're talking about Tinker Gnomes or the more garden variety (ha ha), the attribute that defines them is that they are inquisitive and interested in aspects of the mind. That's why they worked so well as illusionists, and why they would interested in adventuring despite their small size and physical vulnerability.

    This is also what made them so interesting to roleplay. That's what it used to be about. You wouldn't just select powers, feats, and the like, you'd come up with a clever backstory. This is an aspect to the game about which I've so far seen no emphasis whatsoever in what commentary we've seen from Wizards' people about the upcoming edition.

    I do appreciate the effort you all are doing to balance things in terms of combat ability, and I realize that this is an important part of the game even for those of us more into storytelling than hack 'n' slash. I'm perfectly okay with the demise of the Vancian spell system and in the work you're doing to give fighters more choices in combat. But I'm concerned that so far everything I've seen is designed to equalize characters from a combat perspective, even if it means watering down those aspects that made them unique and interesting. I mean, dwarves don't live in underground halls? Halflings cruise around on riverboats? You found room for two kinds of elves, tieflings, and the Dragonboring, but not gnomes? Because they're not iconic enough?

    I have no reason to doubt that math behind the system will be better than it was in 3e. But Dungeons & Dragons is more than science, it's also art. Please don't leave storytelling behind.

    --
    Space game using normal deck of cards: http://BattleCards.org
  73. Casual gaming and social networking by pisymbol · · Score: 2, Interesting

    I have two questions:

    1) I played and ran second edition about 10 years ago with a bunch of high school friends. I started to play third edition but school took over and I gradually loss interest. My friends however did not. They started to become more involved with the D&D community via live-action, joining several official player organizations, playing in sanctioned games, cross-country adventures to the mecca that is GENCON, as well as buying a plethora of 3rd edition material. Given the complexities (depth) of 3rd edition (as noted by several posts), I feel a little overwhelmed and that I don't have the "background" to really engage with them when 4th edition comes out. I was wondering how will you make 4th edition more accessible to casual and/or new gamers? Will I be able to pick up just the core books and generate a player-character that is on the level with experienced 3rd edition players? Will I need to go back and read 3rd edition supplements to better understand the world of 4th edition?

    2) I was wondering if the D&D Tools leverage social networking platforms like Facebook and MySpace (OpenSocial)? I have always thought that the real popularity behind D&D (maybe all classical RPGs) is that a game session becomes a loosely structured social event for friends to communicate, share ideas, and just well, catch up (with a wee bit of hacking and slashing). More to the point, the number of online gamers and D&D fans probably constitutes a gigantic social network in itself. Do you guys intend to create some of the social networking dynamics of online sites like Facebook or something entirely different?

  74. Flexibility/creativity vs. accessibility? by Entropius · · Score: 4, Interesting

    My first module as a player, and then as a DM, was Monte Cook's excellent Return to the Temple of Elemental Evil. The thing is huge and complicated, with an enormous volcanic crater mapped out and populated by lots of NPC's who are -- sort of -- cooperating. Rather than giving detailed descriptions of what these NPC's will do, whether out of combat or in, the module simply gives their statistics and explains their personalities, and lets the DM figure out what they do. There were very few notes about combat tactics other than those that relate to personality ("Imix enjoys whacking things with his greatsword and makes little use of his spell-like abilities"), since it's assumed that the DM is smart enough to come up with tactics on his own.

    While NPC's are given locations, there's a note: "The placement of NPC's in, and the description of, the mines is just a snapshot at one point in time. They move around, do stuff, raid each other, etc., as time passes, and it's important to keep the place dynamic." The module encourages a huge amount of flexibility.

    This was wonderful to DM, and the players enjoyed the feeling of being in such an active environment.

    Now, look at a more recent module, Expedition to Castle Ravenloft. The setting is wonderful, the maps are wonderful, but all the encounters are ... almost pre-scripted. There's a separate section of the book for encounters, in which separate maps are given just of the "encounter area", with all the NPC's placed on it and combat tactics given for them. So you get "Encounter K42: Wight ambush", with a separate map with a bunch of wights on it. I've not run this module, but it seems like DM'ing it is more of an exercise in executing a pre-written script rather than being creative. There's not much room in there for flexibility, either -- it'd require a bunch of rewriting just to get the NPC information in a format conducive to being flexible with it.

    In short: Wonderful setting (not written anew, swiped from 1e), uninspired writing. Writing is targeted to the lowest common denominator of DM's who can't figure out how to run NPC's/set up encounters on their own.

    I hear Expedition to the Demonweb Pits is supposed to be pretty good, but haven't heard anything good about any of the other modern writing.

    My question is this: Are the modules written for 4e, and the overall design generally, going to lean more on the side of accessibility to less creative players/DM's or the side of giving more experienced players/DM's more flexibility?

    1. Re:Flexibility/creativity vs. accessibility? by cyberfunkr · · Score: 1

      As a DM, you should be able to take either module and configure it to match your campaign. So whether the module is written on the back of a napkin, or detailed out with regimental precision, the DM has the power to adapt the adventure to their style.

      Back when I played, it wasn't uncommon to take adventures from ever day sources. Movies, RPG video games, books, and other references were all fair game.

      I don't think how modules are written will really be effected by going to 4e, other than how monsters are described. New 4th ed monsters, now with more sodium.

    2. Re:Flexibility/creativity vs. accessibility? by Entropius · · Score: 1

      Well, sure. Castle Ravenloft could be adapted, but it's got to be chewed on more first.

      To put it another way, it's like asking, would you rather use emacs or MS Word to write code? You can write it in either, but emacs has stuff you want, and Word has a lot of stuff you have to wade through before you can do what you want.

    3. Re:Flexibility/creativity vs. accessibility? by Macgrrl · · Score: 1

      Hrm.... Return to the Temple of Elemental Evil was a campaign for nearly two years with my old D&D group. While some aspects of it were great, the sheer size of it meant that with any sore of decent AI for the mobs the party should have had no chance.

      The balance of approximately 7 encounters should fully deplete your characters reserves and require them to rest held true - then the enemy creatures should have been able to communicate between themselves and set up a impregnable defense.

      The amount of work required as a GM to keep track of which mobs had moved out of their original zones was hellish, and tracking loot drops of magical items was a huge admin task all of it's own (if identify was played as per the rules, the players generally couldn't identify every item when they picked it up - so it could be hours if not sessions later you were telling them what they had looted).

      In part it is the module layout which complicates the admin - I ende dup using checklists of key items required later in the module to see when they had been looted and subsequently identified, and to check off which room's mobs had been encountered and killed (and in which location). While it made running the sessions easier, it mean tI spent nearly as much time on sessions prep as I did runing the sessions.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    4. Re:Flexibility/creativity vs. accessibility? by cyberfunkr · · Score: 1

      I think you missed my point, or I didn't state it clearly enough (always a possibility).

      It's not a matter of right-tool-for-the-job or too-much-vs-too-little. The OP described two writing styles for modules. One that was completely scripted and rigid; the other more loosely based and encouraged the DM to make the creatures come to life. What I was trying to say is, it's unlikely that a change in the RULES would change either of those writing styles. If the DM prefers free-flowing adventuring, then ignore the scripts as possible (yeah, Ravenloft suffers from situations that must occur for the ending to make sense). If the module is written too loose for your tastes, then take the time to script out each room before the game even begins.

      I've played in groups where not even the map was written down before hand. The DM had an idea in his head and made up everything on the spot based on how we played. So whether he started with a pre-written, highly-scripted module or just got a bug in his head from watching a movie, he made the game his own.

      So I think that the rules won't change the writing styles, it would only change how monsters are described (new attributes, rules for first encounters, etc) and how situations are handled (to jump a pit do you roll a DEX check? Reflex save? Jump Skill? Or some new rule?).

  75. Why update again? by johnthediver · · Score: 1

    I cant help but feel that this is Wizards of the Coast milking players for another purchase of a set of books. I used my same AD&D rule book from middle school through high school, college and most of my adult life. WotC purchased the AD&D guys (getting old and can't remember the company name) and now we see edition after edition coming out 2-3 years apart. This just feels like the latest booster pack for my beloved AD&D.

    1. Re:Why update again? by shentino · · Score: 1

      TSR

      Tactical Studies Rules

      http://en.wikipedia.org/wiki/TSR%2C_Inc.

  76. Sustainability by Johnny+Mnemonic · · Score: 1


    The entire tabletop gaming industry is still almost exclusively oriented around individual purchases of rulebooks. These buying habits do not seem to provide a consistent or long term revenue stream. Quite reasonably, a gaming group can share a set of rule books and therefore spend no more than $200 every 5 years or so.

    However, unlike other board games, tabletop gaming requires an active community and therefore active interest from the developer of the games.

    How can Hasbro maintain active development and interest in it's tabletop games indefinitely, when the revenue stream is not consistent over time? MMOs, and to a lesser extent, CCGs, demand a subscription model and thereby provide the resources for continual development. Is the best answer for tabletop economics to require a rules refresh every 5 years?

    --

    --
    $tar -xvf .sig.tar
  77. Books do not make the game by PrimalChrome · · Score: 4, Insightful

    Can you publish an edition that likens back to 1st Edition AD&D where four books and a module pretty much could sum up a session? How about putting more energy into fleshing out a world instead of bloating the ruleset or creating more classes? Well designed modules/worldbooks will still generate the revenue that you are trying to force out of your clients with more core books.

    The magic of AD&D (whether it be high, dark, monty haul, hack-n-slash, dungeoncrawling, or comic) is in the minds of the players....the world they mold around their characters. Then again....most gaming companies today don't really care about this. WotC, Whizkids, Games Workshop....they're all about the $$ and number of units sold.

    1. Re:Books do not make the game by cerberusss · · Score: 1

      Eh? YOUR GROUP make the rules. If your group decides that you use the four books and a module, and nothing more, well -- that's exactly what you're using.

      Oh I see, you're the only one in your group that wants it that way. And now you're asking WotC to go back to the olden days.

      --
      8 of 13 people found this answer helpful. Did you?
    2. Re:Books do not make the game by Yosho · · Score: 1

      Can you publish an edition that likens back to 1st Edition AD&D where four books and a module pretty much could sum up a session?

      Four books? In 3.5 you only need three books (PHB, DMG, MM) and a module. Heck, you don't even need the module if you're up to making your own. In fact, you don't really need the books at all, you can just use d20srd.org; the only things it's missing are some flavor text and the experience & gold charts for players.

      How about putting more energy into fleshing out a world instead of bloating the ruleset or creating more classes?

      If you want a fleshed out world, you might check out the Eberron setting. There are a number of books for it that are filled mostly with content that expands the setting with relatively few new rules or mechanical options.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    3. Re:Books do not make the game by PrimalChrome · · Score: 1

      The last time I checked....there were three core books and then a slew of additional books for each individual class subset, psionics, magic, magic items, etc... By boiling it down into just four books (PHB, DMG, MM, and Errata) it makes the game a bit more approachable by new players rather than a book of the week club.

      I muddled around Eberron, but it just felt very.....ah....flat. Kind of like after you've played the first few modules of a Dark Sun campaign.

    4. Re:Books do not make the game by Yosho · · Score: 1

      The last time I checked....there were three core books and then a slew of additional books for each individual class subset, psionics, magic, magic items, etc... By boiling it down into just four books (PHB, DMG, MM, and Errata) it makes the game a bit more approachable by new players rather than a book of the week club.

      None of those extra books are necessary; they're just expansion material for players who really want more. Your group can just pretend they don't exist if you don't want to deal with them. Heck, the only book players need to have is the PHB; only the DM needs to be familiar with the DMG and MM. I would say that players who don't intend to DM shouldn't read those, in fact, unless they want to spoil some of the surprises. If you want to use expansion books, not everybody at the table has to be familiar with all of them.

      In fact, in my group, it's not uncommon for each player to have a few books of their own that they like and are very familiar with, and they use them all the time, even if the other players and DM haven't gone over them; it's not an issue as long as everybody trusts each other to play fairly and the DM is occasionally willing to ban things that end up being broken in actual play.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
  78. Possible Alienation by destine · · Score: 1

    From flipping through the preview I've noticed a distinct change in the way D&D feels. Before we always felt that we had this fun game rich with the possibilities of role playing and rules encouraged that. In the new edition it feels as if the rules are moving more towards a simplified dungeon slogging view and there seems to be a lot of power creep. It seems as if the rules have been simplified specifically for computer/console type playing environments. By doing that, it feels as if 4th edition wasn't made for the existing fans and long time players but for a younger crowd. What kind of considerations went into pleasing the existing base of roleplayers who are looking for rules that enhance their roleplaying over ease of use? Will there be optional rules in the final products for those of us who prefer a more traditional story-based gaming experience(more granuality on skills being one of my top concerns) as opposed to the dungeon slog of 1st edition and console gaming?

    1. Re:Possible Alienation by brownr7 · · Score: 1

      This is also my main concern with the new addition. Since 3rd edition, the entire game seems to be creeping more and more toward a munchking power gamer's dungeon crawl, without much support for actual roleplaying. This definitely appeals to some of the younger players I know who use the term "roleplayer" to make fun of people. They're more interested in whether a high level cleric can do more damage than a high level wizard than they are in any story or character development. They'll love the variety and flexibility of abilities in 4e, not because they can define more individual and interesting characters, but because they can spend hours arguing over optimal builds for each class that will result in the maximum damage spells or best heals (sound familiar?). It will be more like designing a deck of Magic cards and less like a story, and they'll love that. I won't, however. On the surface I like what I see in 4e - the use of a consistent abilities mechanism for all feats, spells, etc. should provide more flexibility in defining characters - but under the covers, the reality seems to be that the whole game is turning into a miniature-based board game similar to heroquest. The nature of the abilities I've heard rumors about, the specifics of the new Delve format for official adventures, and the early feedback from other D&D authors I know who have some inside information seem to indicate that the role-playing aspects of the game have finally breathed their last in 4e.

  79. D&D Insider by howdoesth · · Score: 1

    D&D Insider's current idea of access control is to include the full content of "premium" articles inside of a hidden div. The upshot is that any idiot can see the content without a login using only a single line of javascript; are you guys going to do anything about this before you start charging a monthly fee for that access? Not that I won't enjoy having what amounts to a free subscription to the stripped down versions of Dungeon and Dragon magazines, but an oversight like this doesn't really bode well for your plans to spearhead 4th edition with premium online content.

  80. What's with all the evil? by destine · · Score: 3, Interesting

    I always wanted to play games that were heroic. We've always had a standing rule in our campaigns of no evil characters. So I have to wonder, what's with all of the devil and demon based races and power sources and where are all of the good angelic based power sources? It seems as if the 4th edition rules have been swallowed by the "Evil is Cool" paradigm, which I have to say is incredibly sad to me(this was a big pet peeve of mine in Unearthed Arcana where there was a Tiefling but no Aasimar paragon class). In 3.5 all of the base classes and races were relatively neutral with a bit of a flavor for good. Why suddenly move to the "Evil is Cool" route in a game that historically and for the most part has been about epic struggles of good and neutral against an encompassing evil?

    1. Re:What's with all the evil? by Culture20 · · Score: 1

      Obviously, neutral lost.

    2. Re:What's with all the evil? by Night+Goat · · Score: 1

      Damn good question. I think it's a reflection of the way stories are told nowadays in our culture. TV, movies, video games and comic books are also following the "Evil Is Cool" paradigm. Call me old fashioned, but I can't identify with a bad guy, even if he has to be bad to prevail.

  81. hmmm... by Anonymous Coward · · Score: 0

    I never totally understood D&D and have several of the books... Kevin Sembiedia and co. at Palladium did a lot to expand role playing, but they stupidly left it un-open.... Hasbro fought back with d20... except D20, just like D&D has a lot of stupid rules that don't make much sense... what the heck is a thac0??? Makes more sense to just have an armor rating that you have to roll higher than.... Maybe someday Sembidia will come to his senses and open source his main game rules, but I doubt it.

    If you dig lore, White Wolf is way deeper than any other rpg games... since they base their characters and settings, at least somewhat, on real history and use real world lingo and obscure words that actually exist in literature and history. Problem is the Storyteller system sucks.

    I used to play with combining all the systems in to one... Who says that the White Wolf Vampires, Wraiths, Mummy's etc. are not just another Dimensional Being (DB) race from a rift? White Wolf and palladium combine very easy... 1 dot = 20% skill or 1 dot health = roughly 5 sdc. 1 dot aggravated damage = 5 hit points.

  82. the PHB's spell list vs. the DM's World by cappadocius · · Score: 2, Interesting

    ne of the key issues I have had with previous editions of D&D is that even with all the customizing options, all the magic using characters are still very defined by the list of spells in the player's handbook. Since magic is such a defining part of a world, that means that the PHB spellbook is often a very intrusive influence on the character of the world.

    Will 4th edition have a good system for customizing magic to the DM's world, or will DMs still essentially have to adapt their world to the magic system?

    --

    omnia tua castra sunt nobis

    1. Re:the PHB's spell list vs. the DM's World by Yosho · · Score: 2, Informative

      all the magic using characters are still very defined by the list of spells in the player's handbook

      Out of curiosity, could you clarify what you mean by that? There are many more sources of spells than the PHB -- the Spell Compendium is an obvious resource that contains many new spells, and almost all of the splatbooks devote a chapter to new spells. If you want a spell to do something, it's probably out there, somewhere. If none of those spells do exactly what you want, there are general rules for researching new spells in the PHB; you can make anything you want as long as the player and DM can agree on it being balanced. If you want more detailed rules for creating spells, look at the rules for epic spell research in the Epic Level Handbook. They're very detailed. I've made a number of spellcasting characters who only rarely used anything from the PHB.

      or will DMs still essentially have to adapt their world to the magic system?

      If it's the system you have a problem with rather than the spell effects, there are alternate systems, too; Unearthed Arcana has a variant spell point system rather than spells-per-day, and it's not balanced particularly well, but it works. You might also take a look at the Expanded Psionics Handbook; while psionics were a broken mess in 2e and 3e, 3.5e psionics are surprisingly simple and balanced. You've also got the new systems present in Magic of Incarnum and The Tome of Magic, although out of the latter, the binder is the only class that is balanced particularly well.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    2. Re:the PHB's spell list vs. the DM's World by cappadocius · · Score: 1

      What I'd like is the ability as a DM to decide for myself what the place of magic is in my world, say how it is culturally conceived, say what source it is that wizards believe gives them their powers, and define the relative rarity of different types of effects, then be able to have the game implement those ideas gracefully without imposing it's own ideas and content over and above my own and without an immense amount of work on my side. As it is, the D&D rules basically: decide what level of magic is required in the world to balance the characters, define how magic works metaphysically, and decide the relative availability of types of magical effects.

      At base a D&D wizard is hard to mistake for anything but a D&D Wizard. You can try to hide it with twists and tweaks here and there, but basically every wizard looks like he stepped out of Greyhawk or Toril. They cast magic missile at first, then fireball later. They can fly at 5th level, they teleport 4 levels later. These spells often can't be used to specify generic powers. They are idiosyncratic enough that they all look unmistakably like D&D spells. And the mix of spells cast by an X-level character always look roughly the same. There's no logical connection between flying, breathing under water and casting your main damage spell -- if you want to theme magic a certain way this combination makes no sense -- but a D&D wizard learns them all around the same time.

      Basically, I am required to have the PHB spell list exist as an in-game book that was developed by historic NPCs in my campaign world, even if the flavor and substance are all wrong for the world.

      Sure, I can use some glosses to make magic missile look different, etc., but in the end what I get looks like a thinly disguised D&D wizard. I can change spell's levels, but often that just leads to even weirder and more broken results. It certainly adds no logic to why certain forms of arcane knowledge are related. Beyond this, the flavor of many magic users in D&D is essentially the game mechanics by which they operate, and things just get too meta when those game mechanics are rearing their ugly heads so often.

      Often what I have to do is scrap the magic user classes altogether after 3rd or 4th level and then use custom prestige classes that entirely define the mage's powers, perhaps using sacrificed spell slots to piggyback on the built in experience system. But that basically involves scrapping the magic system entirely and building a new one from scratch for every character archetype in the world.

      --

      omnia tua castra sunt nobis

    3. Re:the PHB's spell list vs. the DM's World by geekoid · · Score: 1

      What you are looking for is a different system.
      Personally, I recommend Savage Worlds. Of all the systems I have used, it seems the most flexible to develop worlds and when the player comes up with something creative, it's easy to apply the appropriate modifier on the fly(if any) and the cost to get a game is relatively cheap.
      It is also geared toward making the players feel like they are heros of the story right out of the gate.
      To each there own.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  83. Campaign Settings by PHPNerd · · Score: 1

    What are the current plans for campaign settings in 4.0? Will there be new ones? Will there be a new and open call for a campaign setting as there was a few years ago?

  84. Bring back THAC0 by Oldstench · · Score: 1

    Actually, just re release the 1st edition rulebooks so these youngsters know what real men used to play.

    1. re: bring back THAC0 by ed.han · · Score: 1

      [grognard]back in my way, we had to calculate encumbrance...with a calculator...and we were grateful![/grognard]

      back in my day, every class, at every level, had a class title! and every class had different XP charts! plus every thief had identical chances to do everything if they were of the same level!

      ed

  85. Question for the Designers by Anonymous Coward · · Score: 0

    Many of the details I've read suggest that this new version is, shall we say, "inspired" by popular MMOs such as World of Warcraft, especially in regard to the use of talent trees. Is there any truth to this perception, and if so was this a conscious decision on the part of the designers?

  86. What is REALLY going to happen to Open Content? by xant · · Score: 5, Insightful

    During the 3.x timeframe, you introduced OGL, the Open Gaming License, a reasonably good share-alike compromise for the game system.

    Alongside that, you published the System Reference Document (SRD) which contained most of the monsters and equipment from the core books and almost all of the rules. It made an excellent standard for spinning off games and creating publishable material based on a canon.

    And yet, at the same that Creative Commons license gaining ground, and YouTube and other crowd-publishing sites (like Gleemax?) are looming massively over the entertainment playground, I hear the rumour that OGL and the SRD are going away!

    What is Wizards really going to do to promote community publishing? Those of us creating content for the game, content that promotes the game, are waiting to hear that we'll have a green light, that we can publish our material freely for all to use without fear of The Lawyers, and that we can incorporate Wizards' canon material in those publications in a non-competitive way. Will we be given that license? Or will there be, as the rumor told it, licensing fees to keep out content creators?

    --
    It's rare that you're presented with a knob whose only two positions are Make History and Flee Your Glorious Destiny.
    1. Re:What is REALLY going to happen to Open Content? by Veggiesama · · Score: 1

      Speaking of open development and community publishing, I am curious about how the online tools will support enterprising dungeon-crafters. I have contributed some code to OpenRPG, and I am an avid fan of MapTools. Both programs are currently very popular among virtual table-top (VTT) gamers, partly for their continual development, but mostly for their generous communities of gamers looking to bring their games past simple IRC chat and random dice roll commands. Here are my questions for the 4th Ed guys/gals:

      1. How have various VTT programs (like OpenRPG and MapTools), as well as commercial games with customizable content (such as Neverwinter Nights and its elaborate world-creation tools), influenced the development of the online D&D tools?
      2. Will there be any way to bundle together an adventure/dungeon with the online D&D tools and sell it to others? Or will there be very restrictive use when it comes to distribution of created content?
      3. Will there be virtual expansions included with/purchased alongside adventure books? For instance, if I buy Return to Castle Ravenloft, will there be an option to load up Count Strahd's fortress with the online D&D tools too?
      4. As far as customization goes, how much will there be? So far, I believe characters, monsters, and tile maps can be saved and exported, but what about entire campaigns? DM aides and room descriptions? Where can we get new content? Must we buy all new content, or can we rely on the community to help us model and import locales, monsters, and player models? Will the program have any 3rd-party plugin support?
      5. If community expansion is as elaborate as I hope it will be, will there be ways to distribute and rate this content for quality? Community forums to organize games, and directories to organize user content, and so forth? Would such a service be centralized, like Steam or X-Box Live, or would it be community-controlled, as witnessed through the literal thousands of fan-sites that painstakingly categorize maps/mods/models/etc. of various computer games?

      I am really excited about D&D 4th edition, because many of the previews have left me optimistic about the direction of the game's design. However, I am somewhat skeptical of their online tools, and many have ridiculed the simplistic 3D graphics shown in the presentation as simply eye-candy with no substance behind the veil. I hope the online tools are powerful enough for the creative community; otherwise, I might be sticking with the open-source VTT alternatives.

    2. Re:What is REALLY going to happen to Open Content? by Veggiesama · · Score: 1

      Eh, now I feel kind of silly for missing the bit about "one question per post." Sorry about that. If you want, dump the other questions and just look at the first one:

      1. How have various VTT programs (like OpenRPG and MapTools), as well as commercial games with customizable content (such as Neverwinter Nights and its elaborate world-creation tools), influenced the development of the online D&D tools?

    3. Re:What is REALLY going to happen to Open Content? by xant · · Score: 1

      Rptools' maptool really is awesome. I wish there were a decent chargen to go with it. (PCGen is crap.)

      --
      It's rare that you're presented with a knob whose only two positions are Make History and Flee Your Glorious Destiny.
  87. Min/Maxing/Levels/Power by NagromEfDisk · · Score: 1

    With 3rd Editions it felt like the designers really expanded on the Skills and Powers concept from 2nd Edition. Which was good and bad. Characters felt very customizable, but it was tempting and almost encouraged to Min/Max. Further the experience gains and challenges on monsters made every encounter either epic in nature or too simple depending on the choice. And leveling seemed very fast as well. In 2nd edition a level 18 wizard took effort, and was respectable. Meteor Swarm was an epic spell. In 3rd it felt almost like an MMO. Everyone can get level 20. To misquote the Incredibles "When everybody is a hero, nobody is." With 3rd edition that's really how it felt. It was common to get to a high level and DMs had to start thinking about encounters with planar demons. In 2nd edition a planar fight was a long way off from level 1. And when it did happen it was special. Is there any chance that we will see a return to the 2nd edition skills and powers days where it was an option and leveling was slower? (And please don't mess with wizards anymore. I might be the last person who likes the old memorizing spells thing but I feel like it had class.)

  88. legacies & sacred cows by ed.han · · Score: 2, Interesting

    when WOTC created 3rd edition, they killed a number of sacred cows--and that's a great thing, if you ask me.

    as a fan of the star wars saga game, i certainly see much there that very clearly looks like it's gonna be part of D&D4, such as the second wind mechanic, the d20 modern-inspired alternating feat/talent slots at each level. but what i found most mechanically intriguing in the saga game was the usage of the use the force skill. as an amateur rules tinkerer myself, i was actually working on a variant of the first d20 SW game that would have done the same, but upon learning that you were going in this direction, figured there was no point on continuing.

    so the question i have: does the force mechanic as presented in SW saga relate in any meaningful way to the way magic will work in D&D4? there's been what looks like signs of dissatisfaction with the vancian model that arneson & gygax first introduced in comments i've seen here or there for a while.

    ed

  89. 4e Information To Date - Please Read by Saracenus · · Score: 2, Informative

    I have seen a lot of questions being posted here that have either been answered and archived at ENWorld.com or are not relevant to 4e as the system is getting a major overhaul, this is not a 2e shift to 3e, its far more radical than that... Link:
    http://www.enworld.org/index.php?page=4e

    The WotC website has some info as well (will require a Digital Initiative free sign-up to view) here:
    http://www.wizards.com/default.asp?x=dnd/welcome

    If you want to hazard the nascent WotC forums and blogs @ Gleemax.com there are blogs by developers and they occasionally reply to 4e threads there. Link (uses same DI login from main site above):
    http://www.gleemax.com/Comms/Login/Default/default.aspx
    Warning: WotC is trying to reinvent the wheel and this site is "Alpha," so be prepared for some frustration navigating around it.

    For a consolidated list of developer blogs, link here:
    http://www.wizards.com/default.asp?x=dnd/community

    And for the proto-blogs on the old forum system they used during and after GenCon before the Gleemax blog system:
    http://forums.gleemax.com/forumdisplay.php?f=684

    In Service,
    ~~Saracenus
    Real Daleks do not climb stairs, they level the building instead.

  90. 4th? Stopped at 2nd. by zentex · · Score: 1

    I honestly never saw a need for anything past 2nd Edition.

    I still have most every book from D&D (colored boxes with thin books) to AD&D 2nd Edition. I looked at the books for 3rd when it first came out and left the gaming store never to return.

    I haven't played in years because it's hard to find people that actually understand 2nd Edition (let alone have the books).
    All I saw 3rd edition (and later revisions) as, was an answer to a question no one asked or wanted.

    So, no-thank-you to 4th edition. You can polish crap all day and it still smells like crap...just shinier.

    oh yea...OT: I have no question relevant to 4th Edition.

    --
    Appended to the end of comments you post. 120 chars.
  91. better spell system by CarpetShark · · Score: 2, Interesting

    I'd really like to see a better spell system, which allows much more flexibility, within certain rules.

    I mean, the current magic system in most table-top RPGs is basically a set of pre-set actions: "lightning ball, 30' radius", "light candle without taking match from pocket". Might as well have a DM's story telling system that has options like "tell your players they've entered a "big room'" "tell your player to stop bitchslapping the orc".

    What we really need is a system more like "you have 30 mana points" You know how to: "commanding stone; requires 5 points per kilogram per second" "apply the move command: takes 15 points per second" "apply the levitation command: 40 points per second" "apply dazzling special effects to your spell: 10 points per second, per cubic metre".

    Then, you could be creative and say, "OK, then I'm going to dazzle this crowd by moving that ancient statue through the air to here..."

    Of course, the DM would then reply "with no, sorry, you're not powerful enough", whereupon you'd get your ass kicked by the crowd.

    1. Re:better spell system by jdray · · Score: 1

      I did a little cursory reading a few weeks back on the Dragonmark system in the Eberron Campaign Setting. It seemed like a great way to give a little magic here and there where it's needed, with growth paths (basically, "apply feat here to increase magic power of tattoo") for the user as they level up.

      Does anyone here have extensive experience with the Eberron setting?

      I've also done some reading (but no playing yet) on the D20-Modern class system. Much better, I feel. Strong Hero, Fast Hero, Smart Hero. Even in today's 3.5, a rogue is almost always either a thief or an assassin of some sort. They're not much use otherwise. But playing a "Fast Hero" would cut loose the stigma, or so it seems.

      --
      The Spoon
      Updated 6/28/2011
    2. Re:better spell system by mr_mischief · · Score: 4, Informative

      It's been done. It's just not in the games you're familiar with, apparently.

      A magic system for Fudge which works much the way you describe
      the system in Ars Magica is quite similar

      Here are some discussions about magic systems:

      a discussion of different systems
      another discussion, led off by Ron Edwards of the Sorcerer RPG

      Speaking of Sorcerer, its magic is something else entirely. It's a largely outcome-based game rather than specifically action-based, and the magic system in it is quite a neat play on that.

      GURPS, Rifts, and D&D pretty much follow the mystical grimoire approach. Ars Magica, White Wolf's Storyteller Series (Vampire, Mage, Werewolf, Wraith, Changeling, Hunters, etc), and some others take the combined skills approach. Still others have wholly different approaches. Here's a pretty good explanation of the theory of magic in Earthdawn which explains different ways magic can be used in that game, complete with disadvantages of some of them.

      The Forge is very interesting reading material for anyone who's considered writing their own RPG. There's some advanced RPG jargon there so I'd suggest starting with the site glossary. It's not a site for arguing the merits or faults of different systems you've played although those might be used as support in discussing the design of new games.

      Personally, I've played games with set spells, spell research to make new spells (as some versions of D&D let you do with the right GM). I've played ones that require a combination of skills (from two to five (five!) skills for every casting. Some require each spell being taken as a character advantage in an advantage/disadvantage slot balanced game. I've played on in which the game world has special words that are foreign to the players/characters that must be learned throughout the campaign which represent factors of a spell (speaking "large" + "fire" + "ball" + "at" + character's secret magic name results in that) and learning the words as an outsider is how to become a better mage. It becomes the whole point of some adventures.

      I've even play tested one unpublished game in which the only magic was a link between two symbols dawn during a ritual trance. However, the link was so strong that whatever you did to one would happen to the other. You could talk into one, and someone in possession of the other could carry on a conversation with you. You could throw one safely in your fireplace while the other is inside an enemy's barrel of oil. You could lay one on the ground and step on it, and be transported to the other. However, if anyone unfriendly took over your other symbol, they could use it in reverse until one of the two was destroyed. If I ever give this game a name and publish a book, I hope you'll rush out to buy it. ;-)

      So yes, there can be quite different magic systems in games. Many of them could be used in D&D, or you could try the other games.

    3. Re:better spell system by CarpetShark · · Score: 1

      Very informative. Thanks -- to you, and the others who replied :)

    4. Re:better spell system by An+ominous+Cow+art · · Score: 3, Interesting

      Here is an ancient Usenet post I saved. It details a magic system as a programming language of sorts. I posted it to my journal, since it's pretty lengthy.

      http://slashdot.org/~An+ominous+Cow+art/journal/192430

    5. Re:better spell system by porl · · Score: 1

      holy crap, this is insane! :)
      porl

    6. Re:better spell system by aevan · · Score: 1

      The tats let our party get away without having a healer in the one campaign, and the politics behind them allowed for several 'hooks' for adventuring.

      The larger impact we had with Eberron (which is all we've done since 3rd came out) is the shades of grey aspect: unlike some of the other settings you can't just presume that the orcs are evil or undead must be destroyed. True it entirely depends upon the DM how clear-cut it is, but unlike Realms or Lance, it isn't rare to find the old stereotypes wrong.

      Oh, and our rogues were more Errol Flynn than Fagin. Toss in those 'skill tricks' from the Rogues book and you're the party skirmisher, all over the map.

    7. Re:better spell system by The_mad_linguist · · Score: 1

      Should have used commanding robot as the base power instead (5 mana per robot), with a party member as the target so the cost is halved. Of course, then the GM punishes you by making his army of bear-things your ardent supporters.

    8. Re:better spell system by LarsWestergren · · Score: 1

      I'd really like to see a better spell system, which allows much more flexibility, within certain rules.[...]
      What we really need is a system more like "you have 30 mana points"


      That is still fuffing around with points which feels a bit limited and static... for me, magic is about rearranging the basic building blocks of reality, and I think White Wolf's Mage is cooler in that aspect (especially the previous version). Characters have 1-5 dots of influence in different spheres - time, matter, spirit, life, entropy, mind, correspondence, prime... How powerful a character in that game gets is very much dependent on the player's ability to think creatively and come up with new effects by combining spheres.

      It does get difficult for the GM to keep any plot together on higher levels though when both characters and villains have divine levels of power over reality.

      --

      Being bitter is drinking poison and hoping someone else will die

    9. Re:better spell system by CarpetShark · · Score: 1

      Hmm. I agree with (and share, hence my post) your concern, but I don't see how the system you describe is any different. I'd definitely like something unlimited, but I'm more of a CRPG type, so I'm trying to find a good system that can also be coded.

  92. influence by ed.han · · Score: 1

    as noted by doug, the four classic roles in WOW are actually influenced by the original D&D in all likelihood far more than the other way around.

    ed

  93. Realistic Expectations: by Anonymous Coward · · Score: 0

    Two questions addressing the same shortcoming:

    Will it still be possible for a kitten to kill a commoner?

    Will it still be possible for a horde of bare-handed (or, more generously, rock-wielding) moron-IQ'd three-foot-tall humanoids to kill (often within five minutes) a paladin who has been riveted into his titanium-equivalent plate mail and chain mail? With their bare hands / rocks?

  94. You missed one. by evanbd · · Score: 2, Funny
  95. Ironically, yes. by Spaceman40 · · Score: 1

    The new tools that they're developing are Windows-only, and yes, they use DirectX.

    --
    I [may] disapprove of what you say, but I will defend to the death your right to say it.
  96. NERDS! by Anonymous Coward · · Score: 0

    Holy shit, what a bunch of goddamn mother fukkin NERDS up in dis bitch. HOLLA AT ME BOYZ!!! YAAAA BUDDAY, FO SHO

  97. Re: Critical Hits, Failures by Spaceman40 · · Score: 1

    While the auto-fail is still there, there aren't any fixed rules as to what exactly happens. There's a major change to the other end, though -- every 20 is a critical, not just an auto-success. No more confirmation rolls. However, it doesn't double your dice, just maximizing them.

    --
    I [may] disapprove of what you say, but I will defend to the death your right to say it.
  98. Basic Design Flaws of 3.5E by anomalousman · · Score: 1

    The main thing that interests me in 4E is a wholescale removal of the major design problems of 3.5E. These include the basic game-breakers, usually involving power imbalance and rules quagmire. While in multiple dozen splatbooks it must be impossible to avoid the occasional unbalanced item slipping through, I wonder if the core books have been tested hard by optimisers.

    There are many well-documented things that need fixing that I assume you have under control (polymorph, antimagic, persistent spell, various high level spells, druids, clerics, etc.)

    I think the thing that gets the least attention is the timing system. On many occasions my characters have a spare move action and a handful of swift actions that they want to do. House ruling that shorter actions can fit into larger ones (swiftmovestandard) causes all sorts of balance problems. (e.g. that would allow 3 spells per round) Are there any plans to revamp this?

  99. HEROES by CaptainPinko · · Score: 1

    Have you looked at the Hero System? It is basically what you want. The main rule book contains a list of abilities and their associated costs. From these ingredients you create your own recipes whose costs you can calculate to keep things balanced. The genre books then offer a series of templates.

    While there are some things about the system that bother me, and which I prefer in the d20 system, its a really interesting system none-the-less. In fact, it is probably the best system that no one has played a game in, which is a shame

    --
    Your CPU is not doing anything else, at least do something.
    1. Re:HEROES by mccabem · · Score: 1

      I have played it, but it's been a long, long time.

      (At the time we preferred the Marvel Superheroes pen-n-paper game. Neither seemed bad though.)

      -Matt

    2. Re:HEROES by Anonymous Coward · · Score: 0

      Another one is Ars Magica, which was basically a roleplaying game about casting magic, with some combat stuff for players who choose to play as powerless peons ;)

    3. Re:HEROES by ajs · · Score: 1

      I'd really like to see a better spell system, which allows much more flexibility, within certain rules.

      I mean, the current magic system in most table-top RPGs is basically a set of pre-set actions: "lightning ball, 30' radius", "light candle without taking match from pocket". Might as well have a DM's story telling system that has options like "tell your players they've entered a "big room'" "tell your player to stop bitchslapping the orc".

      Have you looked at the Hero System? It is basically what you want. The main rule book contains a list of abilities and their associated costs. From these ingredients you create your own recipes whose costs you can calculate to keep things balanced. The genre books then offer a series of templates.


      While there are some things about the system that bother me, and which I prefer in the d20 system, its a really interesting system none-the-less. In fact, it is probably the best system that no one has played a game in, which is a shame

      There are a number of alternatives. There's GURPS which has both a static magic system like D&D and a power system like Hero System which can be used to construct whatever.

      For truly dynamic magic, check out Ars Magica.

      From there, you can go to the old (3rd edition) Mage: The Ascension which had the most dynamic spell system that I've ever seen. Sadly, the new Mage: The Awakening is only a pale shadow of the old system, and is much more static like D&D.

      Overall, I'd recommend GURPS to anyone who just wanted to get their feet wet with a slightly more dynamic magic system than D&D offers. It's a generic and flexible system that will let your players design just about anything they can think of.

    4. Re:HEROES by erdraug · · Score: 1

      From there, you can go to the old (3rd edition) Mage: The Ascension which had the most dynamic spell system that I've ever seen. Sadly, the new Mage: The Awakening is only a pale shadow of the old system, and is much more static like D&D.
      Ouch! That's sad to hear. I used to think Mage: the Ascension had the best spellcasing concept ever, it's a pity if they dumbed it down :(
    5. Re:HEROES by ajs · · Score: 1

      Ouch! That's sad to hear. I used to think Mage: the Ascension had the best spellcasing concept ever, it's a pity if they dumbed it down :( Yeah, I felt the same. They removed the whole world. No Technocracy. No Marauders. The Traditions are more like Vampire society now... more bent around political agendas than their magical worldviews. Truly dynamic magic is gone, but there's still a semblance of it, it's just not the default. By default, now, you use rotes (essentially a spell list) all the time, and only use dynamic magic in a pinch, and at a cost.

      I can see why they had to do this. The magic system would have required actual roleplaying, and kids especially would have looked at the book and said, "OK, so what can I cast?" Still, I'll never really consider M:Awakening to be a replacement for M:Ascension. They're two very different worlds and systems with some common lineage.

  100. Sleep by Fnord666 · · Score: 1

    My question is: "How do sleep at night?"

    --
    'The tyrant will always find pretext for his tyranny.' - Aesop's Fables
  101. Write this in the history books. by pwnies · · Score: 2, Funny

    Ladies and gentlemen, I (according to the moderators) may have just become the first man to successfully troll himself.

    1. Re:Write this in the history books. by jdray · · Score: 1

      That explains the tear in the space-time continuum that started over in the YRO section...

      --
      The Spoon
      Updated 6/28/2011
    2. Re:Write this in the history books. by innerweb · · Score: 1

      Congratulations! That has to be worth a medal from the Taco.

      Maybe for your next trick, you can make yourself your own freak.

      InnerWeb

      --
      Freud might say that Intelligent Design is religion's ID.
  102. Why will D&D4e be better than other RPGs? by CmdrSam · · Score: 3, Insightful

    Whenever I hear anything about the upcoming 4th edition, the only comparisons I ever hear are comparisons to previous editions of Dungeons and Dragons.

    There are a lot of other roleplaying games in the market these days: the availability of print-on-demand has given rise to a new generation of "indy" games like Spirit of the Century, Reign, Primetime Adventures, and so forth. Even ignoring these, there are all kinds of other competitors in the marketplace: Exalted, World of Darkness, GURPS, etc.

    For someone who moved away from D&D to other game systems, I can't help but feel that discussion and marketing of 4th edition is curiously blind to the existence and advances made by all these other systems.

    Why should I choose to play D&D 4th edition instead of one of the other games? What, in short, are your relative competitive advantages when I am deciding what system to use for a new campaign?

  103. Conversions from earlier editions by CtrlAltTabby · · Score: 1

    How will conversions from earlier editions of D&D be handled? The initial conversion from 2nd to 3rd Edition was sloppy at best for those of us playing non-traditional races (kender, in my case) or classes (sha-ir, in my husband's case).

  104. Playtesting by SirGarlon · · Score: 2, Interesting

    I followed the development of D&D 3.0 and there was a very extensive playtest process that involved many groups all over the country (perhaps the world) over a period of many months. The list of playtester credits in the back of the 3.0 Players' Handbook is huge (and I have friends whose names appear there).

    Is the playtesting for 4E being done on a comparable scale and if not, how can we as players be confident the new edition will have the same or better quality?

    --
    [Sir Garlon] is the marvellest knight that is now living, for he destroyeth many good knights, for he goeth invisible.
  105. If you liked 1e, check out OSRIC by SteveFoerster · · Score: 2, Informative

    For those hearkening for the good old days of first edition AD&D, check out OSRIC, a free PDF that uses the same rules as 1e but puts them into new words. (Evidently, you can copyright words but not the math behind a gaming system.) They did a good job.

    --
    Space game using normal deck of cards: http://BattleCards.org
  106. This has been done: It's called "Hackmaster" by Dr.+Spork · · Score: 2, Interesting
    My history with D&D only goes back to the Gary Gygax days, and though there are parts of his system that needed improvement, I agree that the spirit of the game should not have been messed with. It's the spirit that was so awesome about AD&D. What made me want to vomit on 3E books was the obvious goal to appeal to 12-year-old munchkins who can't stand to be told "no, you can't do that."

    Luckily, WotC were nice enough to license 1E rules to Kenzerco, who amped up that 1E spirit in their outstanding game system Hackmaster. It's what I play now. Hackmaster even preserves the 1E aesthetics, instead of making everything look awesome-to-12-year-olds. (Interestingly, I've found that players who didn't play 1E and went straight to Hackmaster tend to undervalue the roleplaying and overdo the "hack" stuff - but for you, it might be just the right thing.)

    1. Re:This has been done: It's called "Hackmaster" by paganizer · · Score: 1

      Holy crap.
      I had no idea. I don't know HOW I had no idea, I mean, I'm a frikkin' admin for one of Gary Gygax's online forums, I've played since the pamphlets, why didn't I know about hackmaster? it sounds like the 1st edition-with-select-dragon-articles plus maybe-one-or-two-2nd-edition (and of course some judges guild & etc stuff thrown in to be interesting) that my games evolved into.
      If I'd known about it, I would have bought a copy for my kid so he would keep his grubby paws off my originals. But noooooo I have to find out at the same time as the report that they lost the license to make it in August of 2007.

      --
      Why, yes, I AM a Pagan Libertarian.
  107. Virtual Game Table questions by MykeBNY · · Score: 1

    I like the idea of the Virtual Game Table as an option in playing. I recognize that it's not an MMOification, it's just cashing in on a niche that's currently filled with third parties. My main concern is with the accessibility of it, which will heavily influence my decision to subscribe to D&D Insider.

    Will you require every player accessing the VGT to have a full subscription? I would prefer if a DM subscribes, that DM can invite a limited number of players who don't have a subscription to play in it, even if it's just a "lite" version that is limited to what the DM wants to show as well as a chatroom. I could understand if VoIP, dice rolling, and the ability to move a PC virtual mini were restricted to paid users; those can be gotten around. Any further information you could give regarding this would be helpful.

  108. dungeon crawl limitation by nicholasborror · · Score: 2, Interesting
    While playing MMORPG's, I find nothing is as good as a well oiled group where you spend hours slashing and casting through waves of enemies, and during "med breaks" we get to recover our health and spell casting capabilities.

    As a DM, I find myself constantly limiting my modules (self created) so to make sure the players will not run out of spells or run so low on hit points that they decide to camp for the night (and thus end the adventure early). This puts a burden on a lot of DM's, where we have to carefully watch our CR and maybe even fib (I admit to it) on the hit points remaining on some monsters (or remove the monsters entirely) because we see that we have either overwhelmed the players or they are saving their "good" spells for the boss at the end or just in case. I would love to be able to let them fight their way to the boss only to discover that after they defeat the boss, they have to now fight their way back out, or maybe the boss runs when low on health and the players must then fight their way to another location to face him again. Currently the only way to do this is to camp "real quick like", but that destroys the reality of the world as whole would actually camp in the middle of a haunted gnoll cave, when gnolls are just behind the next door? Plus, no real time passes, so the overall reality is lost even more!

    How about allowing players to either have a recast timer or I might even suggest to get as drastic as giving them a "mana pool" to cast from which can regenerate over time while resting or some other way. I would love my players to have animate rope handy ready when we happen to be using rope, but nobody brings it to the adventures because the other spells are just too valuable. In reality, limiting spell selection does add strategy, but at the cost of adventure and paths that will not be taken because they do not have that "worthless" spell ready to go (yes, my players call many spells worthless because they never know whether to bring them, so they all load up on healing and damage spells because they know they will need them. In addition, all my players save up their spells, sometimes not even using them because of the one and done reality of the game. If they knew they could get it back and maybe cast it again, they might be a bit more willing to let the magic fly when based with a smaller foe. Sure, make it a penalty, either in a device which costs gold or with having to wait X about of minutes in real time. You could even only allow some spells to be recast, but not all (two classes of spells, reusable and rest based) Yes, it will unbalance the classes, but a fighter can keep swinging until he has no more hit points left; a mage may be done after 6 spell casts. I doubt any melee class will complain about extra heals and more adventure.

    Something similar was tried in DnD Online, but who is going to put rest stones in the middle of a dungeon? You have this nice little opportunity to make the adventures epic and furious with an increased pace and lets face it, but we are growing impatient these days...we want to get to the good part.

    Keep the action going I say, we all crave more adventure.....give it to us. Which brings me to my question: Will any of the above be solved in the 4th Edition and if not, why not?

  109. Mass combat by Hierarch · · Score: 3, Interesting

    Will 4th Ed finally have an integral mass combat system for wars? If so, could you tell us a little bit about it?

    --
    --Somebody infect me with a .sig virus, I'm too lazy to write my own!
  110. DRM? by MykeBNY · · Score: 4, Insightful

    Many people are acting as if a new edition will not only obsolete their old books, it will actually prevent them from accessing the ruleset at all. Level-headed people of course regard that as silly, nobody's going to sneak into your house and burn your old books!

    However, with more and more importance being placed on digital content (not specifically Wizards of the Coast, but in general), if the wrong decision is made regarding DRM, that nightmare scenario may actually take place if WotC stops supporting this edition.

    Will WotC spend a lot of time and money in vain in adding restrictions that will only serve to frustrate legitimate customers, restrictions that pirates will figure out how to bypass within a week of release, if not sooner?

    Is the issue of whether to DRM or not, and why and how being treated very seriously within the company?

  111. dnd 4.0 by Anonymous Coward · · Score: 0

    how is damage reduction being handled in the new system?

  112. Boy, I hope not! by Anonymous Coward · · Score: 0

    Existing 3e rules make you automatically fail on a 1. You want something worse than that to happen?

    Also, the rules create a paradoxical situation: High level melee classes roll 4 attacks per round, compared to low level characters which only get 1. A 1st level Fighter has a 5% chance of rolling a 1 in a round. A 20th level Fighter has a 18.5% chance of rolling a 1 in a round. Thus, the better a swordsman you are, the more likely you are to butter-finger an attack.

    Plus, who actually finds catastrophic failure fun when you're playing a hero?

    1. Re:Boy, I hope not! by Impy+the+Impiuos+Imp · · Score: 2, Funny

      Pardon me if I'm wrong, but fighters are meatbags in these games. The higher level they get, the wimpier they get relative to the monsters.

      Hence in a sense, yes, they do get more fumble-fingered. "I walk up to the necro wearing cloth armor and doing such delicate finger movements that he cannot even wear leather and swing my massive sword."

      DM: He dodges easily, while continuing the finger motions that are so delicate he cannot even wear leather.

      Whatever.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    2. Re:Boy, I hope not! by yandros · · Score: 1

      In case you care, the ``cannot even wear leather...'' part is being removed in the next edition (and has been taken out piecemeal over the past couple years already).

      In the coming edition, fighters have `maneuvers', which are design-space similar to spells, and wizards are getting some at-will powers, similar design-wise to the fighter's ``I attack it''. If it works, it will cut down on the instances of ``we just woke up, so the wizard totally destroys the first (couple?) obstacle(s) we find, and then hides behind the fighter the rest of the day'' situations.

      The questions are: a) Will it work? b) Will it be fun?

      We'll see.

  113. planescape? by ed.han · · Score: 1

    if you're interested in planescape, there's a site that's adapting it to D&D3.

    ed

    1. Re:planescape? by andphi · · Score: 1

      I've gotten a lot of use out of that site. Those are the efforts I'm afraid will go to waste. If I were in their shoes and had just put in all the effort to adapt the setting to 3.0 (or was someone who had used their work and then adapted it to 3.5) only to find it rendered futile by significant changes between 3.x and 4.0, I think I might be demoralized and tempted to throw in the towel. At the same time, however, I understand that a lot of 3.0 devotees feel the same way about 3.5 that I feel about 4.0. I doubt the uptake will be immediate and unanimous, particularly for people with lots of money invested in 3.0 or 3.5 core and splat books, so perhaps the effort will not go entirely to waste.

  114. Classes by tbannist · · Score: 1

    According to EN World the basic classes in the PHB will be:

    Defender: fighter & paladin classes
    Leader: cleric & warlord classes
    Controller: wizard class
    Striker: rogue, ranger, & warlock classes

    These seem somewhat analogous to the MMO roles of Tank, Healer, Crowd Control and DPS. There's a few thinsg that seem odd about that list. The first is there's only 1 controller, and 3 strikers. Does that mean every group is going to need a wizard until you get around to releasing the other controller classes at some point in the future? The warlord title seems, well, off. Intuitively it should be a defender, and no amount of explanation is going to stop people from thinking that. Even your "iconic" art for the class makes it look like a knock-off warrior. Also as far as I can tell you have 2 leather wearing classes, 2 cloth wearing classes and 4 plate wearing classes. Where are the inbetween classes that would actually want to use chain armor, or banded mail for reasons other than they can't afford better armor yet? Essentially, I'm already getting turned off by some of the changes made to the game that I don't like that much. Getting rid of wizard schools seems like an even bigger mistake than getting rid of spell spheres (Here's a hint: keep them for categorization purposes, if even if you don't actually use them). Sure, people who didn't care about spheres didn't like them, but it made all clerics into tasteless powergaming mush and made it all but impossible to replicate the specialty priests that everyone, I ever played with loved from Second Edition.

    My question is simple: Are you sure you want to publish the game with those 8 classes?

    I mean what's the real difference between a warlord and a paladin? Because they look exactly the same from over here.

    --
    Fanatically anti-fanatical
    1. Re:Classes by tbannist · · Score: 1

      Hmm. Maybe I can make this question a little easier to grasp or shorter. How about:

      According to quotes from EN World, the PHB will have 3 power sources (martial, arcane and divine) and 4 roles (defender, leader, controller, and striker). That would seem to indicate that the ideal number of classes should be 12, not 8 as you've announced.

      Looking at the actual classes (fighter, paladin, cleric, warlord, wizard, rogue, ranger & warlock) it looks like ranger and rogue both have martial power sources for the striker role. That's an obvious redundancy that could be eliminated. If it were up to me, I'd think I'd drop the warlord class, redesign the rogue to be a leader and add a new controller class based on a divine power source, (war priest?), and an arcane leader class (illusionist? enchanter?). I do see a reasonably good reasons for not including an arcane defender, martial controller and divine striker, though. Those power sources seem incompatible with those roles.

      So my question is: Why do these classes (fighter, paladin, cleric, warlord, wizard, rogue, ranger & warlock) represent both a spanning set and a minimal set of abilities that players will need for their adventuring group?
      (Meaning all the necessary abilities are present with as little repetition as possible).

      --
      Fanatically anti-fanatical
    2. Re:Classes by m1a1 · · Score: 1

      Maybe I am missing something because I do not keep up with en world (or even play D&D anymore at this point) but is there a reason you are equating Warlord with Paladin beyond the fact that paladin's traditionally have healing magic and you equate the Leader roll with "healer"? I admit to not having read much about these classes, but if I had to asses I would picture the warlord as more of a general with abilities that increase their allies's effectiveness and not really as a healer at all. That said, I'm not sure there is a reason that fighter's shouldn't have access to these abilities instead, but generally speaking I dislike classes a whole, so I will always be looking to lower the number of classes and increase the diversity within a class. I just don't see what makes warlord and paladin match up so logically I guess. Paladin did always seem like an odd sort of setting-based class rather than a simple archetype (which is what base classes should be, in my opinion) though.

  115. Appealing to new gamers is a good thing by LordZardoz · · Score: 1

    I got into the game only at 2nd edition around 1993, but I am hardly a 12 year old munchkin.

    I am sure that 1E is a great game, and worth playing, but I am often amused by people who seem to think that new editions are all crap.

    The simple fact is that the state of gaming has advanced considerably since the mid / late 1970's. Aside from competing game systems like GURPS, many electronic games have come out. You may find World Of Warcraft inferior to tabletop gaming. I myself have never gotten into any of the MMO's. But discarding everything done in those games as a bad idea is a mistake.

    Simply put, alot of new fantasy fiction has come out, and people who grew up with that fiction and who would like to play a D&D type game are going to want to see the stylistic touches that they like. Making the game awesome to 12 year olds is not a bad thing at all.

    The stereotype of a teenage geek with no girlfriend in a basement playing D&D is a pathetic one. But without new gamers, the stereotype will be of a 62 year old virgin playing pen and paper games will be much worse.

    Appealing to new gamers who grew up on World of Warcraft is a good thing.

    END COMMUNICATION

  116. Questions about Bards by SurturZ · · Score: 1

    1. Will they not suck under 4th Ed?
    2. Will Bards continue to be allowed to choose the Evil alignment?
    3. Will an all-Bard party be feasible under 4th Ed?
    4. If YES to (2) and (3), can I choose 'The dark-haired moody one in the boy band' for my Perform skill?

    1. Re:Questions about Bards by geekoid · · Score: 1

      Bards don't suck. There just not for games where 'roleplaying' is all about knocking down the next door, killing the Orc and taking is +5 Sword; which he chose not to use for some reason.

      Bards are awesome in a city game.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Questions about Bards by Mongoose+Disciple · · Score: 1

      I'd agree with that. (Hell, a bard is a solid support character even in a combat game -- but it's not for players who need to be the star.)

      Along similar lines, a 3/3.5E rogue is ass in combat in the typical campaign which turns into mostly unsneakable monsters at the higher levels, but cleans up in a big way in a campaign with mostly humanoid enemies.

  117. My question by Anonymous Coward · · Score: 0

    What exactly is your target audience, if there is one? Some of the previews are confusing me about this.

  118. Fossilized gamers by Valdrax · · Score: 1

    My friends and I had been playing AD&D for over 20 years. We started with chainmail. Went through basic, not the red and blue books, 1st editon and into 2nd. Frist edition was a mess. Inconsistan rules, typos, and shitty book construction but we had a fucking ball with it. 2nd edition was better, less rule problems and some needed rule changes.

    3rd edition is crap. Most of the soul of the game is gone. The books look nice but it's not D&D. It's a bad imitation with D&D on the cover. Come on, magic using dwarves, evil rangers, and wizards carrying swords. That goes against the very core of the game.


    Your style of play sounds rigid and unimaginative, defined entirely by the borders of old school D&D. I mean, you can't imagine a wizard carrying a sword? Have you never once tried out another role-playing game in 20 years of play? Do you not read fantasy books or watch fantasy movies or anime or comics or anything by Howard or Lieber (or Tolkien) or anything other than D&D novels?

    You belong to a subset of fossilized gamers that aren't worth supporting for a company. You have what you like, you don't need anything else, and frankly you don't sound like you'd even look at another game unless it had the D&D brandname on it. Why should WotC spend ANY time looking to support you and your outdated notions of gaming.

    Gaming has evolved significantly since the 70s & 80s when old D&D was made. Old D&D is like COBOL -- it gets the job done for the people who are still using it decades after it was last relevant, but there's no reason to design new products in emulation of it. We've moved on to better, more expressive, and more coherent tools. New gamers expect more of games than the byzantine rules (like the convoluted initiative system) and arbitrary restrictions (like racial level caps) of 2e. Play should be fast, fun, and should enable people to create the characters and stories they find most fascinating. 4e is moving in that direction and leaving 2e in the dust where it belongs, with all the rest of the gaming dinosaurs.

    And frankly, if you haven't bought a new gaming product in 20 years, then why should WotC give a damn about what you want instead of what young people want? You aren't their customer, and they're a business. Go play OSRIC if your old books are starting to fall apart.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    1. Re:Fossilized gamers by Dun+Malg · · Score: 1

      Gaming has evolved significantly since the 70s & 80s when old D&D was made. Old D&D is like COBOL -- it gets the job done for the people who are still using it decades after it was last relevant, but there's no reason to design new products in emulation of it. We've moved on to better, more expressive, and more coherent tools. New gamers expect more of games than the byzantine rules (like the convoluted initiative system) and arbitrary restrictions (like racial level caps) of 2e. Play should be fast, fun, and should enable people to create the characters and stories they find most fascinating. 4e is moving in that direction and leaving 2e in the dust where it belongs, with all the rest of the gaming dinosaurs. Indeed. I, like the OP, have been gaming with the same group for a long time--- 28 years now, off and on. Our group, however, has changed systems easily a dozen times along the way, always looking for a system that more effectively gets the heck out of our way so we can have a good time role playing rather than rolling dice (GURPS I am looking in your direction). You name it, we tried it. Currently we're using 3.5e rules, and it's been the most unobtrusive so far while still providing a framework that makes it a game (see Everway for an example of a system that's too loose). Granted, it "suffers" from some degree of unrealistic abstractions (Hit Points?), but that's the trade off for simplicity. I'm looking forward to some of the 4e improvements.

      As for those griping about all this having to re-buy books, all I can say is "get a job!" More seriously, it's a bit unfortunate that new books are required, but on the other hand, the books themselves are a lot cheaper (considering inflation) than the old 1e rules were. The old demon cover DM's guide was like 35 bucks--- in 1979!
      --
      If a job's not worth doing, it's not worth doing right.
  119. D&D Died with TSR by dreamchaser · · Score: 1

    Speaking as someone who was there at the beginning and who still has his original 3 paper books, D&D ceased to be when TSR went away. Wizards of the Coast have turned it into something entirely different. That doesn't make it bad, but it isn't D&D anymore and hasn't been in a long time.

    Here is my question then: How long do you expect to be able to milk wallets by coming out with new Editions of a game that needs no revision? I certainly started voting with my wallet when the 3rd edition came out and destroyed the game. Are your sales in steady decline?

    1. Re:D&D Died with TSR by geekoid · · Score: 1

      That was a bit lengthy. You could have just said: "Hey, I'm old."
      Pleases top thinking how long you have played matters.

      I remember people complaining about the changes when Advanced DnD came out saying it 'destroyed the game'.
      I realized then it was a pointless debate, and it still is.

      No. One. Cares.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:D&D Died with TSR by dreamchaser · · Score: 1

      Then thankfully you don't have to read or respond to my senile ranting ;)

      Obviously YOU cared enough to post a reply.

    3. Re:D&D Died with TSR by Anonymous Coward · · Score: 0

      How long do you expect to be able to milk wallets by coming out with new Editions of a game that needs no revision?
      No such thing.
  120. Digital Tools Platform Independence by Jekler · · Score: 2, Interesting

    Will the digital tools be available for Linux / Mac users?

    My biggest concern is the availability of the digital tools in non-Windows environments. That's about the only thing that could sour the whole deal for me. I'm hoping they're web-based or Java-based so they can run on any operating system.

    1. Re:Digital Tools Platform Independence by Telepathetic+Man · · Score: 1

      Web-based would be great. Hacing a visible on-line repository of your characters would be very advantageous for my gaming group. It's impossible to count the number of times characters have had to been rewritten from memory just before a session when the sheet has been lost.

      --
      Just because you can, does not mean you should.
    2. Re:Digital Tools Platform Independence by Lunzo · · Score: 1

      I don't play D&D myself any more, but some of my friends do. They have a wiki set up for each campaign world, and they reckon its the greatest tool every for D&D. Character sheets, back-story, info about quests they've done, important NPCs etc. is all linked on the one site, and they can update it at their leisure between sessions to reflect what has happened in the campaign.

    3. Re:Digital Tools Platform Independence by Telepathetic+Man · · Score: 1

      I'm stealing that idea!

      --
      Just because you can, does not mean you should.
  121. "Simpler"? by Dire+Bonobo · · Score: 1

    FYI, 3E is not without its flaws (it's still D&D) but it is way simpler than what came before. Getting rid of THAC0 alone is a huge help

    Certainly, 2ed had THACO. What it did not have was touch AC, flatfooted AC, flatfooted touch AC, ethereal touch AC, flatfooted ethereal touch AC, Dodge AC, Dodge touch AC, ethereal Dodge touch AC, combat expertise +7 fighting defensively with tumbling ethereal Dodge touch AC with cover against giants while Enlarged, ...

    All of those are potentially different, and that's not even taking into account the bonus to attack with power attack / combat expertise / flanking / favoured enemy / bane / holy / haste / fatigue / charge / Deft Opportunist / iterative attacks / whatever affecting it. That's literally thousands of possible different bonuses to attack for a single character being applied on his roll against dozens of possible AC values for a single target.

    And that's simpler than "roll your dice, look up the result on a one-line table"??

    D&D3e is many things, but "simpler" is not one of them.

    and that's before you consider simplified saving throws (or do you want to remember your saves for PPD, PP, RSW, BW and Spells separately?)

    Simpler saves? Quick, how did the saving throw for a 1st-level spell in 2ed compare to a 4th-level spell? Or 6th-level? Or 2nd-level?

    All the same. All that matters is the one number written on the character sheet.

    Compare that to 3ed, where you need to know the caster's Intelligence (unless it's Wisdom or Charisma or...) plus the level of the spell plus whether he has Spell Focus in that school plus whether the spell is Heightened plus whether he has Red Wizard levels plus ...

    It's not "simplification" to cut from 5 down to 3xbillion...

    (Not to mention that the whole save mechanism in 3ed is terribly broken, since high-level characters are frequently subject to nearly impossible saves to avoid death. Mr. Badass High-Level-Fighter is no fun to play if the first Wizard to come along has a 90% chance per spell to take take control of Badass's mind for weeks at a stretch, with little or nothing he can do about it.)

    attacks of opportunity, etc.

    Please do explain how attacks of opportunity - a mechanism so famously convoluted that it's frequently played for humour - is simpler than 2ed's mechanism, which was...nothing at all.

    You may like how D&D3ed does things more than you liked 2ed, but don't for a moment delude yourself into thinking it's "simpler".
    1. Re:"Simpler"? by Darkforge · · Score: 1

      I am so "deluded." 2E and 3E have dozens modifiers available to every roll, especially when magic is involved. The magic systems for both games are incredibly complex; as I said, they take up half the rule book. And yet 3E's rules are still more balanced than 2E's ridiculousness; you can point and laugh at 3E's complexities, but for every one of 3E's, I can counter with a dozen 2E weirdnesses and flat-out broken rules.

      For example, you bring up ethereal ACs. 2E has several published rules about this that contradict each other. Simple as pie, don't you think?

      As for saves: again, every roll has modifiers available in D&D. This is why girls don't want to play with us. 3E is still simpler than 2E on that count. 2E had modifiers available for all 5 of the rolls. Did they stack or didn't they? Save vs spell? Paralyzation? Death magic? "Is that mind-affecting?"

      You bring up mind control rolls. Played a wizard against a 2E Psionic lately?

      2E's "nothing at all" is not the rule. Check your wilderness survival guide. (You do have a copy, don't you?)

      --

      When I moderate, I only use "-1, Overrated". That way, I never get meta-moderated!

    2. Re:"Simpler"? by Altus · · Score: 1


      arguing about which version of D&D is less broken is like arguing over which method of suicide is best. Sure, you might reach a conclusion but, whatever you choose, its probably not a very good idea.

      --

      "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

  122. The Roleplay seems gone by thedawg20 · · Score: 1

    In 3rd edition i felt there was to much attention put on stats and combat abilities and very little on roleplay aids. If you compare the 2nd edition paladins handbook to its 3rd ed equivalent you can see the difference right away. Does the design team intend on trying to bring back some of the lore and roleplay that made the game so great in 1st and 2nd ed.?

  123. Damn... That means.... by jd · · Score: 1

    I can't use my 25th level hamster mage. (For those interested, dragon eyes have limited shielding between the lids and the brain, and afterwards you get 1XP per GP stolen. It just takes a while to carry off enough to get the spells to nick the rest.)

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
  124. But will they be good reference books? by kandela · · Score: 1

    I found 3rd edition to be harder to learn and slower to play than 2nd edition despite better consistency in the rules; this I attribute to the layout of the core rule books. The text was too small, the background made the text hard to read. The game rule information was hard to distinguish from the background information and the examples. Headings didn't stand out enough, and were frequently not at the tops of pages.

    How much emphasis has been given to streamlining the core rule books for usefulness as references during play in 4th Edition? Have the problems that I and many others encountered in this regard been rectified?

    --
    Conservation of angular momentum makes the world go round.
    1. Re:But will they be good reference books? by Amilianna · · Score: 1

      With our 3.5 books, my husband and I used stick-on tabs (the kind post-it makes) to label important pages. It makes the books MUCH more useful. I think that having some sort of indexing in this fashion - or even just having the different chapter markings be different colors and staggered along the edge of the pages - would be of an enormous help.

      --
      "Does bouncing count?" - Silk, Magician's Gambit by David Eddings
  125. Probability distributions by Spyder · · Score: 3, Interesting

    Has there been any discussion about moving from the D20 system and the inherent flat probability distribution of rolls to a multi die system? This aspect of the D20 system has led me to avoid playing D&D after having played in systems (White wolf, ShadowRun, EarthDawn and GURPS) where character capabilities are somewhat more predictable; and bonuses are more effective at the margin than for unlikely rolls.

    --
    Spyder
  126. 3rd edition is older than you think by DreadSpoon · · Score: 1

    [quote]Seriously. 3rd, and then 3.5, and now 4th edition, all within what, six years?? and how long did 2nd last?[/quote]

    Six years? Way more than that, buddy. When 4th edition is actually released, it'll have been about decade since 3rd edition first hit store shelves.

    3.5 came out four years after 3rd edition. 3rd edition was some 8-10 years after 2nd edition. The game, and yourself I imagine, are a lot older than you realize. :)

  127. Actual Question! *dun dun dun* by Amilianna · · Score: 1

    Forgive me for not reading through the 4 pages of comments to see if anyone else mentioned this. Oh, and by the way, the spirit of ANY role playing game should be the story you create together. The rules just help settle disputes, the essence should always be the adventure. That being said: My question is, will alignment restrictions be lifted in 4th ed? Kinda a personal pet peeve of mine, but I always felt that if you played the character right there was no need of those types of restrictions. Good players just don't need them and bad players will work around them anyways. Besides, why CAN'T you have a CN assassin? :)

    --
    "Does bouncing count?" - Silk, Magician's Gambit by David Eddings
    1. Re:Actual Question! *dun dun dun* by m1a1 · · Score: 1

      I used to hate alignment restrictions because I didn't think they reflected reality. Then I adjusted my thinking to realize that none of the game really effects reality. In D&D alignment is a real force. Poison is, for instance, always evil. It almost exclusively used by evil characters, monsters, and gods.

      My problem with these alignment restrictions in modern D&D is that it is an obvious mixing of setting with rules. It seemed that one of the goals of 3.0 was to truly separate setting from core rules. Though the Greyhawk was supposedly the "default" setting, no D&D game I ever played in was set there, and there were indeed a number.

      I guess what I'm saying is that I would clarification on this as well. It's a reasonable question and it deserves a detailed answer. D&D has so many settings that at this point integrating too many seemingly oddball rules into the initial rulebook seems ridiculous. I am fine with the fact that in certain settings good and evil are absolute entities and there is no gray area. I love the fact that historically D&D is played in those settings. However, modern gamers don't like such a black and white portrayal of morality. Personally, I don't think it belongs in core rules, especially to a game that primarily seems to be played in custom settings.

  128. Evil is Cool by GeekAlpha · · Score: 1

    Evil is cool. That is the problem. In fiction, lore, and history this is generally true. For any description of nifty paladins or angels, I can find piles of information on vile dragons, demons, and beasties. There just aren't as many interesting fictional depictions of good unless they are shown in contrast to evil, and evil usually steals the show. If there was more source material about Good being cool and really awesome good things, then it would be easier to fill the ranks of the armies of light, alas. If you can think of specific untapped source material for good, write it up and submit it, or post it to web forums.

  129. My DM answer to it by Anonymous Coward · · Score: 0

    I stated that hit points were how much luck you had. When you were out of hit points, you were out of luck. The next hit would kill or incapacitate you (depending on the damage and situation). However, evil creatures (including evil PCs) don't get this, as soon as their luck is gone, they are dead. The loan called in. Soul taken and vacant posession now possible.

    It allowed PCs to generally live longer at lower levels which stopped them being evil just so they could use poison. Characters at later levels weren't so fragile, but I just had frequent checks done for "visible" people (like adventurers, town leaders, etc). It wasn't illegal to be evil, it just lost you a lot of contracts and cramped your style. It also explained why evil NPC's lived out in the bondooks rather than safe and happy living as the mayor: life got too complicated so they moved out to make a place where they could be all they wanted to be.

    And evil PC's generally did the same too. "Retired".

  130. That's not how the new Defender role works. by Valdrax · · Score: 1

    Read "Tome of Battle: The Book of Nine Swords." Most of the new directions that they're taking the Fighter and Paladin can be traced to the Warblade and Crusader classes from this book.

    In essence, the martial maneuvers in Bo9S don't take away choice from the enemies and force the DM to make them behave like robots. They just make the choice of attacking another enemy harder to do. Take the martial stance "Thicket of Blades." What it does is make 5 ft steps provoke Attacks of Oppotunity, making it hard to get away from the user without taking some free damage. A monster can always opt to just take an AoO, but the Defender classes will make them pay for it.

    At no point is the PC getting to mind control enemies -- he's just making the decision to ignore the PC fraught with consequences.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
  131. Are you merging Jump, Swim, and Balance? by rdwald · · Score: 1

    Yes, I know there are races which are inherently better at jumping than swimming and so on. However, if you merge Spot/Listen and Hide/Move Silently but not Jump/Swim/Balance, you create two new uber-skills (Perception and Stealth) and leave three shitty skills no one will ever pick. Please, whatever you do, try to make all skills somewhat comparable in power. If you're getting rid of Appraise and Profession, get rid of a distinct Jump, Swim, and Balance, and create Agility (or Acrobatics, or something).

    1. Re:Are you merging Jump, Swim, and Balance? by Anonymous Coward · · Score: 0

      get rid of a distinct Jump, Swim, and Balance, and create Agility (or Acrobatics, or something).

      While it's true that Swim and Balance don't see much use unless the DM creates a situation where it's necessary, you're making a serious mistake if you underestimate Jump. It's a valuable skill for melee combatants when you're on any kind of terrain other than flat ground. (and if you call it "Acrobatics", people will confuse that with "Tumble," which is awesome in its own right and definitely does not need any merging)

      If you're using the Tome of Battle supplement, Jump and Balance are also much more useful than they used to be.

  132. 2 Questions by grilled-cheese · · Score: 1

    1. In today's world, how does WOTC plan to handle piracy of material?

    It seems to me the real way to make money in this day in age isn't about protecting your content, but instead giving the consumer a reason to purchase materials not able to be pirated.

    2. Alongside of each book publication would it be possible to get a digital standardized format for rules to be used for character management software?

    The biggest hindrance for people to start out playing the game with our group is char sheet management. Like a freebie base client with the SRD and the ability to add each books rules you buy. That way I can let new people just fill in a bunch of dropdown boxes or search fields as well as save prebuilt NPC's for future use.

  133. Lets do the math by TiggertheMad · · Score: 1

    If 4e was returning to roots, they'd have four classes and that's it. Instead, they're giving us four roles that are MMO-inspired and layering lots more than four classes atop those roles. That's not anything like D&D used to be.

    Lets see....Blizzard claims to have ~ 8 million subscribers, at about $15 per month. That works out to about 120 million per month net. Of course, regional pricing and exchange rates will throw this off a bit, but thats a whole lotta moolah any way you stack it.

    ...so I am going to guess, yes, WoTC is trying to be more like WoW. As close as they can without getting sued.

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
  134. Serious Question by TiggertheMad · · Score: 1

    Hi, I started playing D&D in 1st edition, and I have seen the game grow over the years to what it is today. I have have thousands of dollars of books from 1st - 3rd edition, and now you are comming out with yet another edition. I can see that some overhauls were needed, since the game has come quite a distance from the old 'blue book' rules that came out in the 70's. However, there are some publishers in the industry, that are little more than money grubbing whores (*cough* Games Workshop *cough*) who come out with a new version of a game system almost anually in an attempt to re-sell their customers the same product with new formatting. Why should I invest in 4th edition at this point, and how do I know you arent going to just start publishing 5th edition two years from now?

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
  135. Newbiee Targeted, set phasors on 'Geekify' by TiggertheMad · · Score: 1

    D&D is a social game. You get together with a bunch of friends once a week and explore your imagination. There are rules, but the game is played differently by everyone, depending on what aspects of the game they enjoy.

    The current version of the rules version 3/3.5, but don't worry about the version so much. Go find a bunch of people playing it, and join their group. Play whatever rules they are playing. Really, the version doesn't matter that much, its still basically the same game.

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
  136. unless... by largesnike · · Score: 1

    you take the Vow of Poverty (in the Book of Exalted Deeds)

    --
    "Laugh while you can a-monkey boy!" - Dr Emilio Lizardo
  137. Skillz by Count+Fenring · · Score: 1

    A fair amount has been released about the differences in combat between 3.5 and 4, but I haven't read much about how skills will work. What kinds of changes will be made in the way skills work? Will there be grades of success? Will skills be folded into the talent trees for the classes, or still their own beast?

  138. Consolidating Books by Thakandar2 · · Score: 1

    People keep asking if it is possible to publish an edition where only three or four books of "crunchy" information, like new rules, monsters, etc. are needed to play. Technically, I only need the PH to do anything in D&D since it has combat and environmental rules, and I just need some imagination to decide what statistics would look like for a Orc Fighter. In my personal campaign, I would just use statistics that "made sense" to represent monsters. I also know that this is not typical.

    I understand the main source of revenue would be the books, and the future online offerings, such as setting up online "tables" to play on, more interactive character creation programs, etc, are only going to be secondary revenue sources initially. I, personally, look forward to an online source of connectivity with old group members or being able to play if someone is on a business trip, or in my case, a deployment to Iraq.

    With the new edition being streamlined for ease and customizability, are the primary sources of new material and revenue going to be less "crunchy" and more creative, as in modules, campaign settings, campaigns, etc? I picked up the Eberron Campaign Setting just to read the lore, as I did the Forgotten Realms, Planescape, Dragonlance, and Ravenloft settings, back in 2nd and 1st Edition. Rules supplements hold little appeal to me, and 3rd edition sourcebooks seemed to be more rules driven than creative.

  139. Conversion by Thakandar2 · · Score: 1

    There were many guides during the switch between 2nd edition and 3rd edition on how to translate statistics for monsters, encounters, classes, etc., before all the source material got reprinted out. Will conversion between 3.X to 4.0 be easier and allow me to derive more lasting worth from the 3.X books with information that will not be republished any time soon?

  140. Campaign Setting by Thakandar2 · · Score: 1

    I know a decision of where to base the campaign setting has been made, but could you please describe that decision making process, and why one setting over another? Why not one of the other previous established campaign settings, or a completely generic, no references "Fantasy world?"

  141. Question by AquaFox · · Score: 1

    Will this edition be less roleplay-oriented and more battle-oriented?

  142. Got rid of text underlining? by Anonymous Coward · · Score: 0

    In the basic manuals, there is some underlining (in brown) to make the pages look like scrolls.

    Will you get rid of it (it's ugly and makes the text difficult to read).

    In the same direction, can you see to it that there is no longer text on image background that make it impossible to read? Thanks. That's REALLY annoying.

  143. This was my question exactly. by GrnArmadillo · · Score: 1

    Monte Cook's famous review of 3.5e revealed that Wizards was planning on making the new "revision" as soon as sales dropped off. And sure enough, the changes shook up just enough things to make it nigh impossible to use 3.0 books in a 3.5 campaign, but included just enough goodies to make people want to argue for making the switch (e.g. the complete overhaul of the Ranger class to make it actually interesting). These types of changes may be good for the publisher, but they're a pain in the tail for the people on the ground with a campaign already in progress. Especially with the plan to charge a recurring fee, I think it's very reasonable to expect Wizards to comment on how long this edition will actually be around (and very unlikely that they will actually do so, because the answer will most likely be incriminating).

  144. Ars Magica by sckeener · · Score: 1
    Another one is Ars Magica, which was basically a roleplaying game about casting magic, with some combat stuff for players who choose to play as powerless peons ;)

    I'll second Ars Magica. I think it would make a great Harry Potter game and I constantly wish I could run D&D with Ars Magica's magic system:

    There are 15 Arts divided into 5 Techniques and 10 Forms. The Techniques are what one does and the Forms are the objects one does it to or with. This is sometimes called a "Verb/Noun" magic-system. The Arts are named in Latin.

    The Techniques are named after the corresponding first-person singular present tense indicative mood Latin verb.

    * Creo is the technique that lets the Magus create from nothingness, or make something a more "perfect" examplar of its kind; this includes healing as healed bodies are "more perfect" than wounded bodies.
    * Intellego lets the Magus perceive or understand.
    * Muto lets the Magus change the basic characteristics of something, giving something capabilities not naturally associated with its kind.
    * Perdo lets the Magus destroy, deteriorate, make something age and other similar effects - essentially, making something a worse example of its kind.
    * Rego lets the Magus control or manipulate something without affecting its basic characteristics.

    The Forms are named after the corresponding singular accusative Latin noun.

    * Animal is used for animals. Since bacteria were unknown in medieval times, illnesses are evil spirits, which come under Vim.
    * Auram is used for anything that has to do with the air, including lightning. Weather phenomena such as rain and hail may be covered by Auram or Aquam.
    * Aquam is used for water, or any other liquid. This includes ice in the 5th edition; In 4th edition, Ice was Terram, since it is a solid.
    * Corpus (the incorrect declension Corporem was used in older editions) is used for the human body.
    * Herbam is used for plants and fungi, and their products - cotton, wood, flour, etc.
    * Ignem is used for fire, and fire's basic effects of light and heat.
    * Imaginem deals with images, sounds, and other senses, though humans' ability to perceive them is part of Mentem.
    * Mentem deals with intelligence and the mind, such as human or ghosts. The minds of animals are not affected by Mentem but by Animal.
    * Terram stands for earth and minerals, or any other non-living solid.
    * Vim has to do with pure magic; many spells to ban or control demons and other supernatural beings also belong to this Art, as such beings often have a form that expresses magically.

    Thus, Creo Ignem spells create fire, and the normal effects of fire, such as heat or light; a Perdo Ignem spell may drop the temperature in a room. A typical Perdo Imaginem spell is granting invisibility to the caster by making one's image disappear. Rego Aquam could turn water into an unusual, but natural form (e.g. creating a pillar of water), while Muto Aquam could turn water into, for example, oil or wine; or change the nature of water so that it's murky and green but still healthy to drink. An Intellego Mentem spell may permit the caster to understand any language, or to read minds; and so on... A mage's skill when casting a spell is the sum of their scores in the appropriate technique and form.

    If a spell involves more than one technique, or more than one form, this is known as a requisite; The lowest technique and form scores are used. For example, a spell to turn a person to stone would involve Muto, Corpus and Terram; The player would add the character's

    --
    "Only one thing, is impossible for god: to find any sense in any copyright law on the planet." Mark Twain
  145. Stacking? by KyoMamoru · · Score: 1

    I think one of the major issues about D&D [in my opinion of course] is how stacking is handled. It's a telling sign that there is something amiss with a system when the developers post numerous articles on how to handle stacking [especially at higher levels] of enchantments, stat bonuses, and everything under the sun. Is the whole process going to be streamlined to reduce book thumbing during a secession? Or the inevitable arguments that might come around due to this? http://www.wizards.com/default.asp?x=dnd/rg/20040120a http://www.wizards.com/default.asp?x=dnd/rg/20040127a http://www.wizards.com/default.asp?x=dnd/rg/20040203a http://www.wizards.com/default.asp?x=dnd/rg/20040210a

  146. Enworld vs slashdot by sckeener · · Score: 1

    and communities like the excellent ENWorld

    Any plans for Gleemax to have threading/scoring similar to Slashdot? I really would like to find the 'gem' posts in the message boards without having to wade through 10 pages of posts.

    I haven't been banned from enworld ever...but I hate how Politically Correct Enworld has become since 4e was announced.

    There are times I really love Slashdot. For all it's faults on moderating comments, slashdot code is the most fair that I've seen.

    Enworld has a policy of discussing only things that "Morrus' grandmother" would want to hear. In other words if his grandmother (who is now dead) was nearby, you would watch your tongue. It does keep things civil on the site for the most part unlike the old WotC message boards and the Gleemax today.

    However in the end it is a Communist message board. It is an oligarchy....a politically correct police state. Anyone can run to a moderator and bring down 'justice.' Justice being either a ban from the board and/or removal of comments. The comments on the site in theory are all treated the same because everyone is equal....except the moderators.

    I prefer Slashdot, where those that participate become our moderating peers...a participatory democracy. Your peers get to decide the merits of the post. Content isn't deleted. One is not baned for posting an inappropriate remark. And most importantly, those that moderate can't post. *added plus is the scoring...I like viewing at +3

    Digg is a bit to much a direct democracy for me.

    So want about it WotC, will you try slashcode with this Online Initiative?

    --
    "Only one thing, is impossible for god: to find any sense in any copyright law on the planet." Mark Twain
  147. 3rd Edition complexity by LordZardoz · · Score: 1

    I actually liked Attacks of Opportunity. However, I do agree that 3rd edition did end up being more complicated to run at times than it should have been. There are three particular problem areas.

    1) Too many AoO rules. If there had been either fewer triggers, or fewer exceptions, it would not have been so bad. The AoO's themselves were fine. They add an interesting tactical element to the game, and they give a much better way for fighter types to interrupt spells. But arguements about what does and does not trigger an AoO are a problem.

    2) Grapple: Way too many steps and way too many modifiers. If grapple was reduced to requiring a single roll to resolve, it would have been fine. But you have a potential AoO (good, since every similar action also provoked them), then a touch attack (not so good), than the opposed grapple check (bad, since it requires very specific modifiers for size). Then you have to make yet another grapple check to do anything with the grapple (very bad). A better system would be to just have an opposed grapple check followed by the attacker declaring what he would do to the opponent in the round he had him grappled.

    3) Too many Variables: Many people on En-World will complain about 3rd edition math getting too difficult. This is not a case of the addition / subtraction being too hard. This is a case of having to juggle and track way too many variables, and having to recalculate multiple things if a single value was changed.

    Unlike Lord Argents complaints about 3rd edition, I can empathize with your reasons for being dissatisfied. They are all flaws in the mechanical / crunchy aspects in the game.

    Having said that, I do suggest you at least take a good look at the rules for 4th edition when it comes out. Based on what I have read, I think that most of your complaints about 3rd edition will be addressed. It seems a great deal of effort has been put into trying to simply the overcomplicated parts of the game.

    END COMMUNICATION

    1. Re:3rd Edition complexity by CrashPoint · · Score: 1

      1) Too many AoO rules. If there had been either fewer triggers, or fewer exceptions, it would not have been so bad. The AoO's themselves were fine. They add an interesting tactical element to the game, and they give a much better way for fighter types to interrupt spells. But arguements about what does and does not trigger an AoO are a problem.
      AoO's aren't really that complicated. The bulk of the blame for the confusion surrounding them lies with the 3.0 rulebook, which gave a confusing and poorly-worded description of the way AoO's are provoked. The 3.5 book vastly improved on this, but not in time to diffuse the stigma.

      2) Grapple: Way too many steps and way too many modifiers. If grapple was reduced to requiring a single roll to resolve, it would have been fine. But you have a potential AoO (good, since every similar action also provoked them), then a touch attack (not so good), than the opposed grapple check (bad, since it requires very specific modifiers for size). Then you have to make yet another grapple check to do anything with the grapple (very bad). A better system would be to just have an opposed grapple check followed by the attacker declaring what he would do to the opponent in the round he had him grappled.
      God, yes. Probably my single biggest gripe with 3.x.

      3) Too many Variables: Many people on En-World will complain about 3rd edition math getting too difficult. This is not a case of the addition / subtraction being too hard. This is a case of having to juggle and track way too many variables, and having to recalculate multiple things if a single value was changed.
      Eh. I don't think the variable-juggling is much worse than in 2nd ed, and I find it easier to do in 3rd because of the greater consistency - high numbers are always good (unlike the AC and save values in 1st and 2nd) and ability scores provide a flat modifier to relevant skills/attacks (contrast this with things like the "% to do X task" tables in previous versions, and don't even get me started on that percentile-STR crap). Even conditional stuff like touch AC is easy enough to track with a minimum of forethought.
  148. A correction by LordZardoz · · Score: 1

    It was actually Eric Noah's grandmother, not Morrus's. Morrus took over running the site a few years ago when Eric decided to step down.

    My understanding was that the moderators on EnWorld starting wielding the BanHammer Of Doom because many of the discussions were getting derailed into personal attacks. A related problem is that normally, EnWorld gets frequent visits / comments from active Wizards of the Coast designers. Since 4th edition was announced, there has been a non trivial amount of hostility from some very vocal posters. That hostility was causing the Wizards people to stay away. Why bother to explain your thinking when all your going to get for it is personal attacks?

    Slashdots moderation system would fix that particular sort of problem.

    END COMMUNICATION

    1. Re:A correction by sckeener · · Score: 1

      Thanks for the Canadian correction, Lord Zardoz ;) . May Morrus' grandmother live a long time.

      I think I'm going to take a tip from Shemeska and Shade and avoid the 4e forum. There is too much fighting going on there and no way to weed through it besides the moderators. It makes it difficult to find the 'gem' posts that I would like to read/save/reference.

      --
      "Only one thing, is impossible for god: to find any sense in any copyright law on the planet." Mark Twain
  149. He cast Magic Missile to attach the darkness ..... by Grendol · · Score: 1

    the evident similarities to a group I gamed with back in '02 are disturbing. This phenomena is more wide spread than I thought.

  150. Question for the 4e team by Anonymous Coward · · Score: 0

    Every revision of Dungeons and Dragons, from the Blue Book basic game, through AD&D, 2nd edition, 3e, and 3.5, has introduced massive revision but still managed to maintain some degree of consistency and backward compatibility with what came before it.

    My question is this: Even acknowledging that 3.5 had a lot of room for improvement and a number of issues that deserved to be fixed in a revision, how do you justify creating a revision that breaks so completely from what came before it -- core classes abandoned, new races arbitrarily dropped in, and (from the sound of it) entirely new mechanics for spellcasting and combat?

    3.5 clearly wasn't broken enough to prevent you from releasing nearly two year's worth of new books after design of 4e was already underway, so what prevented you from creating a revised version of the existing game, rather than something that breaks all connection to what came before it?