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.
Will this be the edition that finally sees the new "Escape Parents Basement" spell?
Will I need to have a paid subscription in order to download the PDFs of the 4th edition books that I buy?
Are there any girls there?
Sorry - this just hits too close to home (self-proclaimed geek).
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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?
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.
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...
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
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
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?
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.
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
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?
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.
... 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?
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
My work here is dung.
- None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
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.
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.
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?
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.
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?
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.
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?
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.)
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?
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?
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?
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.
... 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.
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
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?
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.
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.
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.
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?