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The Dungeons and Dragons Fourth Edition Preview Books

It's a big year for tabletop gamers. In just a few months the first books for the Fourth Edition of Dungeons and Dragons (D&D) will be released by publisher Wizards of the Coast (WotC). The last major update to the game rules was released in 1999, and sparked interest in D&D not seen since the early 80s. To attempt to answer some of the biggest questions about this newest edition, WotC has learned from mistakes made in 99', and is previewing their game updates with a pair of softcover books. Called "Races and Classes" and "Worlds and Monsters", the two titles cover everything from character creation to the new default world's pantheon. More importantly, it includes a large amount of commentary from the designers about why things are going to be as they are. In short: they're must-haves for hardcore D&D fans. Read on for my impressions of these highly entertaining (and vastly overpriced) chapbooks. Races and Classes
Compiled and Edited by Michele Carter
95 pages
Published by Wizards of the Coast
Rating: 9
ISBN: 9780786948017

From a player's perspective, "Races and Classes" is definitely the more important of these two books. Acting as a stand-in for the upcoming Player's Handbook (due out in June of this year), it shows off the player races and character classes Dungeons and Dragons players will be able to choose for their first Player Characters (PCs). The book is broken up into five sections, with two devoted to the titular character aspects. The other three outline the process of rethinking the game's core. Each section is broken up into a series of short essays on specific subtopics. Each race and class gets at least one essay, with some requiring three or more to fully explore.

As a veteran DM of the 3.0/3.5 era, their choices for which races and classes to include are at the same time surprising and reassuring. Their picks have definitely shaken up the status quo, bucking traditions that date back to the late 80's. The Gnomish race, for example, won't be in the first Player's Handbook. Half-Orcs, one of the favorite races of the current edition, won't be addressed until the Forgotten Realms sourcebook in the Fall.

Instead, standbys like the Elf, Dwarf, and Hafling have been refined and polished to clarify their place in the world. Haflings in particular have been given a fictive solidness they previously lacked: they're now a nomadic boat-people, tending to the waters in the same way the Elves tend to forests or Dwarves to hills and mountains. New additions to the racial roster fill in gaps that have been patched previously in non-core supplements. The Dragonborn race, a reptilian species, is the most obvious of these. Previous 'dragon-ish' races have fit into campaign worlds roughly compared to the core races. Tieflings (half-demons) are another example of this trend. A popular player race in 3.0/3.5, it was challenging to play a Tiefling because of restrictions at character creation.

The process of making and growing a character seems to be the element they examine most closely in the commentary sections of the book. One subheading says it all: "Expanding the Sweet Spot". 3.0/3.5, it has often been noted, follows a power curve that starts somewhat underpowered and eventually reaches a point where players are too powerful to be seriously challenged. Though there's a lot of debate on this point, personal experience suggests the sweet spot for D&D 3.5 is about 5th level to 14th. Though many campaigns will never make it that far, it's frustrating to deal with mechanical weaknesses like that over the lifespan of a game. Fourth edition is a valiant attempt to rectify that by making all levels viable for play.

For a player, viability essentially boils down to "fun". At any given moment, is the player having fun at the gaming table? The Classes they've chosen for core inclusion speak directly to the need for fun. While the Core Four (Fighter, Cleric, Rogue, Wizard) are there, they've also included a number of fun tweaks for additional classes. In 3.5 hybrid classes were rough to play; why would you want to play a Paladin (a weak fighter bolted to a weak cleric) when you could play one of the core four and do something well? Fourth edition solves this issue by looking at the roles behind the classes rather than at class particulars. The Rogue, for example, is the classic Striker. He uses stealth and guile to cause spikes of high damage at opportune times. But that's not the only interpretation you can have of that role; the Warlock (another fourth edition core class) is also a Striker, but he relies on Damage over Time spells and arcane blasts to do his job. The Cleric is the classic Leader, keeping his allies up and in the fight by tapping into a spiritual power. The Warlord does the same through discipline and sheer force of will; the same role, but with a different interpretation.

The real advance is that each class role should always have something interesting to do in a fight, because every role is defined. If you're a Defender, and you're not interposing yourself between the bad guys and the party, you're doing it wrong. That great start is expanded by the inclusion of 'powers'. Previously the domain of spellcasters only, powers are going to be a staple for every class. Instead of the Fighter being forced to dully repeat "I hit it" over and over again, every class will have unique moves and attacks that support their role in the party. And if the Warlock (with powers labeled things like hurl through hell or iron chains of misery) are a good representation, each class should be a lot of fun to play.

I've been reading information about fourth edition greedily since last year on the D&D Insider site, and I thought I had a handle on what this game was going to be like. The class book, though, has been an eye opening experience. The designers just 'get it'. Everything that gets in the way of having fun needs to be excised. This book illustrates that, fundamentally, the WotC designers understand that. In 3.5 Fighters have too few options and Wizards have too many. Fixed. In 3.5 race didn't fundamentally matter, and on top of that each race was fairly poorly defined in the core books. Fixed. In 3.5 class roles were a challenge to understand for new and old players alike. Fixed.

Reading this text read like an answer to every player frustration I've experienced in the past 9 years. The game they describe in the pages of "Races and Classes" sounds like an intrinsically different experience than Dungeons and Dragons 3.5. For some people it's not going to be what they're looking for. For me personally, it's everything I could have hoped for and more. It's always been easy to have fun roleplaying; if they can make character creation fun? If they can make combat purely fun? That's an innovation worth rebooting the system for.

My only complaint with this book is the price. For more on that, please read on.

Worlds and Monsters
Compiled and Edited by Jennifer Clarke Wilkes
95 pages
Published by Wizards of the Coast
Rating: 7
ISBN: 9780786948024

Whereas the "Races and Classes" book speaks directly to the core of the new D&D, "Worlds and Monsters" primarily deals with the frippery and window dressing associated with the new core world. The loosely defined core setting that has always existed in previous editions of the game is going to become more codified in fourth edition. This text talks a bit about that world, and the decisions that went into that choice. It also runs through some of the most well-known monsters in Dungeons and Dragons, explaining how they've been adapted for the new version of the game.

For Dungeon Masters, this is far and away the more fascinating book. This stand-in for the DMG speaks directly to the storytelling core of the game, and hints at the kinds of high-adventure tales we'll be able to craft later this year. The game world sounds quite interesting, both for its specificity and its vagueness. Races, for example, are quite specifically outlined. Tieflings, Dragonborn, Elves ... all have specific creation stories that PCs can share as a common background. Racial traits stemming from historical events will add a lot of texture to character portrayals. At the same time, much of the world is being left deliberately vague. This setting is described just enough to hang plot hooks on, but not enough so that as a DM you'll have to deal with backstory cruft.

The world they describe sounds quite interesting, too. They're calling the core concept "Points of Light". Adventurers are heroes living in a world mostly covered by the darkness of wilderness and the unknown. Small cities and villages dot the landscape, providing shelter and a bright spot in this darkness. The wilderness hides numerous ruins, leftovers from the rise and fall of ancient civilizations. The last great human empire fell about a hundred years ago, in the setting, and the result is something akin to the historical dark ages. Layered on top of this ruin-strewn landscape is a faerie realm, accessible via special holes in the world. Monsters live in the deep woods, and dark magics are hidden underground. It sounds like a great place to adventure.

The monsters section of the book clarifies a number of things about what D&D combat will be like in fourth edition, and speaks again to their goal of 'fun all the time'. 3.5 combat was balanced around the concept of a party fighting one creature of an appropriate level. It turns out? That tends to get kind of boring. Fourth edition combat, instead, is balanced around an equal number of opponents for the players. Having the concept of 'slots', where monsters oppose players on equal footing, and roles (not unlike PC roles) ensures that fights will be actually challenging. 3.5 fights tend to be either bloodbaths or total routs, with little room in-between for contesting the outcome.

That concept of roles has been applied to monsters quite deliberately. Balancing a monster party with Defenders, Skirmishers, Controllers, and Leaders will result in a mixed bag of interesting critters. Monster races that tended toward the generic have even been given a degree of specificity. Instead of Gnolls just being Orcs with Hyena masks on, they'll now apparently fight with pack tactics and cowardly tricks. Giving flavour to the opposition seems to be the basic idea: off-the-rack encounters will no longer feel so rote.

Again, the game they're describing sounds like a lot of fun. My frustration with this text was high on the price side, though. While the "Races and Classes" book speaks directly to the core of the new D&D game, and is a great book to throw at someone still griping about the lack of Gnomes, "Worlds and Monsters" seems like it's mostly a lot of set dressing. Set dressing which (I can only assume) will be reiterated in more detail in the core books. Did I enjoy reading it? Of course. It's interesting stuff. But twenty dollars for set dressing is hard to swallow, especially when we're going to have to repurchase that information in the DMG for another thirty bucks.

At a cost of forty dollars for the pair, it's hard to say if the extremely interesting content is worth the price of admission. In podcasts and commentaries WotC has said how they enjoy the 'DVD extras' model, where consumers pay a premium for 'behind-the-scenes' info. If you really enjoy that kind of content, or just can't wait the next four months for the core books, these will be easy buys for you. The ideal would have been if purchasing these books represented preorders for the core books. Pay $40 now, buy the core books for only $20 each? Anything to make this investment last past May? Instead, we're left with the reality that nothing in these books can't wait until June.

378 comments

  1. D&D by BoomerSooner · · Score: 1

    So overpriced... The joys of inflation :)

    1. Re:D&D by Goldberg's+Pants · · Score: 1

      Wizards of the Coast are involved, over course they're over priced.

    2. Re:D&D by coppro · · Score: 1

      I went for the TPB route... still waiting on the second one, though I thought that the first was quite aptly priced.

      But I am NOT paying for this kind of stuff, end of story.

    3. Re:D&D by OakDragon · · Score: 1

      So overpriced... The joys of inflation :)

      The review stated $40.00 for the pair, and that's pretty much what they've always been since I first played the game in the early 80s. I have a 2nd edition Player's Handbook of that era here, which has the price on the back of $20.00 US. I also have a "new edition" 2nd edition - different (i.e., uglier) artwork, etc. - which has a price of $25.00. If anything, they have come down in price, when adjusting for inflation.

      Of course, I know your post was all in fun, but never let it be said that we missed a chance to belabor a point on Slashdot.

    4. Re:D&D by ahsile · · Score: 1

      Remember... these are just preview info. You'll pay something around $40-50 for the core rule book when it comes out.

    5. Re:D&D by flyingsquid · · Score: 1
      The review stated $40.00 for the pair, and that's pretty much what they've always been

      How much is that in gold pieces?

    6. Re:D&D by Harlockjds · · Score: 1

      I remember when they came out with the preview for the 2'nd edition... and it was free (granted it had a lot less information then these books have).

      20 bucks for a sneak peak book seems excessive to me.

    7. Re:D&D by oracleofbargth · · Score: 1

      According to Urban Arcana, 1gp is roughly equal to US$20. So, that'll be 2gp please.

  2. Something else not to miss- by Recovering+Hater · · Score: 3, Interesting
    The absurd cartoons concerning 4th edition on the Wizards of the Coast website. You either love them or hate them.

    http://www.wizards.com/default.asp?x=dnd/welcome&dcmp=ILC-DND062006FP

    --
    My humor is probably your flamebait
    1. Re:Something else not to miss- by Anonymous Coward · · Score: 0

      I think hating those cartoons is waht most people will do.

      ontopic: Longest /. article I have ever seen.

    2. Re:Something else not to miss- by crossmr · · Score: 1

      it's a shame they only seemed to make two..

  3. Am I the only one... by Mongoose+Disciple · · Score: 5, Interesting

    ... who feels like they may have simplified the most interesting parts clear out of the game, filled the gaps liberally with WoW, and ended up with a game that, admittedly, has a much lower barrier to entry but is also not particularly interesting?

    I mean, you can make Monopoly a lot easier to play and simpler to learn if you ditch hotel and house building, the rent for each property is the same, and instead of rolling the dice to move you move one space each time on your turn, but would it be fun?

    3/3.5E's not perfect by a long shot to me either, but what we've seen of 4E so far is honestly just not interesting to me.

    1. Re:Am I the only one... by cthulu_mt · · Score: 3, Interesting

      I concur. They have taken the core D&D concepts, a copy of WoW; thrown it in the food processor and then homogenized the whole mess. Eliminating Greyhawk as the default setting should be a good indicator of their mindset. They want to make a brainless game to lure in the MMO players. (Don't jump on me. I played WoW for 2 years. It was fun but its not pen & paper gaming.) If they can chisel of some of that 10 million player WoW goodness they see it as a fair trade for shitting on their product.

      My group will be staying with 3.5 despite its shortcomings. My hope is that 4th Ed. is to Wizards of the Coast what Vista is to Microsoft.

      --
      Virginia is for lovers. EVE is for griefers.
    2. Re:Am I the only one... by Analog+Squirrel · · Score: 1

      I've got to admit that I've been apprehensive ever since I heard they were developing a fourth edition - 3.0/3.5 is a good system, even with all its flaws.... plus I have enough of an investment in it that I shrink back at the idea of doing it all over again.

      My D&D got a set of the "preview books" (no sense in giving WotC more money for fluff than necessary) and we've been passing it around. They are very limited on implementation details, but there does seem to be enough interesting parts that I'll likely pick up a set of books when they're published. If the implementation is lame, there's always E-bay to dump them on and I can fall back on my 3e books....

      --
      I'd rather be flying
    3. Re:Am I the only one... by Anonymous Coward · · Score: 1, Insightful

      Nope, I feel the same way, but that's also how I felt about the jump from modified 2nd ed. to 3.0, and still do.

      But I really think the defining factor boils down to whether or not your DM is fun and imaginative. 2nd ed. had some issues, but way back when, our party had a very imaginative (and rules obsessive) DM, who worked within the system to build some pretty badass campaigns and adventures. I think the same thing could be true of any game system.

    4. Re:Am I the only one... by Anonymous Coward · · Score: 0

      Exactly. I play WoW and I play D&D. But when I'm playing D&D I don't wish it were more like playing WoW. Unfortunately the current designers seem to. If I read another designer interview where they make a WoW reference to talk about integrating some concept from there into D&D (aggro? tanking? you've got to be kidding me) I'm going to abandon the whole thing. I fully expect what started as "modules" and morphed into "adventures" to be called "instances" in 4e.

    5. Re:Am I the only one... by SQLGuru · · Score: 3, Interesting

      I still like 1st edition......and it's kept me from shelling out too many $$'s for 2nd, 3rd, 3.5th, and now 4th editions of each book.

      Layne

    6. Re:Am I the only one... by An+ominous+Cow+art · · Score: 1

      Other people have replied, and I'll add mine to theirs. You aren't the only one.

      I suspect one of the two groups I play with will adopt 4ed. If that happens I'll probably leave a gaming group I've been with for about 24 years. Everything I've read about the 4ed rules leads me to believe that it will be complete crap. I'd like to keep my EQ/WoW separate from my D&D, thanks.

    7. Re:Am I the only one... by crashfrog · · Score: 5, Insightful

      ... who feels like they may have simplified the most interesting parts clear out of the game, filled the gaps liberally with WoW, and ended up with a game that, admittedly, has a much lower barrier to entry but is also not particularly interesting?

      Neither of us know what the mechanics are going to be like, but from my perspective you couldn't be more wrong. I don't know specifically what you're talking about when you say "the most interesting parts", but the parts that they've confirmed aren't there anymore are the parts that always bothered me the most - like the way any dungeon adventure longer than four encounters stops being "let's go have adventures" and becomes "we need to find a way to sleep."

      I mean, my idea of heroic fantasy doesn't include a desperate search for a Motel 6 (or, God forbid, a magic spell that simply creates one.) So the new spellcasting mechanic of "at-will" powers sounds pitch-perfect to me. But, at the same time, a few of the powers are attrition-based, too, so having to decide whether or not to blow your big spells now or save them for something even more tough is still there.

      The more I hear about 4th Edition the more I wish it was the D&D I was running right now. As it is, every single one of my players now has at least one maneuver , if not their class or PrC, from Book of the Nine Swords - which is sort of prototype 4th Edition in some ways - and I think that speaks volumes. My players don't even want to sleep in dungeons, that's how stupid it feels to play that way, and they've all, independently, gravitated to ways to keep the power level up without using attrition powers.

      I don't know what it means to "fill the gaps liberally with WoW", except as far as WoW simply game-ified what players and DM's were already doing. Maybe you could elaborate on that.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    8. Re:Am I the only one... by Nightspirit · · Score: 4, Insightful

      Dude, you're going to leave a gaming group you've had for 24 years because of a ruleset? Any ruleset is playable with a good group; I have a great time with my shadowrun group even through the ruleset is a disaster.

    9. Re:Am I the only one... by QuantumFTL · · Score: 4, Interesting

      I think a lot of folks are just getting tired of the same stale dungeon-crawling that D&D has been pushing for the last 25 years, moving on to bigger and better things (like GURPS, as mentioned in the tags).

      I'm very active in the Role-Playing Felllowship of Greater Boston and lately we've been trying many new things. Probably my favorite is a small indy system called Universalis, a GM-less collaborative roleplaying/storytelling system which uses a set of simple socioeconomic feedback mechanisms to regulate the narrative and resolve conflicts without any centralized authority. This has the effect of making the game much more about creativity and interesting stories (indeed the game itself "pays" you to create conflicts in the story) than about playing what is essentially a video game on pen and paper. In a manner similar to brainstorming, Universalis combines the intellectual and creative abilities of the players in such a way that other players act as randomizing agents on your ideas, taking characters and story elements in directions that you yourself would have never thought of. I think it's absolutely brilliant, and indeed a feasible system for brainstorming and generating new and unique stories.

      If you live in the Greater Boston area, you should check us out. It's one of the few places you'll find roleplayers willing to try just about anything.

    10. Re:Am I the only one... by An+ominous+Cow+art · · Score: 1

      If it came down to that, it would be because I don't want to support WotC anymore. I certainly wouldn't lose the people as friends or anything like that. I just wouldn't play 4ed D&D.

      It's still speculation to me at this point. I intend to give 4ed a fair chance once the actual rulebooks come out. It's just that what I've heard and seen so far has not been promising.

    11. Re:Am I the only one... by Joreallean · · Score: 1

      It's always easier to lay on layers of detail and complexity if you want them. It is not so easy to present a simple to understand and fun initial set of rules to attract new people. I think this is an excellent change if they can pull it off.

      What bothers me more is that people pigeon-hole any simplifying into being WoW-like. WoW has made a dramatic impression on many aspects of gaming, but to constantly compare or equate future products back to WoW will require a non-WoW-like product to be overly complex and often unworkable simply for the sake of disassociation. Leave WoW in its own category and judge things upon their own merit.

    12. Re:Am I the only one... by Jugalator · · Score: 2, Insightful

      ... who feels like they may have simplified the most interesting parts clear out of the game, filled the gaps liberally with WoW, and ended up with a game that, admittedly, has a much lower barrier to entry but is also not particularly interesting? That is what I felt began with D&D 3e, but unlike this time, I felt that sort of change was needed. D&D 3e ended up pretty nicely IMO, and 3.5 touching up some of the problems and adding minor improvements to some other things. It started feeling quite mature. Then this arrived. :-S No, I can't say I'm sitting on nails with my expectations up.
      --
      Beware: In C++, your friends can see your privates!
    13. Re:Am I the only one... by Anonymous Coward · · Score: 0

      2nd Ed with multiclassing/experience from 3rd would do it for me.

      My primary game interest was Dark Sun, which was only available for 2nd ed. Given the huge leap in book prices for 3rd/3.5 I couldn't warrant getting anything beyond the core rulebooks (especially since somewhere in 3rd ed PHB I believe it actually stated 'these 12 classes are all you need to create any kind of character you can imagine'.... Then why did they feel the need to provide rulebooks for all these other new classes?)

      Besides Hasbro, FASA/WizKids, WW, and WEG have all gone the same way, either books with far less thought places in the rules, no upgrade path from older editions, etc. I was just in a local Gaming/Comic shop for the first time in a couple of years, and the most surprising thing to me was the only two gaming systems on the shelves were D20 based, and Games Workshop based, neither companies I can either endorse, nor enjoy.

      Perhaps there are new up and coming systems out there I just haven't seen, but finding a replacement for the older systems that's enjoyable, easy to learn, etc seems to be the new quest, given that more focus is places on minatures and CCGs than actual role playing games and supplemental text (and who can complain? It's a helluva lot cheaper to hire guys to write some 15 second excerpts than it is to write a whole 200+ page both with enough worthwhile information in it to buy @ 30+ dollars a book!)

    14. Re:Am I the only one... by Darfeld · · Score: 2, Insightful

      Isn't Role Playing the whole point of role playing games? who cares the rules are complex enough to role a dice for eating an egg? you won't remember to eat anyway...

      D&D have always been more like a dice game anyway...

      --
      (\__/) This is Lapinator
      (='.'=) copy it in your sig
      (")_(") so it can take over the world
    15. Re:Am I the only one... by Mongoose+Disciple · · Score: 4, Interesting

      I don't know specifically what you're talking about when you say "the most interesting parts"

      Some of it for me is certainly in resource management, which from the rest of your post is something I can tell you don't particularly enjoy. I really like prepared spellcasting (AKA memorization), although I also like that you can play spontaneous casters if you choose. I really like the variety of having some characters in a group that are on a fairly even keel of power where others have only a few moments of greatness throughout a day (often, many fights) that they have to carefully hoard and marshal at appropriate times. I like that there are a ton of feats and spells and things in the game that are combat-important but don't deal damage, such as sleep or entangle. I like that you can play a wide variety of characters that all feel/play really different.

      This isn't meant to be an exhaustive list, but everything I know so far about 4E suggests that some of these things are going outright and others are being diminished in importance severely, and that we're moving more to a game where everyone's got a bunch of 'once per encounter' abilities, and every fight of their career involves every character firing off their toughest ones in succession. In other words, choosing nearly the same sequence of actions in nearly every fight.


      I don't know what it means to "fill the gaps liberally with WoW", except as far as WoW simply game-ified what players and DM's were already doing. Maybe you could elaborate on that.


      Things like: pushing more to an 'everyone does damage' model vs. non-damaging malediction/battlefield control, or designing classes more along the MMORPG 'holy trinity' of tank/healing/DPS. The 4E rogue sounds like the typical MMO DPS-machine; the 3E rogue, I would argue, is more defined by his skills -- especially since as his level increases the number of sneak-attack-able enemies he typically encounters drops drastically.

    16. Re:Am I the only one... by Beardo+the+Bearded · · Score: 4, Funny

      I'm just happy they didn't make the 4th edition collectible.

      You know, you buy a pack of rules, then you have to buy a booster pack of rules if you want to play them in the DnD setting.

      "Damn, I was really hoping to get Cleave in this pack."

      "Awesome, Whirlwind Attack!"

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    17. Re:Am I the only one... by SteveFoerster · · Score: 1

      It's one of the few places you'll find roleplayers willing to try just about anything.

      Actually, you can find that sort of thing just about everywhere.

      --
      Space game using normal deck of cards: http://BattleCards.org
    18. Re:Am I the only one... by MightyMartian · · Score: 4, Insightful

      You've pretty much hit it on the head. The people I've played with who come out of the D&D tradition tended to be some of the biggest rule mongers around. They're mechanic-addicts who aren't really all that interested in roleplaying per se as they are in a sort of dice-based meta-gambling experience.

      I've gone completely rules-light. My PBEM is based on Palladium's Rifts environment (now there's a rule-heavy *and* rule inconsistent gaming system, what a fucking nightmare), but I use it pretty much as a backdrop. The horrible combat system has been boiled down almost beyond recognition, and the character stats are largely there to help the players define their characters.

      The best roleplaying experience I ever had was when I was sixteen years old and we were playing Twilight 2000, and, for whatever reason, we dispensed with most of the rules. The GM just sort of winged it, and it was infinitely more exciting and liberating than sitting there going through tables and calculating damage and so forth.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    19. Re:Am I the only one... by crashfrog · · Score: 4, Insightful

      Some of it for me is certainly in resource management, which from the rest of your post is something I can tell you don't particularly enjoy.

      I like it just fine right up to the point where it ends the adventure for everybody else at the table. They're certainly not getting rid of resources, by any means; if you haven't already you should play with the Book of the Nine Swords material to get a sense of what it's going to be like. That sense of managing resources and preparing abilities is still there, but my swordsage doesn't have to guess what he's going to need for a whole day's worth of adventuring - and he's not in desperate need of 8 hours of rest after only four battles - but he still has resources he needs to manage, and the choice to prepare one maneuver means that another can't be used when it really would have mattered.

      I really like the variety of having some characters in a group that are on a fairly even keel of power where others have only a few moments of greatness throughout a day (often, many fights) that they have to carefully hoard and marshal at appropriate times.

      If you're the second guy, though, you may not understand how the first guy feels. Maybe he's not as excited by the idea of doing nothing more than hitting with his 1d12 greataxe every round while everybody at the table cheers when the wizard picks up ten d6's for fireball damage. Sure, monopolizing the show-off power is good if you're the guy who gets to have it, but there's 2-4 other people at the table, and they'd like a chance to show off once in a while, too. "Ol' reliable greataxe damage" isn't much fun when the wizard is bending reality to his very whim, as much fun as that is for you.

      Nonetheless, if you want to play a character with reliable, constant power, I don't think that's going anywhere.

      I like that there are a ton of feats and spells and things in the game that are combat-important but don't deal damage, such as sleep or entangle.

      Not going anywhere, and they're adding mechanisms for non-combat encounters, like social encounters. So I don't think you have anything to fear, there.

      I like that you can play a wide variety of characters that all feel/play really different.

      I can't imagine that's going anywhere, either. Book of the Nine Swords gets maligned sometimes as "spells for fighters" but that's really not at all what it's about; ultimately, there's not much difference from the martial maneuvers in B9S and using a feat like Whirlwind Strike.

      This isn't meant to be an exhaustive list, but everything I know so far about 4E suggests that some of these things are going outright and others are being diminished in importance severely, and that we're moving more to a game where everyone's got a bunch of 'once per encounter' abilities, and every fight of their career involves every character firing off their toughest ones in succession.

      I just don't get that sense. It certainly isn't that way in 3e now, wizards don't blow their toughest spells one after another in the same order for the day's encounters, and it certainly doesn't work that way in B9S, where you really have to set yourself or the situation up to get the best use out of your per-encounter power or you've wasted it. And there's still a daily-use power system, too; it's just not that every power is per-day. In 3e running out of per-day powers, like spells, is the end of the delve. Period. In 4e it sounds like running out of per-day powers doesn't leave you so powerless.

      Things like: pushing more to an 'everyone does damage' model vs. non-damaging malediction/battlefield control, or designing classes more along the MMORPG 'holy trinity' of tank/healing/DPS.

      The healing/tank/DPS was already in Dungeons and Dragons, though; that's why it's in so many fantasy video games. And honestly, tanking and DPS'ing are fun, and they should be in the game just like they've always been. Healing isn't much fun at the table-top, and the

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    20. Re:Am I the only one... by Anonymous Coward · · Score: 0

      Wow. You seem to be operating under the delusion that everyone enjoys the same things as you and acts in the same manner as you. I would be hard pressed to agree with a single thing you said Certainly not the opinion parts, and you also made some serious factual errors leading me to believe you play the game in a fashion that would be entirely unrecognizable to a player from my area. But hey, thanks for telling me what parts of the game are fun. I appreciated that. In my 28 years playing every version of D&D I hadn't had that part figured out.

    21. Re:Am I the only one... by _Quinn · · Score: 1

      My primary objection to having a character's primary abilities be per-day limited is that it usually means that they don't do anything* every round. This is Not Fun, so it has to go. The implication is that there's good reason even for non-munchkins to "go to Motel 6" really frequently: the design of two of the four usual characters mean half the players stop having fun after some small number of encounters.

      The extreme reaction to this was the Book of Nine Swords, where there were /no/ per-day limits. The problem with this is that it meant that the player did the same thing every fight. Part of that was flexibility; part of it was lack of resource management. As a general rule, I don't find "resource management" (which almost always means "speed" for adventuring parties) all that appropriate in every adventure of the high-heroic campaigns my group likes to run. In some cases, of course, it can be very dramatic and effective: can the party take the shortcut through the underground passage and warn somebody in time? (This is especially effective if the players are then expected to help the defense, as it gives them another factor to balance.) I think the key to doing per-day-limited abilities is going to be making the per-encounter and at-will abilities strong enough that the per-day abilities can be easily saved to compensate for bad luck. As the game is balanced now, you can't save your most powerful abilities for later, because you won't get there.

      I think you think the 4E rogue will be only a DPS-machine because that's all they've mentioned about the class. But it's key; D&D is really about combat (mechanically). In the end, in our group, we've generally allowed the rogue to sneak attack whatever s/he wants (with the appropriate), because otherwise they just sit down and go home -- and that has exactly the same problem, if different causes -- than the wizard running out of spells.

      FWIW regarding "everyone does damage", the books mention that they don't particularly like the name "blaster" for the wizard's role, because they recognize the importance of status effects and combat control -- the latter so much that they invented a new character class to make it happen! (The Defender role /really/ depends on the ability to control the battlefield, which is why 3E fighters who like the role and do well at it at low levels and in dungeons always end up disappointed.) I actually approve of "everyone does damage" to a certain extent; it's the most direct way of helping your buddies out in a fight. (Compare this to an ability like turning, which either wins the fight or does nothing. The alternate rule for doing damage is less flavorful, but better for teamwork and utility. A lich doesn't ignore the cleric because of its turning bonus; it's just much more likely to only take half damage. On the other hand, some of the pressure might fall of all-or-nothings if they're serious about balancing the game for multiple enemies; there's enough randomness (and/or ability difference) between the different enemy's saves that you can effectively have all-or-nothings with partial effects...)

      - _Quinn

      *: Yes, a high-level wizard has an effectively unlimited number of magic missiles. But they almost never matter in a CR-appropriate fight.

      --
      Reality Maintenance Group, Silver City Construction Co., Ltd.
    22. Re:Am I the only one... by SatanicPuppy · · Score: 2, Interesting

      Yea, the group I played with hated that aspect of the game so much we made up a separate set of rules for magic that basically threw all the spell levels away, and allowed for casters who could cast massive numbers of low level spells, or very few high level spells, basically at will, through a kind of mana pool, that casters tracked same as with hitpoints.

      This was in second edition.

      It was pretty popular, and we used it for years until we finally diverged from D&D all together into systems of our own design. No one is making you play by their rules. As long as you're capable of balancing it, there is no reason why you can't do whatever you'd like.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    23. Re:Am I the only one... by crashfrog · · Score: 1

      You seem to be operating under the delusion that everyone enjoys the same things as you and acts in the same manner as you.

      Look, I have a hard time believing that when the wizard and cleric tell the party "we're out of spells and healing, we need to go back to town to rest" that's fun for people. I have a hard time believing that because I've been in games where that happened over and over again, and it wasn't any fun for anybody.

      Is there someone that's fun for? Is that fun for you? I'd love to hear about your games, seriously.

      I would be hard pressed to agree with a single thing you said

      So tell me how it is for you, in your games. What does your party do when the wizard is out of spells and the cleric can't cast anything but Cure Minor Wounds? Mine either goes home or spikes a door and tries to get some sleep, but I figure that four encounters plus exploration in a dungeon takes about 2 hours in in-game time, which means that the party is trying to go back to sleep at 10:00 am in the morning or something. And what are the orcs in the dungeon doing that whole time? What would you do if someone broke into your house, locked themselves in the bathroom and went to sleep?

      you also made some serious factual errors leading me to believe you play the game in a fashion that would be entirely unrecognizable to a player from my area.

      Maybe that's true. How do you play?

      But hey, thanks for telling me what parts of the game are fun. I appreciated that.

      Tell me how it's fun for you. Are you talking about role-playing? Sure, that part's fun too, but it doesn't have anything to do with mechanics - it depends on DM and players making the fun for themselves - so it wasn't relevant to my post.

      But tell me how the game is fun for you, if it's so different. I'm really genuinely curious, and maybe you've hit on something I can add in my games. If you have some way to make traps fun, especially, I'd love to hear about it.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    24. Re:Am I the only one... by dreamchaser · · Score: 1

      "If you live in the Greater Boston area, you should check us out. It's one of the few places you'll find roleplayers willing to try just about anything."

      I'm sure your group is great, but that is such a conceited statement. MOST groups of roleplayers that I've played with over the past 30+ years have been willing to try any good idea, and even some bad ones.

    25. Re:Am I the only one... by Archwyrm · · Score: 1

      When I was playing not so long ago, my group felt that there really was nothing wrong with 2nd edition and 3rd edition was pretty much a useless money grab. I don't want to hear any crap about negative armor classes and such, because if you cannot do some basic math, I don't want you in my group anyway.

      The nice thing about 3rd edition was you could pick up just about any 2nd edition book you wanted on eBay for cheap, such as the multitudes of various player handbooks. I expanded my library quite a bit during this time.

      As others have already said, the rules ultimately don't matter that much as roleplaying creative solutions to creative problems is far more interesting. So why fix something that's not broken?

      --
      Fascism should more properly be called corporatism because it is the merger of state and corporate power. -- Mussolini
    26. Re:Am I the only one... by ShakaUVM · · Score: 1

      Sleeping in dungeons? Man, I haven't done that since 2ed days.

      Clever players know how to conduct resource management, and unless you're running the world's largest dungeon, shouldn't have any issues dealing with the standard 3 fights a day guideline. Especially if you powergame correctly -- a dead monster doesn't waste healing resources.

      My main issue with 4ed is that it seems like 3.5 still has a lot of legs left, with a bunch of interesting stuff that just came out. The Book of 9 Swords, as you said, is awesome, and has a lot of potential builds that still bear exploring. While it was obvious they were testing stuff for 4ed for a while now with crap like the Tome of Magic and Incarnum, I think it's just too soon for a new edition, and most of the players I know (which runs into the thousands, I play a lot in the RPGA) feel the same way. While 4ed might be cool and all, it just feels wrong. You can only piss off your customers so much before they leave for something else, or just quit.

    27. Re:Am I the only one... by crashfrog · · Score: 1

      Clever players know how to conduct resource management, and unless you're running the world's largest dungeon, shouldn't have any issues dealing with the standard 3 fights a day guideline.

      Well, but that's what I mean. 3 fights a day? Unless you're running the world's shortest dungeons, there's way more than 3 good fights before you're done.

      And what does your wizard do every fight if he's saving his spells? Trying to hit a 22+ AC monster with his crossbow? With 1/2 BAB progression?

      And I'll be honest with you - my players aren't all that clever. They were nearly TPK'd in the first round by a juvenile blue dragon, even though they were in the desert and were smelling ozone and finding electrically-burned bodies all over the place. Nobody thought "oh, ozone; maybe there's some kind of electrical monster around here, and I should prepare some kind of resistance to that damage."

      But the game has to be fun even if they're dumb. A little bit of resource management is fun, yes, but the way the game is now, you're always doing it, and if you don't do it perfectly you're dead even with perfect CR balance for the party level.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    28. Re:Am I the only one... by Enderandrew · · Score: 1

      I think certain rule systems are cumbersome and get in the way of role playing, while other systems have mechanics which help the mood/genre/setting/theme of the game. Exalted gives bonus dice for creative stunts. The old Star Wars d6 system was very quick and cinematic, that catered to the concept that player characters are heroes. Games can be well, or poorly designed.

      I've never been a huge fan of D&D on any level, but I felt 3/3.5 was the best version. Characters were more unique due to skills and feats, where as dice rolling was less arbitrary. Instead of countless tables of random rules that made little sense in a grand context, the D20 system created a unity and equity that also simplified things a great deal.

      4E seems to continue the simplification, but to the extent that combat is less interesting, and characters are less unique.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    29. Re:Am I the only one... by podperson · · Score: 2

      It seems to me that D&D's shortcomings are sufficiently ingrained that any serious attempt to fix them will be met with harsh resistance. It's nice to see someone actually attempt to fix D&D's clear shortcomings, but I suspect that this will fail badly.

      Let's look at some of D&D's fundamental design problems:

      1) Classes -- this is a really bad idea, it doesn't match reality or fiction. Even in official adaptations, no fictional character from source literature (e.g. Fafhrd and the Gray Mouser, the Lord of the Rings, Conan) could be converted into a legal D&D character.

      2) Alignments -- ugh.

      3) Basic mechanics -- Armor does not make you harder to hit. What exactly is a saving throw?

      Any attempt to fix these things (and there have been attempts in the past, e.g. Alternity) runs into these basic issues and runs into religious resistance.

      There are plenty of better games than D&D which have solved most or all of these issue, have large "sweet spots", and are easier to learn and more fun to play. It would be nice if D&D were turned into one of them, but it's probably easier just to play a different game.

    30. Re:Am I the only one... by pluther · · Score: 1
      Nope.

      My reaction was the same. Looks like after a few decades of computer games trying to capture the D&D experience, they've reversed it and now D&D is trying to capture the WoW experience.

      Which, it looks like, is exactly what the reviewer likes about it.

      For instance, some of the more revealing quotes:

      In 3.5 hybrid classes were rough to play; why would you want to play a Paladin (a weak fighter bolted to a weak cleric) when you could play one of the core four and do something well? Fourth edition solves this issue by looking at the roles behind the classes rather than at class particulars. The Rogue, for example, is the classic Striker. He uses stealth and guile to cause spikes of high damage at opportune times.

      Yeah, why would you want to play a class that has this huge tradition of honor and service and steadfast devotion to a cause and a range of abilities that revolve around that concept, when you can play a character that can hit things better?

      Rogues? I always liked using them to sneak around, scout things out ahead of times, climb up walls to sneak into castles, pick pockets to get information or just a little extra gold, and find myriads of other ways to use all these cool skills and abilities for the good of the party. But, really, the most important part is causing spikes of high damage?

      Those both make a lot of sense in something like WoW, where all there ever is is combat, but in a pencil and paper game, there's a lot more to it.

      The real advance is that each class role should always have something interesting to do in a fight, because every role is defined. If you're a Defender, and you're not interposing yourself between the bad guys and the party, you're doing it wrong.

      That's an "advance"? What if your "Defender" is badly wounded? Or out of spells? What if your fighter wants to avoid a fight except when absolutely necessary? What if your rogue starts off only giving his loyalty to one of the other party members and will steadfastly defend him but letting the others hang and only slowly over time comes to care about, or at least see that his long-term interests are served by seeming to care about, all the others?

      According to the reviewer, these character concepts are "wrong". Because every character has a specifically defined role, and that role is defined by their class, not the character concept.

      Now, I haven't seen the game yet, so maybe I'm completely off-base. It's possible that WotC just took the best concepts of WoW, and kept the best concepts of PnP as well, and the reviewer is so enamored with WoW that he's ignoring everything else. But based on everything else I've seen so far, that doesn't look like the case. And I probably won't be buying this for quite a while after it's out, if ever.

      --
      If the masses can keep you down, you're not the Ubermensch.
    31. Re:Am I the only one... by rk · · Score: 1

      We played a heavily-modified 1st/2nd edition hybrid until the Wizards of the Coast stores closed in '04 and we bought the books at 75% off the list price. The local game stores cleaned ours out of most of their inventory because it was cheaper that ordering wholesale from WoTC.

      I liked the 3.5 rules because they reduced the "ad-hockery" of the 1st edition rules, but it wasn't a really big deal. We're "role-play/shared story telling" dweebs who can go an hour without rolling any dice. Still the old rules served for nearly a quarter of a century, and we've not even finalized our custom character sheets for 3 yet, so I don't anticipate making the switch again anytime soon. These days, we don't play that much anyway.

    32. Re:Am I the only one... by QuantumFTL · · Score: 1

      Well, I'm fairly new to the tabletop scene (just over a year of it), but those I play with are mostly from other parts of the country and their aggregate experience was reflected in my comment.

      I think the sheer commercial success of D&D/d20 (as opposed to other, more sophisticated roleplaying systems) lends some credence to the idea that there is a lack of diversity in roleplaying groups in general. Sure there's plenty of other options out there, but few seem to be playing them.

    33. Re:Am I the only one... by MightyMartian · · Score: 2, Insightful

      A lot of this also depends on what kind of gamer you are. A lot of gamers, and in particular GMs/DMs, like the comfort of a rule-heavy game. It's a sort of cushion. Everyone has this common, concrete language that describes a lot of the minutia of their interactions with the environment and each other. It's also a sort of legalism which can protect players from GMs that get too abusive.

      Other players want a more free-form, story-teller type approach, and for these, a light ruleset with a system that is in some ways inherently less random is in order, as the GM and players will do a lot of the skill tests and such within the game itself, restricting meta-rules to a minimum. These systems are also characterized by a larger number of dice, like 3D6, or in the case of Fudge, dice that give only three results per die. This eliminates a lot of the wild results from "He doesn't hit anybody" to "He kills all fifteen orcs with a single combat move".

      I've played Fudge, which is even more distilled than Gurps, and providing you don't mind some of the safety net taken away, it's quite a fun set of rules. What's really required is a GM who is willing to do the extra mental work that tons of dice rolls and damage and other result tables can give.

      Personally I can't stand "crunchy" systems any more. Spending ten minutes figuring out how a basic combat scene gets sorted out is just crazy to me.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    34. Re:Am I the only one... by Torvaun · · Score: 4, Insightful

      Use a different kind of trap. Use time delayed traps like the room slowly filling with water. Use traps to give a sense of urgency to an encounter, rather than to pick away at the party's hit points. Use tripwires to alert encamped monsters, so that a group that sneakily bypasses them gets to feel superior as they slaughter the sleeping foes, and a group that sets them off gets a halfway decent fight. If you are going to use traps of the 'not fun' variety, make sure the party knows about them ahead of time (in a general sense, like there's a minefield up ahead, not a map showing every mine). Let them go around the minefield, and attack from behind, driving their enemies through their own carefully laid traps. Just don't go all Indiana Jones on them, even in movie format they skipped over a lot of it, and it's even worse to play through it.

      --
      I see your informative link, and raise you a pithy comment.
    35. Re:Am I the only one... by serutan · · Score: 1

      That's pretty much the attitude I've had since I started playing AD&D in the late 70s. It was an imperfect system back then, and it's bound to continue being one no matter how many versions they release. That's why every AD&D player I've ever known has made creative use of house rules. My group likes magic, so there's more magic. We don't like fiddling with material spell components, so there aren't any. We use a mana point system for magic. And so forth... Wherever we have found holes in the original system, we have adopted conventions of our own. Our games have always been fun and we've never had any player/DM drama, nobody storming out of a game session. Maybe our group has been lucky, but somehow the deficiencies in the age-old system have never posed serious difficulty. I have bought several 2nd and 3rd edition books out of curiosity, but at some point you realize have all the information you need and enough expertise to make up whatever isn't there.

    36. Re:Am I the only one... by nomadic · · Score: 1

      Dude, you're going to leave a gaming group you've had for 24 years because of a ruleset? Any ruleset is playable with a good group; I have a great time with my shadowrun group even through the ruleset is a disaster.

      It takes about 24 years to get through a round of combat on Shadowrun, so his group might be able to switch over to that game.

      I haven't played Shadowrun in about 15 years, so I have no idea if my joke even makes sense anymore. Trust me, it would have been funny 15 years ago. It's the only RPG where you sometimes couldn't fit all the dice you needed to roll for an action into one hand.

    37. Re:Am I the only one... by myowntrueself · · Score: 2, Informative

      Personally I can't stand "crunchy" systems any more. Spending ten minutes figuring out how a basic combat scene gets sorted out is just crazy to me.

      Ten minutes?

      Thats *nothing*

      Try Aftermath; half an hour to work out how much damage a single shot will do... You practically have to be a ballistics expert to run the game.

      --
      In the free world the media isn't government run; the government is media run.
    38. Re:Am I the only one... by sapphire+wyvern · · Score: 1

      Speaking of fourth editions and rulesets of potential disastrousness... what do you think of SR4?

    39. Re:Am I the only one... by myowntrueself · · Score: 1

      The 4E rogue sounds like the typical MMO DPS-machine; the 3E rogue, I would argue, is more defined by his skills

      Of course, in WoW, *any* character is primarily defined by the gear he has.

      In this respect WoW reminds me more of 2nd Ed AD&D than anything else; theres little difference between to characters of the same race, class and level beyond their gear. Talent trees are a *tiny* aspect. Combat 'skill' level in WoW is insignificant.

      Early on in AD&D, gear really was the *only* thing that differentiated one rogue (eg) from another; all their theifly skills would be identical. Choice of weapon proficiencies? That would even out by the time things got interesting. THAC0? Identical but for gear based bonuses. Stats? Identical to what they were when the character started.

      What I'd like to see is an MMORPG in which one gets the sense of ones *character* developing; learning new skills, improving skills. The experiences ones character has shapes them.

      In WoW about the only thing that shapes your character is what loot you have bought or picked up.

      It is, in this regard, intensely materialistic. Way more so than any monty-haul dungeon campaign ever was.

      --
      In the free world the media isn't government run; the government is media run.
    40. Re:Am I the only one... by Enderandrew · · Score: 1

      I agree that some people want heavy rules. Different systems are good for different things. I've also seen diceless games.

      D&D for instance never aims for balance, but rather for giving each player a niche within the party. Barbarians aren't meant to be perfectly equal with Bards. However, with D&D, crawling a dungeon is somewhat expected for the game. It is one of the few games that awards experience primarily according to surviving combat, so combat is a very necessary portion of the rules. I think 4E is a great disservice to D&D in that regard.

      --
      http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
    41. Re:Am I the only one... by Pollardito · · Score: 1

      definitely! *puts on his robe and his wizard hat*

    42. Re:Am I the only one... by Count+Fenring · · Score: 1

      Wow. I wish I'd seen this before posting. I could have just thrown up a "Hell yeah!" You have, in fact, said it.

      They should stop calling it a "role-playing game," and start calling it a "simulated combat system."

    43. Re:Am I the only one... by grahamd0 · · Score: 1

      I'm very interested in it, though I was initially skeptical.

      It obviously borrows liberally from WoW, and I was disgusted and offended by that at first. I've come to realize that as long as the game is pen and paper they can't add the things I hate about WoW (plotless grinding, etc, etc.), and frankly, I don't object to the rules they're adding.

      Unless they change the medium they can't FORCE the role playing out the game, and they don't want to. If they can make character development more interesting and combat easier and more fun to resolve then that just makes more time for story and role playing. Or more hack & slash, if that's your bag.

      I enjoy 3rd edition, but sometimes I feel that's in spite of the rules, not because of them.

    44. Re:Am I the only one... by morcego · · Score: 1

      If you think Aftermath is bad, try MERP one of these days.

      I for one think Paranoia is one of the best systems, since the "knowing the rules is treason" pretty much covers the GM so he can do whatever he likes.

      --
      morcego
    45. Re:Am I the only one... by Count+Fenring · · Score: 5, Interesting

      I call shenanigans on the 3rd ed has no value. 2nd Ed's problems werent't complexity, they were A) the degree of crippling limitation built into the system (especially the weapon proficiencies system) and B) the places where abstractions failed to either simplify reality or reflect it in any way.

      Also, the flight rules for second edition D&D are the worst thing I've ever read in a roleplaying system, including HoL, which is a parody system.

      That being said, I totally agree with you on the creative roleplaying aspect. A good group fixes (or has the potential to fix) any system. That being said, rules sets do have relative strengths and weaknesses, and can be useful shortcuts. The D&D family have always been strong in two areas: abstraction of combat, and relative completeness of physical modeling. Thinking of RPGs as languages, D&D is one where you can do combat fast (relatively), and you can mostly cover whatever a player wants to do under the rules. The rules make it easier to run dungeon crawls in an arbitrary world than it would be in, say, White Wolf's Mage.

      If you want to run a social game... it's not really helping you out much.

    46. Re:Am I the only one... by Kizeh · · Score: 1

      I also want to know what has been made to add more non-combat, non-lock-picking roleplay. What in 4th edition stimulates the imagination more than 3rd, getting people to get more into the heads of their characters, more willing to interact with other PCs and NPCs? What is there to help DMs create more lifelike settings and social interactions? What makes characters less of a class/role stereotype and more of a unique individual?

    47. Re:Am I the only one... by Anonymous Coward · · Score: 0
      Shrug. You seem to simply need better resource management. Casters shouldn't be blowing their loads when a leaf blows across their path. Finding a safe and realistic place to rest is integral to the role playing experience. Put yourselves into the minds of those casters and how they would handle their affairs. Any new player trying to pull the "I'm out of spells, we need to go home" act is met with scorn for not being able to handle the responsibilities of their class (okay not outwardly, but they're not invited back if it becomes a regular event). There are obviously so many variables in environments that specifics aren't possible, but it all comes down to believability. Don't bite off more than you can chew. If they want to leave and come back, well, then their opponents will be prepared this time and it will be a whole lot harder. With priests it's even easier to give them hints that they need to get it together. They pray once a day. If you keep coming back to your god asking for more, they will probably get quite annoyed. I realize that's vague but D&D is an expansive game that can be played many, many ways.

      Oh and your biggest factual error was referring to a "tank" in D&D. D&D does not have the same concept of "tanks" as a game like WoW does. A "tank" in D&D is just any heavily armored and usually slow character. In WoW the tanks have magical powers to make supposedly intelligent creatures make grievous tactical errors. That greatly interferes with role playing. No reasonably intelligent opponent will ignore a greatly damaging threats in favor of pounding mindlessly on the party member most able to take it. D&D requires a great deal more tactical planning than that. Managing terrain and formation to protect casters is a big thing.

      The best way I can suggest to make traps fun is to use them sparingly and appropriately. If the party spends 10 minutes searching every square, no one is having fun. Use them primarily in important places or in tactically important areas (but not every time) and allow the players to pick up on this pattern so they only spend the time in areas like that. Once in a while blindside them with one somewhere they won't expect it, and also don't forget any passive skills the party scout may have because nothing makes that player happier than be able to save another party member from certain damage.

    48. Re:Am I the only one... by Count+Fenring · · Score: 1

      Tell me how it's fun for you. Are you talking about role-playing? Sure, that part's fun too, but it doesn't have anything to do with mechanics - it depends on DM and players making the fun for themselves - so it wasn't relevant to my post.

      Ahhh, but mechanics and roleplaying DO in fact interact. MUST in fact interact. Because we want to pretend to be other people, and people want to do things other than fight. And you need rules to provide a sense of real achievement connected to your character's skills, attributes, and actions.

      One of the longstanding problems of D&D compared to other systems is that it has always had a kind of weak and foolish system for determining the results and relevance of non-combat actions. The single-roll backed with a number as the method for everything from building a castle over the course of a week to disarming a trap in a split second is a ridiculous way to model events. But this doesn't mean that disarming a trap is boring, or that building a castle is boring. It means that the model you're using is boring.

      The point of roleplaying is to play a role. To be, for pretend, a hero/villain/other-thing-than-you. And the more that D&D turns into simply a combat-abstraction, the less and less connected you become to the characters you make. Because once it's just a combat system... why aren't you just playing the videogame? There all the math is done for you!

    49. Re:Am I the only one... by crashfrog · · Score: 1

      Finding a safe and realistic place to rest is integral to the role playing experience.

      I disagree; it's certainly the historic D&D experience but it's hardly the stuff heroic fantasy is made of. Sure, heroes in the dungeon find a spot to catch their breath, find some clues, and prepare some weapons, but actually go to sleep? Neither I nor any of my players have ever found a way where that makes sense, and it's only ever been by the grace of the DM that the dungeon denizens didn't simply break in and knife us all during the night.

      I know it comes down to believability. And sleeping in dungeons just isn't believable for me or anybody else I've ever played with. Four encounters plus exploration is maybe two hours of in-game time. You're telling me that my heroes of high fantasy are only dangerous threats to be reckoned with between the hours of 8:00 and 10:00 am?

      Any new player trying to pull the "I'm out of spells, we need to go home" act is met with scorn for not being able to handle the responsibilities of their class (okay not outwardly, but they're not invited back if it becomes a regular event).

      The game is calibrated so that one encounter is supposed to consume 1/4 of the party's resources, and that includes spells. 4 encounters a day. If the spellcaster is making it to the forth encounter before running dry, then it's not bad resource management; he's managed his resources in precisely the way the game expected him to. The game demands that the party pack it in for the night. It's just bad game design, and the developers know it, which is why they're cutting back so much on the "spells per day" mechanic.

      D&D does not have the same concept of "tanks" as a game like WoW does.

      Well, no, of course it doesn't, and I never said that it did. And it shouldn't. But the idea of a character who forces or holds the attention of a dangerous combatant to set allies up for sneak attacks, and who is specialized in defense, that's been there from the beginning in D&D and it's certainly a part of the game. It's a part of how people think of parties. It's not a new thing, and it's not ripping off WoW, either.

      I called it a "tank" for shorthand, and because someone else used that term. I'm aware that D&D is not, is not about to become, and shouldn't be a game of "aggro management".

      Use them primarily in important places or in tactically important areas (but not every time) and allow the players to pick up on this pattern so they only spend the time in areas like that.

      Straight from the DMG, and believe me, I tried that - the result was that the players didn't recognize the pattern and spent 10 minutes per room "searching for traps" anyway.

      It didn't add anything to the game except hassle. There's no game in searching for traps, it's just a skill roll vs. a DC. There's nothing tactical about it. Same with locked doors. D&D gives me locked doors like Elder Scrolls III: Morrowind. I want traps and locks like BioShock.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    50. Re:Am I the only one... by crashfrog · · Score: 1

      One of the longstanding problems of D&D compared to other systems is that it has always had a kind of weak and foolish system for determining the results and relevance of non-combat actions.

      Then surely you'll be interested in this.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    51. Re:Am I the only one... by Nightspirit · · Score: 1

      To be honest I haven't even looked at it. Our DM was familiar with 3rd edition, had the books, so that is what we went with.

    52. Re:Am I the only one... by lord_dragonsfyre · · Score: 1

      Different strokes and all, but a few thoughts.

      First, it's a lot easier to fit rules into an existing setting (whether a published or homebrew one) if they don't come with a flavor of their own. It's up to the GM to decide if the warblade is a martial arts master channeling ki energy, blessed by the sword gods, or simply just that awesome, and that makes it easier to fit the mechanics into whatever setting he likes. Compare that to a lot of the flavor-specific prestige classes, which you often have to twist or re-write entirely to fit into any alternate setting.

      Second, IMO, the core of a game should always have the tighest, most solidly constructed rules. And the core of D&D is breaking into a dungeon, killing everything, and taking its stuff home in santa sacks. So it needs a combat engine that facilitates that by being clear, extensible, and balanced. Social interaction and world-building are the jobs of the GM and the players, who can tie it much more closely to their specific game than any corebook that must, by definition, encompass everyone using it.

      Third, it's not enough to say the fighter does "non-magical things" as opposed to the "magical things" wizards do. That got us the full-caster vs. sad-panda divide that plagues 3.X. Fighters and other non-caster classes need abilities that let them compete on an even playing field. That means they get to break the laws of physics too - maybe they're not doing it with magic (or maybe they are in some games, but it's a different kind), but it's definitely something a normal person couldn't do. Anyone can swing a sword. A fighter with class levels needs a little more oomph, and some extra BAB just doesn't cut it.

      I'm not saying 4th will succeed in all of these (in fact, as I mention elsewhere in the thread, I'm fairly pessimistic). But it's not doomed on the face of it.

      --
      "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    53. Re:Am I the only one... by Artifakt · · Score: 1

      In 3.5 hybrid classes were rough to play; why would you want to play a Paladin (a weak fighter bolted to a weak cleric) when you could play one of the core four and do something well? Fourth edition solves this issue by looking at the roles behind the classes rather than at class particulars. The Rogue, for example, is the classic Striker. He uses stealth and guile to cause spikes of high damage at opportune times.

      Yeah, why would you want to play a class that has this huge tradition of honor and service and steadfast devotion to a cause and a range of abilities that revolve around that concept, when you can play a character that can hit things better?

      The fair question is, why would you want to play a class that charges you huge effectiveness penalties just so you can be recognized by other characters as belonging to an order that has a tradition of honor and steadfast devotion? Why should your paladin character have a major feature that only gets useful if the DM runs a relatively 'quasi-medieval realistic' and dark campaign (with plagues and rampant diseases), so you can use laying on of hands more than once in 20 or 30 gaming sessions?

      Why should that same class have a reduced strength turn undead effect? He usually tries to turn undead creatures only when the party cleric has already blown it, and typically has about a 1 in 5 chance of succeeding in that situation, so there's another special ability he only draws on about 1 game in 10, and he usually fails at it when he uses it.

      How does playing a character who is second best at many game related things and best at none of them have anything to do with that core concept of honor and devotion you speak of? The 3rd ed. paladin's abilities don't actually revolve around his core conception, because he doesn't get to use them very often at all, so he ends up being defined by things irrelevant to piety, that come up far more often. Hence all the paladins that are played as prigs and moralizers, and all the stereotypical test the paladin unto destruction scenarios.

      The biggest thing I see in favor of a 4th edition is that WotC has studied real games in progress pretty extensively, and they know certain abilities don't give much bang for the buck in just about any character design. They know that DMs are constrained and even straight-jacketed by certain character ability combinations, and they know there are certain bits in character designs that add a lot of complexity but only get used about 1 game in 10 or less. There are already elements that just about any character can use, such as flanking maneuvers or grappling, but that very seldom get used in play, and WotC doesn't see much point in encouraging elements that are specific to a particular character but are even more rarely useful and at least equally complex.
      You're seeing that the rules are still very combat focused, and don't much facilitate non-combat interactions, but that's true of the existing versions too. Something like GURPS, or a lot of people's home brewed rules, will beat any version of stock D&D when it comes to non-combat situations. At least here, what's combat related is intended to be useful even if the DM doesn't provide favored enemies, or undead, or diseases, on a particular schedule.
      You are missing a few points. For example you're talking about "what if my fighter wants to avoid a fight except when absolutely necessary", in response to the phrase 'something interesting to do in a fight". Your character's only chance to avoid a fight is before the fight starts. Just like in the real world, and in any game (except maybe "Time Travelers and Troglodytes"), your skills, intentions, or methods for avoiding a fight have nothing to do with what happens once a fight actually starts. Your character could still be very interested in avoiding a fight even if he has options every round if one starts, or could want to provoke a fight even if he has little useful to do if one

      --
      Who is John Cabal?
    54. Re:Am I the only one... by Mongoose+Disciple · · Score: 1

      It's a long post and I'm just going to hit a few points:

      - I'm familiar with the B9S mechanics, and I'm not in principle averse to mechanics roughly of that kind for fighterish characters. I enjoy playing both spellcasters and fighterish characters in 3.XE. I have reason to believe the way the classes sort out in 4E will be something I like less. Probably my preferences aren't yours so I wouldn't worry about it.

      - Honestly, I've seen many, many more 3.0/3.5 clerics played more along the tank or DPS paradigms than healer. Into/past the midlevels most other characters can't really keep up with them, and sadly none of the melee-ish characters (as solo characters) really keep pace at all. It's hard to convince the cleric to heal when he can wade into melee and whip out a few hundred points of damage instead without really even having much or anything in the way of magic items that lend themselves to it.

      This may mean I deal with bigger powergamers than you do; I spent the bulk of third edition doing a lot of convention play. When everyone pretty much has to play with the rules as written and you play with a few dozen different people in a weekend, even without getting into esoteric material, optimization ideas spread [i]fast[/i] and new adventures tend to be written to push players that are playing, if not perfectly, certainly not poorly.

      It's a lot different than home game play and brings out a lot of the best and the worst of the game at once.

      - Rogues: There's a lot more to their skill list than traps and locks, though there is that too. UMD is a fun and important one, for example.

    55. Re:Am I the only one... by sapphire+wyvern · · Score: 1

      Maybe it was back then. Ever played Exalted? It's not that hard to generate dice pools in the 20-30x d10 range. Shadowrun is positively minimal in comparison.

    56. Re:Am I the only one... by mqduck · · Score: 1

      The 4E rogue sounds like the typical MMO DPS-machine Indeed, I always wondered why they bothered putting rogues in MMORPGs or any other computer RPG.
      --
      Property is theft.
    57. Re:Am I the only one... by An+ominous+Cow+art · · Score: 1

      I'm not familiar with Aftermath, and have read but not played too much of MERP/Rolemaster, but I think Fringeworthy and its siblings, or The Morrow Project, are probably in the same league.

    58. Re:Am I the only one... by pugugly · · Score: 1

      Hah - I've Played Starfleet Battles!!! Realtime to Gametime ratio, hours to seconds - {G}.

      Pug

      --
      An Invisible Entity of Vast Power whose existence must be taken on faith alone: Liberal Media
    59. Re:Am I the only one... by Dun+Malg · · Score: 3, Interesting

      I also want to know what has been made to add more non-combat, non-lock-picking roleplay. What in 4th edition stimulates the imagination more than 3rd, getting people to get more into the heads of their characters, more willing to interact with other PCs and NPCs? What is there to help DMs create more lifelike settings and social interactions? What makes characters less of a class/role stereotype and more of a unique individual? Sorry to be the bearer of bad news, but you're never going to find any of that in a rule book. The rules supply a purely mechanical framework to determine success and failure. Story, character development, realistic NPCs--- these things come from the players and the DM. Systems that attempt to force "personality" in characters just don't work. A classic example of such a system is GURPS. The point-buy character generation system is supposed to encourage development of individual personalities by offering a myriad of Disadvantages that give you extra points to spend on skills, advantages, and stats. These are things as simple as Eunuch (-5 points) or as bizarre as Disembodied Brain (-100 points). Despite this, only good role players ever pick interesting disadvantages. Bad role players pick the most "ignorable" ones they can. The classic -40 point set is Greedy, Lazy, Alcoholic, though Ugly and Odious Personal Habit are also popular. Poor role players pick these because they can usually get away with ignoring them. Bad players play badly. There's nothing the rules can do about it.
      --
      If a job's not worth doing, it's not worth doing right.
    60. Re:Am I the only one... by Anonymous Coward · · Score: 0

      A generous summary is that it's bullshit. There's a consistent unwillingness to do math throughout the system (if you add another die to your die pool, half the time your chance of a glitch goes up), the system can no longer elegantly express probabilities of success below 1/3 (1/27 with threshold use), they removed pools and the tactical considerations and flexibility that went along with it, so on and soforth.

      There's also the world, which they tarted up and modernized, including a ridiculous wireless matrix which some simple examination of the shannon limit would demonstrate the absurdity of, plus the fact that most things seem to exist only so that PCs can hack them. Add stunts like their product numbering (zomg, you know what 2600 is? How 1337!) and the absurd name changes (hey, let's join everyone else in misusing the term "hacker"!)...

      I know people who worked on it. I like those people. However, I cannot in good conscience say that the system they produced is of any value.

    61. Re:Am I the only one... by todd.gardner · · Score: 1

      Dude, you're going to leave a gaming group you've had for 24 years because of a ruleset? Any ruleset is playable with a good group; I have a great time with my shadowrun group even through the ruleset is a disaster.

      I could definitely see ditching a gaming group over this. They've ditched the thin veneer of role playing D&D to pack in more of that grind-tastic mmorpg flavor.

      Shadowrun is terrible, but no where this bad. Heck, Talisman is a better RPG.
    62. Re:Am I the only one... by Dun+Malg · · Score: 2, Interesting

      There's no game in searching for traps, it's just a skill roll vs. a DC. There's nothing tactical about it. Same with locked doors. Depends on how it's done. To be sure, traps and locks that are simply laid on the map (i.e. this door is locked, that stairway has a trap) are just tedious DC rolls. The DM I'm currently playing has created a fairly trap & lock heavy campaign (Indiana Jones in the South American temple^2). The key to making traps more interesting is make them seem real. OK, so you found the 20x20 foot counterweighted trap door that will drop you 40 feet into icky water fill of eels--- how do you intend to get past it? Sure, I could roll Disable Device, except that the operating mechanism is 20 feet down the corridor on the other side of the pit! Or how about a locked door that won't open (inward) until you also drain the water from the room behind it? If the problem you present the players with can be solved with a simple Open Lock or Disable Device roll, there's no room to make it interesting.
      --
      If a job's not worth doing, it's not worth doing right.
    63. Re:Am I the only one... by Nutrimentia · · Score: 1

      Amen to the bit about Twilight 2000.

    64. Re:Am I the only one... by Anonymous Coward · · Score: 0

      I can see where this is going .. (Edition 4.0) GM: And the fierce Orc snarls his black rotten teeth saliva oozing from his mouth as he yells out his battlecry and charges towards you with his sword drawn.. (Ok Player 1 is on turn what is your action) Player1: I use my UBERPWNAGE ATTACK GM: What ? and that would be ? Player1: Yeah Im gonna PWN this Orc you know page 44 Fighters Skillset 3rd Column level 10 Skill "OWNZ" GM: Yeah bu you used that last turn Player1: Yeah but this is 4.0 I can use it once per mob encounter GM: Roll to hit please Player1: I dont have to roll , it automatically does aoe dmg +20 HP and bleed on my damage modifier 3d10 GM: Roll damage, no wait the Orc doesnt even have that much HD so ,... "Taking a more offensive stance to the oncoming orc you yell out your battle cry with a deep bellowing coming all the way up and out of your stomach like a true warlord of the north , and advance on the Orc jumping in the air spinning yourself and arcing yur sword in a 360 fashion beheading the orc .. his head rolls onto the floor as black blood streams from his neck onto the floor in a massive puddle. Player1: OMG I PWND him ROFL LOL LMAO GM: Pardon what ? Player1: You know .. PWND !!!!! Player2: Yeah nice move ! Man this keeps up , Im gonna title you, MR UBER PWNAGE Orc Sl4y3r 2008 GM:..... Whatever...., ok Player2 ... "Around the corner......" ___________________________ I can see where 4.0 is going , and I think it is ruining the game, Even 3.5 was bad enough. This is why I dont GM anymore, and if so only to old school gamers or in a light ruleset, or A(D&D) style. WotC has basically screwed up this game beyond all repair , in order to play X you need book Y and Z not to mention the expansion for Y y1 y2 y3 and Z z1 z2 z3.. oh and dont forget to buy the official "Campaign Setting" and for that you need extra ruleset 1 , 2 ,3 oh and special races 4, 5, 6 .. What happened to once a great game has turned into nothing but a big sellout. WotC just sees the $ sign nothing else. I remember when you could play with 1 PH , 1 GM Guide and The Monster Manual, Time, some drinks and snacks, and a few dice and a adventuring hat, that was all you needed back then...

    65. Re:Am I the only one... by BorisAmmerlaan · · Score: 1

      If you're the second guy, though, you may not understand how the first guy feels. Maybe he's not as excited by the idea of doing nothing more than hitting with his 1d12 greataxe every round while everybody at the table cheers when the wizard picks up ten d6's for fireball damage.

      Right... 10d6 means at least a level 10 Wizard, who is about to do about 35 damage. Reflex saves at that level are getting interesting, so in all likelihood most of his targets will only take half that - or none. Your warrior (who else is about to wield a greataxe?) probably has about 3 attacks each round. More than half of them will hit, he won't run out of them, and all damage will probably arrive at the intended target. Basically, a warrior might not be do 30+ damage in general, but a wizard can't survive on his own. I'll take the warrior any day for a fight.

      > The 3E rogue, I would argue, is more defined by his skills
      They still will be, but honestly - are traps fun in 3e? Are locked doors any fun?

      That depends on the DM. Mine at least try to make them as interesting as possible.

      but the interesting, fun part of the rogue is sneak attacking in combat

      Not when you're in an undead-themed campaign. And sneak attack is nice, but not all that useful in a dungeon. If the only thing you do when playing a rogue is trying to sneak attack, you're not playing him right.

      because that's the only part of the game where you're making choices and using your brain to solve tactical combat problems (like, how do I get on the opposite side from the fighter without being killed by attacks of opportunity).

      Tumble.

    66. Re:Am I the only one... by BorisAmmerlaan · · Score: 1

      >Finding a safe and realistic place to rest is integral to the role playing experience.
      I disagree; it's certainly the historic D&D experience but it's hardly the stuff heroic fantasy is made of. Sure, heroes in the dungeon find a spot to catch their breath, find some clues, and prepare some weapons, but actually go to sleep? Neither I nor any of my players have ever found a way where that makes sense, and it's only ever been by the grace of the DM that the dungeon denizens didn't simply break in and knife us all during the night.

      I assume any party sleeping in a dungeon would be sensible enough to post a guard.

      Four encounters plus exploration is maybe two hours of in-game time.

      If you're going through a dungeon at that rate, the DM is not making things interesting enough. And are you really telling us that after a fight which has everybody taking a lot of hits and the subsequent healing, you assume your party needs no further rest? That's nuts, even for heroic characters.

      >Any new player trying to pull the "I'm out of spells, we need to go home" act is met with scorn for not being able to handle the responsibilities of their class (okay not outwardly, but they're not invited back if it becomes a regular event).
      The game is calibrated so that one encounter is supposed to consume 1/4 of the party's resources, and that includes spells. 4 encounters a day. If the spellcaster is making it to the forth encounter before running dry, then it's not bad resource management; he's managed his resources in precisely the way the game expected him to.

      The game expects him to try to make it to the end of the day. 4 fights/day is typical, but not absolute. It is his responsibility to tell the group his status frequently, not just to wait until he's out of spells.

      The game demands that the party pack it in for the night. It's just bad game design,

      No it doesn't. "The game" does not demand anything. If you really think so, switch to something other than D&D that's more suited to your needs.

      But the idea of a character who forces or holds the attention of a dangerous combatant to set allies up for sneak attacks,

      You really need to focus on othe feats.

      There's no game in searching for traps, it's just a skill roll vs. a DC. There's nothing tactical about it.

      Of course there is. You have to decide where to search for traps, don't you? When you're on the clock -- the enemy armies are about to invade and you need the Hammer of Doom(tm) -- you need to decide whether to search for traps or to gamble that there aren't any or you will be able to survive the results.

    67. Re:Am I the only one... by Anonymous Coward · · Score: 0
      Well, since it appears that you choose to be bound by the rules when you play D&D (maybe you just need to find a group/DM that is willing to bend/ignore some of the rules?)...

      And since I've had the frustraing experience of DMing "Rules Lawyers" until we got them to change their ways or told them to take a hike...

      Even in official adaptations, no fictional character from source literature (e.g. Fafhrd and the Gray Mouser, the Lord of the Rings, Conan) could be converted into a legal D&D character.
      Hruh? Almost all of the dwarves from LotR could be legal characters, as well as most of the humans and elves. The hobbits, too.

      And I'm sorry, but Conan couldn't be a legal D&D character? How is that?

      In short, could you please explain where you're coming from on this point?

    68. Re:Am I the only one... by Mongoose+Disciple · · Score: 1

      1) Classes -- this is a really bad idea, it doesn't match reality or fiction. Even in official adaptations, no fictional character from source literature (e.g. Fafhrd and the Gray Mouser, the Lord of the Rings, Conan) could be converted into a legal D&D character.

      Have you played third edition D&D at all? IMHO, this has no longer been a valid criticism.

      That aside, having played a handful of class-based games and a ton of non-class-based games, I'd say it's a design choice and one isn't necessarily better than the other. I don't think a game like Call of Cthulhu would play right with classes, and I don't think D&D would play right without them. Ironically, I find that you get less homogenized characters in a class-based game that does classes right, than in most skill-based games.

    69. Re:Am I the only one... by lord_dragonsfyre · · Score: 1

      The SR4 book is hideously poorly organized: chargen, especially for new players, is an exercise in frustration, as the bits you need are scattered throughout the book, and referencing a rule at the table brings play to a screeching halt as you try to stalk it through the forest of subheaders. The table of contents is at best a vague guide, and the index is a sick joke.

      That aside, the core system is the best Shadowrun has ever been. With very few exceptions, it's well-balanced (technomancers are slightly underpowered, and with some system abuse, you can do terrible things with spirits), plays smoothly if everyone knows it, and is generally a tight, fun play experience. Bonus points: it does a much better job of previous editions at avoiding the hacker problem, where everyone goes to get sandwiches while the hacker does his thing.

      It does advance the metaplot quite a bit in some controversial ways, but the system's good enough that even if you don't like the new metaplot, I'd buy it to backport the system to your favorite spot in the timeline.

      --
      "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    70. Re:Am I the only one... by pgillan · · Score: 0

      Do you mean Talisman the board game? I remember loving that game when I was a kid. About 10 years later I bought a copy of it, and it was... different, somehow- not as much fun. I don't know if the game changed or it was me, but whatever. I loved that game when I was a kid.

    71. Re:Am I the only one... by Kizeh · · Score: 1

      True. I don't really expect rules to do that for a player, of course. However, in presenting the setting and explaining the classes, skills, and general idea of the game a lot can be accomplished to guide people from roll playing to role playing. The review, as well as everything else I've read and watched about 4th edition, don't seem to put particular weight on those aspects.

    72. Re:Am I the only one... by lenny8088 · · Score: 1

      Your comment is exactly why I say that scripted flashes of color like WoW are not RPG's. You want to just race thru adventures, killing shit with superpowers as you try to get to 60th level for the next guild run. What a complete lack of imagination.

      The small things are what make a role playing game - and only table top games can claim that title - memorable. Does a CoC character climb a tree and spend a night in the cold to escape rabid hounds? Does a DnD party go thru another night eating cold oatmeal because they are too afraid to light a fire? When your vamp is looking for just the right .10mm does he go with rubber or pearl grips? And does any of that matter to stats, dice rolls, attack bonuses or the number of spells a PC can cast in a day? No - of course not. But it gets players into the game, immerses everyone into the moment.

      And I am probably not making any sense to you. Or sounding terribly old fashioned. Or both. Obviously WotC doesn't get it anymore either.

    73. Re:Am I the only one... by PHPNerd · · Score: 1

      As a veteran DM, I learned very quickly about the flaws in the 3.5 system. I have been running a game for the last 3 years and the players are now level 30 (they started at 20), and during this time the shortcomings of 3.5 have really been made in-my-face apparent. It's really very interesting to note that 3.5 seems to encourage rules lawyering. Funny enough, it also encourages cheating (e.g. player rolls a 15 and then proclaims "Natural 20!"), especially if the player rolls the die and then picks it back up again as quickly as he rolled it (and yes, I did make rules against such behavior eventually).

      I think the largest gaping hole in 3.5 is the combat. I remember the first time I played 3.5 back in 2000 (a friend introduced me at college) and we got into a battle. It was fun, even invigorating! I loved it! Then I started playing with my friends back at home and it was still fun. But after I got into the core of D&D campaigns, it started to lose its luster. Finally, several years later, combat became this monotonous drawl where roleplaying ceased and it was suddenly just about rules that we all knew WAY too well. After several years with the same group of friends, D&D just kind of lost it for me. One of my friends in that group who is the most hardcore gamer you might meet, said to me that he was burnt out on D&D because it was the same every time, really no matter what you played - a statement from him that I thought I'd never hear coming out of his mouth! I think the flaw really was in the mechanics of the system, despite my best attempts to make the game interesting (and, I'm not bragging here, just stating fact for reference in case you may be thinking "Well, if you were a good DM, that wouldn't happen", I have been called the best DM people have ever played with, and not just by my own core group of friends, but by lots of others who have been pulled into my games).

      So what did I do in response to these shortcomings? I started a new campaign (the one I mentioned above that has been going for 3 years now) where I have shifted my entire gaming experience away from the rules and towards social encounters for the players and towards telling a story as the DM. I don't even keep track of monster stats any longer, except for AC so I can tell the players when they hit. When the players have hit the thing enough for it to die, it dies. Some might argue that I am robbing D&D of some of its core, but I'd argue that I am instead moving the focus from rules to roleplaying. Battles are no longer about squares on a board with little figures to move around and endless rules. Instead, battles are now about how they accomplish the goal of the encounter and work together as a team. All of my encounters are now structured around something happening and the players need to make a choice with little time to think it out. For instance, in the most recent encounter, the servants of the god of fire were trying to bring back a long-dead prophet by doing a ritual that gave the prophet a new body. The body they'd chosen? The young son of the local ruler. Of course, when they finally got on the scene the ritual was already taking place and they had to act quick. The fight was easy enough for 6 level 30 characters, but that's not what made it fun. What made it fun was that they had to structure their battle around making sure the child wasn't harmed and keeping the ritual from finishing. Without going into more details, it's hard to get the full picture, but the idea here is that you make combat more about accomplishing real objectives and less about stabbing the illithid, or whatever. As for non-combat, before this battle, my players spent 4 entire sessions in a court room trying to prove the local magistrate was innocent of the charges brought against her by the less-than-trustworthy local mages. Some of the players went looking for clues in various places while others duked it out with their words before the judge. It was pretty intense. The point is this: whether in combat or non-combat, give the players situations where even if they beat all the bad guys, they can still lose.

      Anyway...my two cents.

    74. Re:Am I the only one... by pgillan · · Score: 0

      Rogues? I always liked using them to sneak around, scout things out ahead of times, climb up walls to sneak into castles, pick pockets to get information or just a little extra gold, and find myriads of other ways to use all these cool skills and abilities for the good of the party. But, really, the most important part is causing spikes of high damage?
      This was one of (many) pet peeves that eventually drove me away from tabletop RPGs for good: the one guy who played a thief so he could sneak off and do "recon", monopolizing the GM's time with his own private game while the rest of were forced to sit around and pretend we were, I don't know, cooking or something. I'd completely forgotten about this until I read that line and had myself a good shudder.
    75. Re:Am I the only one... by crashfrog · · Score: 1

      If you really think so, switch to something other than D&D that's more suited to your needs.

      I plan to. In particular I plant to switch to 4th Edition D&D, which by all indications won't have these problems.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    76. Re:Am I the only one... by phlinn · · Score: 1

      Heh... I took "odious personal habit: punning" once, and roleplayed it. Got some a few bonus points for it actually, although it tended to both annoy and amuse the other players.

      --
      "Pulling together is the aim of despotism and tyranny! Free men pull in all sorts of directions" -- Havelock Vetinari
    77. Re:Am I the only one... by crashfrog · · Score: 1

      What a complete lack of imagination.

      Not really. I can imagine the kinds of games you're talking about, because I've had those experiences. Can you imagine the good role-playing that's happened in my games? I doubt it.

      Let me give you an example. You seem to think that good role-playing is excluded by the mechanics of the game, and that it can't happen in combat or something. But you're wrong. Just the other week the party was fighting a huge bear that would get up on people and pin them down, and they had to distract or otherwise get the bear to get off party members lest they be crushed and clawed to death.

      The party warblade decided she'd had enough. When the bear charged her and started a grapple, she decided she'd grapple back. And somehow she won! She wound up pinning that damn bear right to the ground.

      None of us could believe it, but it was totally in-character for her woods-wise wild-elf from the Chondalwood to do some judo shit on a goddamned bear. It was a perfect instance of roll-playing - not froo-froo time-wasting nonsense about what kind of grip is on somebody's pistol or something, but the way that the mechanism of the game allowed someone to overcome the odds and look like a hero. Like a badass, like someone larger than life. Not someone smaller than it, like the egotistical nonsense you describe in your post.

      We've got no less imagination around my table than they do around yours, and the proof of that is that every single person who saw her grapple that bear remembers it as an elf grappling a bear, not as rolling some dice and moving some minis.

      Just because combat is happening doesn't mean roleplaying isn't, as well. See if you can use your imagination and figure out how that works.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    78. Re:Am I the only one... by An+ominous+Cow+art · · Score: 1

      I think you're very wrong about WoW here. Talents define a character's abilities much more than gear does. While better/worse gear does make a big difference in how well you can apply the talents you've chosen, a character of pretty much any class who is heavily specialized in one of the available talent trees will use different tactics and ability combinations than a character of the same class who is heavily invested in another tree. I say this as someone with 3x70th, 1x63rd, 2x60th, 2x58th, 1x37th level characters - I've tried all classes and many of the talent trees.

      I agree with most of what you said otherwise; just the bit about gear in WoW strikes me as different from my experience.

    79. Re:Am I the only one... by jp10558 · · Score: 1

      Personally, the reason I like rule sets is so that the players can have a consistent expectation as to how likely they are going to be able to do something, that also "feels right" at a gut level for reality.

      That is, am I strong enough to open that door? In a rules lite system, there's no way to reason it out like you might in real life. GM Fiat. And if the GM doesn't know, he's just got to flip a mental coin. This leads to a lack of fun IMO - you end up with all sorts of plot holes etc. Sort of the world revolves around the story. I would find it hard to have the same level of detachment, and never the situation where I set up an encounter and it starts to go badly for the players, even against my expectations. No tense moments that suprise everyone, even the GM. I'd feel much more like I ought to just write a book as I know even more what's going to happen.

      That said, the rules have to *work* also. In d20 modern, the rules don't seem to work as well - maybe because we didn't want a "Matrix" style where you can run up behind someone, shoot them with a shotgun at 1 foot range, and have them just keep fighting like they weren't hurt. I don't know why high adventure works so well with swords and sorcery but not with modern day - probably because we wanted something closer to reality in a story that is like real life. We don't really relate to sword battles.

      I've never liked the idea of defined roles however. I don't like much of what I've heard about the "striker" etc in 4E, does sound too WoWish. I much prefer the characters deciding what they want to be. Someone can train to do something they are really bad at. I had a lot of fun playing a rogue who wanted to be a ninja. Not a striker at all, much more a confused person. Plus, I think defined roles will lead more than before to every fighter being the tank, every rogue being some combat role? But rogues really aren't about combat so much - and it looks like 4E is figuring that the classes are only about combat. I mean, what's wrong with a wizard being about divination? Or is a rogue who is geared towards, IDK, cat burgurly not as valid as one who is a sneak attack machine?

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    80. Re:Am I the only one... by lenny8088 · · Score: 1

      I would argue the devil is in the details and I'm tempted to trade examples with you but all I keep thinking of is those encounters in game stores when somebody comes up to me and says "Are you looking at DnD stuff? I play a halfing tielfing fighter drow half-dragon cleric. Want to hear about how I killed a demon?" We obviously have different styles and look for different things out of a game. As Laws or Wicke or any designer worth their salt would say "If your group is having fun then you're playing it the right way"

    81. Re:Am I the only one... by AdamThor · · Score: 1

      I think a lot of folks are just getting tired of the same stale dungeon-crawling that D&D has been pushing for the last 25 years, moving on to bigger and better things (like GURPS, as mentioned in the tags).

      This is more a reply to a lot of the posts that I have seen reading though the comments, I just picked this one because I wanted to grab that quote.

      I think that the whole worth of AD&D (I'm from the 2ed era) was that it was a gateway RPG. You come in, start seeing min/max opportunities and are hooked. From there you'll either start changing the rules, or you'll start experimenting with other systems. Personally I just developed a very malleable sense of what the rules were. The whole set of complaints about different rules in 3rd ed or ideas that things should be different or the conception that there were poorly covered areas is a little foreign to me. Has a certain rules aspect always bothered you? Change it.

      Of course, this leads to people changing the rules in sub-optimal ways. Certainly other games should exist to provide examples of polished, optimised, consistant gameplay. But the idea of trying to make D&D into that seems like a bummer. I liked playing a game where the rules were mostly just a suggestion and different DMs had different ideas about how the rules worked. I guess it made different games not so interoperable (like if you want to start a big, boston-wide gaming metagroup), but I mostly only played with the same group of friends over and over again anyway.

      I think there is (was) value in having a somewhat half-formed game system; which isn't to say that there isn't value in having a well-made and complete system. Making D&D too slick makes it into not-D&D.

      --
      -- "Oh. This guy again."
    82. Re:Am I the only one... by ultranova · · Score: 1

      I'm just happy they didn't make the 4th edition collectible.

      Whatever makes you think they didn't ? The games and manga shop near me has shelf-meters of 3rd edition books. Why would the 4th edition be any different in that regard ?

      Heck, there's the Players Guide describing character creation process and Monster Manual describing monsters, Savage Species to describe how to use monsters as characters, then Libris Mortis which describes undead monsters and and monster characters as well as a nonsensical explanation on how undead work; and that's just from Wizards itself.

      But do you know what would be the scariest undead creature of them all ? The kind of lifeless nerd who collects (well, downloads) all of these books, reads them through, and thinks about whether the physics of undeath make sense while listening to the AMV Hell soundtrack, despite never once having actually played the game. The kind like... me.

      Scream.

      --

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

    83. Re:Am I the only one... by crashfrog · · Score: 1

      As Laws or Wicke or any designer worth their salt would say "If your group is having fun then you're playing it the right way"

      I think that's the most important thing.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    84. Re:Am I the only one... by ckaminski · · Score: 1

      hear hear! Finding GOOOD Paranoia GMs is tough though. He must have a sarcastic wit, quick as lightning, and have a sadistic personality to boot. If your characters survive unto a second gaming session you're either very lucky, or a commie mutant traitor and need to be shot.

    85. Re:Am I the only one... by ranton · · Score: 1

      The game demands that the party pack it in for the night. It's just bad game design,
      No it doesn't. "The game" does not demand anything. If you really think so, switch to something other than D&D that's more suited to your needs.


      Saying that D&D doesn't force your party to sleep for the night after 4 fights/day (at your CR) is like saying that D&D doesn't force you to play in a fantasy setting. It is very possible to go 12 encounters without sleeping just like it is very possible to play a Star Trek like campaign with the D&D rules. But neither is easy and neither is what the game was designed to do.

      All player characters have a limited amount of resources that they can use in a day of adventuring, and those resources are usually spent after just a few encounters. Wizards and Clerics have their spells, but even Warriors and Rogues are limited by their hit points. Once these resources are depleted the party simply cannot handle CR encounters of their level.

      This can be partially solved by potions and scrolls. But then a disparity between XP and gold is developed. If fighters are constantly drinking healing potions and wizards are constantly using spells from scrolls, you will eventually have a 20th level party with only 100k gp in items. A 20th level fighter with only a +2 sword is pretty pathetic indeed. The wizard doesnt care as much, because most of his power comes from his character level and not his items.

      All of these things can be solved by a good DM, but the point that crashfrog was trying to make is that if the game is designed well the DM shouldnt have to. Crashfrog has already found rules from the Book of the Nine Swords (and possibly other house rules) to solve alot of the problems, but some are so large that it is hard to solve.

      For instance, if you give the party more gold so that they can buy more items (because they are drinking lots of potions and such), invariably something else will become imbalanced. The rogue might rarely get hit so he needs less healing potions; and of course he doesnt need scrolls. Eventually you have a 20th level rogue with +5 inherent to all of his abilities along with 2 +10 market modifier short swords. He will clearly outclass the rest of the party because he didnt need to spend money on one-use items. He wasnt bending the rules or exploiting them, but he did end up much more powerful.

      This problem is of course fixable, but my point is that the next fix will probably cause another imbalance. The imbalances are created by the poor design inherent in D&D. It is still a fun game, and version 3 was an order of magnitude better than version 2, but there are still alot of improvements left to be made. And from what I hear about version 4, WotC is headed in the right direction.

      --
      -- All that is necessary for the triumph of evil is that good men do nothing. -- Edmund Burke
    86. Re:Am I the only one... by ultranova · · Score: 1

      The game is calibrated so that one encounter is supposed to consume 1/4 of the party's resources, and that includes spells. 4 encounters a day. If the spellcaster is making it to the forth encounter before running dry, then it's not bad resource management; he's managed his resources in precisely the way the game expected him to. The game demands that the party pack it in for the night. It's just bad game design, and the developers know it, which is why they're cutting back so much on the "spells per day" mechanic.

      You know, this whole problem could be solved easily by dropping the need for sleep in order ot prepare spells. Simply make preparing a spell take, say, 10 times the casting time (minimum of 10 rounds) of uninterrupted concentration times the spell level - meaning, basically, that if the casting time is 1 round and the spell level , you need to stay still and do nothing for 10 rounds (1 minute) to prepare it. As a result, the wizard can still run out of spells in a single encounter, easily, and he has a reason to not simply throw his strongest spell on a kobold; yet he can recover a bit between encounters.

      This is simply a logical follow-up for the idea that prepared spells are actually almost-cast during preparation, lacking only a few keywords and -gestures which complete the spell and activate it.

      Obviously the formula for the time needed for preparation should need to be tuned; I just pulled this one out of my ass :). But the basic idea is that you recover by avoiding strenuous activity for a while, rather than only while sleeping. Fighters and clerics could use a similar system for their per-day powers; heck, maybe a fighter who runs out of stamina could take a point or two of Constitution damage for a temporary boost for those critical life-and-death fights. Something similar for wizards, only now it is Intelligence damage; and clerics, well, clerics who overdraw on their deitys power would have Hell to pay later, literally.

      I shall call this... The GUTS system :).

      --

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

    87. Re:Am I the only one... by morcego · · Score: 1

      I hear you.

      I consider myself a competent paranoia GM due to my own personality. I'm not a great GM, and of those I only ever met 2, and it was a real treat to be killed by them, errr I mean, play with them.

      But it is not only good GMs that are hard to find. It is hard to find good paranoia players too. I'm sure you know what I mean. The kind of person that will not start crying when his PC is killed (for the 6th time), but who also won't just do stupid things because he doesn't care about the PC.

      Maybe that is why Paranoia is not so popular. It is hard to be a paranoia GM, and it is also "hard" to be a paranoia player. On the other hand, playing those "rules-mongrel" RPGs is much easier, and maybe this is why WotC focus so much on rules: it makes for better sales figures.

      --
      morcego
    88. Re:Am I the only one... by Baikala · · Score: 1

      These days, we don't play that much anyway And that's the reason why WoTC is getting this new version out: You are no longer their main business, they are after this generation of teenager's money and they are shaping and dressing the 4th edition for them.
      --
      16,777,216 comments ought to be enough for any forum!
    89. Re:Am I the only one... by myowntrueself · · Score: 1

      or The Morrow Project, are probably in the same league.

      If I recall, Aftermath was by the same people as Morrow Project and more complex. Way more complex.

      (I did have copies of and try to run both Morrow Project and Aftermath).

      --
      In the free world the media isn't government run; the government is media run.
    90. Re:Am I the only one... by myowntrueself · · Score: 1

      Oh I don't know, how about a Rogue build with Murder?

      There are talent builds that are just obviously good and obviously stupid. What Blizzard were thinking with Survival hunter I will never know. Sub rogue almost the same.

      There are a few talent tree patterns that basically everyone follows with minor variations here and there.

      And once you *have* the talent theres no way to improve how you apply it other than gear. You can't get *better* at the talent by using it. Only by getting gear that amplifies it.

      As for gear, well it is the *only* way to change how good your toon is at fighting or casting spells or their stats.

      A mage don't get better at casting fireball by casting fireballs at foes; they get better at it by *maybe* a one-off pick of a talent point or two and then by acquiring +fire dmg gear.

      There are other game systems in which you can change those things through the experience your toon picks up, through the exercise and practice of skills and abilities.

      Its a difference between their stats being based on something they *own* vs something they *are*.

      WoW is intensely materialistic.

      --
      In the free world the media isn't government run; the government is media run.
    91. Re:Am I the only one... by tbannist · · Score: 1

      Frankly, I already felt that way about 3rd Edition. It was the first big step towards Computer RPGs. Personally 4th Edition looks like they're at least fixing the basic mechanics of the game so they work instead of the utter brokeness of 3rd Edition.

      Of course, the real problem with 3rd Edition was that Hasbro rushed the game out a year ahead of time to cash in on the upgrade cycle.

      --
      Fanatically anti-fanatical
    92. Re:Am I the only one... by jp10558 · · Score: 1

      Well, the things I've done is something like the 4E rules, though I dislike the idea of there being defined roles for combat by class. That is, allow more spell memorizations without the 8 hour rest. But have an increasing DC to keep it from being to crazy.

      One thing of course is whether you want some level of "fantasy realism" or just high fantasy. Don't you think fighters start to get a little tired after 2 hours straight of life and death combat swinging a sword around and being thumped? So I allow wizards to spend X amount of time (it's somewhat complicated as I *like* rules) to re-prepare spells. Only if they fail the DC do they then have to rest 8 hours.

      Likewise, I think roleplaying wise, they might want to give the fighters 10 minutes to take a breather.

      Finally, I've found that wizards work better if you spend some of your loot or time making scrolls/wands so for the fireball, MM, etc combat spells aren't coming off your prepared spell list.

      Also, I tend to minimize Dungeons as they just don't lend themselves to roleplaying much - for me they are usually unbelievable. So if you're fighting overland, or in an urban area or just about anywhere but in a dungeon, you can find a place to rest. Finally there is the "panic room" senario where they just barricade themselves in one of those rooms, and get all ready to blast the hell out of anyone who decides to nicely line up outside the door.

      Some of the roleplaying should have mechanics also if you want Charisma etc to mean anything.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    93. Re:Am I the only one... by jp10558 · · Score: 1

      I actually have done something like this but fleshed it out a little more - and I think it makes things pretty fun. Not too imbalincing in 3e anyway.

      1) Cantrips are non prepared, cast like a sorcerer.

      2) You take your spells and figure out how many you have and divide it into the 1 hr the PHB says it takes to prepare spells in the morning. Specifically, add up all the spell levels of spells you get: 3 level wizard might get 3 1st and 1 2nd, so (3x1) + (1x2) = 5 spell levels. So 60/5 = 12 minutes per level. So 12 minutes for a first level spell, 24 for a second level. As you get higher level, easier spells get faster. Do this PITA once per level or new magic item that changes things and bam.

      3) You can do this as much as you want, but you have to make an increasing DC to keep going. I forget the exact mechanics, but it's something like DC of 10 + cumulative spell level that you're trying to re-prepare. So in the above, the caster decided he's going to prepare the 2nd level first, then each 1st level:
      So, he needs 24 minutes, and needs to roll a 10 + 2 = 12DC to re-prepare the 2nd level spell.
      Then he needs an additional 12 minutes for the 1st level spell, so 12(old DC today) + 1 = 13DC. Go until fails a check. Can be separate rest stops. Reset when you rest for 8 hours. If you fail the check, cannot try again until you rest for 8 hours.

      4) Somewhat related, metamagic feats can be applied on the fly to spells with a DC check. It was some wacky formula that I forget, but have written down in my house rules + a table I hand out to spell casters. Makes metamagic worthwhile IMO. Not easy to do and burns the spell if you fail, so not really overbalanced.

      Clerics can also pray for spells as much as they want. This is primarily a roleplaying call - how good are they in with their god? One that is well though of or is doing something their god wants done might get several refreshes in a day if it's not constant. One on a critical mission for their God might get a divine stream of power... One that has strayed might never get a refill. I sort of use an old book from WoTC about divine beings and Primal Energy (name escapes me), just to get a feel for how much power a god might have to send out to the clerics, so if the god has more primal than stuff to do, he'll be free with the spells, if just to get more followers and hence more primal to use, one who's in hard times might be much more frugal with spells.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    94. Re:Am I the only one... by Passman · · Score: 1

      Not true.

      I take it you've never played Champions?
      25d6 per attack for my brick.

      --
      Minne-snow-da: Winter is comming...
    95. Re:Am I the only one... by KDR_11k · · Score: 1

      True, the mere thought of a sane person charging ahead to draw all enemy attacks toward himself seems stupid. Well, maybe if he wanted to become a martyr or something... Definitely not something the character should come out of alive.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    96. Re:Am I the only one... by geekoid · · Score: 1

      Stereo-type much?

      Sorry, but I play with many very old school gamers and none of them are like that.
      Those people exist in all systems.

      Hmmm, Diceless Twilight 2000, you may be on to something.

      Personally I use Savage Worlds because you can 'wing it' consistently.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    97. Re:Am I the only one... by Xaositecte · · Score: 1

      You should really try out the Planescape setting for D&D. It came out originally as a 2nd edition Boxed set, and the guys at planewalker.com have been revising it up through 3.0 and 3.5

    98. Re:Am I the only one... by Night+Goat · · Score: 1

      Alignments -- ugh.

      What's wrong with alignments? They are a great way to encourage players to stay in character.
    99. Re:Am I the only one... by NealokNYU · · Score: 1
      I can remember many Saturdays playing D&D where mage characters would stand in the back twiddling their thumbs, where the unhidden rogue would be effectively worthless in combat (2nd ed). Every class was somewhat attractive to play in theory, but I always ended up playing a ranger for their utility in and out of fights.


      The designers are using "Is it fun?" as their guiding principle. That works for me because Dungeons and Dragons is, finally, a game. If you are playing a game and not having fun, why aren't you just writing your fantasy novel? You reserved hours and hours of your Friday/Saturday. Why would you want to sit around and wait while your friends participate in the good stuff? So you can feel like a realistic participant in your fantasy world? Why? "A real wizard at that level really WOULDN'T have anything to do at that point!"


      If they homogenize the world, yeah, that's too bad. I feel pretty certain everyone in a good group modifies the world to suit the story anyway. If the 4th edition changes make the game more consistent and fun for everyone playing, and they bring new players into the dying hobby of tabletop role-playing, isn't that better for everyone?


    100. Re:Am I the only one... by WNight · · Score: 1

      If there were only nine different characters to stay within.

      Besides, someone's character isn't a statement they set out at the beginning of play, it's a function of what they've done.

      If someone isn't playing their character consistently, just tell them that their flip-flopping between personalities makes the story less believable.

      But perhaps their character concept is someone who acts impulsively, or who dislikes their weaknesses, or who acts nice most of the time but flies into blind rage every now and then...

    101. Re:Am I the only one... by mcvos · · Score: 1

      2nd Ed's problems werent't complexity, they were A) the degree of crippling limitation built into the system

      Crippling limitation has always been a staple of (A)D&D. I've never been able to create the kind of character I wanted to play.

    102. Re:Am I the only one... by mcvos · · Score: 1

      Well, since it appears that you choose to be bound by the rules when you play D&D (maybe you just need to find a group/DM that is willing to bend/ignore some of the rules?)...

      Or simply play with different rules that don't need so much bending.

      I've bent, changed and ignored lots of rules over the years, but a good system shouldn't need that. Either by leaving everything open and up to the GM (like Fudge), or by providing good rules for everything. Like GURPS, although that still has some issues in some of the details. Still, its problems are nowhere near the scale of the problems I've had with (A)D&D over the years.

  4. Developer commentary is a must-have? by cryptomancer · · Score: 2, Interesting

    If I wanted the annotated versions, to explain just what people were thinking when they designed the game, I'd either wait for that version or read their blog. So far I still havn't read anything to impress me about this system; nothing as drastic, experimental and "fun" (rtfa) as say, the player's option books were to 2nd ed.

    --
    Yes, we understand these tags always apply: fud, dupe, typo, slashdotted, topic name
  5. suggestions ... by boxlight · · Score: 3, Interesting

    I used to play D&D (and AD&D) a lot when I was in junior high (I'm a crusty old 38 years now). I had a lot of fun. Occasionally I browse through the computer games at the box store and see things that look D&D-ish. But, I think I really would like to have something that feels like the old "pen-and-graph-paper" game rather than the most awesome 3d graphics.

    Is there a computer game out there that can give me that nostalgic experience? Or will I have to buy the books and get a group of like-minded geeks together for old times sake?

    1. Re:suggestions ... by Evangelion · · Score: 1

      NWN1 aimed for that -- you could create modules that could be run by a DM for friends. Given the bomb than NWN2 was, NWN1 has maintained community interest, and should still be reasonably available.

      If you just want to hang out with geeks in a class-based fantasy game, WoW works fine and is easier to temporally coordinate, but it's certainly not the same as Pen & Paper action.

    2. Re:suggestions ... by SQLGuru · · Score: 3, Informative

      Try some of the GM'ed games of Neverwinter Nights (1 or 2).....it will add a different flavor. All of the fun and social interaction of the pen and paper with the nice graphics. Of course, it will depend on how good of a GM you actually hook up with (but the same was true of pen and paper).

      Layne

    3. Re:suggestions ... by TDyl · · Score: 1

      I would always recommend the first Neverwinter Nights (which, if you need it, has a Linux port).
      TDyl

      --
      Todd: I hope it proves as delicious as the farmers that grew them
    4. Re:suggestions ... by IndustrialComplex · · Score: 3, Interesting

      Or will I have to buy the books and get a group of like-minded geeks together for old times sake?


      I'm actually a bit curious about this aspect. I've recently moved, and unfortunately had to leave my gaming group behind. In the meantime, I've turned a few acres of my property into a nice pen and paper gaming area (Deck, grill, 2 room building for when it rains). It is great for bringing together the old gang for some planned weekends, but for most of them its at best a 3 hour drive. I'm looking for some more regular players rather than the 3x/year events we currently plan.

      Slashdot seems as an appropriate place as any to ask, Has anyone come across a good bulletin board, or method of finding a new group of 'geeks'? Have any of you met with any success?

      --
      Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
    5. Re:suggestions ... by paganizer · · Score: 1

      The only way to get the fun of gaming that you got with 1st ed. AD&D or Classic D&D, is to play 1st ed. AD&D or Classic D&D. there really isn't a way for a computer game to come close. The only experience I've had similar is online gaming via lejendary.com , using the Lejendary Rules game system that Mr. Gygax has kindly supplied us.
      Planescape: Torment will sort of hit you in a similar spot, also.

      Note: if you treated the 2nd edition AD&D books as sourcebooks, they were OK to add to a 1st ed game. It also wasn't hard to transition to "Dangerous Dimensions", oops, I meant "Dangerous Journeys", or "Dark Conspiracy" if you were a LONG time player and weren't surprised at having Aliens or Gunfighters or Waffen SS show up mid-game.

      --
      Why, yes, I AM a Pagan Libertarian.
    6. Re:suggestions ... by Archangel+Michael · · Score: 1

      "I used to play D&D (and AD&D) a lot when I was in junior high"

      Which is why I tagged it ... "momsbasement"

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    7. Re:suggestions ... by stummies · · Score: 1

      If you don't mind single player, the Baldur's Gate series and the Icewind Dale series are both really decent. Good stories, interesting characters, big games that you can play at your leisure. At this point you wouldn't need much of a machine to run either of these, and I'm sure you could pick them up cheap.

      If you're looking for multi-player, NWN 1 is the way to go, as everyone else has pointed out.

    8. Re:suggestions ... by cthulu_mt · · Score: 2, Informative

      The Wizards of the Coast forums are a good place to start. They have a section dedicated to Looking for Group. They also have links to some affiliated sites. I'm at work or I'd provide links. I'll reply back to this with some good ones when I get home.

      --
      Virginia is for lovers. EVE is for griefers.
    9. Re:suggestions ... by SpuriousLogic · · Score: 1

      Like others have said, Neverwinter Nights (1 or 2) can give you this. NWN2 has fairly steep hardware requirements for what it offers, but a easier to use toolset. BUT these use 3.0/3.5 rules. I've been playing D&D since the old "red box" days. 3.0/3.5, while better in defining the mechanics that 1 or 2 ever did, can be a real bear to run encounters at of higher levels, or large encounters. I'm awaiting the arrival of the 4th edition with some trepidation, but also eagerness. there are a lot of things that are jsut very cumbersome in the current version. If they can streamline D&D while keeping the feel, I'm all for it. If I want super exacting rules I will play a game of Star Fleet Battles http://www.starfleetgames.com/ . But when playing an RPG, I really want more easy to use rules that allow a story to be told more readily.

    10. Re:suggestions ... by Anonymous Coward · · Score: 0

      While not placed in a fantasy setting, Fallout 1 & 2 will definitely bring you back to the old Pen and Paper feeling. One of my all-time favorite RPG series of all time. Even up there with the old Apple II / DOS classics Ultima and Darklands.

    11. Re:suggestions ... by Anonymous Coward · · Score: 0

      The closest games I've played are:
      Baldur's Gate (I and II, plus expansions)
      Planescape Torment

      They're all old games.

      A multiplayer version of Neverwinter Nights has some potential (I haven't played NWN 2).

      In recent games, I've seen nothing that's sufficiently D&D like. But I don't play many computer games these days (I've run out of time) . . .

    12. Re:suggestions ... by Anonymous Coward · · Score: 0

      Planescape: Torment

      Simply awesome!

    13. Re:suggestions ... by Anonymous Coward · · Score: 0

      I'd definitely check out independent game sites first - the closer to pen & paper it is, the smaller a niche it's in. As an example, check out this Q&A regarding Age of Decadence: http://www.rockpapershotgun.com/?p=1028

      Also, bear in mind that a big chunk of the beauty of pen and paper is that your imagination is the limit to the possibilities, while on the computer, the designer's BUDGET is the limit to the possibilities.

      I feel like D&D was always kind of like a mix of mathblaster and poorly performed improv theatre. If playing the math is what you're trying to do, check out SRPGs. I've always played them on consoles, but I recommend Disgaea or Final Fantasy Tactics as games to go looking for clones of.

      Civilization is also an excellent scratch for that math itch, especially Civ IV, since it shows you all of the adding, subtracting, multiplying and dividing that it's doing to get to your final number.

      People play computer games for different reasons than they play pen and paper games. Look at WHY you want to play games, and then look for the games that will most suit your needs and the medium you're using.

    14. Re:suggestions ... by IndustrialComplex · · Score: 1

      I'd appreciate it. I'll also go check out the forums. Thanks :)

      --
      Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
    15. Re:suggestions ... by rho · · Score: 1

      NWN also lets you get back in a game with your old D&D buddies no matter where they are. NWN 1 has such a low entry barrier these days nearly any laptop can handle it. Add Teamspeak and some good whiskey and you'll have a blast even if you're just playing some random non-DMed module.

      It's also nice that your buddies won't be playing on their own and leveling up way beyond the rest of the party.

      --
      Potato chips are a by-yourself food.
    16. Re:suggestions ... by vimh42 · · Score: 1

      Well, you've probably played them, and no doubt people will have made the same suggestion as I. Baldur's Gate and Baldur's Gate 2. Icewind Dale and Icewind Dale 2 are also pretty good. Oh and Planescape Torment. Neverwinter Nights (has the ability to have a DM and play Co-OP, make campaigns ect) was good but not as good as Baldur's Gate 1&2. The Temple of Elemental Evil wasn't bad either.

      Neverwinter Nights 2 and more recently The Witcher are both decent games but fall into the category of games where graphics get in the way of the game. I don't mean to say that it's bad to have nice graphics but rather these games brought decently fast systems to their knee's. Computer Games tend to follow a one step forward, two steps back in terms of graphics quality. A game will use all sorts of cool stuff to make it look great, however in order to actually run the game you have to turn all the detail off so it looks graphically worse than the previous generation of games. I suppose that's a different topic though.

    17. Re:suggestions ... by Mongoose+Disciple · · Score: 2, Interesting

      If they have any in your area, attending a local gaming convention is probably the best way.

      Usually over the course of a day/weekend/whatever you'll get to game with different handfuls of people at a time. Even if you decide the con scene isn't to your liking, probably you'll get to game with some people that you get along with and would like to play with again, and some people you don't. Talk to the people you do enjoy playing with and there you are.

    18. Re:suggestions ... by GooberToo · · Score: 1

      Try some of the GM'ed games of Neverwinter Nights (1 or 2).....it will add a different flavor. All of the fun and social interaction of the pen and paper with the nice graphics. Of course, it will depend on how good of a GM you actually hook up with (but the same was true of pen and paper).

      I completely agree with you on NWN1. As for NWN2, most everyone considers multiplayer to be a complete disaster. Crashes and playability bugs are common. Hopefully the next patch will drastically improve the state of multiplayer usability. Then again, everyone has been saying, hoping, and praying those exact words for over a year now.

      They now have an expansion pack out for NWN2 yet multiplayer is still just a pipe dream.

    19. Re:suggestions ... by casper75 · · Score: 3, Interesting

      I bought Etrian Odyssey about a year ago for the nintendo ds. You explore a labyrinth, drawing the map on the ds with your stylus. I think it's great- take a look:
      http://www.atlus.com/etrian/

    20. Re:suggestions ... by Xeriar · · Score: 1

      So does OpenRPG, and it's Open Source and system agnostic.

    21. Re:suggestions ... by Maclir · · Score: 1

      You want the old style pen and paper experience - look at the old style text based MUDs.

    22. Re:suggestions ... by Anonymous Coward · · Score: 0

      Find a local game store and post on their bullitin boards, also see if any conventions are running near you, that is usually a good way to find others. www.rpg.net is also fairly good. I've even seen gammer postings on Craig's list

    23. Re:suggestions ... by aussie_a · · Score: 1

      A MUD I can't recommend enough is ArmageddonMUD. It combines the hardcoded rules of D&D while hiding it from players so they can concentrate on roleplaying. Having played both D&D and Armageddon, the latter's roleplaying shits all over D&D.

    24. Re:suggestions ... by cthulu_mt · · Score: 2, Informative

      As promised.

      http://forums.gleemax.com/forumdisplay.php?f=347 --- You'll need an account. The sign up process is annoying. http://dnd.meetup.com/ --- Good site, just find your area. Helps if your not in the boonies like me.

      Sorry I had more links but purged my bookmarks recently.

      --
      Virginia is for lovers. EVE is for griefers.
    25. Re:suggestions ... by cthulu_mt · · Score: 1

      As usual, I am full of lies. One more:

      http://www.penandpapergames.com/index.php?page=features --- I can't speak to the quality of this site as I found a group through the other services before I got too far into this one.

      --
      Virginia is for lovers. EVE is for griefers.
    26. Re:suggestions ... by Anonymous Coward · · Score: 0

      Rogue, ;-) It is about as non-3d as you can get, and many versions were based heavily on 1st ed AD&D rules. Sources are on Source Forge...Duh!

    27. Re:suggestions ... by Anonymous Coward · · Score: 0

      I can suggest one game. It is the only computer game that I have played consistently over the years and that stands the test of time. It's old fashioned - in fact I prefer the old "terminal" interface to this day (there are fancier overlays). NETHACK is its name and it's one of the greatest computer games ever. It's free and has been in development for something like 25 years by a team of volunteers. It's the original open source game. Don't be put off by its initial simplicity and primitive interface. You'll find it is a very deep game and has a good sense of humor. It is extremely challenging. If you can win (ascend) in the first year of playing, that's doing great.

    28. Re:suggestions ... by Anonymous Coward · · Score: 0

      nethack

    29. Re:suggestions ... by msphil · · Score: 1

      Mmmmm.....

      Dangerous Journeys.....

      Now there's a system which had some fundamental strengths, buried in a mediocre implementation. It really needed the release of another 2-3 genres to straighten it out, and then a revamp/polish on the Fantasy system (Mythus).

      It was a lot of fun, but it was released early. They had started to clean it up, but the TSR lawsuit pretty much killed it just as it was starting to get straightened out.

      Rough start, good game, great core mechanics, but bad books, bad luck, and bad timing.

      --
      This .sig intentionally left blank.
    30. Re:suggestions ... by sandalle · · Score: 1

      You may want to try Never Winter Nights by BioWare for single-purchase game (no recurring fees) or Dungeons and Dragons Online: Stormreach by Turbine for a monthly-fee for the MMO services.

      --
      "To many, a tux is something you wear for formal events, to those of substance, Tux is a symbol of freedom." --sandalle
    31. Re:suggestions ... by file+terminator · · Score: 1

      Temple of Elemental Evil. You can probably get it as some sort of budget release, or as part of some collection. "(Atari) Action Triple Pack," which also includes Demon Stone and Magic Battlegrounds, might be a cheap alternative. Admittedly, I haven't played the Neverwinter Nights games, but ToEE is very close to the paper and pen experience. The game carters to your general party alignment and has different endings depending on that, as well as on how well you do.

      Having said that, ToEE is one of the "most flawed PoS games" I've ever played. The game itself trudges along without crashing most of the time, but the game world logic falters regularly. Example 1 (spoiler): Later in the game you will need a sledgehammer, among other things. You can complete the game without it, but not perfectly. The sledgehammer is found in two places in the entire game I think, and at the time you find yourself needing it, it may no longer be available (discarded). Joy! Example 2: You can create magic items, but are restricted to whatever masterwork weapons you find. There is no way to commission a particular weapon type, in spite of there being several weaponsmiths around. Example 3: Certain feats are very limited. I picked "Craft Wonderous Items" for my wizard, only to learn that there is exactly one such item in the game that he can craft, and furthermore his alignment prevented him from making that item! Joy! Example 4: You can't use a higher level spell slot for a lower level spell, which is especially annoying with the sorcerer.

      ToEE has potential for a great paper and pen replacement, but has so many flaws that it cripples the experience. I understand there is a modding community that has worked out the flaws and bugs and added spells and abilities and raised the level cap and so on. If you choose to try it out (and I think it is worth it), do by all means apply the mods first (they are incompatible with existing save games). This and this are probably good ways to get started.

      In general, you may like game or dislike it (it's based on a very old module), but this is probably the closest to "paper and pen" you will get in a computer game, and IMO worth a look because of that alone. You may actually come out with a greater understanding of the 3.5 rules than you had before.

    32. Re:suggestions ... by Thantalos1 · · Score: 1

      Oblivion, and Morrowind.

      --
      -- Thantalos "You keep using that word, I dono think it means what you think it means."
    33. Re:suggestions ... by ghyd · · Score: 1

      I highly suggest games by this now defunct developer: http://en.wikipedia.org/wiki/Troika_Games

      And about the Vampire : Bloodlines game I'd also suggest to see this thread: http://forums.somethingawful.com/showthread.php?threadid=2429153&pagenumber=1 ... first part is mainly about play through advices, second part derailed in "World of Darkness" lore and is very interesting.

    34. Re:suggestions ... by soren42 · · Score: 1

      As another crusty old high-school-turned-grown-up, I heartily recommend you try "D&D Tactics" for the PSP if you're looking for the real "tabletop RPG on the computer". It's much more legalistic than WoW - more precisely, its complexity is transparent. The systems takes on the role of DM, and the game plays just like a well written tabletop campaign. A key advantage of the game is that it takes care of all rules, roles, and effects, so you can focus on play - because of this, you can control an entire party in turn-based combat. Much like its inspiration, there are nearly limitless variations - races, classes, weapons, spells, items, and more are turned like a firehose onto the player almost immediately. The one thing this entire paradigm loses, of course, is social interaction. Thankfully, the PSP's ad hoc WiFi allows multiple players to game together on separate PSPs.

      Like you, I was yearning for a walk down D&D memory lane. For the past two years, I've been buying up a full set of AD&D 2nd Ed. books from the worldwide garage sale that is eBay. (Let's face it, 2nd Ed. AD&D is the only real D&D... Gygax rules!) I've been trying to get friends on-board but everyone else is more interested in WoW and other MMORPGs. This game was a great way for me to get the D&D fix I was jonesing for.

      --

      "Adventure? Excitement? A Jedi craves not these things."
  6. Zonk, get a clue? by Kirin+Fenrir · · Score: 0

    Tieflings (half-demons) are another example of this trend.
    Tieflings are not half-anything, they are humans with a distant fiendish ancestor, showing only one or two traits of demonic heritage.

    In 3.5 hybrid classes were rough to play; why would you want to play a Paladin (a weak fighter bolted to a weak cleric) when you could play one of the core four and do something well?

    Are you -crazy-? Paladins are probably the most powerful class in DnD! Oft ridiculed for being the choice of people wanting to play "easymode", both RP and combat-wise.

    I'm sorry, I could read no further. You claim to be a DnD vet in this beginning of this article, but obviously have no clue as to the intricacies of the game.
    --
    Caffeine is my anti-drug!

    Duranin - A NWN2 Roleplaying Persistent World
    1. Re:Zonk, get a clue? by Mongoose+Disciple · · Score: 1

      Are you -crazy-? Paladins are probably the most powerful class in DnD! Oft ridiculed for being the choice of people wanting to play "easymode", both RP and combat-wise.

      Uh, in what edition would that be? Because it's not 3.0 or 3.5.

    2. Re:Zonk, get a clue? by lord_dragonsfyre · · Score: 3, Insightful

      Uh... no. Paladins are competent, with a few useful abilities and a lot of bad ones. You can make them good, but it takes a lot of effort to get there. Their spellcasting has a few gems, but is overall lackluster, and the only thing their turning attempts are good for is burning for Divine feats.

      Clerics and Druids, hands down, are the "most powerful" core classes, with probably an edge to druids, because making a good one requires almost no effort.

      Overall, it's a reasonably good review that is, in my view, overly optimistic about how 4th ed will turn out. He's definitely right about combats: "3.5 fights tend to be either bloodbaths or total routs, with little room in-between for contesting the outcome." is exactly how a lot of fights turn out, particularly when players discover the joys of Save-or-Die. Part of the problem with the "four encounters per day" balance idea was that the fourth was the only one that was actually challenging, because it's the only time the players would be getting low on resources.

      --
      "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    3. Re:Zonk, get a clue? by MyLongNickName · · Score: 1

      Is this you?

      --
      See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
    4. Re:Zonk, get a clue? by godscent · · Score: 1

      Tieflings are not half-anything, they are humans with a distant fiendish ancestor, showing only one or two traits of demonic heritage. Or to put more simply, half-demons.

      Are you -crazy-? Paladins are probably the most powerful class in DnD! Oft ridiculed for being the choice of people wanting to play "easymode", both RP and combat-wise. That's absurd. Paladins are fine, but they are far from the most powerful class in D&D. They are fighters without the useful feats, and instead with a few low level cleric spells, a magic horse, and a special attack they get to use a few times a day. On top of that, they should have at least 4 high stats.
    5. Re:Zonk, get a clue? by Yosho · · Score: 3, Insightful

      Paladins are probably the most powerful class in DnD!

      Wait, are we both talking about 3.5 D&D? If so, I think you're the only person I've ever heard say it's the most powerful class. The common opinion among everybody I've talked to is that paladin is one of the worst-designed classes in the PHB, and possibly the weakest, although some people will argue that monks are weaker.

      No, seriously -- if you think paladins are that great, I'd be interested in hearing why. From what I can see, the class basically just stops growing after 5th level. Remove disease a few times per weak is pitiful compared to the cleric who can do it several times per day; their signature ability, smite evil, is usable on only a few attacks per day, and the bonus to damage is miniscule compared to how much high-level spells can do; and their spellcasting can't hold a candle to any of the full spellcasters. The only other thing they get is minor improvements to their mount; the mount is almost as useful as the party's fighter when you first get one, but later on they're nothing but an extra target on the battlefield.

      If you want a holy warrior type character, paladin 4 / cleric 16 is objectively just a better build. You'll have a 16 BAB, which is still enough for four attacks, plus a much better will save and a better fort save due to the way multiclassing saves works, plus you'll be able to cast 8th level cleric spells. The only things you lose are a few hit points, a few uses of smite evil & remove disease, and a rather weak mount. Of course, spending a couple of your fourth level spell slots on Divine Power will bump your BAB up to 20 and give you effectively a d10 hit die, anyway, not to mention +6 to strength.

      Heck, just ditch those paladin levels, and the only things you lose are a few class abilities that are easily emulated by other spells; in exchange you can turn undead better and get game-breaking 9th level spells.

      Even compared to other melee classes, the paladin lacks the mobility & damage potential of a bow ranger, a TWF/UMD rogue, or a raging barbarian. Even the fighter is more versatile with all of his fights, but mind you, I'm not making the case that fighter is actually a good class, either.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    6. Re:Zonk, get a clue? by Quill · · Score: 1

      Are you -crazy-? Paladins are probably the most powerful class in DnD! Oft ridiculed for being the choice of people wanting to play "easymode", both RP and combat-wise. Druids are by far the most powerful class.

      I am a druid. I have special abilities that are more powerful than your entire class!

      And Clerics are far stronger than Paladins simply because they are full casters. Giving up a few points of BAB and some sub-par abilities to gain 9th-level spells? Yes, please.

      The only thing that a Paladin might beat is a Fighter. And Fighters are *terrible*. Tome of Battle FTW!
      --
      My religion forbids the use of sigs.
    7. Re:Zonk, get a clue? by Yosho · · Score: 1

      Even the fighter is more versatile with all of his fights

      Oops. Feats, not fights.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    8. Re:Zonk, get a clue? by Anonymous Coward · · Score: 0

      Are you -crazy-? Paladins are probably the most powerful class in DnD! Oft ridiculed for being the choice of people wanting to play "easymode", both RP and combat-wise.

      I'm sorry, I could read no further. You claim to be a DnD vet in this beginning of this article, but obviously have no clue as to the intricacies of the game. Not to disparage the parent post, but am I the only one here who can imagine this post, especially the last line, being read as the fanboy (the one who did the Go-bots skit) on Robot Chicken? Seriously, all we need is a "Steve, time for supper!" "Not yet ma, and I told you, my name is Kirin Fenrir now!" "*snort* Okay honey..." bit at the end...
    9. Re:Zonk, get a clue? by SatanicPuppy · · Score: 1

      Yea, as a sibling post noted (and I agree with) Druids and Clerics rock the house in edition 3+, and even Fighters, with their obscene bonus feats, beat out Rangers and Paladins. Weapon specialization at freaking level 3? Fighters start running out of things to spend their feats on before Paladins even get started.

      In edition 3, paladins get crap spells, and the special abilities don't make up for it. They're all "once a day" crap. What use is that? I can heal a handful of hit points once a day? I have one slightly-higher-damage-than-normal attack, once a day? Contrast that with a Cleric who can self-buff themselves to a higher level of combat in the early levels, and does a hell of a lot more healing as well. Pick the right spheres and you end up with crap like Stoneskin...as a priest.

      I used to love the paladin class, but they really stripped out a lot of its coolness in 3rd edition. 4th Edition looks even worse; I can sympathize with wanting to simplify your classes, but I can't sympathize with blatant WoW pandering. Fricking Warlocks? A tank class? Jesus Christ.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    10. Re:Zonk, get a clue? by SpiritGod21 · · Score: 1

      v4.0: WoW edition.

    11. Re:Zonk, get a clue? by DM9290 · · Score: 1

      if the dm throws a different mix of enemies, then the fighter can shine, or the wizard or the cleric or the rogue or even a diviner.. its all up to the DM's mix.

      anyone who hasn't figured that out, isn't paying much attention to the fact that certain challenges tend to favour certain kinds of solutions and not all classes as equal.

      if you are faced with countless locks and traps then a rogue is going to seem very powerful. if you face undead constantly then clerics seem the best. if you are always stuck magic-dead zones obviously the wizard will appear useless.

      if you face enemies which a paladins strengths are well suited to.. paladins will shine.

      challenges which assault the party with many moderate to easy DC saving throw resistable attacks, fear and combined with numerous low damage physical attacks and a moderate level of easy to turn undead will make paladins seem extremely powerful.

      its easy to see how the circumstances really affects who appears to be more powerful.

      --
      No one has a right to their *own* opinion. They have a right to the TRUTH.
    12. Re:Zonk, get a clue? by Anonymous Coward · · Score: 0
      Tieflings are not half-anything, they are humans with a distant fiendish ancestor, showing only one or two traits of demonic heritage.

      Or to put more simply, half-demons

      Are you fucking retarded? You were explicitly told that they are not half-demon and had it explained to you what they actually were and they you had the nerve to scrunch your neanderthal brow and grunt, "err, so like half-demons then?" No, dip-shit. They are not like half-demons. In my long line of German and Irish ancestry there is one black woman about 200 years back. While that may make a black in the minds of some primitives using the "single drop" rule, it doesn't make me a mulatto child eligible for an NAACP scholarship. Do you understand the difference now, or shall I try to grunt it out a little more slowly and simply for you?

    13. Re:Zonk, get a clue? by SpiritGod21 · · Score: 1

      Concerning 3.5 combat, I'd agree that it's easy for the battle to swing between extremes, but a DM can pretty easily make a challenging battle for the NPCs that doesn't wipe them out but still provides a good fight.

      The problem with my group is that they don't think through things very well... so when they die, they start making another character, turn their sheet over, and say, "Huh, I forgot I found that potion of healing... probably should have used that."

      Give a monkey a tool and he'll just bang himself on the head with it.

    14. Re:Zonk, get a clue? by godscent · · Score: 1

      Are you fucking retarded? You were explicitly told that they are not half-demon and had it explained to you what they actually were and they you had the nerve to scrunch your neanderthal brow and grunt, "err, so like half-demons then?" No, dip-shit. They are not like half-demons. In my long line of German and Irish ancestry there is one black woman about 200 years back. While that may make a black in the minds of some primitives using the "single drop" rule, it doesn't make me a mulatto child eligible for an NAACP scholarship. Do you understand the difference now, or shall I try to grunt it out a little more slowly and simply for you? Are you trying to make up for your lack of a point by pretending to be very, very angry about semantics?

      If you've got one black ancestor from 200 years ago, do you look black? Have you seen the 4e pictures of tieflings? If not, look up. There's a picture of one attached to this review. They have big horns, big tails, and red skin. They look like demons. I realize that there may be an actual "half-demon" template, and that tieflings are not it, but for the purposes of a book review, to an audience who may not care about D&D templates, I think "half-demon" is a fair description of tieflings.

      Someone correct me if I'm wrong, it's been a while, but in 2nd edition, if a half-elf mated with a human the offspring was a human, but if a half-elf mated with an elf, the offspring was a half-elf. Even after 200 years. This is only relevant in pointing out that in make-believe D&D land, genetics work however the desingners (or your DM) want them to work.
    15. Re:Zonk, get a clue? by Anonymous Coward · · Score: 0

      if you face enemies which a paladins strengths are well suited to.. paladins will shine.

      The fact that DMs can use DM Magic (aka Rule 0) to shape encounters does not mean that it's acceptable for classes to be severely unbalanced.

      And I can't really imagine a situation in which a paladin would do better than a cleric or druid. Paladins don't get any abilities at all that clerics and druids can't do better.

      if you are always stuck magic-dead zones obviously the wizard will appear useless.

      I really love it when people throw out this line. What the hell kind of campaign are you playing in where "magic-dead zones" or antimagic fields are commonplace, especially at low levels? AMF is a 6th-level spell that affects a 10' radius area! Large areas where magic is blocked are crazy, powerful things that low-level parties should never go near -- and in a high-level party, a smart wizard will be abusing spells that can pass through AMFs (instantaneous conjurations), using items that aren't affected by them (artifacts & living items), or just ignoring them entirely (see the feat "Initiate of Mystra" from Forgotten Realms).

    16. Re:Zonk, get a clue? by Neil+Watson · · Score: 1

      Why does this have to be about the stats and the body count? Why can't it be about the character and the 'flavour'? Paladin: A charismatic holy warrior. The type of figure that followers will flock to. Hirelings will beg to offer their services, perhaps even at discount. A paladin is the prefect choice for a sheriff, a judge or a high justice. With so many opportunities for role play who cares how many bodies he can stack up in a single round?

    17. Re:Zonk, get a clue? by Yosho · · Score: 1

      With so many opportunities for role play who cares how many bodies he can stack up in a single round?

      Because flavor is mutable. There is absolutely no reason why you can't play a cleric, fighter, crusader, or any other class who worships a lawful good god, serves the church, and punishes evil. You can take an oath, live by it, punish yourself if you break it, and serve justice without having the word "paladin" written at the top of your character sheet. What's the point of intentionally playing a class with suboptimal mechanics when you could play a more poweful class and still play exactly the same role?

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    18. Re:Zonk, get a clue? by tedrlord · · Score: 1

      In first and second edition, paladins were the strongest class by far. If you got a Holy Avenger you were the ultimate munchkin in the game. They weakened them considerably in third edition, I'm thinking mostly to counter the original popularity. Tieflings were pretty badass in 2nd edition too. They completely changed their abilities for 3rd ed. And they're just not right without the Tony DiTerlizzi art.

      --
      [insert witty quote here]
    19. Re:Zonk, get a clue? by Gryle · · Score: 1

      I'd agree that paladins are one of the weaker classes, but a well-built monk can do wonders. I'd recommend a monk who's taken Vow of Poverty.

      --
      Only two things are infinite, the universe and human stupidity, and I'm not entirely sure about the universe - Einstein
    20. Re:Zonk, get a clue? by Yosho · · Score: 1

      I'd agree that paladins are one of the weaker classes, but a well-built monk can do wonders. I'd recommend a monk who's taken Vow of Poverty.

      I've gotta disagree. Aside from the fact that VoP's roleplaying requirements are so restrictive that it severely limits what type of character you can play, that speaks more about how broken Vow of Poverty is than how good monks are. Druids are even better with it.

      Personally, I've never seen any decent "monk" builds that didn't have only a few monk levels sprinkled inbetween half a dozen other classes. As far as I'm concerned, a base class shouldn't be considered "good" unless you can make a 20-level build that has more than half of its levels come from that class, and a full 20 would being viable would be nice. The base class here itself is very weak; their average BAB hurts a lot for a class that's supposed to be a non-sneaky damage dealer, and the penalty from flurry of blows only makes it even worse at low levels. It's jokingly referred to as "flurry of misses" for a reason. On top of that, while attacking with your fists is thematically cool, the damage lags behind what standard melee weapons are capable of until high levels, and the fact that you can't get your fists permanently enhanced make their problems with hitting even worse; worn items that give you bonuses on natural attacks are prohibitively expensive compared to magical weapons, and getting somebody to cast greater magic fang and permanency on you is risky, since a stray Dispel Magic spell will flush all your money away.

      Aside from that, their class abilities are pretty unimpressive, too. Their AC bonus is roughly on par with what somebody who actually wore armor could have, except you can get awesome enchantments placed on armor, too. Their speed bonus is nice, but again, anybody else can cast spells or get items that increase their speed, and the fact that it's an enhancement bonus means that those methods won't help a monk, so again, they're on par. Slow fall is a joke compared to Feather Fall, which every arcane caster gets at level 1. Rings of feather fall are cheap, too. Their skill in grappling is decent at low levels, but their average BAB, difficulty of getting magical enhancements, and the fact that monsters are frequently larger than the PCs makes them very poor grapplers at mid and high levels. Abundant step is kinda nice, except wizards could do it multiple times per day five levels before monks could. Quivering Palm is a joke -- once per week for an ability that wizards could do multiple times per day two levels ago, and at a range (Finger of Death). Tongue of the Sun and Moon is the ultimate joke -- they get the effect of a constant level 2 spell (Tongues) at 17th level? Seriously, tell me that's not laughably sad. DR 10/magic at 20th level is nice, except that at 20th level, any monster whose primary means of attack involves physical damage should be doing 100+ points of magic, adamantine, evilly-aligned damage per round.

      All of their other abilities have similar problems, those are just some of my favorites. Other classes could do them better several levels ago, and none of them synergize well with each other. It's like the person who designed the class watched a bunch of old wire-fu martial arts flicks and tossed together a bunch of abilities that he thought sounded cool. At least, that's why I don't like monks.

      (Just for reference, the swordsage from the Tome of Battle has completely replaced the monk in my group; it still has some problems, but the unarmed melee combatants now actually feel like they're contributing something to the group)

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    21. Re:Zonk, get a clue? by ahsile · · Score: 1

      Because you want to... Because your 'character' is what matters, not your numbers, skills or anything else for that matter. Role Playing has lost its way in a sea of rules and digits...

    22. Re:Zonk, get a clue? by Yosho · · Score: 1

      Whether you like it or not, modern D&D is as much a game of tactical combat as roleplaying. If you're not interested in strategy and you just want pure roleplaying, you should look into a different system. If you can pick between playing two different classes that can fill the exact same role in the story but one is mechanically better than the other and you intentionally pick the weaker one, that is, quite frankly, a stupid decision.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    23. Re:Zonk, get a clue? by snkline · · Score: 1

      Exactly, so what is the problem? You can play a Paladin that isn't classed that way mechanically. You are basically saying 'Who cares if the class mechanics for the Paladin are hideously weak, it is about the RP', but if it is about the RP, then you don't need to play the hideously weak class.... I'm not sure why you find this difficult to understand. The class mechanics for 3.5E Paladins are very bad. Just because you don't care about numbers doesn't mean that is OK, the game designers actually have to look at the classes and see where improvements can be made. Remember it is up to them to balance the game by the numbers, not to RP, that is your job.

    24. Re:Zonk, get a clue? by Remus+Shepherd · · Score: 1

      What's the point of intentionally playing a class with suboptimal mechanics when you could play a more poweful class and still play exactly the same role?

      Because Paladins are supposed to fill a special role in a game world, that of the designated holy warrior. When the party visits a king, the paladin is the one who is granted audience. When the party meets a god, the paladin is the one who gains favor. Paladins are supposed to have not only charisma but reputation, and reputation can get you out of a lot of trouble (or into it, sometimes.) Paladins were excellent vehicles for role-playing, despite what their stats may have been.

      Count me as another person who sees D&D 4th edition as an 'MMORPG on paper'. Role playing and flavor seems to have been tossed aside.

      Bah, I'm old enough to remember when thieves were in the party to open locks and disarm traps, and in combat they stayed the hell out of the way. Were they interesting in combat? No. But outside of combat they were fascinating to roleplay, and that's why people chose to play them.

      --
      Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    25. Re:Zonk, get a clue? by Yosho · · Score: 1

      When the party visits a king, the paladin is the one who is granted audience. When the party meets a god, the paladin is the one who gains favor. Paladins are supposed to have not only charisma but reputation, and reputation can get you out of a lot of trouble Except that none of those things are in the rules -- those are all you and your DM adding flavor on top of the class, and you can do that with any class. You can have "fighter" or "cleric" or "crusader" written at the top of your character sheet and still play the part of a holy warrior. You can even call yourself a paladin in-game if you want, and any NPC who disagrees with you is the DM metagaming. A player who has "cleric" written at the top of his sheet and is roleplaying as a paladin of Pelor will be able to kick much more ass in the name of justice than somebody who has "paladin" written there.

      Role playing and flavor seems to have been tossed aside. They haven't been tossed aside, but flavor is completely separate from mechanics! Nobody should be forced to suck in combat just because they want to play an interesting character.

      Bah, I'm old enough to remember when thieves were in the party to open locks and disarm traps, and in combat they stayed the hell out of the way. ... But outside of combat they were fascinating to roleplay, and that's why people chose to play them. Yes, I'm old enough to remember that, too, and it sucked. Rogues are still fascinating to roleplay, they can still open locks and disarm traps, and they can do so much more, too -- negotiating, stealth, forgery, improvisation -- but now they're also useful in combat, which means that the player doesn't have to sit back and be bored every time the party encounters another group of goblins.
      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    26. Re:Zonk, get a clue? by phlinn · · Score: 1

      Most interesting use of a monk, with standard rules: take proficiency with a good reach weapon. Yeah, you can't use flurry of blows when attacking with that weapon, but you can still use your full monk attacks if anything is in reach. It's better than using a spiked chain. Gear and feat selection are critical to an effective monk. Spring attack is practically designed for them, and I love the idea of using a spring attack with a glaive for instance. Alternately, Improved trip+ combat reflexes + reach weapon that can be used to trip makes attacks of opportunity interesting, although focusing on trips begs for the prone attack feat.

      Oh look, 5 people charging me. I trip you all 10 feet away. 3rd one beat me, managed to trip me and finish his charge, well I still trip the 4th one with no penalty, so i'm standing again. Next round i beat the one next to me and trip all the others again as they try to stand up OR just move away 50 feet after a solitary attack so they all have to charge again to have a chance to hit me. Using range weapons? I'll charge you instead.

      --
      "Pulling together is the aim of despotism and tyranny! Free men pull in all sorts of directions" -- Havelock Vetinari
    27. Re:Zonk, get a clue? by DM9290 · · Score: 1

      And I can't really imagine a situation in which a paladin would do better than a cleric or druid. Paladins don't get any abilities at all that clerics and druids can't do better. The fact that you can't imagine something proves nothing except your lack of imagination.

      Paladins do get abilities that clerics and druids can't do better: Base Attack bonus and an average of 2 extra hit points + 1 per level beyond 1st level. Not to mention charisma bonus to saving throws, a paladin's mount. And paladins aren't useless once their daily spell allotment runs out.

      whether these make the paladin more or less powerful than another class depends on the campaign style. campaigns that push the characters constantly and give them little time to rest, let alone pray or prepare spells will let paladins really shine. druids and clerics will deplete their spells and then become pathetic fighters. paladins have as many hp and combat bonuses as fighters and a charisma bonus to saving throws. not to mention can heal themselves without needing to prepare spells. I ran a campaign where it was the paladin who was always ready to keep on going while the cleric and mage constantly wanted to rest and prepare more spells. ultimately the paladin actually departed the party because the party was delaying too long and the paladin felt the quest would fail if they continued to delay. for story purposes we felt it was more believable if the paladin went on without the rest of the party.

      clerics and wizards can unleash a blast of power for a short time.. but if an encounter is protected or continues to involve enemies which break off and let duration based spells wear out or otherwise engage the pcs in a way so the wizard can't target multiple enemies simultaneously or tempts the wizard to waste spells (which is what intelligent enemies will do when they can)...

      bah this discussion is pointless. I'm replying to an AC! *shakes head*

      --
      No one has a right to their *own* opinion. They have a right to the TRUTH.
    28. Re:Zonk, get a clue? by Yosho · · Score: 1
      If you're using a weapon that you can't flurry with, how is a monk not worse than a fighter, paladin, barbarian, or ranger, as they have good BAB and thus will hit more reliably and get more attacks at an earlier level? Rogues have the same BAB as monks, but they can at least get sneak attack damage if they're smart. Anybody can take Improved Trip and Combat Reflexes, and the guys with full BAB don't even need to take proficiency with a glaive, so they'll be able to do it three levels earlier than the monk. (the fighter will do it earlier than that, even)

      If not threatening the 5' next to you is an issue, you can either get armor spikes or just take EWP (Spiked Chain) and now you've spent the same number of feats as the monk and you've still got a better BAB.

      Oh look, 5 people charging me. I trip you all 10 feet away. Why do you think that none of those people are going to also have reach weapons? Why do you think that the remaining four will charge after they see you trip the first one? What makes you think that you're actually going to be able to trip that many of them? That tactic isn't even usable against anybody who isn't low level and bothers to put a few skill points into Tumble.

      You're making a lot of very generous assumptions -- that you're going to be charged by 5 medium-sized fighters who don't have reach weapons, whose str or dex is reasonably worse than your str (which probably isn't that high if your dex is high enough to get so many AoOs...), and that they're using stupid tactics. What will that tactic do against spellcasters who fly 100' overhead and rain down death from above, archers who stay 200' feet away from you and make you into a pincushion, any other melee character who has a reach weapon or can tumble, or any of the myriad "Large" or larger monsters who might even have four legs? And how many of your character's precious few feats were spent on this tactic...?

      Using range weapons? I'll charge you instead. And then what will you do when your BAB makes it hard to hit anybody in the theoretical group of 5 people that you just charged into the middle of? They'll take a couple of five-foot steps forward to surround you and then use their full attacks to tear through your d8 hit points and your pitiful con -- at least I'm assuming that you have a poor con, considering that apparently your dex is high enough to get 5 AoOs and your str is high enough to consistently overpower 5 melee fighters...
      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    29. Re:Zonk, get a clue? by phlinn · · Score: 1

      I did specify interesting, not powerful. A fighter will generally do it better with a spiked chain, but the spiked chain base damage is lower, and he would lose some of the unique benefits of a monk. A multiclass fighter/monk is probably better, but a full monk is still viable. At least the first time, most NPCs would not expect someone with a reach weapon to also be able to attack next to them, so they will probably try to get inside the reach. Just like most npcs don't have tumble even at high levels. They also probably shouldn't assume that you have that many attacks of opportunity, so there's no particular reason for the second one to stop. I'd be more inclined to have the third be a little more cautious.

      The reason I suggested a trip build at all is that monks get improved trip and combat reflexes for free, so it's a whopping one manual feat for the weapon proficiency (no ref materials, so if those are at the same level it's one additional feat slot). A monk's BAB is usually sufficient unless the DM is power gaming his npcs, especially given that trip attacks are touch attacks. The ranged attackers I just charged will be right next to me so they can't step back and shoot, so they're going to have to drop their weapon and draw melee, giving them at most 1 attack each barring quick draw. I'm not assuming my str will consistently over power theirs, I'm assuming my str+imp trip will overcome their str or dex, at least more than half the time even though stat choice for a monk is probably dex > con > str. Yep, another reach weapon user won't have the drawbacks, but most melee combatants do not use reach weapons. The monk reach user eliminates the penalty of reach weapons other than the spiked chain. Ranged attacks are the biggest problem, but moving in forces them to use melee as well, and with a monk's speed bonus, I can almost certainly move in. If they're spread out sufficiently, I'd have to run away instead, but again with monk's speed it can be done.

      As for casters raining death from above, the single biggest benefit a monk has is his saving through bonuses, followed by a high touch AC, then a movement speed that can't be beat even with magic at high levels) I'd much rather face a caster as a monk than as a fighter or rogue. I can't do much about magic missiles, but neither could any other melee character. I'd have to pull out a crossbow or take full cover.

      Any tactic has a counter tactic. Any class has situations that make it useful, and others which don't. You mentioned monk abilities being duplicateable with magic, but that's not really true with move speed. The best magic bonus to land speed is +10 feet, and they're all enhancement bonuses. Monks can use the exact same magical effect. Fly is faster, but limited duration.

      --
      "Pulling together is the aim of despotism and tyranny! Free men pull in all sorts of directions" -- Havelock Vetinari
    30. Re:Zonk, get a clue? by Anonymous Coward · · Score: 0

      I think you're not very familiar with the available spell lists. Divine Power solves the BAB and HP problem, and gives the cleric more power to boot. The paladin's mount is nothing but a liability in combat after a few levels. If we branch out into non-PHB books, the Spell Compendium will let you boost your saves through the roof (Greater Resistance) and materials from other official books will let you do it all day long (Divine Metamagic, Metamagic: Persistent Spell). The paladin's few advantages are gone.

      Your cleric and mage sucked at choosing potent spells at conserving their resources. Hell, wizards get Scribe Scroll at first level, and making scrolls is cheap -- why did he EVER run out of spells?

  7. What it needs by lord_dragonsfyre · · Score: 5, Insightful

    Want D&D to run smoothly again?

    1: The keywords here are "simple" and "straightforward". The current grapple rules are painful, many conditions make no sense (can a construct be nauseated? the answer may surprise you), and what exactly does polymorph do these days? You don't know. No one knows. It's been errata'd like eight times. If a rule takes longer than two or three sentences to explain, people have already stopped caring.

    2: Fix stacking and inherited bonuses. The days of sixteen different kinds of bonus all adding up to push a character WAY off the random number generator have to end; at the same time, feats that provide an advantage so small you frequently forget about it also must end. Feats and abilities need to provide meaningful options without turning rolls into "no lose" situations.

    3: Get rid of gold = power. The 3.5 conceit of assuming characters of level X would have Y gp worth of Magical Stuff ruined a lot of flavor and a lot of system. Let the GM handle the distribution of magic items, and let the PCs spend their gold the way it was intended: on ale and whores.

    4: Fix the phrase "level appropriate ability" firmly in mind. At every level, every character should gain new abilities appropriate to that level. Every one. It's WAY too easy in 3.5 to fall off the level appropriate ability train for life.

    5: Want to playtest? Recruit the twinkiest, most outrageous powergamers you can find. They're the ones that spot inane bullshit like Balor mining, chain-binding djinni, and the truly stupid amount of awesome that 3.5 clerics and druids bring to the table.

    Since based on what I've heard so far, not one of these is actually happening (with the possible exception of #1), I am not optimistic.

    --
    "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    1. Re:What it needs by Kirin+Fenrir · · Score: 2, Insightful
      --
      Caffeine is my anti-drug!

      Duranin - A NWN2 Roleplaying Persistent World
    2. Re:What it needs by hedwards · · Score: 1

      3: Get rid of gold = power. The 3.5 conceit of assuming characters of level X would have Y gp worth of Magical Stuff ruined a lot of flavor and a lot of system. Let the GM handle the distribution of magic items, and let the PCs spend their gold the way it was intended: on ale and whores. I really can't help but think that mirroring RL isn't the greatest idea in the world. [/obligatory comment on geek lack of action]

      5: Want to playtest? Recruit the twinkiest, most outrageous powergamers you can find. They're the ones that spot inane bullshit like Balor mining, chain-binding djinni, and the truly stupid amount of awesome that 3.5 clerics and druids bring to the table. In general that's the best way of going about things. I seem to recall magic having quite a few of these sorts of problems as well that had to be corrected.

      There's probably always going to be somebody that prefers this sort of complicated game to less complicated choices like computer games or LARP, but it's got to be meaningful details rather than an exercise in how many rules we can force players to learn or how many tomes a player has to schlep along to a game. The game is at enough of a disadvantage compared with other options without requiring the kind of study that D&D is associated with.

      Magic, while being a completely different sort of game in basically every way possible managed to get that right. While it seemed to get it less right each iteration with more pointless or questionable mechanisms added each addition. It did manage to get things right in the sense that one can learn the basics pretty quickly and then wade further into thing as one gets comfortable with that. There's no reason to know much more than HP, mana, tapping, attack and defense right away. Things should be set up so that a new player can focus on a few basic mechanics early on until the player is somewhat immersed in the story.

      But then again, I've never had the attention span for RPGs of any variety, nethack, zork, colossal caverns is as deep as my attention span will typically allow. I wish that things could have started out simply enough that I was at least making a decision based upon the game rather than upon my ability to keep up with the basics.
    3. Re:What it needs by Relic+of+the+Future · · Score: 2, Informative
      "Since based on what I've heard so far, not one of these is actually happening"

      Then you should pay better attention. When I was reading your post, I assumed you were making a list of what they were doing right, because based on what I've heard so far, they're doing all those things. Grapple cleaned up, stacking bonuses cleared up (by simplifying and clarifying item slots mostly), the effect of gold->magicitems->power weakened (again, mostly through magic item slots, but through other means too), level appropriate abilities up the wazoo (no more "I guess I'll take dodge as my 18th level feat and that's the most interesting thing I got this level")... okay, I don't know who they've got doing playtesting.

      I'm very excited, because everything that was really pissing me off in 3.x is precisely the stuff they're fixing.

      --
      Those who fail to understand communication protocols, are doomed to repeat them over port 80.
    4. Re:What it needs by crashfrog · · Score: 2, Informative

      Since based on what I've heard so far, not one of these is actually happening

      You must not be listening, then, since they're actually doing every single thing you mentioned in your list.

      1) Grapple and other complicated rules are being totally revamped, though they haven't said how.

      2) Static bonuses to stats are pretty much out - not from spells, not from magic items. That leads to...

      3) Since magic items no longer provide static benefits to stats, you no longer have to have stat-improving magic items just to keep up with the "standard" power curve. No more Amulets of Natural Armor +2 or whatever. Gone. Good riddance. Characters should be heroes because they're heroic, not because they're weighed down with stat-improving gear. (On the other hand, some characters are heroes because of magic swords, or what have you, but the Weapon of Legacy mechanic is, in my games, how I plan to deal with that in 4th edition. Somehow.)

      4) Every level, some choice to make - some feat or power or spell to choose, instead of 2 levels out of three simply recording a new BAB, saves, and HP.

      5) I don't know the playtesters, but it's hard to imagine anybody but twinks wanting to work at WoTC in the first place, so I think they have that one covered.

      So, have a little optimism. They're covering this stuff. Listen to their podcast or something.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    5. Re:What it needs by lord_dragonsfyre · · Score: 1

      I really hope you're right. The item slot article I saw, though, was very disappointing. I think they removed something like two slots, but it's pretty clear the implicit assumption continues to be "want to compete at your level? You NEED the following shinies, or you lose and fail and die". I haven't seen any clear sign of moving towards clarity. Someone coming out and saying "alright, there is ONE bonus type, it does not stack, and that means no more +80 to bluff checks because you've got a Cloak of Swank, a pimped-out Marshal, a wand of glibness, and two bags of unicorn bits" would go a long way towards demonstrating it.

      Similarly, they've stated that Tome of Battle (Book of Nine Swords) and Star Wars Saga Edition were testbeds for some 4th ed ideas, and that concerns me. Book of Nine Swords was a desperately needed boost to melee classes, but still suffered from a lot of design issues, like lackluster Strikes that were never worth giving up a full attack for; Saga Edition did skills about as well as I've ever seen D&D do them, but the talent trees were deeply underwhelming.

      As for playtesting, from what I've read, they're pretty much only tracking class balance by damage output. This is pointless and stupid, since battlefield control and save-or-lose effects have a MUCH higher impact on the fight and are being completely glossed over.

      I could be wrong. I hope I'm wrong. But after almost ten years of idiotic design decisions from Wizards, I'm far from optimistic.

      --
      "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    6. Re:What it needs by Mongoose+Disciple · · Score: 1

      5) I don't know the playtesters, but it's hard to imagine anybody but twinks wanting to work at WoTC in the first place, so I think they have that one covered.

      I don't know, man. I remember all the sharpest super-twinks I know declaring that in 3.0 druid was either the flat-out toughest or in the running for toughest class (depending on who you asked), and 3.5 made them tougher. The word on the street (which I believe but can't vouch for the truth of) was that in the internal games at WotC no one really wanted to play druids so they thought they needed to be better.

    7. Re:What it needs by Yvanhoe · · Score: 1

      Want D&D to run smoothly again? Throw the rules, grab a scenario and background instead.
      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    8. Re:What it needs by Relic+of+the+Future · · Score: 1
      From http://www.wizards.com/default.asp?x=dnd/drdd/20080123

      "Primary Slots: We've preserved a number of items that have traditional "plusses." Thes are the items we expect everybody to care about, and the ones that are factored into the math behind the game. If you're 9th level, we expect you to have a set of +2 armor, and the challenges in the game at that level are balanced accordingly. Here are the primary item slots:"

      There are 3; weapon/impliment (think wand staff or rod), armor, neck (amulet or whathave you)

      "Secondary Slots: These items don't have enhancement bonuses. That makes them essentially optional. You could adventure with no items in your secondary item slots and not see a huge decrease in your overall power. Take what looks cool, but don't worry about having empty slots."

      There are more, but they claim you don't need them just to survive.

      --
      Those who fail to understand communication protocols, are doomed to repeat them over port 80.
    9. Re:What it needs by msuzio · · Score: 1

      "slots"?

      slots????

      Where does my slot fit? Do I tie it around my waist, or sling it on my back? I must have missed this wondrous medieval carrying device, the "slot".

      Ugh. Even using words like those conjures up MMPORG stuff, and if I wanted that, I'd play that (and sometimes I do want that, and I do play in at least one
      MMPORG game regularly). D&D isn't a fucking video game, it's not (solely) a board game or miniatures game (sure, you can do that, and it's fun -- but I get bored of it rather quickly).

      I just can't see roleplaying a "slot". When game mechanics so overshadow the ability to think of these games as a big version of "let's pretend", I feel like a part of my youth is being stomped by the boots of WotC.

      Ah well. I've played homebrew rules before. I can do it again. I sure as heck won't pay them for the privilege of throwing out most of their rules, though.

    10. Re:What it needs by crashfrog · · Score: 1

      I don't know, man. I remember all the sharpest super-twinks I know declaring that in 3.0 druid was either the flat-out toughest or in the running for toughest class (depending on who you asked), and 3.5 made them tougher.

      Maybe I've played them wrong, or something, but I've never gotten that sense. For starters the druid is almost always the party healer, so you're using all your actions to heal the fighter instead of anything else. Wild shape is almost always useless, because the animals you can take the shape of invariably have lower AC and less-damaging attacks than just you in regular form. And it takes a feat slot to be able to cast spells in wild shape. Other than that it's just another kind of sneaking, like taking the form of a hawk to spy on bad guys or whatever.

      By the time you can cast Bull's Strength it won't make up for not having a fighter's BAB progression, nor does Bear's Endurance make up for having to allocate points into Wisdom and Charisma instead of dumping everything into Strength and Constitution like the fighter can do. (And you should be casting those spells on him instead, anyway.)

      Add to that the severe armor and weapon restrictions - the spear is the most damaging weapon you can wield - and the bookkeeping issues involved in animal companions and summoned monsters that make them such a hassle to use effectively you don't generally even bother and it's hard for me to see druids as especially twink-worthy. I mean compared to the fighter/rogue spiked-chain tripmaster, druids don't even bear mentioning.

      But, I'm not a very experienced twink. Maybe somebody can explain how it's done with druids.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    11. Re:What it needs by crashfrog · · Score: 1

      I just can't see roleplaying a "slot".

      Do you ever wear two pairs of shoes at the same time? Can you explain why you don't? Sure, you could explain that there's no way you could fit two pairs of running shoes on the same pair of feet, or you could abstract the whole thing and simply explain that your "feet" are a slot for one pair of shoes, and that same explanation helps explain why you can't really wear two suits of full plate at the same time, either.

      "Slots" showed up in MMO games because it's a good concept. It's an easy way to explain why you can't have the protection of three suits of armor and six shields all at once, even though you can write all that down on your character sheet.

      Ah well. I've played homebrew rules before. I can do it again.

      Well, what are you going to homebrew, exactly? Characters with six suits of armor on at the same time? Or are you just doing to use a different word for "slot"? I'm not understanding what you're objecting to, here.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    12. Re:What it needs by Kilroy · · Score: 1

      > (can a construct be nauseated? the answer may surprise you)

      Doing something horrid enough to leave a mindless robot incapacitated with disgust is something everyone should strive for in D&D.

    13. Re:What it needs by Kilroy · · Score: 1

      For tabletop roleplaying fun, slots are AWESOME!

      Three campaigns later, we were still teasing someone about insisting that when they changed into a will-o-wisp they still had a wand slot.

    14. Re:What it needs by lord_dragonsfyre · · Score: 1

      Here's the thing: even at 3 "primary slots", I think that's too many. The idea that you need to keep upgrading your Sword/Staff/Rod/Pony of Foo means that gold still buys power. Ideally, I'd rather they do this: "If you're ninth-level, whatever armor you're wearing is +2 armor, because you're just that awesome". Then dragons can go back to having enough shiny gold dubloons to sleep comfortably on without the GM having to worry that the players will use that gold to buy themselves into victory. I mean, look at the neck slot? Sure it's one slot, but now "An item in the neck slot increases your Fortitude, Reflex, and Will defenses, as well as usually doing something else snappy." - that used to be three or four slots, consolidated into one, and it's heavily implied that's four slots worth of win on a single item. That's one step forward, and four back.

      Their approach to secondary slots is similarly terrible. Either the items provide a meaningful benefit, in which case everyone will need them and you're buying power with gold again, or they provide no meaningful benefit, in which case, why bother with slots or balancing them at all? They're by-definition not important enough to matter, and are at best a convenience.

      C'mon: "These items don't have enhancement bonuses. That makes them essentially optional."? That's on-face wrong and stupid. Check out Magic Item Compendium items like the Belt of Battle (which may appear in that very article, though we have no way of knowing if it does the same thing) - more standard actions? Sign me the hell up. The Candle of Invocation is a core (DMG) one-use disposable item with no stat enhancement, and is the single most broken piece of equipment in the game.

      You can have a game about hardcore dudes who are awesome with whatever they have, or you can have a game about regular schmucks who are awesome because they have totally sweet magic pants. Trying to go both ways is doomed.

      The stacking bonuses problem is separate from the magic items problem, and they have to solve both of them. Even if they're making a start on the former (which I'm not convinced they are), they have a long way to go on the latter.

      --
      "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    15. Re:What it needs by serutan · · Score: 1

      Want D&D to run smoothly again?

      Go back to whichever system you were using when it ran smoothly before. Beats buying more books.

    16. Re:What it needs by lord_dragonsfyre · · Score: 3, Interesting

      If the druid is the party healer, he's failing. If the party healer is healing in combat, he's probably failing. If the party healer is healing the fighter in combat, they're both failing.

      Wild Shape is so stupidly great, it makes me cry real tears when I play other classes. Okay, it takes a feat slot to cast while wildshaped. Big whoop, every druid ever born takes that feat because it's a ticket to winsville. Wild shape is the privilege, the right, indeed, the DUTY to dumpster-dive through every Monster Manual you have on hand and find the winning form for whatever you want to do right now. Need to charge? Need to pounce? Need to grapple? Need to fly WAY before everyone else in the game can? You can do that.

      Bad AC? Get an armor buff, or hell, get wild or bestial armor, they're not that expensive.

      You're not casting Bull's Strength or Bear's Endurance on yourself, because you're wildshaped into something with a Strength of 30, and you're not casting it on the fighter because you're too busy eating someone's face off. Sure, if you're determined to poke someone with a spear, you're not going to do that very well, but "the most damaging weapon you can wield" is teeth the size of railroad spikes.

      Not even getting started on their spell list, which is good in core and insanely great with Spell Compendium.

      The tripmaster fighter is, like practically every fighter, a one-trick pony. The druid is the class in the corner singing "Anything you can do, I can do better".

      --
      "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    17. Re:What it needs by crashfrog · · Score: 1

      If the druid is the party healer, he's failing.

      Look, when people see "Cure Light Wounds" on your spell list, they're going to think "oh, you're the healer" and go off and roll fighter, wizard, and rogue or whatever. Sorry. That's just how it works. Nobody else is going to step up with the heals, because they're all assuming you're going to do it.

      So, you're going to be the healer.

      Sure, if you're determined to poke someone with a spear, you're not going to do that very well, but "the most damaging weapon you can wield" is teeth the size of railroad spikes.

      Maybe your DM is doing it wrong, but Wild Shape limits you to animals, plants, and elementals. The creatures you're talking about are, at best, magical beasts. Strength 30? What animal of Large or smaller size are you talking about? You don't get Huge Wild Shape until level 15 and by then the fighter has Str of 30 just from magic items.

      Need to charge? Need to pounce? Need to grapple? Need to fly WAY before everyone else in the game can? You can do that.

      Flight isn't that great except for loser DM's who think that a huge chasm with no bridge constitutes the height of dungeoneering, and the rest of those are hardly game-breaking abilities.


      The tripmaster fighter is, like practically every fighter, a one-trick pony.


      Yeah, you're right! I mean, he only shines against creatures that have legs, after all; for everybody else he's two-handed Power Attacking several times per round and making a bazillion attacks of opportunity. Compared to 1d6+3 bite damage, or whatever? I'm still not impressed. But maybe I just don't get it. Does anybody really own with druids playing the game? Because otherwise it's pretty much only theoretical ownage.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    18. Re:What it needs by KermodeBear · · Score: 1

      For more excellent D&D humor, I highly recommend DM of the Rings by Samus Young. He gets into almost everything that can go wrong during a game: Power gamers, Monty Python quotes, players ignoring the plot and murdering key NPCs by sheer dumb luck, etc. The guy has obviously been around the block a few times. Some of the comments are great, too.

      --
      Love sees no species.
    19. Re:What it needs by lord_dragonsfyre · · Score: 1

      Look, when people see "Cure Light Wounds" on your spell list, they're going to think "oh, you're the healer" and go off and roll fighter, wizard, and rogue or whatever. Sorry. That's just how it works. Nobody else is going to step up with the heals, because they're all assuming you're going to do it.

      So, you're going to be the healer.

      Well, tell them to cut that out. Say "hey, going druid here because they rock on toast, you want the heals, play a cleric or buy some potions". Abilities are things you can do, not things you have to, and any sane group will acknowledge that and work with each other to put together a capable party

      Maybe your DM is doing it wrong, but Wild Shape limits you to animals, plants, and elementals. The creatures you're talking about are, at best, magical beasts. Strength 30? What animal of Large or smaller size are you talking about? You don't get Huge Wild Shape until level 15 and by then the fighter has Str of 30 just from magic items.

      Dire Tiger, Large Animal, Strength 27, good grapple and charge. Rhinoceros, Large Animal, Strength 26, fantastic charge. Shambling Mound, Large Plant, Strength 21, fantastic grapple. I'm not even reaching there, those are core SRD monsters that are not particularly hard to come up with.

      Okay, 30 was a bit of hyperbole, but if it takes you to level 15 to hit it, who cares? The fighter has Strength 30 too, but you have that, spells, animal companion, and oh yeah, other wild shapes. The fighter hits things until they fall over. Woo.

      Flight isn't that great except for loser DM's who think that a huge chasm with no bridge constitutes the height of dungeoneering, and the rest of those are hardly game-breaking abilities.

      Or you're fighting any of the boatloads of monsters that can't do dick against a flying opponent, particularly at the low levels. Grapple is THE way to take out spellcasters all the way until they have Freedom of Motion, and charge/pounce is excellent frontloaded damage at low levels.

      At high levels, you have high level spells, and can do pretty much whatever the hell you want.

      Yeah, you're right! I mean, he only shines against creatures that have legs, after all; for everybody else he's two-handed Power Attacking several times per round and making a bazillion attacks of opportunity. Compared to 1d6+3 bite damage, or whatever? I'm still not impressed. But maybe I just don't get it. Does anybody really own with druids playing the game? Because otherwise it's pretty much only theoretical ownage.

      Oh no, he's doing hit point damage with his sword. Too bad he failed a Reflex save and is suddenly out of combat. Want to guess how many save-or-dies the druid can throw? Can he fly? The druid can, and if you spot the fighter a magic item to get into the air, you spot the druid the same GP worth of extra advantage, and flying items ain't cheap.

      At low levels, the druid competes on HP damage and has WAY more flexibility. At high levels, the fighter is the world's saddest muppet because he's not on the full-caster train, and the druid is out front will full-casting, free awesome shapeshifting, and an animal companion that can probably beat up the fighter.

      I have played most of the core classes in different games, and many of the non-core classes, and although I like playing wizards MORE, druids are hands-down the most dangerous, with clerics only a bit behind.

      --
      "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    20. Re:What it needs by Mongoose+Disciple · · Score: 1

      Short version... by level 10 or so it shouldn't be very hard for you to grapple and pin a Pit Fiend.

      (Yes, there are problems with that, such as the Pit Fiend probably shouldn't put him in that situation... but the fact that, push come to shove, you can do it easy should be some indication.)

      Grappling is probably the area where the druid excells above all others, but it's also great in a lot of other areas. Ideally a druid shouldn't go with any of them in all situations, but beating the second or third best at practically everything in the game is hard to deal with.

      And you have badass direct damage spells. Fire seeds is great. Fire storm is great. Flamestrike is a lower level for you than cleric, which means cheaper metamagic if you want to roll that way.

      And you have badass battlefield control spells.

      And you can swap to summon a pile of animals.

      And you've got an animal companion, which at very low levels is about as good as most party melee characters, and eventually is a poor man's melee character, but still, free. Buffing your animal companion is a very effective strategy in a ton of situations. Whereas the cleric pretty much needs to cast buff spells and then fight, the druid's animal companion can be fighting as he buffs it.

      And you've got a ton of spells that buff animals, including most of your summons (including broke-ass animal growth, which also is applicable to your animal companion and yourself in wild shape).

      And you get 4 skill points a level, including having spot and listen as class skills.

      You have a ton of great utility spells.

      Etc.

      You can't swap for heals like a cleric can, but I find this is actually a boon because it keeps people from thinking of you as too much of a healer if you simply don't slot those spells.

    21. Re:What it needs by grahamd0 · · Score: 1

      Since based on what I've heard so far, not one of these is actually happening (with the possible exception of #1), I am not optimistic.

      You should dig a little deeper and try to hear a little more. They're actually addressing almost all of those issues.

      1. As you already acknowledged #1, I'll skip it.
      2. I haven't heard anything specific on this one, but it's an issue related to the answer for #3.
      3. "I'm working on magic items right now. A previous version of the rules had magic items that were just too complex and too numerous, so we're stripping off a couple layers of complexity. You won't be a magic item Christmas tree any more, but you might be a Christmas shrub or a Charlie Brown Christmas tree." link
      4. "Each level from 1 - 30 each character will have interesting character development options to choose." link
      5. Actually, if you read up on what the designers have commented about classes, you'd find out that the imbalance between the various classes is one of the primary things they're addressing.

      Neither of us knows exactly what's in the rules, and their decisions may turn out to be less fun or more difficult, but you're just not paying attention if you think they aren't trying to address your issues.

    22. Re:What it needs by crashfrog · · Score: 1

      Too bad he failed a Reflex save and is suddenly out of combat.

      Failed a Reflex save? With his levels of rogue and his huge Dex bonus? Whatever he just failed, the druid surely did, too.

      I'm not even reaching there, those are core SRD monsters that are not particularly hard to come up with.

      Dire Tiger has AC 16. Shambling Mound is AC 20, and I guess those are ok attacks, but 2d6+7 isn't game-breaking damage.

      Or you're fighting any of the boatloads of monsters that can't do dick against a flying opponent, particularly at the low levels.

      Can't do dick, what? What exactly can you do to them, flapping around as a hawk or whatever? Cast a spell? Druids have more spell damage than clerics, but they're no wizards. And you'd be restricted to either Still Spell spells or spells with no somatic components, since you're using your arms to fly. Scratch with the talons, I guess, but then you'd be in melee range of whoever you were trying to stay away from.

      I don't see it as a huge advantage. It's not much different than standing in the back row shooting spells over the fighter's head or whatever. There's plenty of ways to stay out of a bad guy's melee range already.

      At high levels, the fighter is the world's saddest muppet because he's not on the full-caster train, and the druid is out front will full-casting, free awesome shapeshifting, and an animal companion that can probably beat up the fighter.

      Yeah, but that really says more about the power curve of fighters than it does about druids. I'm just not seeing their awesome power, I guess.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    23. Re:What it needs by lord_dragonsfyre · · Score: 1

      That quote on magic items substantialy pre-dates this design article. And that article does NOT fill me with hope, for reasons I addressed elsewhere in this thread.

      Good for them for trying to address these points, and best of luck, but more important will be succeeding. I don't think they will, given the poor playtesting and general lack of well-tuned mechanics that have marked 3.5, but time will tell.

      --
      "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    24. Re:What it needs by lord_dragonsfyre · · Score: 1

      Was looking at it from Druid v Fighter point of view - Druids have an annoyingly large number of Reflex save-or-lose, but okay, Rogue levels, fine on Reflex. Granted. Not so great on Will, but there are ways around that.

      Why do we care about their base AC? The druid has wild or bestial dragonhide full plate. His AC is just fine. And I probably don't care about their crappy base attack damage, I care a lot more about their ability to frontload a charge, grapple an enemy caster, or just flat-out avoid attacks, which many wild shape forms do just handily, and the druid gets to pick freely between them. (Oh, sure, limits on wildshape per day, except for the ways around that.)

      Druids have plenty of save-or-lose spells, and surprisingly good damage spells (though it's the former you care about), and Natural Spell means no trouble with components as they're unloading from altitude. Oops, sorry Mr. Melee Closet Troll, you didn't bring a ranged attack to the party - there are more ways past the fighter than there are ways to get into the air.

      And we're still talking about wild shape. The druid still has the animal companion, which is like having an extra fighter in your back pocket only this one is actually good at stuff, and is still a full caster on top of that, which means he gets access to the real Velveeta like shapechange. Oh, and they can spontaneously convert to summoning spells, which is pretty much Bonus Round! at this point.

      The best part is that except for Natural Spell, we haven't even spent a single feat. The druid only gets better from there.

      That's the druid's advantage. He's incredibly flexible out of the box, reasonably good at practically everything, and still has room to specialize. Sure, a really dedicated, purpose-built character can edge him out in one thing, but the druid can turn around and pull yet another trick out of his hat.

      --
      "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    25. Re:What it needs by crashfrog · · Score: 1

      That's the druid's advantage. He's incredibly flexible out of the box, reasonably good at practically everything, and still has room to specialize.

      They're versatile, sure, but they're not better at any one particular thing than the classes that specialize at those things, which puts them at the right power level, if you ask me. I've got no problem with a versatile class and I don't think they break the game.

      But, you've helped me see some of their potential. Maybe I'll give them another shot the next time I'm a player. (Or maybe a druid NPC is going to menace the party next week.) Good points, all.

      --
      I never have frustrations, the reason is, to wit:
      If at first I don't succeed, I quit!
    26. Re:What it needs by Lehk228 · · Score: 1

      slots exist in MMO's because a computer tracking 5000 players at a time doesn't have the resources or intelligence to determine what makes sense together.

      nobody wears two pairs of shoes, but strap on ice claws, snow shoes, and roller skates all exist.

      and plenty of people wear more than one thing on their hear, body, arms, legs, or hands in cold weather. sometimes even multiples of the same such as two sweaters.

      one of the jobs of the DM is to tell the players "No" another job is to smack around the jackass who gets as close to a "No" on every stat.

      --
      Snowden and Manning are heroes.
    27. Re:What it needs by Lehk228 · · Score: 1

      more focus should be placed on "special" items. rather than a +77 amulet of YOU ARE GOD, let the player buy a wayfarers amulet that, outside of certain negative magical influences, as determined by the GM, points the wearer in the general direction of whatever he or she is looking for.

      or an echo pendant that allows casters to repeat any one spell per day, at the same player rolls. or a forest amulet which allows the wearer to be invisible when motionless in the forest,

      if you are going on a magical adventure you should find, you know, magical shit to use, not stat buffs.

      --
      Snowden and Manning are heroes.
    28. Re:What it needs by Mongoose+Disciple · · Score: 1

      Does anybody really own with druids playing the game? Because otherwise it's pretty much only theoretical ownage.

      Yup. I actually won't play druid with my friends anymore because the druid is so good hardly anyone else gets to do anything. Although it's kind of cool to have a tough character, I think most of us are more interested in D&D as a cooperative/team game than the 'druid and his sidekicks' show.

      Many times at cons I've sat at a table roughly along the lines of: 5 reasonably tough 8th-9th level non-druid PCs, plus me with 6th level druid, playing an adventure meant for 9th-10th level guys... and everyone gets bored because the druid is easily dealing more damage than the rest of the party put together. This is, say, with just material in the PHB + Complete Divine. Nothing too outlandish there.

      I'm a competent player, but I'm not great, and I'm definitely not anywhere near that dominant with any other kind of character. I've met at least half a dozen people who are much better with it than I am. In hands that understand half of its potential the druid genuinely is just that good.

    29. Re:What it needs by smellotron · · Score: 1

      But, you've helped me see some of their potential. Maybe I'll give them another shot the next time I'm a player. (Or maybe a druid NPC is going to menace the party next week.) Good points, all.

      I'd like to add some of the non-combat benefits of being a druid...

      • High survivability in the wildnerness for weeks at a time without 100lbs of rations (clerical spells plus druid special abilities, IIRC)
      • Lost in a forest/ravine? Fly up a few hundred feet and look around. Oh, there's the town you came from, and a mysterious looking structure in another direction!
      • Need to scout without being detected? Send your rogue and hope he rolls high on move silent and hide, or send an inconspicuous sparrow/squirrel/rabbit to hang out in plain view for hours.
      • Obvious hooks for wilderness-based campaigns. That's the same as any other class, but in most D&D worlds cities are separated by large spans of wilderness.
      Basically, unless you spend all of your time in a city, you get some benefit from having a magical tree-hugging hippie.
    30. Re:What it needs by Fuzzlekits · · Score: 1

      On the contrary, from what I have seen (And I've followed every word from the R&D team religiously,) alot of this is being handled. A recent Design and Development article specifically discussed the magic item problem you've described, and... balor Mining? That's totally in the realm of theoretical D&D, which we save for the forums and expect DMs to put a stop to. I really don't think that kind of player is the real target audience for D&D.

      After all, I joke with my friends about the commoner-quarterstaff railgun (Readied action, 0 gp items, vagueness in crafting rules and a dash of physics...) or the infinite-light cone bucket (Again, readied actions), but we know that none of that is a real part of the game.

      Just look at how RAW (Rules-as-Written) and RAI (Rules as intended) stack up. Most GMs are smart enough to figure out the few rough edges in the former, and wizards is still making an effort to sand down those edges...

      I'm confident. I think that they understand what's going on now.

    31. Re:What it needs by Stachybotris · · Score: 1

      I solved many of these problems by house-ruling my game beyond belief. Hell, I junked the vancian magic system in favor of a port of the system from Mage. But there got to be so many house rules that I ended up with something that wasn't really D&D anymore. At that point, I said 'screw it' and started developing a fully skill-based system (think of it as a tabletop Elder Scrolls engine).

      You can eliminate the problem of money being equal to power, but it's a lot of work to go through the back-end and strip out the mechanics that support it. Too many creatures have DR or AC that practically require high-powered magic items to punch through, and once you clear that out, they still end up having too many HP to deal with on a reasonable level.

      And you're very right - clerics in 3.x truly do bring a sick amount of greatness to the table. Yet many people (that I've gamed with) still can't get past the 'healing battery' epithet. This is why my last cleric was such a prick (for the record, I'm my group's DM). She was a cleric of the goddess of defensive warfare and could dish out/take almost as much damage as the party's fighters (half-plate + bastard sword + shield). Before she'd heal people who didn't pull their own weight in combat, she'd deliver sermons - if they didn't want to listen, fine, they didn't get healed since they were found lacking in the eyes of her goddess.

      I've been keeping track of the 4th edition changes, and there's one thing that I've seen that I really do like - the clarification of spell durations. Well, make that two things: I also like what they've done with x/day powers/spells with regards to 'recharge times' and scaling. Crap, three things... They've returned dragons to their rightful place as the most deadly and terrifying creatures that you can encounter. As they should be.

      On the other hand, we have the fact that it's based heavily on BoNS, which is, IMHO, the most broken and power-gamerish supplement ever released. There's also the facts that it's even more miniature-based, the on-line content requires a subscription, and that Ebberon is now the default setting (though I might be wrong on that last point. Correct me if I am).

      D&D will always have a special place in my heart, but this is not the direction that I want the game to go in. Yes, I will give it a try at some point, but I don't picture myself having nearly as many of the books for 4th edition that I do for 3.x.

    32. Re:What it needs by lord_dragonsfyre · · Score: 1

      Oh, yeah, fixing 3.X is a crapton of work. I have pages of house-rules, most of them just spot-fixing stupid bullshit, because I don't have the patience to overhaul the whole thing. I think I'm the only human being alive who actually LIKES Vancian magic, though, so I anticipate having to find a balanced way to wedge it back in to 4th.

      Bo9S actually gives me a little bit of hope, since far from being broken, I thought it actually went a long way toward making melee fighters competitive with casters, particularly in the 5-16 game (once casters get 9th level spells, all bets are off). There's some stuff in there that's dumb, but nothing I'd describe as broken, except possibly for some extremely dubious interpretations of White Raven Tactics.

      Fortunately, I believe there is no "default setting" - the "points of light" is kind of a default mood or theme, not tied to any particular world. Which is great, because I can't stand Eberron. Bring back Planescape, damnit!

      --
      "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    33. Re:What it needs by Stachybotris · · Score: 1

      Well, the implementation of the Sorcerer definitely made spells per day more usable and likable, though the limited number of spells known is a big downside. Of course, it's not too difficult to house-rule it so that a wizard/cleric/druid can memorize a set list of spells and then mix-and-match cast at leisure until they're out of that spell level for that day. The bigger problem I think that I've always had was the extreme focus on combat-related spells. Yes, D&D is mostly combat in most campaigns, but there should still be a host of utility spells. Why do Druids not have spells that let them make crops healthier? Why aren't there more spells for Clerics and Wizards that can be used for governance or in social situations? (The short answer is because it's not sexy to do the things that keep the world running smoothly).

      Take what I say about Bo9S with a grain of salt - I've only read a few pages and discussed with some friends who've read more of it than I did. While I agree with the fact that melee (and especially ranged) fighters need to be able to keep up with the damage output that casters eventually get, I think they could have scaled back the power a little. After all, once the caster is out of spells, the greataxe can still be swung. Then again, a caster should never run out of spells - that's what scrolls, wands, and staves are for. It's just that doing 9d6 points of damage with a melee weapon seems a little much to me.

      And then you get into the supplements that are simply there for lazy DMs. Take the Book of Villains as an example. While it's well-written and has some fascinating NPCs, any DM worth his salt should be able to come up with the same information. Of course, newer supplements also have pre-planned battles, complete with minimaps and how to place your miniatures.

      I'm 100% with you on bringing back Planescape, since some of my most fondly-remembered college games were set there. Eberron has some interesting concepts (I won't comment on how they were implemented), like the Warforged and the general backstory, but the magitech is a little too much for my liking. I tend to stay away from published settings (especially the Forgotten Realms), however, as I hate when my players start contradicting me on details simply because they've read all of the source material from front to back.

    34. Re:What it needs by BJH · · Score: 1

      Yah, exactly.

      I mean, back in oldschool AD&D days (when I stopped playing), what was the most exciting thing about a +5 vorpal sword? It sure wasn't the +5 bonus - it was the whole "I'M GONNA CUT OFF YOUR HEAD MOFO" vibe that the item gave off.

    35. Re:What it needs by mchale · · Score: 1

      Actually, if I remember right, the druid is great as the party healer starting around 5th or 7th level. You don't ever cast "Cure X Wounds", you use summoning spells to bring out unicorns that can each cast Cure Moderate Wounds multiple times per day with a touch of their horn. And you can still take your normal actions while they're healing your party.

      There's a lot of brokenness that can come out of the summoning and wild shaping, but it takes a lot of research and dedicated powergaming that I just don't care for. If you play a druid more flavorfully -- I had one that used the 2nd level spell Flame Blade and dual wielded them, for example -- you don't dominate the game mechanically like you can if you exploit the class to its full potential.

  8. 2000 by etherlad · · Score: 1

    Minor correction - D&D 3e came out in 2000, not 1999. Thus it's been eight years since the last major revision, not nine.

    I have thus far only ever been to one GenCon, and it was in 2000, and there was a big rush for the new edition. I remember it well. Scarred Lands was released to capitalize on this, and Exalted was postponed for another year because White Wolf didn't want to release their new fantasy game in direct competition with D&D.

    --
    Soylens viridis homines es
  9. Online Tools by __aanonl8035 · · Score: 1


    Many moons ago, I spent some time trying to write up some tools to generate characters in dungeons and dragons, to generate realistic sounding names. Shameless plug http://www.kirith.com/

    I really thought back then that the online community would kind of take over. Have something like a wiki setup for role playing rules.

  10. Rules Come & Go by milsoRgen · · Score: 1

    I've had experience with the various releases of D&D rule sets over the years. So I say if this one doesn't improve the game in any meaningful way for you, just play with you're favorite rule set or even modify your favorite edition. It is a game of imagination after all.

    But on a slightly different note I have always found the core problem of the game, wasn't pacing or power curves or sweet spots. It was finding a competent DM. I grew up in a small dairy community on the Oregon Coast... So let's just say the pool of available and likable D&D players was quite small. And even smaller still were those willing to DM. I've often pondered why no one has made a software program that could DM once certain parameters were established. It seems AI in gaming has advanced to the point where this is at least feasible. Of course it wouldn't be anything as great as a competent human DM, but for those of us outside large urban centers it would of been a god send. Unfortunately for WoTC that is a chapter in my past that has long since been closed. I moved on to other endeavors, I'm just glad to have experiance the legendary D&D first hand as part of my adolescent life.

    All that being said, Baldur's Gate 1, 2 & ToB was the pinnacle of electronic D&D experiance thus far. IMHO

    --
    I'm sick of following my dreams. I'm just going to ask where they're goin' and hook up with 'em later.
    1. Re:Rules Come & Go by techpawn · · Score: 2, Insightful

      I've had experience with the various releases of D&D rule sets over the years. So I say if this one doesn't improve the game in any meaningful way for you, just play with you're favorite rule set or even modify your favorite edition. It is a game of imagination after all.
      Isn't the first "rule" in the 3.0 DMG that the rule books are just something for you to use as a starting point and to change them how you want to work in your game?
      --
      Ask not what you can do for your country. Ask what your country did to you
    2. Re:Rules Come & Go by Mongoose+Disciple · · Score: 1

      I've had experience with the various releases of D&D rule sets over the years. So I say if this one doesn't improve the game in any meaningful way for you, just play with you're favorite rule set or even modify your favorite edition. It is a game of imagination after all.


      This is completely true for home play, but if you're into "Living Campaigns" or other tournament/convention-based play, you're more or less stuck with the rules as written. If they bork up the game to the point that it's not fun for you anymore, you're kind of screwed.

      I don't really have the time or energy to be a conventioning or even very regular gamer anymore, but there was a time.

      I'll try to reserve my judgment for when the real 4E books are released, but I'm not optimistic.

    3. Re:Rules Come & Go by Valdrax · · Score: 2, Insightful

      I've often pondered why no one has made a software program that could DM once certain parameters were established. It seems AI in gaming has advanced to the point where this is at least feasible. Of course it wouldn't be anything as great as a competent human DM, but for those of us outside large urban centers it would of been a god send. To DM *well,* it would have to pass the Turing test. The hard part of being a DM is breathing life into your NPCs and your worlds.

      (Also, try out Planescape: Torment if you can find it.)
      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    4. Re:Rules Come & Go by milsoRgen · · Score: 1

      I was thinking more about this... It wouldn't be a perfect system, it would only have to react to limited things. You would still be required to input say the data from you die rolls, or you can use the pc for that. Regardless you are going to have to input data for the program to react to...w It wouldn't be that hard to have a text based response from the computer to allow the campaign to progress. I'm thinking this would be most useful for small groups 2 or 3... And in a sense someone would still be the 'pseudo DM' and it would limit the freedom of your campaign... But I think something could be made to lesson the need of a dedicated DM. It would be complex yes, but when you look at the budget for most mainstream games being released today. I think it's well within the realm of possibility. It could also be used to say, beta test a custom campaign you might be working on to share with your group. I may regret even bringing this up as some of the people here on /. are much much smarter or observant than myself... Still food for thought, eh?

      Also the turing test is kind of irrelevant as you aren't trying to fool anyone, just trying to ensure campaign progression without a true DM.

      --
      I'm sick of following my dreams. I'm just going to ask where they're goin' and hook up with 'em later.
    5. Re:Rules Come & Go by TuringTest · · Score: 1

      So, what you're proposing is some kind of multiplayer interactive fiction?

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    6. Re:Rules Come & Go by milsoRgen · · Score: 1

      Yeah that sounds about right. I wasn't aware of such a thing. Thanks for the link!

      --
      I'm sick of following my dreams. I'm just going to ask where they're goin' and hook up with 'em later.
  11. Just in Time for GenCon Registration by Webcommando · · Score: 1

    Although off-topic, strangely appropriate this appears just as GenCon badge/housing registration opens. Today housing for GenCon openned up and as always....server crawled and good housing disappeared in seconds. Good thing my wife and I both were hitting the site at the same time and finally got someplace to stay! Can hardly wait for the fiasco that will be event registration.

    On topic: Although I purchased the 3.5 books, I never could really warm up to them. My style of GM'ing was to paint a verbal picture and allow players to make broad, heroic statements for actions and results. I thought 3.0 and 3.5 added way too much overhead in movement, combat, and feats that took away from some of heroic flair.

    So, I'm looking forward to taking V4 for a test drive this August at GenCon just to see if anything gets me excited again about the game! Based on early reading from fans, maybe not. However, I'll give it a chance.

    --
    I love the sound of distortion in the morning -- webcommando
  12. Ouroboros by Aeonite · · Score: 4, Interesting

    D&D --> Diku/CircleMUD --> Everquest --> World of Warcraft --> D&D

  13. Spend our reward... by techpawn · · Score: 4, Funny

    Adventurer 1: I spend my reward on new spells and potions how about you?
    Adventurer 2: I spend mine on ale and whores...So you know cure disease?

    I don't care the version, you won't lose some of the best "non-battle conversation"

    --
    Ask not what you can do for your country. Ask what your country did to you
  14. small correction by Teflon_Jeff · · Score: 1

    The last update of the rules was released in 2000, not 1999. As for the review of the preview books, they give an interesting behind the scenes look at the process of development and why they're changing SOME of the things they're changing. But really, you should just wait until the game comes out and judge it in it's entirety. You may read about one change you don't like, and miss the 99 you would like, but weren't highly publicized.

    --
    "Teach a man to build a fire, and he's warm for a day. Set a man on fire and he's warm for the rest of his life."
  15. What happened to the interview? by Otis2222222 · · Score: 5, Insightful

    What happened to "Ask The Designers of D&D Fourth Edition" that was posted back in January? Are we ever going to see a follow-up to this? Did they not like all the questions? Guess I shouldn't hold my breath...

    1. Re:What happened to the interview? by Anonymous Coward · · Score: 5, Funny

      These are the answers to that interview. In typical D&D fashion, you need to buy the books to find out the answers. : p

    2. Re:What happened to the interview? by Gamer_Zer0 · · Score: 1

      Zonk has passed along the questions to us and we're working on getting them answered. So to answer the question of when, I'd reply, "Real Soon!" =)

      --
      Communities Manager Wizards of the Coast www.wizards.com
  16. Only $40 dollars? by SnapperJo · · Score: 1

    Actually that's not really that bad. I still have every single 1st edition AD&D book, including the reprints with different covers, so I'm a bit of a hardcore D&D nut. If your into the collection of this kind of thing, the price is actually fairly cheap. Even if you are far in the poverty level, and unless you have some MAJOR debt issues in which case you shouldn't be buying toys anyways, 20 bucks a pop is nothing these days. Even with the growing recession. Until recently I made a whopping 9 grand a year. Woo. I only worked 20 hours a week at minimum wage, and yes I had bills to pay. I'd still be able to afford to get these things without saving for them. Now unless I misunderstood, the main gripe is that the same info is going to be in the core books. So your just choosing between the 'collector's edition' and the 'regular' version. It's a bit strange that they're releasing just the 'collector's edition' before the regular version I'll admit. But look at the price for these rulebooks in the past. They're always around 20 bucks at stores, and online purchases are a recent option. Bah, ramblign now. Little distracted at the moment, but I just have problems seeing the price as a problem. It's pretty much a standard price, and not too expensive. Especially considering the other things that cost 20 bucks (eg movies) and how much value this has over them (to me at least). Oh, and having multiple copies of rulebooks is always good. Around here, I've yet to talk to people with a gaming group that each person has their own copy of everything.

    1. Re:Only $40 dollars? by darkwing_bmf · · Score: 1

      I think the complaint wasn't just that they were expensive, but that they were expensive for a "preview." You'll still need to buy the regular books later.

  17. tl;dr by snarfies · · Score: 5, Insightful

    "why would you want to play a Paladin (a weak fighter bolted to a weak cleric) when you could play one of the core four and do something well?"

    Because you're ROLE-PLAYING. Aren't you? You aren't just rolling dice and putting the business end of a sword into randomly-generated monsters to acquire their gold and +2 swords (+4 vs. randomly-generated monsters), are you?

    1. Re:tl;dr by Mongoose+Disciple · · Score: 4, Interesting

      But if you could (for example) build a character you would RP the exact same way you'd play your paladin as a fighter/cleric or something much, much tougher (and you could), why wouldn't you?

      Honestly, there's power-gaming, and then there's just wanting to be a useful member of the team. Not everyone has the teenage fixation on being the toughest guy, but I think most people like to feel more like a contributing part of the group and less like the soldier with two broken legs whose comrades are slowly dragging back from enemy lines at great risk to themselves.

    2. Re:tl;dr by Relic+of+the+Future · · Score: 1

      Well, yeah; but it'd be nice to be able to ROLE-PLAY a competant, faith-driven, warrior-priest that can actually... you know... get anything done within the framework of the rules. So, play a cleric and call yourself a paladin. Or, atlernately, fix the mechanic called "paladin" to actually reflect what the flavor-text claims it should be.

      --
      Those who fail to understand communication protocols, are doomed to repeat them over port 80.
    3. Re:tl;dr by meringuoid · · Score: 1
      So, play a cleric and call yourself a paladin.

      Don't do that, it'll confuse people :) Call yourself an Inquisitor or a Templar or Deacon Malleus or just good old Brother Lasher...

      --
      Real Daleks don't climb stairs - they level the building.
    4. Re:tl;dr by Anonymous Coward · · Score: 0

      Powergaming: Because you can't roleplay when you are dead!

    5. Re:tl;dr by ChaosDiscord · · Score: 2, Insightful

      Because you're ROLE-PLAYING.

      The default assumption of D&D is that I'm a fantasy hero, going forth to stop the forces of darkness, mostly by killing them. I want to role-play such a hero, fending back hordes of monsters. When I stand with my fellow party members, I want to be one of equals, not the spearcarrier. Paladins are supposed to be powerful holy warriors, different, but equal to warriors and clerics. If the game doesn't support that premise you've got a problem.

    6. Re:tl;dr by moorewr · · Score: 1

      Let's see - Holy Sword, mount, auras, immunities, saves, smite...

    7. Re:tl;dr by Yosho · · Score: 1

      Going down the list:

      Holy swords are magic items that any good-aligned character can pick up and use. This isn't 2e, and they're not an integral part of the paladin class.

      Paladin mounts are nice when you first get them, but their stats quickly lag so far behind the rest of the party that having them around is just a liability. Anybody who needs a horse for transport can buy one, and other classes quickly acquire more effective means of transportation, anyway.

      Their auras and immunities are nice, and they're also all packed into the first three levels of the class, so anybody who wants them can take three levels of paladin and never look back. (spellcasting classes get spells that provide similar abilities, anyway)

      Their saving throws are nothing special. Good fort, poor reflex and will. I'd argue that only the rogue's saves (good reflex, poor fort and will) are worse, really. If you're factoring divine grace into it, again that's a 2nd-level ability, so it's an easy dip.

      Smite evil sucks. Only a few times per day even at high levels, and the damage is tiny compared to any other class' level-appropriate damaging abilities. You know what, let's do the math. At tenth level, for example, on three attacks per day they'll get maybe a +4 bonus to hit and +10 points to damage on each one -- so, +30 total, if they're lucky. A rogue who is invisible thanks to UMD + a wand of greater invis or the party's wizard will be getting an average of 17 points of extra damage on every attack he makes, with maybe 3 attacks per round if he's TWF'ing, 4 if he's hasted. All the time. Even without the invis, he'll still be sneaking around and catching opponents flat-footed after he's hidden from them, so he'll still be able to get a sneak attack in once every round or two. Sure, there are monsters that can't be sneak attacked. There are also plenty that aren't evil. I won't even go into spellcasting classes -- wizards got their first save-or-die (Phantasmal Killer) back at level 7...

      So, just to recap. Do paladins get anything worthwhile after level 3?

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    8. Re:tl;dr by geekoid · · Score: 1

      Now it depends on the world.

      I finished a campaign about 3 moths ago where I played a paladin, and it went fine.

      The ability tio hit with an addition plus never entered into it, why? because I was playing a Role-Playing game. That means there is important stuff going on outside combat. So while a "Fhi-Tor" Could have been marginally more effective in combat, he would be pretty useless without an utside combat hook.

      With a good Hook, it doesn't matter what class you play.

      In the game that replaced it, someone is playing a Bard. Bards Kick Ass in a role playing game bacause they can help with the NPCs.

      God, you would die in any system that expects role playing and combat is second fiddle.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    9. Re:tl;dr by largesnike · · Score: 1

      I dont know, I had a freind of mine play something like 12 elven cavaliers (think first ed here) in a row, because they were so darn kick arse.

      --
      "Laugh while you can a-monkey boy!" - Dr Emilio Lizardo
  18. Standard WotC cash grab by Weaselmancer · · Score: 5, Insightful

    In short: they're must-haves for hardcore D&D fans.

    I'll bet there isn't anything worth justifying the price of the new books in there if you look at it honestly.

    Called "Races and Classes" and "Worlds and Monsters", the two titles cover everything from character creation to the new default world's pantheon.

    They've done that dozens of times. Races and Classes was originally called Player's Manual back when I was a kid. The pantheon book was Deities and Demigods, or optionally Greyhawk. It's been done and done and done.

    This is what WotC does. Take it out, polish it, change things just enough to be incompatible with the last version, and resell. Expensively. Look at Magic the Gathering for another example. Each expansion came out with something that would absolutely devastate the previous versions - to stay current you HAD to keep buying it. And for tournament play you weren't allowed to use older sets either. That's why they called MtG Cardboard Crack.

    This is just the latest round of "buy this update we need another injection of cash" from WotC. I'll pass.

    --
    Weaselmancer
    rediculous.
    1. Re:Standard WotC cash grab by Good+Little+Drone · · Score: 1

      Worse than this is their moving all of what used to be updates in Dragon magazine to a subscription-based online model at $120 per year. I understand the price of this online service also includes online tools but as I prefer to play around a table with real people face to face I don't see them being worth the price for me.

    2. Re:Standard WotC cash grab by Anonymous Coward · · Score: 0

      I've read them. they are nice flavour, but you'll still need to buy the books when they come out. and they are quick to read too, not $20USD worth. AC b/c of Moderation :p

    3. Re:Standard WotC cash grab by TubeSteak · · Score: 1

      This is what WotC does. Take it out, polish it, change things just enough to be incompatible with the last version, and resell. Expensively.
      ...
      This is just the latest round of "buy this update we need another injection of cash" from WotC. I'll pass. This is what Apple does. Take it out, polish it, change things just enough to be incompatible with the last version, and resell. Expensively.
      ...
      This is just the latest round of "buy this update we need another injection of cash" from Apple.

      I don't RPG, so I couldn't care either way, but your complaint struck me as a rather generic form of ludditism.
      --
      [Fuck Beta]
      o0t!
    4. Re:Standard WotC cash grab by ChaosDiscord · · Score: 1

      Races and Classes was originally called Player's Manual back when I was a kid.

      No. No it wasn't. You are completely wrong.

      The 4th edition Player's Handbook is due out in a few months, and exactly replaces your old Player's Handbook. This is a preview book. It has no rules. It discusses what you can expect, includes some color about the default world assumptions, and discusses the decisions they're making in the 4e design.

      This is just the latest round of "buy this update we need another injection of cash" from WotC. I'll pass.

      How about instead of passing judgement in advance, you actually check out the new game when it's available and see if they improved things? By all accounts D&D is getting a pretty significant overhaul, far more significant than 3rd edition. Role-playing game design has continued to advance in the last ten years; wouldn't it be nice for D&D to take advantage of it?

    5. Re:Standard WotC cash grab by vux984 · · Score: 1

      Look at Magic the Gathering for another example. Each expansion came out with something that would absolutely devastate the previous versions

      That's flat out wrong. Some blocks are stronger than others, but overall the power level of the game has stayed relatively stable for several years now. This was made possible precisely because old cards keep getting retired.

      to stay current you HAD to keep buying it. And for tournament play you weren't allowed to use older sets either.

      You got it half right. The tournament system of expansion packs and phasing out old cars is designed in part to keep people buying new cards.

      But think for half a second, and you'll realize that this is not merely good for the business, its GOOD FOR THE GAME.

      If they didn't retire cards:

      Then they WOULD have to keep upping the power level, because no one is going to buy cards that are no more powerful than what they already have. And by phasing cards out, people have to buy new cards just to stay in the game. Now this seems crappy, but its not really. Because with each block, the game is reset... completely new types of decks become viable, while old decks are phased out.

      I don't want to play against some dipshits sliver deck year after year after year after year after year, and design every deck I make around the fact that this guys going to be playing slivers again.

      By rotating the cards and mechanics in and out, one year its slivers, the next its vampires, the next its artifact equipment, the next its multicolor, the next has legends all over the place, the next has a pile of stuff that mess with the graveyard... each year is different.

      And of course there is nothing stopping you from having a retro moment, and playing with only cards that were legal in 1999.

      Nor is there anything stopping you from playing with a wide open field but really that wouldn't be good for the tournment scene -- they have tournament format for that: Vintage... and its one of the least popular formats for a good reason. The power level resulting from being able to use the very best cards from every expansion in combination with each other leads to stupidly powerful decks. A good Vintage deck will utterly destroy a tournament winning deck from the current block, and often won't use a single card from the new block.

      Keeping the set of allowed cards to a limited, and rotating pool keeps the power level DOWN, and keeps the game FRESH at the same time.

    6. Re:Standard WotC cash grab by Weaselmancer · · Score: 1

      My brother just got done buying all the 3.5 books and I'm sick of it. Sick of the updates and sick of having to shell out hundreds of dollars every few years to play what should be a simple game of DnD. Next time I run DnD, it'll be with the original TSR books and WotC can go pound salt.

      Role-playing game design has continued to advance in the last ten years; wouldn't it be nice for D&D to take advantage of it?

      If I wanted to play Traveller, I'd play Traveller. Coming out with all these useless complications and updates to DnD is pointless.

      --
      Weaselmancer
      rediculous.
    7. Re:Standard WotC cash grab by eugene_roux · · Score: 1

      They've done that dozens of times. Races and Classes was originally called Player's Manual back when I was a kid. The pantheon book was Deities and Demigods, or optionally Greyhawk. It's been done and done and done.

      Erm, no, not even close. Certainly no cigar...

      This is the Pre-grab Cash-grab... The real cash-grab will be in the end of June (I seem to recall) when 4E PHB, MM and DMG will be released.
      --
      Part Time Philosopher, Oft Times Romantic, Full Time Unix Geek
    8. Re:Standard WotC cash grab by Anonymous Coward · · Score: 0

      You don't RPG, but you came to post a flame about Apple in an RPG article?

      Fuck off, troll.

  19. 2.0 - 3.0 by Conspiracy_Of_Doves · · Score: 1

    I only started playing D&D seriously in 2006, so I missed the whole conversion from 2.0 to 3.0, but I have to ask. How many of the complaints about 4.0 were also made about 3.0 between its announcement and release? (MMORPG references naturally aside)

    1. Re:2.0 - 3.0 by Abreu · · Score: 1

      How many of the complaints about 4.0 were also made about 3.0 between its announcement and release? (MMORPG references naturally aside) Basically all of them, including allegations that WotC was "pandering to videogamers" and "dumbing down the game"

      And you know what? D&D 3.0 was better than 2nd edition, and D&D 3.5 is better than 3.0... (I wasnt there for the 1st-2nd edition shift)

      I am definitely buying 4th edition, as I am happy about the changes proposed (many are similar to my houserules)
      --
      No sig for the moment.
    2. Re:2.0 - 3.0 by Yosho · · Score: 1

      I'll just chime in to reinforce the other poster's opinion. I had played 2e for years before 3e came out, and almost every complaint I'm seeing here is identical to the complaints I saw back then. 3e and 3.5e are simply better systems, mechanically. Some people still stick with 2e out of nostalgia, because they don't want to learn a new system, or because 3e has more of an emphasis on tactical combat -- which can be omitted entirely, as my group did for a few years after we switched to 3e -- but 3e really is just a cleaner, more flexible system.

      My group is a little nervous about 4e just because we've bought so many books that we don't want to have to re-buy.. and I'm sure we'll keep playing 3.5e after 4e is out, maybe even for a few years, but eventually we'll pick up 4e books and give it a chance. If the system is easier to use and better balanced, we'll stick with it.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    3. Re:2.0 - 3.0 by Conspiracy_Of_Doves · · Score: 1

      I did recently have a chance to play 2.0. I found it horribly and needlessly complicated.

    4. Re:2.0 - 3.0 by Anonymous Coward · · Score: 0

      I'm going to agree that the answer is "pretty much all of them", but I'd say they were all thoroughly validated--hell, WotC agreed with about half of them when it released 3.5.

    5. Re:2.0 - 3.0 by tbannist · · Score: 1

      It has nothing to do with learning the system. Second edition was better than 3rd Edition in many ways. I prefer the older system, not because it's older and more familiar but because the flavour of the rules changed in too many ways for 3rd Edition. Some people prefer 3rd Edition and that's fine.

      I hate prestige classes, I loathe 3rd Edition clerics, I can't stand the 4 combats a day design, I find the super high magic level of standard 3rd Edition to be sickening. The class books that came out after 3rd Edition released were literally tripe. The books had formatting errors, not to mention the complete and utter rubbish that was actually in them. Class spell lists are the lazy editors way of padding out books. They're garbage for any significantly expandable system.

      I found the skills were broken in a different way than 2nd Edition, the combat system was different and more tactical, which is both good and bad. The Attack of Opportunity stuff was neat but messy. Overall, the system was much more open to abuse by munchkins, power gamers and "roleplayers". But overall, I found it less fun than 2nd Edition had been.

      3rd Edition dumped many of my favourite parts on 2nd Edition, and added garbage to fill up the space.

      I'm slightly more hopeful about 4th Edition, not that it matters. It sounds like the designers are taking to heart that worst issues of 3rd Edition are almost all centered on terrible back end rules. I just wish they'd put back spell spheres for clerics and spell schools for mages. Spell lists are a terribly cumbersome way to handle expanding your classes. You have to update every class in every book that adds new spells and you have to list spells from every expansion in every book that adds a new class. That's simply not maintainable.

      --
      Fanatically anti-fanatical
    6. Re:2.0 - 3.0 by Yosho · · Score: 1

      I find the super high magic level of standard 3rd Edition to be sickening.

      3e has serious balance issues -- possibly even more than 2e at very high levels -- but you're kidding yourself if you don't think that 2e had super high magic. Are you familiar with the Forgotten Realms setting? Netheril? 10th-level spells? 3e toned it down in a lot of ways.

      The class books that came out after 3rd Edition released were literally tripe. The books had formatting errors, not to mention the complete and utter rubbish that was actually in them.

      First, you don't know what the word "literally" means. Second, you're not forced to buy them. Third, many 2e books had formatting errors, too. And fourth, yeah, I agree that the class books that came out right after the release of 3e were garbage, but most of the books that have come out since the release of 3.5 were pretty good, and some (Tome of Battle: Book of Nine Swords) are the best thing that has happened to D&D in many years.

      I found the skills were broken in a different way than 2nd Edition, the combat system was different and more tactical, which is both good and bad. The Attack of Opportunity stuff was neat but messy. Overall, the system was much more open to abuse by munchkins, power gamers and "roleplayers". But overall, I found it less fun than 2nd Edition had been.

      2e's skill system was a shallow shell compared to 3e's. 3e has problems, yes, but in 2e, you were either had a non-weapon proficiency in something or you didn't; my 1st level character could be just as good an armorsmith as some guy who had been doing it for 20 years. The heavier emphasis on tactical combat can be ignored if you don't like it -- my group ignored it and handled combats 2e-style for a few years -- and just because you enjoy combat doesn't mean you can't also enjoy roleplaying. (and I think the derogatory term you were looking for is "rollplayers")

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
  20. Roleplaying does not require sucking in combat. by Valdrax · · Score: 3, Interesting

    Because you're ROLE-PLAYING. Aren't you? You aren't just rolling dice and putting the business end of a sword into randomly-generated monsters to acquire their gold and +2 swords (+4 vs. randomly-generated monsters), are you? What exactly can you RP as a Paladin that you can't roleplay as a LG Cleric?
    Why do some people think that you can only RP if you pick a sub-optimal character?
    --
    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:Roleplaying does not require sucking in combat. by SatanicPuppy · · Score: 1

      If it were GURPS I'd agree with you, or if the D&D system were more friendly to dual classing, in the sense that you wouldn't be looked at as a little weird if you were a multi-class fighter-priest calling yourself a Paladin.

      D&D is more built around there being an exact class for every archetype. There are some hilariously useless classes out there that are only fractionally different versions of the same thing, but have a lot of "roleplaying" built in. TSR made a mint out of sourcebooks by doing that stuff...Hell, I've probably got 500 bucks worth in my garage, just the crap sourcebooks.

      Remember, they used to have the cavalier class, which was basically a fighter with an honor code. I mean, damn. They've always made money spoonfeeding you your role.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    2. Re:Roleplaying does not require sucking in combat. by Anonymous Coward · · Score: 1, Interesting

      if the D&D system were more friendly to dual classing, in the sense that you wouldn't be looked at as a little weird if you were a multi-class fighter-priest calling yourself a Paladin.

      If somebody looks at you a little weird for that, you need to smack your DM upside the head and tell him that NPCs don't know what classes are. Nobody in the game world knows that you're a fighter 2 / cleric 6 / Radiant Servant of Pelor 10 rather than paladin 18.

      Remember, they used to have the cavalier class, which was basically a fighter with an honor code. I mean, damn. They've always made money spoonfeeding you your role.

      Only if you let them. Nowhere in the rules does it say that you can't be a fighter, cleric, or any other class who calls himself a paladin and follows the same code.

  21. There is no core world by Asmor · · Score: 1

    Points of Light is a design ethos, not a campaign setting.. All the proper names and histories mentioned in the book are like menu items for you to pick and choose. There are no maps, no geographies, no time lines. They're all just things to inspire you, detailed vaguely enough for you to run with or ignore as you desire.

  22. D&D Rules vs Imagination by lymond01 · · Score: 1

    I often think that D&D should have a basic character generation book, a world book, and a monster manual. No real rules...no dice. Just stuff for ideas and basic gauging of relative strength. We'd have D&D sessions at recess (yes...in the 6th grade) just walking around the athletic field. That being said, I can see how MMORPGs are going to affect a DM:

    DM: You are running down the middle of the street. A team of wild black horses pulling a demonic carriage is heading right for you.

    Player: I dive out of the way onto the sidewalk and draw my sword as they pass by!

    DM: You can't clear the curb with a jump. Do you want to think of something else?

    Player: I spin to the side as the horses dash past and hamstring the lead, hoping to take them all down.

    DM: You can't "spin". Do you want to attack the carriage or not?

    Player: I attack carriage.

    DM: You hit for 10 points of damage. The carriage hits you for 8 points of damage. You have 5 hit points left. Attack again?

    Player: Sure.

    1. Re:D&D Rules vs Imagination by Yosho · · Score: 1

      I often think that D&D should have a basic character generation book, a world book, and a monster manual. No real rules...no dice.

      For better or worse, that's not what modern D&D is about. D&D 3.x is just as much a game of tactical combat as it is a game of roleplaying, and it's very important to have clear, concrete rules for governing that sort of thing. Granted, as things currently are, the rules aren't always clear or concrete, and sometimes the game swings heavily in the direction of either combat or roleplaying, but they're hoping to smooth out these problems in 4e. If you want a heavier emphasis on roleplaying than number crunching, you might check out White Wolf's games or GURPS. (at least, my impression of those systems is that they lean more heavily towards roleplaying, but I admit I'm not as intimately familiar with either of them as I am with D&D)

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    2. Re:D&D Rules vs Imagination by vertinox · · Score: 1

      So true, I like tactics games like WH40K as much as the next person, but one of the reasons I can't play new D&D and the MMORPGs these days is because it all combat based.

      During my 3rd ed hayday back in the early 90s the majority of the fun for the players was creative ways on how to avoid combat.

      This ranged from anything to defeating undead pirates by setting the ships's sails on fire, to letting the villagers get eaten by vampires at night and then showing up at the graveyard during with a cart full of barrels of ignitable oil to shove down the crypt (well one of our party members was a pryomaniac) because we were all role playing cowards, and various countless other things that make the DM beat his head on the table, tear up his notes, and weep...

      I remember one day the DM at summer camp went something like this after our wizard used a vine spell to restrain a group of attacking half orcs chasing a dwarf who had run off.

      DM: (rolls dice) Ok vine spell has critical hit and you capture entire party of half orcs. You slay them and prepare to follow the dwarf. You all gain 50 xp each and 50 gold...
      Me: Hold on! Who said anything about killing them and chasing after the dwarf?
      DM: Well... What do you want to do with them?
      Player (with the pyromaniac gnome): Set them on fire!
      Me: No... We'll interrogate them and find out why they were chasing after the dwarf and then find their HQ and take them out their master at the source! I'll start poking one in the arm with my sword!
      DM: *sigh* As you poke him you discover that the half orcs have had their tounges cut out!
      Me: Fine... Lets untie one and force him to take us to his camp!
      DM: They are also deaf...
      Me: I search their possessions to look for a note from their master...
      DM: Arrghh! You find "KILL THE DWARF" carved in their chest! Will you please just follow the dwarf!
      Me: How about we return to town?
      DM: Nnnnnggg!!!! *tears up his campaign notes* A DRAGON EATS YOU ALL!!!

      Fun times like that are rare when all you do is kill things....

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    3. Re:D&D Rules vs Imagination by Anonymous Coward · · Score: 0

      DM: Nnnnnggg!!!! *tears up his campaign notes* A DRAGON EATS YOU ALL!!!

      The DM should have caused the half-orcs to foam at the mouth and die when you tried to interrogate them over whatever geas(*) was causing them to chase after the dwarf. Having long since lost their minds and neglected their possessions in pursuit, you'd have found littles beyond whatever they were holding or wearing, and their packs would certainly have been torn open during an incident in a thorny briar, leaving no clues as to who sent them, but perhaps a few days searching might find the trail back to wherever they came from.

      Of course, if you're playing as cowards, you most certainly wouldn't want to go there, now would you? ;)

      (* OK, so the spell Geas won't do that, but surely the DM can come up with some other reason for it to happen, it's a pretty popular plot device, after all.)

  23. Based on the comments by TheJerg · · Score: 2, Insightful

    This article needs a getoffmylawn tag. I know that this is hard for a lot of vets to understand but things change. The mentality of "they're just trying to make more money off of me" is accurate but that is the nature of business. If you want to turn a blind eye to the myriad flaws in the 3.X series feel free, but don't try to bring the rest of us down with you. This will probably be marked for trolling but the truth is the people who are complaining about 4.0 haven't played it yet and have only seen a sample of what it will have to offer and already are complaining. Change is often hard to accept, fortunately if they don't like it they still have their beloved 3.X(or AD&D even...). I just don't see the need to try to ruin it for the rest of us who actually are excited for/curious about it.

    1. Re:Based on the comments by jjohnson · · Score: 1

      Junkies are always excited about their *next* bag of crack, even when the last has left them wanting... :)

      --
      Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    2. Re:Based on the comments by Anonymous Coward · · Score: 0

      The people who say it sounds great haven't played it yet, either. If someone can look at the available information and say "this sounds like an improvement" then people can look at the same information and say "this does not sound like an improvement to me."

  24. Well actually... by Anonymous Coward · · Score: 1, Insightful

    Are you -crazy-? Paladins are probably the most powerful class in DnD! Oft ridiculed for being the choice of people wanting to play "easymode", both RP and combat-wise

    Uh... I hate to tell you this, but paladins *are* one of the weakest classes, statistically. While you're right that they're very easy mechanically to play, there's just no end-game benefit to them.

    The druid and cleric are by far the best classes in the game, combining strong melee with decent to strong spellcasting. But let us examine the paladin in detail:

    Full base attack bonus, great saves, large hit die. Sounds fantastic. Throw in some limited healing and smite evil, and it sounds pretty great. But, lets take it level by level.

    For the first 4-5 levels, you're a below fighter, though above most casting classes, as martial classes are strong in this range. Sure, you have great saves and some limited healing, but needing to split your stats to have strong cha and wis too means that your con will be lower than the fighter's, so your healing just makes up for lower hp. Furthermore, at that level, adding your level to damage once a day isn't that great, as in DnD you are supposed to have 4 encounters per day. The fighter, meanwhile, is getting his way up to power attack, cleave, weapon focus, and weapon specialisation in this range. that's +4 to damage (if he power attacks with his 1 point of weapon focus) on *every attack*, which is what the paladin gets to add once. Sure, the paladin is slightly more accurate on that one hit, adding his cha to attack, but that just doesn't stack up.

    Move on from there to the sweet spot, level 6-13. At this point, the casters start coming into their own. The clerics are getting their protections from evil, their searing lights, and all that jazz. The druids are getting into wild shape, turning into something that can beat you in a straight fight, while still having spellcasting on their side. The sorcerer is getting fireball. At this point, the fighter is probably hunting a prestige class, but is not yet feeling the hurt of the martial character. If he multiclasses well, he can keep par in power with the casters. Not so for the paladin. Sure, his smite is up to doing a decent amount of damage. Hey, he can even use it almost once per encounter. His healing is starting to get useful, but the cleric pretty much has that covered. More and more, he's hurting for feats as the fighter's build is nearing completion, and he still has just 3-4 feats to his name, leaving him to power attack with a greatsword, at best, for an average of maybe 15 damage or so (7 from the weapon, 4 from strength, 4 from a decent power attack), and probably 33 smiting (8 more from power attack, he's going to throw the cha in there, and another 10 from level), something that the wizard at this point can reliable get out of scorching ray, a second level spell. The fighter isn't doing much better, but at least with his huge number of feats, he's probably doing something cool. Leap attacks, maybe, which increases his power attack multiplier to x3, letting him do a lot more damage for the effort.

    Then, you leave the sweet spot. The casters are so far beyond the melee characters that most of them feel useless, except occasionally the fighter, who may have found the right prestige classes to be exquisitely optimized into some sort of godless killing machine. Not so for the paladin, who would need to spare one of his precious few feats to multiclass, and even still, it'd kill his two big class features. His smite looks less and less relevant with each passing level as the monsters get exponentially tougher, gaining 10-20 hit points for each 1 extra damage he can do. That healing of his is starting to make him harder to kill than the fighter, but he can't back it up enough damage for it to ever really come up.

    Over all, the paladin is crippled by having his special abilities have the per day usage issues of high-end spellcasting, but at a power level that puts it below or on

  25. Maybe this has already been said by SuiteSisterMary · · Score: 1

    Haven't read the comments, and maybe this has already been said, but:

    Instead of Gnolls just being Orcs with Hyena masks on, they'll now apparently fight with pack tactics and cowardly tricks. Giving flavour to the opposition seems to be the basic idea: off-the-rack encounters will no longer feel so rote.

    If you need specific instructions to tell you that one race might act/fight differently than another race, remind me not to game with you.

    --
    Vintage computer games and RPG books available. Email me if you're interested.
  26. Re:I roll Alliance by Anonymous Coward · · Score: 1, Funny

    Ah, Monopoly: Karl Marx Edition. I hear Hillary plays this a lot on the campaign trail.

    What the hell is Karl Rove doing on Slashdot?

  27. Heh, a different game, D&D by name only by Dr.+Spork · · Score: 4, Interesting
    Since 4.0 shares at most some words and concepts with cannonical AD&D, it should be considered just one of the many of AD&D-inspired RPGs.

    Is it the best of the AD&D-inspired RPGs? I don't know, but I don't like what I've read so far. Besiders it will be hard to beat Hackmaster.

    Seeing the price of the books, what I would recommend to a beginner is the following: Go to a used book store and buy a set of the excellent hardcover AD&D books by Gary Gygax. Why play immitations when you can play the real thing? I can buy them locally in excellent condition for $10 each. For the DMG, PH, MM1&2 and Unearthed Arcana you will pay $50, but you'll walk away with something substantial, historical and cannonical. You'll also learn about the real spirit of AD&D, which has since been emasculated by various marketeers who tried to cash in on the game (by targeting 11-year-olds). Also, the binding is built to last for decades, unlike the modern glue crap.

    Many people are realizing the value of the AD&D, and several game cons are now hosting AD&D tables.

    1. Re:Heh, a different game, D&D by name only by Anonymous Coward · · Score: 0

      Great comment. I played AD&D night and day in junior high and high school with my last game being ~1985 or so. I still thumb through some of the newer versions when I see them in stores but the just seem to lack something. Maybe imagination? We used to depend on a good DM to create the world around us, now it seems like that's gone with just endless die rolling to determing things that a competent DM... pardon me GM... could make up for his players.

      Gamer: What's it like outside.

      GM: [rolls dice, rolls dice, rolls dice, rolls dice, rolls dice, rolls dice, rolls dice, rolls dice] 23C, 72% humidity with 10 km hour winds from the north-northwest.

    2. Re:Heh, a different game, D&D by name only by Anonymous Coward · · Score: 0

      I agree completely with the comment about AD&D being a better, more "authentic" system. (It is a system that provides the tools and framework for the DM to turn into magic, rather than 3.x which dictates every detail.)

      However, there is one thing I must take issue with: the binding on Unearthed Arcana. The binding on the original printings of this book were terrible, and the glue deteriorated within a couple of years, leaving the pages falling out in sections. This one might be one to buy in PDF and print your own.

    3. Re:Heh, a different game, D&D by name only by loss+angeles · · Score: 1

      We used to depend on a good DM to create the world around us, now it seems like that's gone with just endless die rolling to determing things that a competent DM... pardon me GM... could make up for his players.

      I think part of the reason D&D has become so.. "For Dummies" is because competent DMs are difficult to come by. A good DM needs a vivid imagination as well as above-average improvisational abilities. They also need leadership and management skills, to be able to command the attention of a group of a table of peers, and be able to be completely dispassionate and poker-faced at the same time. In short they need intelligence, wisdom AND charisma. It's kind of a paradox I think, because the traits that would make someone a great DM would also make them excel at other areas of life so they wouldn't much need to spend six hours a weekend in a dank basement.

      In 1st-2nd edition if you couldn't handle it the campaign crashed and burned. Think about it, any of you mid-30's/early 40's gamers who've been playing all along, how many times has a campaign really and truly worked? I think in twenty-five years I've played exactly one really excellent and immersive game. Of course I keep coming back, because there is something addictive about the possibilities (there's nothing like rolling up a new character.)

      They've made it more or less autopilot now, so the bar for competency has been lowered, which is probably for the best. A great DM can always take the bits he wants and discard the rest, in the end the books are merely guidelines for someone with a vision of his own fantasy world and how campaign should be run. On the other hand a so-so DM nowadays can use the extensive and all-encompassing modern rules to keep the action chugging along without ruining everyone else's fun.

  28. Cut to the chase, and give it to me straight by Junior+J.+Junior+III · · Score: 4, Funny

    Did they bring back weapon speed factors and "vs. armor type" modifiers? And are there crude b/w drawings of bare-chested female monsters?

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
    1. Re:Cut to the chase, and give it to me straight by Anonymous Coward · · Score: 0

      There was a 15+ page thread at wizards.com about whether or not female dragonborn should have boobs.

      15.

      Pages.

      Boobs.

    2. Re:Cut to the chase, and give it to me straight by Anonymous Coward · · Score: 0

      And obviously, they should.

      Mmm, draconic boobs.

  29. Price - Try it before you buy it by BDZ · · Score: 2, Insightful

    The price does sound pretty high for what sounds like basically a pair of ads for the upcoming new core books.

    Will the contents of these two books be worth much once the core books are out and I pay good money for them as well? (If I do that is...The system sounds a lot like a CRPG. Don't get me wrong; I play and enjoy WoW...it's just not what I'm seeking in a table top game.)

    Personally, I'm going to wait until the first scans hit usenet and check them thoroughly before laying down my pair of twenties.

  30. Still For Powergamers... by morari · · Score: 1

    That much hasn't changed. To be fair however, that only counts as a flaw due to my personal preference. If I want hard skill levels, I'll just play an RPG on the computer. I like to do table top because of the drama involved in the characters and story. For that reason, I've always been a fan of Vampire: the Masquerade (and even Vampire: the Requiem nowadays). The character is more important than the character's stats.

    --
    "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
    1. Re:Still For Powergamers... by Telepathetic+Man · · Score: 1

      Bzzt... There's plenty of story and interaction to be had in D&D if you're RPG group wants to do it.

      --
      Just because you can, does not mean you should.
  31. Change for change's sake by elchip · · Score: 1

    Way too much of 4ed seems to be change for the sake of change, and little else. 3.5ed wasn't perfect, and could use some polishing; I like their idea of rolling related skills together and making skills either "trained" or "untrained" instead of putting points into them at every level. I also like that spellcasters won't run out of power after a few encounters. I like the fact that saving throws have a simple value like armor class, and you don't have to roll saves. I like the elimination of CRs. I like the elimination of critical hit confirmation rolls. Those are nice changes that streamline things without drastically overhauling the gameplay.

    But why the needless changes? I liked bards as a base class. I liked gnomes (forgive me). Why bother changing the nature of Tieflings and Halflings? Why bother adding new base classes and, when the old ones were varied and useful? Why complicate things with the additions of "Power Sources," and replacing the long-standing magic schools with "Foci"? What's the point of these changes besides change for the sake of change?

    And what's with all of the freaking WoW-like changes? Bizarre WoW-like "on hit" effects, talent trees, WoW-like racial feats... are they trying to market towards WoW kiddies? I doubt they're going to shell out tons of money for books and sit down, learn the rules and play with a pen and paper.

    But maybe I'm just a curmudgeon.

  32. Just like WoW? by nordee · · Score: 0

    The Rogue, for example, is the classic Striker. He uses stealth and guile to cause spikes of high damage at opportune times. But that's not the only interpretation you can have of that role; the Warlock (another fourth edition core class) is also a Striker, but he relies on Damage over Time spells and arcane blasts to do his job... ...so...just like WoW?
    --
    still no sig
  33. 3.75ed Books by James+McP · · Score: 2, Interesting

    For those curious, the Tome of Magic and the Tome of Battle (aka Book of Nine Swords aka Bo9S) and the Warlock from Complete Arcane, and the Dragon Shaman from PHBII were draft 4e rules that were modified for 3.5ed.

    If you can get past the balance issues with those books and the rest of 3.5ed, you can see the basic mechanics and approach that 4e is moving towards. (For those who haven't seen them, the Tome of Magic classes tended to be weak while the Bo9S classes are quite potent, at least compared to their "core rules" 3.5 equivalents)

    I'll say that many players love the heck out of the 4e-type classes; they are generally easier to play and tend to always have something useful to do. The warrior classes have some high-damage attacks and special moves that make up for their innate lack of spells. The "magic users" have a smaller list of mostly unlimited use powers that tend to be useful in many circumstances.

    The downside is that the magic-using classes are constrained in many ways compared to the traditional wizard or cleric, and that drives some people nuts. The arguement tends to boil down to "warlocks/binders/shadowcasters have less than a dozen powers available compared to the hundreds of spells a caster can prepare." On the other hand, I've never seen someone playing a warlock freeze with indecision the way a mage/cleric player might when staring at a couple dozen prepared spells.

    DMs are much more divided but they are also concerned with making those classes work with 3.x games, so there are other factors influencing their opinions. I don't like the ToM and Bo9S in comparison to 3.x but as sample mechanics I'm pleased with them, just so you know where I stand.

    --
    I've been on slashdot so long I'm starting to get out of touch with the cool stuff if it ain't on slashdot.
    1. Re:3.75ed Books by Yosho · · Score: 1

      (For those who haven't seen them, the Tome of Magic classes tended to be weak while the Bo9S classes are quite potent, at least compared to their "core rules" 3.5 equivalents)

      Hmm, I don't quite agree on the ToM. It's a very unbalanced book -- it's important to note that each of the three sections were written by different people. My group has used all three of the base classes in it a few times and some of the prestige classes, and in my experience, the binder is a very well balanced, versatile class, that is easily on par with the better non-full-caster PHB classes in terms of power, although it's not quite at the same level as the big four. They're a little constrained at lower levels, but after that, they have a huge number of abilities they can pick from, and combining the different vestiges intelligently lets them fill almost any party role (except for a dedicated healer). It's a complex class, and they have a few abilities that require a little errata to work right, but everybody in my group thinks they're great.

      The shadowcaster is simply unbalanced -- against some foes they're impotent, and against others they can end fights in a single round. Likewise, at some levels they're way behind the rest of the party in terms of power, and at some they're a bit ahead. The guy who wrote the class mechanics has actually made some posts on WotC's message boards with some proposed fixes that makes the system much nicer. I think their biggest weakness might just be the lack of originality -- almost everybody in my group had a reaction that was something like, "Shadow magic? I'd move to the Forgotten Realms and worship Shar if I wanted that. Yawn."

      Finally, the truenamer is the only class that is just plain unplayable. Due to typos and omissions, several of their abilities simply can't be used because the mechanics for using them aren't properly defined; even if you make up some house rules to stick things together, the truenaming DCs to use them become so insanely high as you level up that you have to rely on optimizing and using powerful magical items to aid you in order to be effective at all.

      The Tome of Battle is just fantastic, though. All of the base classes are versatile and powerful, although not as powerful as the PHB's big four, and, perhaps most importantly, it's nearly impossible to build a character that sucks. Take whatever maneuvers you want, you'll still be good at something. As far as my group is concerned, the warblade, crusader, and swordsage have just replaced the fighter, paladin, and monk, and the game is much more balanced for it.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    2. Re:3.75ed Books by James+McP · · Score: 1

      (For those who haven't seen them, the Tome of Magic classes tended to be weak while the Bo9S classes are quite potent, at least compared to their "core rules" 3.5 equivalents)

      Hmm, I don't quite agree on the ToM. It's a very unbalanced book I'll agree with that. The mechanics are very uneven in scope and ability.

      IMO you have:
      Binder: lots of potential but requires as much, if not more, planning than a wizard to get the most out of the class. A wizard can leave 1/3 his slots open and still be fine. A binder with an open vestige is very sub par and without spending feats you are stuck with those vestiges for 24 hours. I like the binder but everyone else I know would rather play a warlock or a dragon shaman.

      Shadowcaster: interesting idea but very sketchy on effectiveness. Rarely more effective than a caster, and often less effective than a warlock.

      True namer: so much potential, so little actualization. This could have gone so well but it just fell apart. Heck, they couldn't even come up with a catchy phrase for why the invocations can't be used repeatedly. How hard is "destructive resonance"?

      I stand by my statement "ToM classes tend to be weaker."

      The Tome of Battle is just fantastic, though. All of the base classes are versatile and powerful.... Take whatever maneuvers you want, you'll still be good at something. I'm very happy with ToB. It's not balanced against the core martial classes, so I've house ruled them to be epic classes to avoid upsetting my long running campaign but they are much better balanced to the casters that I'd have no trouble tossing out the PHB warrior types in favor of the Martial Adepts.
      --
      I've been on slashdot so long I'm starting to get out of touch with the cool stuff if it ain't on slashdot.
    3. Re:3.75ed Books by Yosho · · Score: 1

      Binder: lots of potential but requires as much, if not more, planning than a wizard to get the most out of the class. A wizard can leave 1/3 his slots open and still be fine. A binder with an open vestige is very sub par and without spending feats you are stuck with those vestiges for 24 hours. I like the binder but everyone else I know would rather play a warlock or a dragon shaman. It's true that the binder is a very complex class if you want to use it effectively -- maybe even more complex than the wizard at high levels -- but I don't think that makes it weak. Expel Vestige is only a single feat, and at higher levels you can buy a few vestige phylacteries to greatly increase your adapatibility. You might end up in a pinch if you bound vestiges that aren't too useful today, but you're no worse off than the barbarian or ranger whose abilities are set in stone. Granted, maybe my group just like their classes to be complex; most of them think the warlock is boringly simple (but sometimes a fun dip for multiclass builds), and they would all just laugh at the idea of playing a dragon shaman.

      You're right on the shadowcaster and truenamer, but I suppose whether the ToM classes are "weaker" depends on exactly what you're comparing them to. Sure, they're weaker than the big four, but who isn't? The only base class I've seen that's in their league is Eberron's Artificer. I think the ToM classes were intended to be balanced against the upper-tier-yet-not-full-caster classes, and they generally succeed, aside from their mechanical failings. Some of the prestige classes are nice, too; the anima mage in particular is great. Almost broken-great if you abuse the right metamagic feats.

      I'm very happy with ToB. It's not balanced against the core martial classes, so I've house ruled them to be epic classes to avoid upsetting my long running campaign but they are much better balanced to the casters that I'd have no trouble tossing out the PHB warrior types in favor of the Martial Adepts. I'd say that it's balanced against the upper tier of the melee classes. Rogues, rangers, and barbarians are all capable of doing some pretty crazy things, especially if you allow material from the PHB2 and the Complete books. In terms of pure damage per round potential, in fact, the crazy folks on WotC's character optimization boards have been unable to build a martial adept that could beat a barbarian/frenzied berserker, although the adepts still win in terms of versatility.
      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
  34. Re:What it needs is to drop that d20 by Anonymous Coward · · Score: 1, Insightful

    What they really need to do is get rid of that stupid 20 sided die of pure chaos. Go to something like 3d6 for anything that d20 would be used. I and several of my friends quit D&D because of the absurdity of a single random fight with an archlich which we spent 5 sessions building up to. We run up and everyone hits it and both the fighter and the ranger roll their threat range and do double damage, so we kill it in a single round. After all the planning on both our side and the DMs side it turns out to be nothing. So the DM laughs and says "So I see you have killed my doppelganger..." which everyone knew was a joke and we fight it again. This time the DM makes things a little tougher and then the stupid fighter can't hit for 4 random rounds in a row. The lich ends up killing the entire party almost on accident. Afterwards we all just gave up on any game that uses d20, it is just too hard to plan a good fight when every single thing is so purely unpredictable.

  35. Orcs with Hyena masks...OH MY! by apexdawn · · Score: 2, Insightful

    Instead of Gnolls just being Orcs with Hyena masks on, they'll now apparently fight with pack tactics and cowardly tricks. Giving flavour to the opposition seems to be the basic idea: off-the-rack encounters will no longer feel so rote.

    Do your monsters just stand there while adventurers come by with a wagon to take their stuff? If that's the case then you fail as a GM.

    Tip: Doing some research on monsters you add to a campaign will give you a better idea about how to use them in fights. Even then there is nothing wrong with monsters using guerilla tactics and *gasp* cowardly tricks. There is also nothing wrong with your adventurers parlaying as opposed to fighting to avoid encounters.

    It's called an imagination, use it.

    -Reed

  36. A Game of Thrones RPG by banditski · · Score: 1

    Anyone here played AGOT RPG? I got the book for Christmas last year and haven't really done much with it.

    Any word one way or the other?

  37. GURPS by Anonymous Coward · · Score: 0

    I played AD&D 2nd Edition when it was all I knew. After my introduction to GURPS, I never bought another D&D rule book.

    Don't get me wrong. There is some really nice creative fodder that comes out of WotC; adventures ("modules"), campaign settings, and other color. I'll happily buy any of these (used, if possible) and convert them for play under GURPS rules.

    I just recently (two days ago) picked up the 4th edition books, after being away from role-playing for almost 10 years. I think Steve Jackson Games hired a bunch of mind readers over there, because absolutely everything that bugged my old group about GURPS 3rd Edition (missile spell caps, concentrate maneuver delay, lack of real tactical combat options beyond feint [don't even get me started on the epic battles that boiled down to 'stab the bad guy in the eyes']) was corrected in the 4th Edition. It's a beautiful update to the best RPG ever.

    Try it instead of D&D 4th; you won't be disappointed.

  38. heroic flair by stummies · · Score: 1

    I couldn't agree more. I've complained to friends about this in the past. The 3.5 rules encouraged far too much micro-management. This level of rule building is great when it's applied to a computer game (NWN for example), which can handle this sort of thing quickly and seamlessly. For pen-and-paper playing, these rules are in my opinion nearly un-DM-able. How many tables do you have to reference when one of your guys is taking a swing at a monster? I certainly couldn't handle it.

  39. Hack and Slash-vertisement by eclectic_hermit · · Score: 5, Insightful

    Here are my concerns with 4e:

    1. WotC has not responded to the "Ask the developers questions" that have been posted for over a month.... Not a single question.

    2. WotC claims to still be playtesting and running into some major issues (War-Forged Palidins are nigh invincable). However, they are preparing to mass produce the books in order to ready for launch in June.

    ....a. After the 3edition vs. 3.5 edition issues, I will wait for the "Service Pack 2" (read 4.5) update... ; )

    3. WotC wants ~$14.00 subsciption fee to continue to get online updates and erratas.

    ...a. It will also allow for "virtual tabletop" but from what I have seen, there are open source "virtual tabletop" systems that CURRENTLY offer more flexability... and are FREE!!!

    .

    4. 4e will introduce "level specific" items. The playtesting reports indicate that at 11th level, a NON-combative character (wizard) is ASSUMED to have +5 bonus to thier armour class....

    5. You have to be 11th level BEFORE you can use a ring!!!! You need to be level 21 before you can use a second ring

    6. WotC seems to be creating a "digital devide".... The virtual tabletop will contain/replace miniatures... But they want us to buy miniatures as well. To my knowledge, these are mutually exclusive in the 4e gaming environment.

    7. Supposedly, WotC will be releasing a NEW Dungeon Master Guide and Players Handbook ONCE A YEAR!!! (however, maybe these will elminiate the need for online errata's???? Not a good deal either way, IMHO)

    8. If this is a preview, why do we have to pay for it??? And, to the author, how is that "valuable"?

    9. Now we need a new tag for "Hack and Slash-vertisement"

    P.S. Please don't use the Gandalf quote of "There are many magic rings in this world, Bilbo Baggins, and none of them should be used lightly." to justify the level dependent rings... unless Bilbo was 11th level or higher at the time. ; )

    1. Re:Hack and Slash-vertisement by Kallahan · · Score: 0

      Here are my concerns with 4e: 1. WotC has not responded to the "Ask the developers questions" that have been posted for over a month.... Not a single question. Agreed 2. WotC claims to still be playtesting and running into some major issues (War-Forged Palidins are nigh invincable). However, they are preparing to mass produce the books in order to ready for launch in June. It takes time for books to be written, edited, and printed, the info in these books could be 6 months old, and they were released a bit ago too. theres a lot more time in this than you think. ....a. After the 3edition vs. 3.5 edition issues, I will wait for the "Service Pack 2" (read 4.5) update... ; ) 3. WotC wants ~$14.00 subsciption fee to continue to get online updates and erratas. There's a lot more to the online component than errata, think Castle Ravenloth and whole adventures put up. ...a. It will also allow for "virtual tabletop" but from what I have seen, there are open source "virtual tabletop" systems that CURRENTLY offer more flexability... and are FREE!!! . 4. 4e will introduce "level specific" items. The playtesting reports indicate that at 11th level, a NON-combative character (wizard) is ASSUMED to have +5 bonus to thier armour class.... AC is completely reworked, no longer will a level 5 orc be able to take a level 20 wizard, whose probably crossed the length and bredth of the land, slaying dragons, in melee combat. 5. You have to be 11th level BEFORE you can use a ring!!!! You need to be level 21 before you can use a second ring so? DM's can do whatever they want. 6. WotC seems to be creating a "digital devide".... The virtual tabletop will contain/replace miniatures... But they want us to buy miniatures as well. To my knowledge, these are mutually exclusive in the 4e gaming environment. 7. Supposedly, WotC will be releasing a NEW Dungeon Master Guide and Players Handbook ONCE A YEAR!!! (however, maybe these will elminiate the need for online errata's???? Not a good deal either way, IMHO) Where do you get this information? it sounds like bullshit to me. 8. If this is a preview, why do we have to pay for it??? And, to the author, how is that "valuable"? Yeah, these books are definatly cost 3 times to much. Theres some interesting stuff, kinda like the developer comments in HL2 in these books thats worth some money, but not the outrageous prices stated. 9. Now we need a new tag for "Hack and Slash-vertisement" P.S. Please don't use the Gandalf quote of "There are many magic rings in this world, Bilbo Baggins, and none of them should be used lightly." to justify the level dependent rings... unless Bilbo was 11th level or higher at the time. ; )

    2. Re:Hack and Slash-vertisement by ChaosDiscord · · Score: 2

      1. WotC has not responded to the "Ask the developers questions" that have been posted for over a month.... Not a single question.

      Lots of Slashdot interviews take over a month to get a reply. It sucks, but it's hardly fatal.

      2. WotC claims to still be playtesting and running into some major issues (War-Forged Palidins are nigh invincable). However, they are preparing to mass produce the books in order to ready for launch in June.

      Will Warforged be part of the initial release? No? Then chill out. There is a hell of a lot of expansion material to be converted and it will take time.

      ....a. After the 3edition vs. 3.5 edition issues, I will wait for the "Service Pack 2" (read 4.5) update... ; )
      3. WotC wants ~$14.00 subsciption fee to continue to get online updates and erratas.

      You're paying for online tools and the new online Dungeon and Dragon magazines. I'm quite confident that the errata will still be available for free.

      ...a. It will also allow for "virtual tabletop" but from what I have seen, there are open source "virtual tabletop" systems that CURRENTLY offer more flexability... and are FREE!!!

      Soooo, don't pay for it? I can get free adventures and free role-playing games online too...

      4. 4e will introduce "level specific" items. The playtesting reports indicate that at 11th level, a NON-combative character (wizard) is ASSUMED to have +5 bonus to thier armour class....

      So?

      5. You have to be 11th level BEFORE you can use a ring!!!! You need to be level 21 before you can use a second ring

      So?

      6. WotC seems to be creating a "digital devide".... The virtual tabletop will contain/replace miniatures... But they want us to buy miniatures as well. To my knowledge, these are mutually exclusive in the 4e gaming environment.

      Might I suggest that the physical miniatures are for people playing at physical tables, while the virtual miniatures are intended for people playing online?

      7. Supposedly, WotC will be releasing a NEW Dungeon Master Guide and Players Handbook ONCE A YEAR!!! (however, maybe these will elminiate the need for online errata's???? Not a good deal either way, IMHO)

      This one worries the heck out of me as well. Mind you, they were already releasing new PHBs and DMGs. They just had funny names like, Wizards Handbook, Complete Book of Rogues or Complete Adventurer and somesuch. This is partially a branding issue based on the success of the PHB II and DMG II for 3.5e. I am worried, however, because the goal is to mark these expansion as "core", which I'm uncomfortable with. Currently if you run a "core book only" game, you're talking three and only three books. Such a definition will be fluid in 4e.

      8. If this is a preview, why do we have to pay for it??? And, to the author, how is that "valuable"?

      You have to pay for it because some people will pay for it. *shrug* I think they're overpriced, but such is life.

    3. Re:Hack and Slash-vertisement by sapphire+wyvern · · Score: 1

      Other game companies I know (eg Catalyst) fix errata in their rulebooks with every reprint. However, there are rarely actual changes to the rules, and a complete "delta" file is available off the web for the benefit of people with older printings (Games Workshop take note!). Personally I think it's a good idea.

    4. Re:Hack and Slash-vertisement by Abattoir · · Score: 1

      You bring up some great points, and it is readily apparent that 4E is just a marketing gimmick for WotC to release a new ruleset to license to Computer Game makers, which I'm sure is far more profitable than D&D books.

      Its not like they don't make enough money off Magic: The Gathering on its own.

    5. Re:Hack and Slash-vertisement by Stachybotris · · Score: 1

      Hmmm... Can you please point me to these open-source 'virtual tabletop' systems of which you speak? I've got a friend in PA with no gaming group, and if I could get him into my game in VA, that'd be more than fantastic.

  40. Re:FIST SPORT by MightyMartian · · Score: 1

    If they died 20 years ago, why do I belong to a couple of extremely active mailing lists dedicated to specific roleplaying games, and why does my own Play-by-Email game have eight active players and a mailing list with an average of 70 posts per month?

    What the fuck does the global economy have to do with anything? There was a major recession going on when some of the more famous games like Robotech came out.

    --
    The world's burning. Moped Jesus spotted on I50. Details at 11.
  41. Re:FIST SPORT by malfunct · · Score: 1

    A recession is when tabletop games have a small surge because people can't afford luxuries like computers and game consoles and have to make due sharing 1 phb and dmg between 8 people.

    --

    "You can now flame me, I am full of love,"

  42. Re:suggestions ... (Dominions 3) by Anonymous Coward · · Score: 0

    There's a game I've been enjoying that feels like a D&D mass combat game to me. It's called Dominions 3 - there's a downloadable demo:

    http://www.shrapnelgames.com/Illwinter/Dom3/6.htm

    Wouldn't necessarily help if you wanted that more personal experience of adventuring with a small group, but if you like the idea of a turn-based fantasy conquer your neighbor kind of thing it's a lot fun.

    The graphics are very basic, but the game itself is very involved, with many different types of units representing everything from Norse mythology to that of various Mediterranean & Greek cultures to monsters and creatures from Indian and Japanese fairy/folk tales.

    As another poster mentioned, I don't think you'll find anything that feels quite like those old classic D&D tabletop sessions. The trouble with any video game is that it's almost impossible to allow you the freedom that a good DM gives you to go with your impulses and explore. Most videogames have a fairly linear storyline. Those that don't can be fun (eg. the Morrowind, Oblivion series), but no video game will ever have the freedom and versatility of a good tabletop campaign with a creative DM and fun players. If roleplaying is cooperative communal story telling, than no game developer can achieve that cooperative aspect without being able to talk to you and get a ton of feedback while the game is being developed.

  43. Nerf... by Drey · · Score: 0, Offtopic

    ...warlocks.

  44. Neverwinter Nights by PIPBoy3000 · · Score: 1

    I tinkered with D&D back in the day, but never really managed to find the time or people to play with. When the first Neverwinter Nights came out, I had a great time making modules. It was a treat to use all my programming skills, entertain others, and generally have a good time playing with the setting and the technology.

    These days I'm working on a new campaign for NWN2. The new engine is more challenging to work with, but it's quite pretty. I'm able to give my new computer quite a workout with all the new graphics features.

    Ironically I'm 38 too, occasionally feeling old as well.

    1. Re:Neverwinter Nights by Radical+Moderate · · Score: 1

      I enjoyed your NWN modules, glad to see you're still at it. But I only got about halfway through Demon when I got stuck, still would like to finish it. Is there a walk through or hints somewhere? And please don't tell me you have to win at the Magic-style card game in the demon city. I really suck at it!

      Oh, and as someone who played a bit of AD&D(1st edition) in my youth, I can recommend PIPBoy's Dreamcatcher and Shadowlord modules. Demon is a bit less...traditional, but quite intriguing.

      --
      Never let a lack of data get in the way of a good rant.
  45. NWN + LAN by Archwyrm · · Score: 2, Interesting

    I tried this out with a small circle of LAN gaming friends for a while. We got networked together as usual, loaded up NWN, and I played the DM on some pre-made campaigns for the online version of this. The nice thing about it is I was able to add the actual role-playing interaction of impersonating various characters to the fast combat dynamics of NWN.

    IMHO, one of the worst things about pen and paper is the sheer amount of time it takes to get through battles. With NWN most encounters are over in seconds. However, as the DM I have the power to adjust the difficulty of the battles on the fly. Either add more monsters if things are too easy for the PCs, or make up an excuse for some allies to show up or place some extra healing loot if the PCs are getting hammered.

    That being said things got out of hand sometimes. I think the NWN DM interface is rather clunky even with some rather hackish script additions by players to give the DM more power. One time the players accidentally attacked a key NPC (unfortunately very easy to do in NWN) and no matter what I did, I could not make this NPC's faction neutral or friendly to the PCs. I had to inhabit that particular NPCs' body every time the players came to talk to her so that she would not attack on sight. Another time one of the players had managed to swipe a suit of armor that made him nearly invulnerable to everything in the campaign. This pretty much ruined all of the battles, and I didn't really have a plausible method for rectifying the situation.

    I still think this is a great way to run a campaign. Real DM + computer gameworld and combat + actual roleplaying. I think there just needs to be better tools for accomplishing such a game.

    Has anyone else ever tried anything like this?

    --
    Fascism should more properly be called corporatism because it is the merger of state and corporate power. -- Mussolini
    1. Re:NWN + LAN by Anonymous Coward · · Score: 0

      DM: 'A mountain falls on you. Roll a new character.'
      Best DM action ever.

      (most like be useful in many different situations, including:character does something way out there that breaks the world or your vision of what should have occurred, or person is just being extremely stupid, etc)

    2. Re:NWN + LAN by Archwyrm · · Score: 1

      Yeah, that is pretty much a staple DM tool. ;) Sadly, this is about the thing that makes a player pack up his stuff and leave. I was having enough trouble keeping this particular guy interested anyway as his only 'role-playing' experience was from WoW and he was treating this game about the same. In a pen and paper game I could have put him in a plausible lethal situation from which there was no escape, a stealth mountain if you will. Unfortunately, this was not possible in NWN because I was bound by the rules of the game as more of a privileged client than a real DM.

      --
      Fascism should more properly be called corporatism because it is the merger of state and corporate power. -- Mussolini
  46. Re:FIST SPORT by Hognoxious · · Score: 2, Funny

    If they died 20 years ago, why do I belong to a couple of extremely active mailing lists dedicated to specific roleplaying games
    Because you'd have to roll a 1 on 2D6 to get laid?
    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  47. Or download the free PDF and save $10 by SteveFoerster · · Score: 1

    Or just download OSRIC for free, since it's specifically designed to consist of all the same rules as first edition.

    http://www.rpgnow.com/product_info.php?products_id=29401&it=1&filters=0_0_10094

    --
    Space game using normal deck of cards: http://BattleCards.org
  48. Nerds tag by Archwyrm · · Score: 1

    I noticed that the 'nerds' tag has made its appearance. I believe that there is some irony in that, but I have not worked it out yet.

    --
    Fascism should more properly be called corporatism because it is the merger of state and corporate power. -- Mussolini
    1. Re:Nerds tag by king-manic · · Score: 1

      I noticed that the 'nerds' tag has made its appearance. I believe that there is some irony in that, but I have not worked it out yet. Nerd scale

      Normal Person -> Music nerd -> Movie nerd -> Trivia Nerd -> Star wars nerd -> LOTR nerd -> Anime nerd -> computer nerd (mac/windows) -> Real computer nerd (linux) -> Table top RPG nerd (D&D) -> LARP nerd -> Anime Cosplayer -> Trekkie

      In case of multiple nerdiness you are the nerdiest option. Everything farther down the list from your nerdiest option will will appear "nerdier" to you. Thus to a normal person we're all nerds. To a Larpers, Trekkies are still nerdier. To a LOTR nerds, Linux nerds are more nerdcore. We are all pretty much computer nerds at least, so we can still label D&D nerd because it's nerdier.
      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
  49. Where is DnD 4 going? by Anonymous Coward · · Score: 0

    Obviously I am not a DnD afficionado by any means, but...

    It seems for the review that in order for a GM to think about a specific character class that he has to think about and understand the concepts behind the characters. Striker? Leader?

    So not only does a GM have to think about:
    The Campaign World
    The campaign story arc
    The existing player characters (and playing style)
    forthcoming monsters, encounters, roleplaying opportunities, etc.

    We are now introducing the concept of meta character classes?
    No way!!! Its too much to expect a GM to work that hard for a part time game (How many GM's work at gaming full time?!?)

    And Players... People see Lord of the Rings trilogy and say, I want to play a Halfling living in a hill.
    GM: I'm sorry, Halflings are River people. Its a game balance thing. Dwarves live in mountains, and hills...

    WTF?

    Everything I hear about DnD seems like another step in the wrong direction.

    I wont be playing it.
    We'll have to wait and see about DnD 4.5....

  50. Are you fscking serious? by thePowerOfGrayskull · · Score: 2, Insightful

    Now I can go and spend money on prerelease books, before I go out and spend money on the real rulebooks when they're released? This is a new low.

  51. Seriously? by StaticEngine · · Score: 2, Funny

    They named a book "Races & Classes"? If I were an outsider who didn't play AD&D in Jr. High School back in the day, I would seriously wonder about what exactly was in a book entitled "Races & Classes."

    Clearly my logical side is shouting them out, but my two reactionary brain cells are screaming something in a knee-jerk fashion about encouraging divisiveness in our society.

  52. 0.9 by camperdave · · Score: 1

    Well, I was the first to get D&D in my circle of friends. It was a basic set that came with chits. You'd draw a chit from a hat or something instead of rolling dice. The all inclusive manual was about 30-40 pages of 8.5x11 center stapled glory, with a blue and black on white drawing of a dragon on the cover. It came with a dungeon module, B1 - Keep it to the Borderlands (or something). I haven't played since the 80s. I gather things have changed a little.

    --
    When our name is on the back of your car, we're behind you all the way!
  53. Personally... by Ristol · · Score: 1

    ... I'm waiting for Hackmaster 5th Edition!

    --
    What wouldn't Jesus do?!
  54. For someone who hasn't played since 2.0... by negated · · Score: 0

    ...how does 4.0 stack up? Will I be totally lost? What do I need to know?

    Thanks,

    -S

  55. Re:I roll Alliance by Torvaun · · Score: 1

    Trolling.

    --
    I see your informative link, and raise you a pithy comment.
  56. You said it first by Atroxodisse · · Score: 1

    But I was thinking the exact same thing. I played 1st Edition through to 3.5 and didn't really see the point in the third edition. I'll give this one a miss. I was reading the article and thinking, are they trying to make WoW? Isn't there already a D20 version of WoW? I feel like they're just trying to sell more books.

    --
    Read my short stories - You won't regret it.
  57. Re:What it needs is to drop that d20 by MightyMartian · · Score: 1

    Well, stop being ruled by the dice. A DM/GM should be assertive enough to say "You know what, that roll is absolutely nuts, so this is what happens". I have absolutely no problem ignoring dice rolls that create this level of uncertainty, and in many such situations, I will be ruled by common sense, or in short, I won't roll the dice at all.

    --
    The world's burning. Moped Jesus spotted on I50. Details at 11.
  58. UR DOIN IT WRONG by Kilroy · · Score: 1


    Here's a good starting point to minmax a druid. Poke around on the charop boards - druids really are far beyond non-caster classes for raw combat and at least in the running compared to clerics and wizards for batman-grade utility.

    http://forums.gleemax.com/showthread.php?t=733400

  59. Explain to me by jjohnson · · Score: 1

    Why I'd even want to play D&D.

    I played a lot of AD&D2, then left it behind in university. Last year I played a 3.5e campaign with a good group of adults--they took it seriously enough to have fun, but not so seriously it turned into a room of rules lawyers arguing hypothetical physics. We also had figures on a large map, and a good DM who kept everything moving. Even then, it was a slow, tedious process of rolling dice and resolving game mechanics more often than character development or plot excitement.

    Compare this to WoW, where the archetypes described in the review have been established for years. Seriously, it's strange to read the reviewer talking like 'tanks' and 'nukers' are some new invention by WOTC. The game mechanics are nearly flawless in comparison, just as detailed if you're into comparative spreadsheeting, and the complaints of the community about balance and game logic are actually resolved in free patches every few months.

    In comparison, playing D&D seems like a crack addiction with WOTC continually churning out expensive books in bogus generations, with followup expansions that cost still more and don't resolve basic issues in gameplay because they're too busy introducing new races/classes/skilltrees.

    In short, D&D seems seriously past its time with MMOs providing a much cleaner, more fun experience. What does D&D still have that I can't get for less money online?

    --
    Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    1. Re:Explain to me by Telepathetic+Man · · Score: 1

      In my opinion, current MMORPGs still have no where near the kind of flexibility in game subject matter and style that the human brain can come up with. To compete in that aspect, the closest there is would be Neverwinter Nights (1 or 2). Until the on-line games are as flexible as paper & pencil (which is nearly impossible) I will take the table top over the computer games whenever it is available. MMOs are only a good pacifier for the time between each game session.

      --
      Just because you can, does not mean you should.
    2. Re:Explain to me by lord_dragonsfyre · · Score: 1

      Couple of reasons:

      1 - Flexibility and improvisation. No MMO can adapt to unexpected character choices as well as even a novice GM can, which lets you come up with different approaches to problems.

      2 - Lower aggregate moron level. With a good group, you can do your thing without ever dealing with the legions of subliterate idiots who seem determined to bring the level of practically every MMO down. Instancing helps with this, granted, but it's not a panacea. I'd say bonus: no guild drama, but there's table drama, oh yes there is.

      3 - It *can* run smoothly. Even D&D 3.5, for all its fits and starts, unclear rules, and stuff that just makes no damn sense, can run smoothly. Everyone involved has to know it pretty well, but that's no different from learning a new, for example, raid encounter.

      4 - You're not obliged to buy every book that comes out. Some people do. Some people just buy the core books and have a good time with just that. The meat of the game is what the GM and players come up with; more books are just more inspiration.

      There are things MMOs do that tabletop games don't. They make the engine transparent, and handle the math for you. But you can never check out "Here there be dragons" or deal with the giant by dropping a cliff on him instead of having to tank his blows, off-tank his adds, and burn him down with DoTs and nukes. Neither is a perfect hobby, but both bring things to the table, and I think it's a mistake to shrug off what tabletop RPGs can do with "WoW does it better".

      --
      "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
    3. Re:Explain to me by James+in+PDX · · Score: 1

      You can meet and get real friends with a table top game and not fake friends with online games. :) I prefer the table top for the social factor, you just can't get that with the online.

    4. Re:Explain to me by seebs · · Score: 1

      Better stories, and stories which have the potential to be influenced in some ways by character choices.

      I care a lot more about whether a villain gets killed if I don't have to worry about him respawning and jumping me before I'm done looting his minions.

      --
      My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
    5. Re:Explain to me by Fuzzlekits · · Score: 1

      Examine the above - A complaint that rules in 3.5 were, at times, clunky. I believe that's pretty much Design Element #2 (Right after, make everything fun) that the R&D team is focusing on....

    6. Re:Explain to me by SageinaRage · · Score: 1

      If you're spending more on D&D books than you are on WoW, you're doing it wrong.

  60. Sensous Dwarf Women by sam_handelman · · Score: 1

    Someone gave a chubby-chaser a set of colored pencils and he has gone all out.

      The book is worth reading (in a store, do not for the love of God give them any money) for quotes like "Strong, sensual, earthy and feminine, with an exotic beauty no one would think to splash a beard on."

      It's funny *on purpose*.

      There are other glimpses of humor that let you know the people who wrote this book know just how lame a bunch of the other stuff actually is.

    --
    The good and new comes from no quarter where it is looked for, and is always something different from what is expected.
  61. Yep by Anonymous Coward · · Score: 0

    (d&d3 + earthdawn + wow) / 7 = d&d4, I see.

    "Preview"+20USD = yay, open beta for pay ... not even "first time is free" to get them hooked

  62. Re:FIST SPORT by Idiomatik · · Score: 1

    Anyone else notice parent used the term '2D6' to flame someone over dnd. Busted :o

  63. Re:What it needs is to drop that d20 by lord_dragonsfyre · · Score: 1

    Addendum: I have no complaints about this, the GM wears the viking hat and his rule is the rule of the table. But please, please, please tell your players when the game starts that this is the intention.

    As someone who has played and run both no-powergaming, story-centric games with frequent dice-fudging, and twinked-to-hell, whatever you can get away with games where the dice are LAW, very little breeds more ill will at the table then expecting one kind of game and getting another.

    --
    "I have spread my dreams under your feet, Tread softly, because you tread on my dreams." - W. B. Yeats.
  64. Re:I roll Alliance by tedrlord · · Score: 1

    If your character could be randomly attacked by profit breathing dragons and hordes of evil, selfish productive people, maybe. Bioshock?
    --
    [insert witty quote here]
  65. Re:I roll Alliance by Quiet_Desperation · · Score: 1

    You know, I had a discalimer that I was kidding, but I thought, no, the rash of people taking my silly posts (and themselves) WAY to fucking seriously must have been an anomoly, so I deleted it.

    Guess I was wrong. The dumbass brigade is here to stay. The geek community never used to be so anchored by ideology. Used to be everyone was open for a good potshot. Ah well, the world moves on... and downward...

  66. Spelling by ChameleonDave · · Score: 1

    It's "halfling", with two Ls.

  67. Am I the only one... by Count+Fenring · · Score: 1

    Am I the only one who is a little worried and/or sad that D&D 4th Ed seems to be written entirely by combat wonks, and seems to be pressing firmly further and further from any world-modeling aspects at all, further and further into the realm of pure mechanics.

    I see the Warblade as the symptom of this: powerful, fun in combat, and yet, without any real connection to modeling any sort of real or even imaginable ability or scenario.

    D&D has always been on the far abstract end of the realism ... abstraction continuum, but this is going a little overboard; now, the fighter will only be able to do THE NON-MAGICAL THING HE LEARNED HOW TO DO three times per day? Or four per encounter?

    I feel that D&D has jumped the metaphorical shark. It is no longer a useful modeling system for pretend games, and instead is merely a mechanic system for the next generation of D&D based videogames.

  68. Mod Parent Up by crashfrog · · Score: 1

    Those are great suggestions, thanks!

    --
    I never have frustrations, the reason is, to wit:
    If at first I don't succeed, I quit!
    1. Re:Mod Parent Up by Anonymous Coward · · Score: 0

      If you like those ideas, may I humbly recommend any book in the Grimtooth's Traps series?

  69. GURPles and Orcanges by Crash+Culligan · · Score: 1

    QuantumFTL: I think a lot of folks are just getting tired of the same stale dungeon-crawling that D&D has been pushing for the last 25 years, moving on to bigger and better things (like GURPS, as mentioned in the tags).

    I don't know GURPS being the "bigger" thing, and between 3rd and 4th editions I have enough books to choke a donkey. Each system has its own philosophy of character growth. I differentiate the two saying that D&D is designed to get characters moving relatively quickly up through power levels. Even though characters only beef up their skills when they pass that invisible "level" limit, it is the "epic" system in which characters will more quickly change their role within their environment.

    Meanwhile, GURPS character growth tends to be much slower, and the bolting on of brand new abilities ("feats," if you will) is a rarity. GURPS is the "flat" system, which is better suited to characters who may improve more slowly over time, and who occasionally change their station significantly (when they get enough points saved up for a major purchase).

    I won't say they're apples and oranges, but each is suited to its own style of play, which makes comparison less meaningful. Personally, I prefer GURPS too, but that may just be my prejudice against level-based systems talking. It is possible for both systems to coexist because they fill different niches.

    As for play style, the "dungeon crawl" is a stereotype. Some people are realizing that it's as much fun fighting on the way to the fortified underground complex as it is fighting within it. And other pastimes are available. That was one of my complaints about Traveller, originally: some gamers wouldn't think past ship-to-ship combat, shipboard combat, and working starports looking for cargo. Then I realized: it's not the game's problem, it's an issue the players have. Same with the "dungeon crawl:" it's not the game that fences them into it, it's just what many players do with it.

    And there are other systems, too; D&D and GURPS only take up two bookshelves of the seven or so I need to hold all my gaming books. Many do enough differently that direct comparison between them is futile.

    If you live in the Greater Boston area, you should check us out. It's one of the few places you'll find roleplayers willing to try just about anything.

    I'm nowhere near Greater Boston, but that sounds refreshing. My current group is getting a bit hidebound, and I've no other places to turn.

    --
    You cannot truly appreciate Dilbert until you read it in the original Klingon.
  70. OSRIC, AD&D by owlman17 · · Score: 1

    Or to save you a trip to the shopping cart (plus I think you have to register at rpgnow first) you can also download OSRIC here.

    I wanted the real AD&D rulebooks so I headed off to paizo.com to buy the some PDF rulebooks. At $4 a pop, I got the PHB, DMG, MMs I&II, Unearthed Arcana, Oriental Adventures, for a total of $24. Not bad. The scans are decent, but nothing beats the real thing. Can't seem to find Hackmaster though.

    1. Re:OSRIC, AD&D by tbannist · · Score: 1

      It's from Kenzer Co (http://www.kenzerco.com/), they licensed the 1st Edition rules to make a real 3rd Edition of D&D. It still has some short comings, but the system is pretty good and fixes a lot of the rules problems in different ways than 3rd Edition does.

      It's a good system for gamers who don't want to take the game too seriously.

      --
      Fanatically anti-fanatical
    2. Re:OSRIC, AD&D by owlman17 · · Score: 1
      Thanks for the tip. I checked it out and saw this though:

      Our license agreement with Wizards of the Coast has ended. This means that certain rulebooks using material from TSR/WotC products, or the D&D logo, are now unavailable from our web store. But don't worry - many are still circulating in local and online stores, such as Amazon.com! Too bad, hope they renew the license or hope someone else does.
  71. Great, a another MMORPG.... by averykess · · Score: 1

    They've managed to turn it into a MMORPG, a Massively Mangled Offline Role Playing Game. Because the D&D Online worked so well... *sigh*

  72. Re:FIST SPORT by SQLGuru · · Score: 1

    Anyone else notice that if you roll 2d6 you can't POSSIBLY get a 1 and you rolled a fumble on the joke spot check?

    Layne

  73. Newbie DM tips? by DarthJohn · · Score: 1

    I've been wanting to play for a long time but never have (until recently). The stars finally aligned recently. My friends seemed mildly interested and I found some books that apparently fell off a truck or something (**cough** torrent **cough**) so I managed to read a little of each of the core 3 and downloaded and printed out a short module for 1st level PCs. It was a hit so I got the real books (I find pdfs made from scanned jpegs hard to read, but they did the trick for finding out that the group really was interested).

    Anyway... I've read like a hundred pages or so into the PHB and DMG (3.5) and am a bit daunted by how many little rules there are. That first session went pretty well, but I had to BS my way through most of it... mostly calling on vague memories of how things worked in Neverwinter Nights.

    The same time I got the books, I picked up the Dungeons & Dragons Basic Game. That was fun but was too limiting and I wasn't comfortable modifying it too much.

    I'm getting the idea that my players want a whole game world I create, but that seems a daunting task and generic settings will probably suffice for a time while getting used to the rules. I'm just worried that might take too long and they'll lose interest.

    So, that's some background. I'm just looking for some tips. What pages should I have memorized? Any tricks for simplifying the more complex systems (I haven't even looked at grappling rules)? I've googled a bit, but mostly find stuff for experienced DMs... got any links more useful to newbies?

    I'm guessing there's nothing but experience that will help me get familiar with the rules but any other tips would help.

    1. Re:Newbie DM tips? by Yosho · · Score: 1

      One of the best resources I can point you to is the d20srd. All of the open content in the PHB, MM, DMG, and Unearthed Arcana, all nicely arranged in a hyperlinked format. I keep my laptop open with that up at all times when I'm DMing, and it's invaluable. One of the best tricks I've found for speeding up combat is to go ahead and open up tabs for all of the monsters that the group might run into today, and then I can just click on the tab rather than flip through the MM and try to hold it in such a way that the players can't see what I'm looking at...

      Also, pick up a good DM's screen at your local gaming store. It should have a lot of tables and charts on the inside for commonly referenced values. Make sure you know what type of actions the players can take each round; see the list of actions in combat and special attacks in the d20srd. Remember that you can only attack once as a standard action, so if a character has use a move action in that round, he can't attack multiple times or with multiple weapons. If he only took a 5-foot step, though, that counts as a free action, so he can still make a full attack. Try to memorize what provokes attacks of opportunity and what doesn't. Grappling rules are, quite frankly, a mess, and even in an experience group, we have to just wing it sometimes when things get weird.

      When you do have to houserule something, here's a few things to keep in mind: characters make skill or stat checks when they want to accomplish something, saving throws when they want to resist something. When you're trying to think of the difficulty of performing arbitrary tasks and you're not sure what the DC should be, a DC 10 check is doable by anybody with a little effort; a DC 15 check is still doable by anybody, but it's tough and they might mess up a few times; a DC 20 check is almost impossible for anybody who's not trained at what they're doing; DC 25 is impossible for anybody who's not well-trained at what they're doing; DC 30 is a fair challenge for somebody who is a master in that area. Feel free to adjust the DC by +/- 2 or so for unfavorable or favorable circumstances.

      You might also consider buying the Rules Compendium, which has all of the basic rules condensed and indexed. It's organized better than the PHB and DMG and frequently explains the logic behind particular rules, so that you at least know what the developers had in mind when you have to house rule something.

      Creating your own game world can be fun, but it's a lot of work. I honestly wouldn't recommend doing it until you have some more experience and you've got a month or two to work on it before your players will play in it; I guarantee that as soon as you drop them in, they're going to go off exploring in directions you hadn't thought of, wanting to meet with important NPCs in organizations that you hadn't detailed, and so forth. There's no shame in playing prebuilt modules; you do have the problem of eventually running out of modules and your players want to keep using their characters, but at that point you can just pick up the prebuilt NPCs and locations that you've been using and run with them. I like Eberron, myself, but Forgotten Realms is much more a "standard" fantasy setting.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
  74. Because you're a fucking loser? by Anonymous Coward · · Score: 0

    Grow a dick, faggot.

    1. Re:Because you're a fucking loser? by MightyMartian · · Score: 1

      I tend to find guys that make responses like this are usually latent homosexuals. Do yourself a favor, come out of the closet. Trying to pick up partners in public washrooms is no kind of life.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
  75. A cautiously optimistic view. by Fuzzlekits · · Score: 2, Informative
    Frankly, Here's the deal... Alot of people here must not have played the same First and Third edition D&D games I did... or, at least, not read what the designers have put out for free about 4th.

    You don't have to buy these books to see what 4th is like. They are collectors items, fanboyish treatises... But, there is some cool stuff in these books. My solution was to have one member of our (Large) gaming group buy the books, and then we passed it around for a few weeks and all got a good look.

    But, really, there isn't anything in the books you can't find either on ENworld or the official website (And, for a few months, D&D insider is free and you can see everything they post on.)

    Alot of the issues commenters are bringing up have also been addressed, directly, by the R&D staff mixed in with the Gleemax Staff blogs.

    So, here's where you ought to go if you're on the fence or curious. Then you can come back and contribute to the 4th ed discussion... because most of these comments have been dealt with by -someone- in R&D.

    http://www.enworld.org/index.php?page=4e Huge dump for 4th edition facts and rumors. http://preview.tinyurl.com/2fe6br Gleemax R&D Staff blogs. Alot of playtesting. http://www.wizards.com/default.asp?x=dnd The official page. Design and Development and Ampersand are really the informative columns. You need to sign up, but it's free, and wizzards forum accounts / Gleemax transfer over cleanly.

  76. Gurps is not better by AP31R0N · · Score: 1

    Gurps is DIFFERENT. Gurps is better for a more human scale game. D&D is better for a mythic/heroic feel.

    --
    Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
  77. Re:FIST SPORT by Anonymous Coward · · Score: 0

    Luckily, you only need one of the party with specialist skill - detect irony ;-)

  78. I'm still skeptical... by Evil+Kerek · · Score: 1

    The fixes sound intersting - my background is 2.0 and up, though 3.0 sucked so bad we dropped it.

    Some of my issues with 3.x:

    Experience curves - you'd be level 20 in like 3 months. That's just silly. Apparently today's ADD claiming youth can't handle a game that doesn't 'ding' them ever few days. Wonder if this is in 4.0 (and yes I immediately changed the xp tables)

    Death of multi-class. There was little point in being a 10th level x and a 10th level y - the 20th level x in the party would make you useless. Prestige classes just as bad. Why bother.

    No more hobbits. Apparently all the years of Gygax (when he is sober) claiming that LOTR had no effect on the development of D&D caused them to make halfing simply minature people - that or the 'short fat' people in the world bitched until they were gone. I liked having hobbits in the game. (yes yes I promptly changed this too...)

    I could go on and on but blah...bottom line is the d20 system sucks. I HATE that they snapped up so many franchises for it.
    On to 4.x...from this article...

    Sooooo will we be denying the WOW affect on this for the next 20 years as well? This thing reads like a dice version of WOW. Not a bad thing perhaps, but I'm starting to wonder why they are calling this D&D. I suppose the 1.0 people thought the same thing when 2.0 came out, but at least you could identify 3.0 as D&D.

    All this aside, it would be nice if they come up with something cool. I was burned so bad by 3.x, I can't help but be skeptical. Time will tell.

    EK

  79. Welcome to the World of D&DCraft! by Hausenwulf · · Score: 1

    It sounds like they've tacked on mechanics from WoW to D&D. Sad...

  80. Growth, change, Pallys, WoW by sanjacguy · · Score: 1

    There's some interesting comments I've read regarding the change to fourth edition. As a GM of long experience, I'm very curious to see where they'll go with the rules. The decision to model talent trees or ability trees, similar to both WoW and FFX I'm guessing, is one based on expedience - one problem with the feat system was that Joe the player could pick and choose, either going for the min/max/munchkin status, or making some really really bad choices (You want +4 to your SCULPTING skill?). The 'tree' system allows an entire tree of abilities to be balanced as opposed to a "gravel quarry" of abilities. I see the logic here, I really do. I'll just have to see how the things work out.

    Now to you silly people who think pallys are 'sub-par' - it's all in how you play the game isn't it? Most Paladins are going to have high levels of charisma, somewhere on a level with social rogues or bards. Of course that bonus will get added into saving throws, blah blah blah. If you're in a game where saving throws are REALLY important, then play a guy that has ten first level classes. Paladins are holy knights - taking ten levels of cleric may be awesome from a rules mechanic viewpoint, but your church, your god, and possibly your country know what a lvl 15 Pally looks like - and what a lvl 5 pal/lvl 10 cleric look like. A level 15 paladin has a lot of things going for him - he hasn't fallen and that demands some respect - he's probably known to the local rulers and kings on a first name basis. I've played a couple of paladins in 3.0 and 3.5 - in one campaign, the pc pally needed a big S on his chest as he was everything you expect out of Superman. In the other campaign, the pc pally was part of a religion that believed in working hard and playing hard, so his entry into the campaign was interesting - the pc pally was 'entertaining' a lady of the evening at the time (Viking Paladins ftw - it was a very NSFW campaign).

    Like all characters in D&D 3.0-3.5, it's all about the combination of game mechanics and NPC/PC interaction. Your game mechanics can let you kill a monster - your PC/NPC interactions can raise armies, rule a kingdom, or anything else.

    1. Re:Growth, change, Pallys, WoW by Yosho · · Score: 1

      Exactly what does a level 15 paladin "look like" compared to a 5 paladin / 10 cleric? Does he wear a nametag that says "Hi, I took more levels in paladin than this other guy"? Why can't the second guy be a holy knight who demands respect? Is it just because the number next to "paladin" on his character sheet isn't as high?

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
  81. Re:FIST SPORT by Anonymous Coward · · Score: 0

    He didn't miss the joke, you missed the point.

  82. Powerful != Interesting by Chelloveck · · Score: 1

    But if you could (for example) build a character you would RP the exact same way you'd play your paladin as a fighter/cleric or something much, much tougher (and you could), why wouldn't you?

    Because I'm not a power gamer. Because I think a flawed character can be more interesting.

    Two of the most interesting (and fun!) characters I've played have had serious problems. Without getting into a whole "No shit, there I was..." thread -- One was a Gnome Illusionist/Fighter. He had a high INT, but a low-average STR. Unfortunately, he didn't want to be an Illusionist, he wanted to be a Fighter. So he had the biggest sword and heaviest armor he could use, and was completely incapable of casting spells dressed like that. The other character was a Jester, a class I wrote for a Dragon Magazine April Fools issue back in the mid-80s. I rolled okay for INT, low (<10) for everything else. I rolled a miserable 5 for STR. He couldn't lift a sword, much less swing one. The DM declared the character hopeless and told me to roll a new one. But I decided to play him as-is. On the whole he was detrimental to the party, but we all had a lot of fun in that campaign.

    In both these cases I intentionally played characters much less powerful than they could have been. Why? Because sometimes you get tired of playing Generic Badass #13, min-maxing your abilities to within an inch of the rules. Sometimes you get an interesting character concept and just want to run with it.

    --
    Chelloveck
    I give up on debugging. From now on, SIGSEGV is a feature.
    1. Re:Powerful != Interesting by Anonymous Coward · · Score: 0

      A character with a 5 str has a light load of 16 pounds, assuming that he was medium-sized. 12 pounds if he was also a gnome (and thus small). He could've easily carried even a greatsword (a medium-sized one is eight pounds). He could've tossed on a breastplate while he was at it, too, and still had less than his max load.

      There's nothing wrong with having fun, but it sounds like you were playing fast and loose with the rules, anyway, in which case powergaming isn't usually an issue (or even possible).

  83. Double amen... by deesine · · Score: 1

    to that! A post-apocalypse without mutants and magic - ah what a welcome change that was to D&D.

    --
    damaged by dogma
  84. DDO by urmjbud · · Score: 1

    I'm surprised it took so long for someone to suggest Dungeons and Dragons Online. I played for around 6 months (aka as long as my marriage could take it) and found it was a lot of fun and had many players who know PnP and were into the game because of the similarities, especially as compared to WoW. Admittedly, I hadn't played PnP in 20 years but I've looked for computer versions of DnD before and nothing else came close. I actually think that the combination of "real-time" action, in-game voice chat and single-click action improves game flow dramatically over PnP, while the developers have done a great job of mixing up challenges and limitations so as not to make the game a simple click-fest. Just to mention a few of the thoughts expressed in this thread, there are many great non-damaging spells (sleep, web, rays to lower most monster attributes) and the quests are set up to require the skills sets of several character classes after a while. I'm not a great or very frequent gamer, and I imagine that many have valid criticisms of DDO, but I for one heartily recommend it.

  85. Re:What it needs is to drop that d20 by Yosho · · Score: 1

    We run up and everyone hits it and both the fighter and the ranger roll their threat range and do double damage, Ok, your problem is that you're not actually using the rules correctly. First, just because you've rolled within your weapon's threat range doesn't mean you have a critical hit -- you also need to roll again to confirm the critical. Check the rolls. Also, getting a critical hit does not do double damage; you roll extra damage dice. So instead of rolling 1d8 for that longsword, you'd roll 2d8, and add in your strength modifier twice. Finally, UNDEAD ARE IMMUNE TO CRITICAL HITS. I wouldn't be surprised if your dislike of the d20 system is mostly based on wild misunderstandings like that.

    Also, the lich was damn stupid if he didn't have half a dozen defensive spells up to punish you for getting that close to him. He had it coming.
    --
    Karma: Terrifying (mostly affected by atrocities you've committed)
  86. If you're really all about "roleplaying..." by Shauni · · Score: 1

    May I suggest another roleplaying system? If your focus is on storytelling and social combat, you're better off with a combat-light system (such as a White Wolf game, Dogs in the Vineyard, or a random Steve Jackson RPG)

    As for me, I am reserving judgement. I happen to *like* combat, and though I usually streamline stuff (grappling) I like to play it straight; I usually find that once we know all the rules, then we can go to town and throw out encounters that would normally take 2 hours because of all the errata (except we either know it, or we know enough to fake it quickly)

    1. Re:If you're really all about "roleplaying..." by PHPNerd · · Score: 1

      I've tried two of those three you mentioned, and just found them both inadequate. D&D 3.5 is inadequate as well, but it's an easy system to strip down parts you don't like and streamline for the sake of roleplaying.

  87. Re:FIST SPORT by Anonymous Coward · · Score: 0

    The point being what? Is it that D&D uses a percentile system, or that it's impossible to get laid playing D&D? Because, if I knew, I wouldn't be carping about it.

  88. Re:I roll Alliance by WNight · · Score: 1

    It wasn't funny though. To the point where it was hard to see what you thought would be funny.

    Monopoly, Karl Marx style? She's playing this on the campaign trail?

    You just mean she's a socialist? Thanks for the update.

  89. Papers & Paychecks by Velaki · · Score: 1

    Having just read the review, 4.0 sounds like it smacks of officious, erudite pedantry, and abject sophistry regarding game mechanics. It appears as if it addresses some endemic lack of player imagination, and goes on to describe things using corporate phrases. I half expect to see "Mission Statement", "Goals and Objectives", and "Roles and Responsibilities" appear somewhere in the manuals.

    And talent trees? Maybe I should whip out my old WHFRP character generator I wrote in LISP years and years ago?

    Tieflings? Lilith babies and Lebens...sorry...Dargonsborn? It feels almost Second Life-ish.

    "Defenders, Skirmishers, Controllers, and Leaders" ?! New buzzwords? Marketing? How about, "Druid, use your +2 Blackberry, while I use my Sprint Boots to traverse the Dell and gather some Intel!" What happened to role-playing, and going with the flow?

    The rules are not legal rules. They are guidelines. They're there to ensure - mostly - that given the same kind of events, a player may have reasonable expection of the range of results for a chosen course of action. That's all. It's to prevent brats from saying, "But I, Pez the Flatulent, hit the dragon with my butter knife. I should cause the same amount of damage as Findik the Regular, with his Chainsaw of Mad Cutting!"

    Instead of debating how the system will lock you into a particular style of play - it's still not an Online-Only game, where you can move only where the cursor goes - why not just use the parts you like, and run your own, fun, happy campaigns?

    -v.
    "Hobbit. Hafling is racist."

  90. Shouldn't troll posts be positively scored? by Random+Guru+42 · · Score: 1

    After all, this /is/ about D&D. Everyone loves trolls (either playing or fighting them) in D&D.

    --
    Christopher S. 'coldacid' Charabaruk -- coldacid.net