Slashdot Mirror


The D&D Designers Answer Your Questions

In January we had the chance to ask the designers of Dungeons and Dragons Fourth Edition a few questions about the new version of the classic tabletop game. The Wizards of the Coast Community Manager, Mike "Gamer_Zer0" Lescault put our questions to members of the development team, including: Andrew Collins, Chris Perkins, Scott Rouse, and Sara Girard. Some of the questions weren't quite answered in as much detail as I would have liked. That said, they've given us a great opportunity to follow up on their responses. If you have a follow-up question, put it in a comment below (one question per comment please). We'll pass on five of the best, and the designers will answer your question on-camera at the Dungeons and Dragons Experience at the end of this month. We'll post the video to the site early in March. This is a great chance to put a face to some legendary designer names, and get your unanswered issues resolved. Get asking. Why 4th Edition? by DrMrLordX:
3.5E had so many non-core sourcebooks that you could have easily respun and/or rebalanced the material into a new set of books if you had any need to sell more material (which you presumably do, as would anyone else in the same business). Based on what has been released and what I've read, 4E will be a radical departure of standards set back in 3E which were, in turn, meant to improve the game drastically. Don't you think more work could have, and should have, been done to improve 3.5E? It seems like you're throwing the baby out with the bathwater.

Wizards of the Coast:
The design team had play-tested Dungeons and Dragons 3.5 extensively and it was clear that the game needed to evolve. Since there were things we wanted to do digitally, like the Digital Game Table and the Character builder, it became clear that we should create a new, fully integrated system, with rules that would support our online applications. There were so many system improvements that the team really felt that the time had come to revamp the game. I don't imagine that our customers would have been satisfied with a version 3.75.

How long will this edition last? by Erwos:
It upset quite a few folks when D&D 3.0E transitioned to 3.5E relatively soon after release, and made some people's investments in D&D become basically worthless overnight. While I appreciate that it's sometimes time to spawn a new edition that's incompatible with the old, it felt like 3.5E should have been an errata to 3.0E, rather than a totally new set of books. I understand that WotC can't commit itself to any firm "we will not release another edition for X years" guarantee, but it would be nice to hear some sort of assurance that we won't see a repeat of the 3.0E->3.5E debacle. What's the plan? What lessons have you learned?

WotC:
I don't think it would be unreasonable to argue that the transition from 3.0 to 3.5 happened a little too soon. Would Wizards of the Coast have released 3.5 if we knew at the time that 4th Edition was coming? My guess is probably not. We would like to have 4th Edition last 8 to 10 years just like previous editions.

Player's Online Component? by Zonk
I know this component is still 'in the works', but I have to ask: what are you planning for the online pricing for players vs. DMs? You've said that accessing D&D Insider and the 'online tabletop' will cost between $10 and $15, but is that for everyone? I just can't see telling my players they *each* need to pay $12/month to play online, let alone shelling out $30/month for myself and my wife. Also, will I need to have a paid subscription in order to access PDFs of the 4th edition books that I buy?

WotC:
We will be announcing pricing and subscription details at the D&D Experience convention in two weeks.

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

WotC:
The initial 4th Edition plans for allowing third-party publication of compatible supplements have been announced, and we're currently working with a number of independent publishers to iron out the details and get them started. Our goal is to allow 3rd party publishers, both large and small, the opportunity to publish products compatible with Dungeons and Dragons 4th Edition.

Will combat be more streamlined? by DeafDumbBlind:
At higher levels in D&D 3.5, a fight between the party and a group of enemies can easily last a couple of hours. How has combat been streamlined?

WotC:
Two significant changes to gameplay that accelerate and streamline high-level combat are the reduction in the number of dice rolls required on each turn, and the drastic simplification of monsters. No more "full attack actions" requiring handfuls of d20s. No more monster powers hiding in feats, or that require you to look somewhere else to understand what they do--monster powers are self-contained, specialized abilities appropriate to that monster's role, its tactics in a battle, and its identity in the world.

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

WotC:
We're definitely reducing the number of magic items that a typical character will carry around. Magic items aren't going away--they're a great way for characters to specialize their tactics, shore up weaknesses, and otherwise differentiate themselves from other characters--but they'll be a smaller overall portion of a character's array of special abilities. In addition, we're being clearer to the players and DM what mechanical benefits we expect all characters to derive from their array of items, which makes it easier for a DM running a "low-magic" campaign to know what his characters are missing (so that he can either take that into account by reducing monster stats, or provide the missing benefits via other methods).

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

WotC:
Just as the design teams of most computer games draw on their experiences with Dungeons & Dragons and other tabletop games, we look to other games for inspiration and innovation. Many of us in RPG R&D play or have played MMOs and other computer games. Some of the lessons we learned about gameplay on those platforms have helped us craft a better tabletop RPG, both for current D&D players and for potential new players who either haven't yet tried D&D or haven't found previous iterations of the game to their liking.

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

WotC:
The struggle between playability and tactical depth is a constant one for any game designer, and D&D is no different. We're always wrestling with the right balance between providing streamlined, intuitive play and giving players all the options they want. For example, by giving more characters customizable options for their actions in combat, we've added a dramatic level of depth (both strategic, in building your character, and tactical, in employing those options during a fight), but at the cost of increasing complexity for some characters. We think that's a net positive effect, because the lack of tactical and strategic options for fighters, rogues, and many other characters had become a glaring weakness in the game. The key is to ensure that players of different sensibilities can still find a rewarding play experience within the game's framework. A player who prefers simple options can select those and still feel like he's creating an effective character, while his buddy who thrives on complexity can load up on interesting combos without grinding the game to a halt.

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

WotC:
We appreciate the devoted fans who have continued to run campaigns in our older campaign settings. For a variety of reasons, we can't give every setting an equal amount of support, but we certainly expect to revisit older settings from time to time on D&D Insider. We constantly re-evaluate the role of older settings in our business plans and product schedules, and it's entirely possible that some of those settings may well stage a full-fledged return at some point in the future. For now, though, we're focusing on relaunching the Forgotten Realms campaign setting in August of 2008, with the Eberron campaign setting following in 2009. When we firm up any other plans, we'll certainly share those.

Negative Press by eldavojohn:
Short intro, I read a lot of fantasy and sci-fi. Play a lot of computer games. Enjoy reading up on lore and the like. But I never got into D&D. I had friends that played it but I was never into it. I tried playing it a few times and had some fun experiences. But there's always been a sort of negative stigma associated with it among ... well, the general populace. What are you doing to break free of this? Or do you embrace it? What are your thoughts & opinions on this strange negative publicity that popular movies push onto D&D players? Do you ever try to break free of that?

WotC:
(Note from Gamer_Zer0: Sorry Zonk, I tried my best to get this question answered for you, but apparently the Sci-Fi channel was having an original Battlestar Galactica marathon and the entire D&D team was no where to be found!)

Complexity vs. other gaming systems by Mechagodzilla:
Has there been any thoughts or discussions on reducing the amount of books needed to play? Donating a bookshelf to every new edition is getting a little ridiculous for the casual gamer. I have 40+ books from first and second edition. I bought the Player's Handbook from the third edition, read the first thirty pages and went "bleh". I know it goes against the business model, but can you actually make a game that can be played with less than four books?

WotC:
The only book any player needs to play the game is the Player's Handbook. In addition, the DM will want a copy of the Dungeon Master's Guide and Monster Manual (to help him craft encounters, build adventures, and run an entertaining game). Players won't need the Dungeon Master's Guide to equip their higher-level characters, because the PH will have plenty of magic items for all levels. Players won't need the Monster Manual to adjudicate shapechanging or summoning effects, because those effects will be self-contained within the classes or powers that grant them. That said, a large number of D&D players want more options than the core rulebooks provide--so we publish additional supplements and sourcebooks to meet that desire--but the game's fully functional without them. Of course, with the new online tools provided by D&D Insider (including a full rules database), it'll be easier than ever to carry around even your whole collection of D&D books wherever you play--just log on and there they are!

DRM? by MykeBNY:
Many people are acting as if a new edition will not only obsolete their old books, it will actually prevent them from accessing the ruleset at all. Level-headed people of course regard that as silly, nobody's going to sneak into your house and burn your old books! However, with more and more importance being placed on digital content (not specifically Wizards of the Coast, but in general) ... Is the issue of whether to DRM or not, and why and how being treated very seriously within the company?

WotC:
There is still a fair amount of non-rules content in the 3.x books that is still usable with 4th Edition. The rules themselves are changing and the old rules content will be obsolete. We plan to sell digital versions of our books for use online. Our DRM philosophy is to be as unobtrusive as possible.

Character sheets like by coppro:
We know that you are providing a tool for editing character sheets on your computer, although you have not specified anything else. An editable PDF sheet seems likely. However, there have been many popular tools (e.g. PCGen) that can update many aspects of data automatically based on game events, rather than numbers. Will the suite of digital tools released with 4th Edition include a tool that can maintain a character sheet that can be updated based on effects and modifications, rather than simple numeric input? If so, will it be extensible with published supplements/user-provided data?

WotC:
Our character builder application let's you build characters of any 4E class and level. It will also let you populate the sheets with content from the D&D database, and to update your characters as they grow.

Arcane/Divine Balance? by Rydia:
In 3.5 and even basic 3d ed, Priests were far and away more useful than wizards and sorcers. They had damage spells, could use better weapons out of the box and had a serious of buffs, combined with their armor, that made them powerful and extremely difficult to kill. At very high levels, a powerful wizard can deal great damage with delayed blast fireball and whatnot, but at that point a good cleric can throw down greater aspect of the diety, divine power and a load of other spells and turn themselves into a combat machine, plus the ability to heal and a few good damage spells. How are you going to balance the two main spellcasting types in 4th ed? Or are you going to leave things generally as they are?

WotC:
One of the most significant design goals of 4th Edition was to clarify the roles filled by each of the character classes in the game. Not only does this help prevent one class from being good at too many things--such as the cleric--but it also prevents classes from being unable to accomplish any role effectively (such as the bard or monk). For example, clerics in 4th Edition occupy the "leader" role (sometimes also known as the "healer" or "party buffer" role). Their damage output is decent, but far behind that of the wizard or rogue, and they don't have the defenses or melee-control abilities of the fighter.

Who are you trying to please? by HikingStick:
I started playing D&D (the basic boxed set) and AD&D ages ago--first on 1st Ed. rules and eventually ponying up for 2nd Ed. My friends and I liked the game because it was easy and simple (regarding game mechanics) in the first edition, and we did enjoy some of the changes going into 2nd E. With the arrival of the 3rd Ed. rules, you lost me as a regular player, along with many of my peers. I had no desire to relearn a gaming system that, for the most part, had its rules embedded in my head. My question is this: who are you trying to please? Are you attracting any younger gamers to the fold? If not, what's the point in publishing release after release after release? The question I'm asking beneath the surface is, "Why should I care at all?"

WotC:
The "beneath the surface" answer is, "Because this edition is the most exciting and playable version of D&D that has ever been published." In order for Dungeons & Dragons to continue to thrive, it needs to retain current players while also attracting new players to the fold. Third Edition D&D succeeded wildly on both counts, and also brought thousands of lapsed D&D players back into the game (in some cases after years away from the tabletop). We have every expectation that Fourth Edition will repeat that success.

The fact that the Player's Handbook continues to be a strong-selling book years after its publication tells us that new players still enter the game every month. We also know from our RPGA programs that the game environment is full of diehard veterans from the 70s, 80s, and 90s, as well as new players trying out their first characters. But in order for us to continue to please existing players (whose preferences in gaming continue to evolve) and also attract new players (whose needs may be quite different from veteran gamers), the game must keep pace with an enormously volatile and variable marketplace.

D&D has always been a tabletop-based game, and Fourth Edition won't change that. However, we recognize that people think about games, information storage, and even social gatherings differently now than they did in 1974, and we want the new D&D to recognize and embrace those differences rather than risk becoming obsolete. So now you'll be able to access your rulebooks online via the Rules Database, craft the perfect look for your PC with the Character Visualizer, and even game with players across town or across the globe on the Digital Game Table.

At the end of the day however, we really just want to please the fantasy gamer inside all of us and feed that insatiable desire to keep the adventure fresh and exciting!

211 comments

  1. Not impressed by Brian+Gordon · · Score: 0

    The bold on video as if youtube hasn't been around for years..

    1. Re:Not impressed by Anonymous Coward · · Score: 1, Funny

      Uh oh, looks like someone needs a grapple check :)

  2. Ahhh D&D by AndGodSed · · Score: 5, Funny

    The reason geeks haven't been able to get girls in like... hold on, it's my turn...

    1. Re:Ahhh D&D by Brian+Gordon · · Score: 5, Funny

      The reason geeks haven't been able to get girls in like...
      *rolls dice* ... ever.
    2. Re:Ahhh D&D by ajs · · Score: 4, Insightful

      The reason geeks haven't been able to get girls No, lack of social skills would be the reason, there. D&D is actually the only reason geeks tend to have *any* social skills (no, learning to type "pwnd!" with one hand while strafing is not a social skill).

    3. Re:Ahhh D&D by morgan_greywolf · · Score: 1

      No, lack of social skills would be the reason, there. D&D is actually the only reason geeks tend to have *any* social skills (no, learning to type "pwnd!" with one hand while strafing is not a social skill). Correct. The last time I did tabletop gaming was back a long time ago, but at that time there were definitely girls playing, and there were like 3 of them in my particular gaming party that were unattached. One of whom -- who was VERY hot -- tried to get me in bed with her. Unfortunately, that would have made my then-girlfriend extremely jealous. :) If I knew then what I know now -- man, she was hot!

    4. Re:Ahhh D&D by Anonymous Coward · · Score: 0

      Dude, try poly*--I'm GMing for both my wife AND my girlfriend (and both of their boyfriends).

      *Polyamory, not polyhedral dice.

    5. Re:Ahhh D&D by JimTheta · · Score: 3, Funny

      Put the dice away before I take them away.

    6. Re:Ahhh D&D by Rogerborg · · Score: 5, Funny

      Look, I've told you this before: you have got to stop referring to in-game events in the first person.

      --
      If you were blocking sigs, you wouldn't have to read this.
    7. Re:Ahhh D&D by skinfaxi · · Score: 1

      From the WoTC responses to the questions, you'd think that females just didn't exist. All players and DMs are male. Feh.

    8. Re:Ahhh D&D by AmaDaden · · Score: 1
    9. Re:Ahhh D&D by morgan_greywolf · · Score: 1

      Yeah, but the real $64K question is this: Does that explain the D&D girl that wanted to bed me or the girlfriend?

    10. Re:Ahhh D&D by Anonymous Coward · · Score: 0

      The reason geeks haven't been able to get girls in like... hold on, it's my turn...
      Well at least we geeks used to be able to drool over the hot demon chicks, but now it looks like they are cutting back on those as well. :-(
    11. Re:Ahhh D&D by Shinmizu · · Score: 1

      So, you couldn't get the D&D girl that wanted to bed you AND the girlfriend? In an either/or situation they usually go for your girlfriend, so that's not really a good situation.

    12. Re:Ahhh D&D by Anonymous Coward · · Score: 0

      If you want girls you'll have to trade in that d20 and roll d6's at a craps table in Vegas.

    13. Re:Ahhh D&D by Specter · · Score: 1

      Oh, bummer, you rolled a critical failure on your grapple attempt when reaching for my dice. Make a reflex save to take half damage from my spilled drink.

    14. Re:Ahhh D&D by porl · · Score: 3, Funny

      ...or if you are just after attention, try rolling the d20 at said craps table...... :)

    15. Re:Ahhh D&D by Anonymous Coward · · Score: 0

      A follow up question to "D&D and WOW by halivar":

      halivar asked what influence computer games might have had on the design of 4th ed, but what about computer games that are going to use the D&D rule set having an influence on the design of 4th ed? None of the games based on 3/3.5ed appealed to me because of the over-complexity of the rules, I preferred the older titles such as Baldur's Gate that used 2nd ed. That's obviously a personal opinion, but I know it's not an uncommon one. So, were there any design choices made based on the fact that computer games will also use the system?

  3. The 8 to 10 years myth by ajs · · Score: 5, Insightful

    WotC likes to tout the 8 to 10 years number for the longevity of a release of D&D. They do some interesting accounting to get there.

    What they do is ignore the period of time that Wizards of the Coast has owned the D&D brand. *TSR* was certainly capable of producing a radical revision to the rules only every 8 to 10 years. Thus far, Wizards of the Coast (Hasbro) has NEVER managed to meet that standard.

    GURPS, BTW, has published their most recent edition. They *do* keep to such long periods between publications, and there's a rather large amount of compatibility between their 3rd and 4th (most recent) editions, allowing those who invested in 3rd edition's many supplements to maintain the value of their investments....

    1. Re:The 8 to 10 years myth by Erwos · · Score: 1

      I asked the question, and, yeah, I was not terribly impressed with the answer. It was nice to hear them acknowledge 3.5E as a mistake - that alone might get me to consider 4E.

      --
      Plausible conjecture should not be misrepresented as proof positive.
    2. Re:The 8 to 10 years myth by Anonymous Coward · · Score: 2, Interesting

      GURPS, BTW, has published their most recent edition. They *do* keep to such long periods between publications, and there's a rather large amount of compatibility between their 3rd and 4th (most recent) editions, allowing those who invested in 3rd edition's many supplements to maintain the value of their investments.


      While I do realize that material things (books, computer, cars) have value, the term "investment" as applied to D&D is a joke. That's like talking about a sizable investment in Magic: The Gathering cards. They are a hobby. People spend money in hobbies because they enjoy the hobby. It's not about investment, other than an investment of time in an activity for personal enrichment or fulfillment.

      As has been said before, nobody will sneak into your house and burn your current books and collection. If you don't want to spend money on the new version, if you want to protect your "investment", then don't upgrade. The old books aren't going to suddenly stop working, and if you're currently playing with a group of friends or are in the middle of a campaign, then it makes sense to stick with what is already working. Being on the cutting edge of anything (computers, home electronics, art, ham radio) costs money and old things give way to new things. That is the nature of life. If you derive pleasure, geek cred, or a sense of security from playing the latest version of D&D, that's your business, but others may play as a way to explore and enjoy with friends. The rules might be secondary to the social interaction for us.

      The return on "investment" here is the good times you have, the friends you make, and the worlds you explore. Not monetary.
    3. Re:The 8 to 10 years myth by Utoxin · · Score: 4, Informative

      You act like they've 'violated' this over and over again... there's only been one major revision since 3.0 (Which was over 10 years after AD&D 2E, by the way), and if you discount 3.5, they're now 8 years from the release of 3rd edition.

      So basically, one violation that they say they regret. I completely ignored 3.5 when it came out. I don't own a single 3.5 rulebook, and none of the people I play with do either. But I'm curious about 4th edition, and I'm certainly going to give it a good look, and possibly update my rulebooks.

      --
      Matthew Walker
      http://www.tweeterdiet.com/ - My Diet Tracking Tool
    4. Re:The 8 to 10 years myth by bugnuts · · Score: 2, Insightful

      What they do is ignore the period of time that Wizards of the Coast has owned the D&D brand. *TSR* was certainly capable of producing a radical revision to the rules only every 8 to 10 years. Thus far, Wizards of the Coast (Hasbro) has NEVER managed to meet that standard.

      If it wasn't for WotC, it would be infinity years before TSR's next release.

      I'm not sure why you're concentrating on the time between releases. 3.5 has been out a few years, and nobody is forcing anyone to change. There's a plethora of material out for 3.5, so if you don't want to change your rules... don't.
    5. Re:The 8 to 10 years myth by bigdavex · · Score: 2, Interesting

      I'm not sure why you're concentrating on the time between releases. 3.5 has been out a few years, and nobody is forcing anyone to change. There's a plethora of material out for 3.5, so if you don't want to change your rules... don't.

      That's certainly true to an extent; I just started a campaign with the basic & expert box sets.

      The problem is the network effect. It's the same way people feel compelled to upgrade to a new version of MS Word. It's not because they care about the new features; it's because they want to be compatible with everybody else's documents. So while it generates short-term revenue for the company, the upgrades don't really create any new value for the customers.

      --
      -Dave
    6. Re:The 8 to 10 years myth by Rogerborg · · Score: 3, Funny

      I agree. If we just love them enough, then they'll change.

      --
      If you were blocking sigs, you wouldn't have to read this.
    7. Re:The 8 to 10 years myth by ildon · · Score: 3, Funny

      I assume you're posting anonymously because the user name CaptainObvious was already taken.

    8. Re:The 8 to 10 years myth by Mongoose+Disciple · · Score: 1

      The "No one is forcing you to change" comment appears often in discussing 4E, and it's valid up to a point.

      However, if you're a person who does tournament/convention gaming at all, you're updating or you're giving up that kind of gaming.

      A campaign like Living Greyhawk is a lot different from a home game, simultaneously bringing out some of the best and worst of D&D. It's not for everyone, but it's not something you can really replace by any alternative that doesn't move on to 4E rules.

    9. Re:The 8 to 10 years myth by camazotz · · Score: 3, Insightful

      Not only would a D&D gamer have trouble getting in to a RPGA style torunament, but they'll have to accept that while they are playing 3.5 or what-not, their buddies may all be buying in to 4E, and thus he'll need to upgrade if he wants to keep playing with his friends. Unless he gets friends who are all sympatico with their choice of edition, this is another roadblock to staying retro. Finally, people seem to think it's all about playing whatever edition you like....people sometimes forget this is a consumer-oriented market, and the simple fact is, many people like buying the books; no more 3.5 books means no more outlet for that consumer habit, unless the gamer/purchaser decides to buy in to the new books, which, of course, is what WotC is most hopeful for.

    10. Re:The 8 to 10 years myth by Brownstar · · Score: 1, Informative

      What Interesting Accounting?

      1974 - D&D is released
      1979 - AD&D is released (1st Edition)
            1985 - Unearthed Arcana (Major Optional core rule update for 1E)
      1989 - 2nd Edition AD&D is released
            1995 - Player's Options Books Released (Major Optional core rule update for 2E)
      2000 - 3rd Edition D&D is released
            2003 3.5 Edition D&D is released (Major core rule update for 3rd edition)
      2008 - 4th Edition will be released.

      Each Edition release (starting in 79) was around for 8 to 10 years. Each Edition had a major rule update approximately in the middle of the life cycle.

      Now the 8-10 year cycle is a bit misleading, because 1E and 2E were each about 10 years, and 3E was 8 years. But when 3E was initially published the 8 to 10 years was touted as how long it would be around as well so this shouldn't be a huge suprise.

      Also, 3.5 did come slightly before the mid point of 3E. And was much less optional than the major revisions to the previous ones. But the changes were actually much more minor to the edition than the changes in UA or the Player's Option line of books.

    11. Re:The 8 to 10 years myth by Forseti · · Score: 5, Insightful

      3.5E Wasn't a mistake, 3E was. They released it too early, it needed more playtesting.

      When 3.5E came out, my play group was pissed off and decided not to buy it. Then a friend took a look at the new rules and uttered the words that rattle me to this day: "The new rules are WAY better; more balanced, etc..." We switched and rebought all of the damn books. I learned my lesson though. We'll skip 4E until we're sure they won't come out with 4.5E to tweak it.

      --
      Delay is preferable to error. (Thomas Jefferson)
    12. Re:The 8 to 10 years myth by podperson · · Score: 3, Insightful

      GURPS achieves outstanding backwards compatibility by never fixing major bugs. E.g. impaling weapons are supposed to do less damage but be better at penetrating armor, but the rules have the exact opposite effect, and this has been the case from GURPS 1 to GURPS 4, despite numerous complaints and the fact that this could be fixed without breaking anything else.

    13. Re:The 8 to 10 years myth by Mysticalfruit · · Score: 1

      In our group of us who played RPG games, we had one guy who was always like "I should run a GURPS game!" So, one day, he did. We went through all the rules, etc so everybody was square on how to play and we decided to do 4 sessions (we played every Saturday night).

      After a month, we decided to switch back to AD&D. While GURPS was okay, we found the mechanics of the game hard to get our heads around. Maybe it was that we'd just played too much D&D and that was where our heads were.

      With that all said, I ran a HOL campaign for a good 3 months which everybody enjoyed. HOL being the antithesis of D&D... i.e. complete and utter lack of rules.

      --
      Yes Francis, the world has gone crazy.
    14. Re:The 8 to 10 years myth by ultranova · · Score: 2, Funny

      It was nice to hear them acknowledge 3.5E as a mistake - that alone might get me to consider 4E.

      Hypothethically speaking, if I admitted that selling you the Golden Gate bridge was a mistake, would you be interested in some beachfront property in Tibet ?

      --

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

    15. Re:The 8 to 10 years myth by morcego · · Score: 2, Interesting

      That's like talking about a sizable investment in Magic: The Gathering cards.


      Humm. Considering the ROI I've got for those cards was 4 years, and netted a 80% profit, I could say you are wrong in there.

      But, as with any other investments, you have to know when to buy, when to sell and all that.

      I have have some investments on comic magazines I plan on cashing next year for something like 900% profit. However, the ROI was longer (10 years).
      --
      morcego
    16. Re:The 8 to 10 years myth by Snowgen · · Score: 1

      GURPS, BTW, has published their most recent edition. They *do* keep to such long periods between publications

      Maybe you're a new comer to GURPS, or you just have a short memory.

      GURPS First Edition was published in 1986.

      GURPS Second Edition was at the printer by April of 1987.

      GURPS Third Edition was the 1988 Game of the Year at Origin.

      Three editions in three years.

      Of course, one might say that the third edition spent a whopping 16 years in print, but that ignores the fact that it was changed to be GURPS, Third Edition, Revised in 1994. And then in 1996 things were shook up with the release of Compedium I and Compendium II and their status as "core books".

    17. Re:The 8 to 10 years myth by mdielmann · · Score: 1

      A fair number of 3.5 books had updates released as pdfs. Don't ask me when - it's not something I examined more than a couple years ago. Here's the link. Given that it's free, it's at least worth examining. Of course, once you're there, why would you as a publisher keep on printing the 3.0 version?

      --
      Sure I'm paranoid, but am I paranoid enough?
    18. Re:The 8 to 10 years myth by ajs · · Score: 1

      GURPS, BTW, has published their most recent edition. They *do* keep to such long periods between publications Maybe you're a new comer to GURPS, or you just have a short memory. I've been playing GURPS since the 80s, and yes, they had too many editions in the early years, but their incremental and fairly compatible growth from 3rd to 3rd revised to 4th has been slow, steady and in drastic contrast to WotC over the same 20 year period.

      You have to go back past 20 years to contradict that, and I'm OK with a 20-year track record of stability.

    19. Re:The 8 to 10 years myth by ajs · · Score: 2, Insightful

      there's a rather large amount of compatibility between [GURPS] 3rd and 4th (most recent) editions, allowing those who invested in 3rd edition's many supplements to maintain the value of their investments. While I do realize that material things (books, computer, cars) have value, the term "investment" as applied to D&D is a joke. Not at all. You're focusing on the value of an investment only in terms of its retail re-sale value, not its overall ROI. The only useful metric for measuring all investments is ROI (Return On Investment), and that metric includes all forms of return. The "value" returned by gaming books is play-time. That value is radically degraded if they cannot be used with the current edition (not to zero, of course, but reduced non-the-less).

    20. Re:The 8 to 10 years myth by Sandbags · · Score: 1

      OK, I get that many people are pissed over their large investment in 3rd edition, and they believe it to be basically worthless going forward... Not so.

      Sure, the data tables, ability specifics, rolls, and numbers will all need to be adjusted for 4.x, but the content, source material, monster ideas, encounter ideas, magic item ideas, all of this is still relevent to a good DM, and a player with access to this information, and a halfway good DM, should be able to reasonably translate older information into 4.x.

      I have a ton of oth 2nd and 3rd edition books. I wrote a huge campaign mostly in 2nd edition, but by the time I started running it, 3rd had come out. i was able to quickly adapt to the new rules by buying only the core books and doing a bunch of reading standing in the book store with other expansion and source books. I took notes and used content where appropriate.

      So long as i can build a character, and have access to the core rolling tables and stats, anything else should be readily adapted.

      Back in D&D Advanced, and 2nd edition, we regularly made up our own weapons, feats, spells and more. As long as the cost of the item was reasonable for it;s poewr, compared to other items available at the same level, the DM usually approved it. Granted, this does not fly at conventions, but typically you're handed a character and expected to play it there, or at least have one 100% in conformity with published rules, and in rare cases a DM will allow just about anything if it's not rediculously overpowered. My friends and i continued this tradition into 3rd edition, and we expect our wives who also game with us now will do the same in 4th edition. My wife in particular expects to buy most of the 4.x content and run her own campaing since there will be a clear rules reset and she can follow along without feeling like she knows nothing (we'll all be on equal footing once again).

      --
      There is no contest in life for which the unprepared have the advantage.
    21. Re:The 8 to 10 years myth by ajs · · Score: 1

      3.5 has been out a few years, and nobody is forcing anyone to change. There's a plethora of material out for 3.5, so if you don't want to change your rules... don't. But, you know that the line is dead. No one will be publishing 3.5 stats for any of the new things that are published from now on. None of the back-story for 3.5 campaign worlds will be updated with 3.5-relevant crunch.

      Sure, if you want to run a stand-alone game, you can run any game ever published. But, if you want to play something that all of your players likely already have, or can easily get in good condition, then the list diminishes quickly over time (about 5 years is as far back as you can go and reliably be able to get OOP gaming books in good condition, though if you're patient and willing to pay you can get just about anything).

      I'd prefer to play a GURPS: Black Ops game where, yes, the world book is OOP, but the stats can easily be converted via a published conversion guide from the vendor and then everything is based on the newest rules. Same is true for Hero System. I just singled GURPS 3-4e out because it's the only game that I know of that had as many published books as D&D 3-4e.
    22. Re:The 8 to 10 years myth by mmyrfield · · Score: 1

      The other interesting thing to note is that the release of new, non-core material for 3.5ed will quickly dwindle to zero as all the independant publishers latch on to the new version. That's somewhat of a problem for those who want to continually expand their compatible game-play universe as the campaign moves forward (a big example of that for my group was the release of the psionics ruleset, a new baddie to face and develop strategy for without the need for a new core).

    23. Re:The 8 to 10 years myth by Mongoose+Disciple · · Score: 3, Insightful

      Amen.

      But, being fair, I'm not sure that it would have been practical to be playing 3E internally for the four years it took to realize some of their biggest mistakes with it.

      A lot of it is perspective. If you're a home game maybe a few sessions a year kind of player (as I am now), 3.5 could seem like a cash grab. If you're a heavy con/tournament player (as I was at the time), 3.5 seemed like an overdue patch to a hundred things we all knew were almost unplayably broken.

    24. Re:The 8 to 10 years myth by JosKarith · · Score: 1

      So, you get taken in by all those ads convincing you great new Daz is by telling you how terrible old Daz was..?

      --
      'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
    25. Re:The 8 to 10 years myth by drinkypoo · · Score: 1

      I guess what I want to know is, why did anyone even bother to move on past the second edition, to another edition of D&D? It's easy enough to adapt the data in ANY sourcebook to ANY game just by converting between different stat scales and making the occasional adjustment. You're all just a bunch of suckers. (Well, everyone who paid for that nonsense.) Just another reason why I prefer playing something like Amber diceless - although that requires a genuinely talented storyteller. Any bozo can run you through a D&D module. But then, so can the computer.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    26. Re:The 8 to 10 years myth by drinkypoo · · Score: 1

      That value is radically degraded if they cannot be used with the current edition (not to zero, of course, but reduced non-the-less).

      Show me a sourcebook that cannot be used with an entirely different game, let alone a new edition of the same game, and I'll show you a gamer (or GM, or whatever) who is far too short on imagination to be allowed to even play a roleplaying game.

      When I was a teenager we adapted D&D stuff to palladium games and vice versa, we used anything in anything.

      Is there some sort of pervasive anti-creativity field being caused by all the world's TV watching or something? I MUST SPEND MONEY TO SOLVE ALL MY PROBLEMS, I AM HELPLESS WITHOUT IT!

      Am I the only one who remembers roleplaying that was about roleplaying and not about tables and statistics?

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    27. Re:The 8 to 10 years myth by drinkypoo · · Score: 1

      people sometimes forget this is a consumer-oriented market, and the simple fact is, many people like buying the books; no more 3.5 books means no more outlet for that consumer habit, unless the gamer/purchaser decides to buy in to the new books, which, of course, is what WotC is most hopeful for.

      People who actually like buying the books are basically sick. They're consumer zombies who have shifted the pleasure of getting things onto the pleasure of having things that cost money - they're valuable because they had to pay for them. This is NOT rational behavior. This is unhealthy.

      Now, people who like getting the books are only basically materialistic, which is immature and sad but not necessarily sick. I used to like getting D&D books myself.

      You're right though, it's a consumer oriented market. That means they market (try to sell) things to people who want to consume. By making excuses as to why you have to do this, you're playing right into their hands. You're participating in your own programming, and that of others.

      The simple truth is that if you are experiencing this phenomena, and you claim to dislike it, then change your habits instead of changing your friends, you are only demonstrating a lack of integrity. You cannot change a corporation's behavior by giving them money, except to cause them to do more of what they are doing. You can influence them in a particular direction in which they are already traveling, but that is all. Everyone who bought 3.5 encouraged WotC to release frequent updates. Since they released updates to many books as PDFs (making it easy to get their game for free, not that I have played any non-computer RPG in years and years) it's clear that they are able to make updates without charging people. Yet, tons of people went out and actually paid them to release the game more frequently. Nice going!

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    28. Re:The 8 to 10 years myth by Anonymous Coward · · Score: 0

      Not at all. You're focusing on the value of an investment only in terms of its retail re-sale value, not its overall ROI.
      Apparently you didn't read the previous comment that you are critiquing as that is the exact argument that it's trying to make. The point of the previous comment was that you don't lose anything on your investment. You can still play your games with your old books. The experiences you get from them and the experience yet to come from them are not diminished just because of an arbitrary version bump.

      That value is radically degraded if they cannot be used with the current edition (not to zero, of course, but reduced non-the-less).
      No, they're not reduced. Their utility to the previous version is exactly the same. It's only the ego boost from not playing the latest version that doesn't occur. While I have no problem with people trying new things, people who demand or feel the need to play the latest version for geek cred are the type of people I avoid. The whole point of the exercise is to enjoy role-playing. It doesn't matter what system you use. You could use GURPS, FUDGE, AD&D, or D&D 4.0. The whole point is to explore. If you need the absolute latest version and tables and stats in order to enjoy exploring, then I am sorry for you. There is a lot out there that you will miss.

      The essence of a role-playing game is the story, and the story is independent of the role-playing system. The implementation of the story is not independent the role-playing system, but its basic premises are.
    29. Re:The 8 to 10 years myth by Hausenwulf · · Score: 1

      3rd ed at least made an attempt to standardize all the game mechanics into d20 rolls. 2nd ed was was a hodge-podge of various game mechanics. Of course many players played from the very beginning and knew the mechanics inside and out, but for the new player it was a nightmare. Do I need to roll high or low? Is it percentile, d20, d10, or something else? A new player to D&D 2nd ed had a tough time without an old hand walking him through the game. I like 2nd ed because I grew up with it and know those rules like the back of my hand and have fond memories of the games played under those rules. Still, if I were going to start a game with new players who had never played D&D, I'd probably start with 3.0/3.5 so they'll never have to learn what a thac0 is.

    30. Re:The 8 to 10 years myth by markov23 · · Score: 1

      Havent played GURPS so I cant comment on that. But as far as DnD is concerned wotc saved the game. TSR -- the enlightened company that started this kept a stranglehold on publishing and we had very little content except recycled tournament modules. Even after they let the whole thing die and you couldnt find the sourcebooks at any store, they still had lawyers sending cease and desist letters to people that wanted to create web content or put their own module on-line. From that comes wotc -- 3rd edition and the open gaming license. Because of the open gaming license we have so much content that you can play 3.0 3.5 forever and never run out of source books and modules. Their one big mistake -- 3.0 was a little rough and needed an update 3.5 ( by the way -- it did ) My groups been playing 3.0 since it was released and weve pretty much maxed it out as a role playing platform. The games flaws have taken over and we have a ton of house rules to work around them. When I read the designer essays ( not the marketing thing they published here ) you can see that these guys have also played out 3.0 /3.5 and know where all the suck is. I dont know how they are going to fix the rules -- but everything that my group found wanting in 3.5 they have talked about in their designer notes. So 4.0 could still suck, but it wont be because these guys didnt know where to focus. As to your other point that there are more role playing games out there -- no argument -- but so far only dnd has OGL and 20 third party publishers waiting to fill the shelves with content. ( I am kind of peeved though that dungeon went away as a magazine )

    31. Re:The 8 to 10 years myth by mcvos · · Score: 1

      GURPS achieves outstanding backwards compatibility by never fixing major bugs. E.g. impaling weapons are supposed to do less damage but be better at penetrating armor,

      Why would impaling weapons do less damage? They reach deeper into the body, are better able to damage vital organs and have less chance of being blocked by bones.

      Also take a look at what happened in the middle ages when knights started wearing heavy plate armour: they didn't start using more arrows, swords and spears, they dropped those weapons and migrated to maces, flails, heavier swords (slasing instead of thrusting), and polearms with funky, often hammer-shaped heads.

      I think GURPS has it right. Weight helps more than a thin sharp point against solid armour.

    32. Re:The 8 to 10 years myth by mcvos · · Score: 1

      Of course, one might say that the third edition spent a whopping 16 years in print, but that ignores the fact that it was changed to be GURPS, Third Edition, Revised in 1994. And then in 1996 things were shook up with the release of Compedium I and Compendium II and their status as "core books".

      Third Edition, Revised didn't change any rules, it just added more advantages and skills. Mostly advantages and skills that already existed before that time in other books. The Compendia basically did the same thing: collect abilities from other books so you'd only have to buy one book to get everything you want, instead of having to figure out which ability is in which out-of-print book and then paying $80 for the book on eBay.

      Both Revised and the Compendia (which are still just Revised) are perhaps comparable to the publication of Unearthed Arcana for AD&D2. It's not a new edition, just more stuff for the same old edition.

    33. Re:The 8 to 10 years myth by podperson · · Score: 1

      Why would impaling weapons do less damage? They reach deeper into the body, are better able to damage vital organs and have less chance of being blocked by bones.

      First of all, I didn't write the explanation of what the GURPS rule is SUPPOSED to do. The GURPS rules say they do and intend to do one thing and then do the exact opposite.

      Also take a look at what happened in the middle ages when knights started wearing heavy plate armour: they didn't start using more arrows, swords and spears, they dropped those weapons and migrated to maces, flails, heavier swords (slasing instead of thrusting), and polearms with funky, often hammer-shaped heads.

      No, they switched from slashing weapons to both bludgeoning and impaling weapons (swords with points and no edges appeared in response to metal armor), and in the case of the bludgeoning weapons, they usually had spikes. At Agincourt arrows annihilated massed plate-armored cavalry. The Mongols had no problems with plate armored opposition.

      Go take a look at some actual weapons from the period (reading D&D does not constitute research).

      As one writer on the subject put it -- the reason you see so many flails and maces on castle walls in England (and relatively few swords) is that the swords got used.

      I think GURPS has it right. Weight helps more than a thin sharp point against solid armour.

      Ideally, you want both. But I leave you with this: at what point have professional soldiers preferred maces and hammers to swords and lances? Try to find one such moment in history.

    34. Re:The 8 to 10 years myth by mcvos · · Score: 1

      First of all, I didn't write the explanation of what the GURPS rule is SUPPOSED to do. The GURPS rules say they do and intend to do one thing and then do the exact opposite.

      I can't remember ever seeing that in a GURPS book. Do you have a page number for me?

      No, they switched from slashing weapons to both bludgeoning and impaling weapons (swords with points and no edges appeared in response to metal armor), and in the case of the bludgeoning weapons, they usually had spikes. At Agincourt arrows annihilated massed plate-armored cavalry. The Mongols had no problems with plate armored opposition.

      Heavy armour led to things like the bastard sword, which as far as I know is mostly slashing. Purely implaing swords, like the rapier, appeared much later, when gunpowder had made armour obsolete. (Although the rise of rapiers more a fashion thing than a practical change.)

      Ideally, you want both. But I leave you with this: at what point have professional soldiers preferred maces and hammers to swords and lances? Try to find one such moment in history.

      Swords have always been popular due to their alround practicality, but if they really were as superior as you claim, there wouldn't even be any maces, hammers and flails. Maces and warhammers were most definitely used (during the late middle ages mostly), because they were superior to swords in some specialised usage, particularly against heavy armour.

  4. Meh by Paranatural · · Score: 5, Insightful

    I'm looking forward to 4th Ed, but damn that was sanitized. Straight from a marketer's mouth. I'd actually hoped for something more frank.

    1. Re:Meh by Entropius · · Score: 1

      No kidding. There wasn't an actual informative answer in the lot.

      My group is watching all of this with interest, looking to see whether or not we need to invent some sort of 3.5/4.0 chimera... and there's no information in there. None.

    2. Re:Meh by sckeener · · Score: 3, Interesting

      About the only information I got was this...
      We will be announcing pricing and subscription details at the D&D Experience convention in two weeks.

      So far I've been unimpressed with their stewardship of Dragon and Dungeon...but they are free now, so I can't complain too much....except that I was getting more gaming material when Dragon and Dungeon were produced by Paizo.....heck the WotC site was publishing more material when Paizo was running Dragon & Dungeon...

      Of course I'm willing to bet their pricing for D&D Insider will be nice at first....and then like Comcast, WotC will raise their rates....or maybe we can expect WotC to make D&D more CCG...and we'll be addicted to paying them more...

      whatever...color me underwhelmed by their response too...

      --
      "Only one thing, is impossible for god: to find any sense in any copyright law on the planet." Mark Twain
    3. Re:Meh by cp.tar · · Score: 1

      I'm looking forward to 4th Ed, but damn that was sanitized. Straight from a marketer's mouth. I'd actually hoped for something more frank.

      Ah. So I'm not the only one to notice that.

      I'm looking forward to 4th Edition as well — if nothing else, because it will get me to play again.
      I'd left the last campaign due to free time and other personal issues at the time, and the new game will be the perfect excuse to return ;)

      --
      Ignore this signature. By order.
    4. Re:Meh by Abreu · · Score: 3, Insightful

      Well, I have been following the 4th edition information in the WotC website and ENWorld, and the new information provided here is:

      * Magic Items will be moved to the Players Handbook
      * A Rogue will be able to consistently deal more damage than a Cleric
      * a reference to "melee control" abilities by the Fighter

      Plus, this is the first time WotC has admitted that 3.5 came too soon. That is not worthless to me. Also, the way they ignored the trollish "what are you doing to make this game less nerdish?" question made me laugh.

      --
      No sig for the moment.
    5. Re:Meh by Jaysyn · · Score: 1

      Paizo is crap. They ruined 3e Dark Sun. Thank god for Athas.org.

      --
      There is a war going on for your mind.
    6. Re:Meh by Anonymous Coward · · Score: 0

      It is becoming apparent that WotC has finally learned the lesson of printer manufacturers -- you don't make your money from selling printers, you make your money from selling ink or toner. As they've seen from the rollout of successive editions, there's a built-in limiter to how often they can get their customer base to throw away their old material and buy new books, but if they can get them to subscribe to a service, then they can keep raking in money month after month, so they're not stuck with actually having to produce new content for players to buy. The more they can make dependent on their subscription services, the harder a lock they have on their player base, and once they have the player base locked into using their services, then they can adopt the Microsoft model and force upgrades according to their schedule (i.e., "Our bottom line projections show that our income is going to flatten out in a year or so; we should push out an 'upgrade' to get a fresh wave of license payments.").

    7. Re:Meh by nuzak · · Score: 1

      So in other words, they buffed the DPS of the rogue and aggro control of the fighter?

      C'mon, you KNOW they are looking at that market.

      --
      Done with slashdot, done with nerds, getting a life.
    8. Re:Meh by Plekto · · Score: 1

      This is exactly correct, except it isn't WOTC doing this.

      Hasbro was facing an all to typical problem. The vast array of third party works and so on, while making their product have a larger amount of people using it, wasn't entirely under their control.

      So the suits at Hasbro essentially yanked WOTC's chain and decided to re-release the game in a manner that would cut off third party source material, much like what happened when 3rd Edition came out. Except this time it is for economic and I.P. reasons and not because it's a major overhaul of the system that's needed.

      This is the same sort of ill-fated move that Apple made in the 80s when it decided to retain tight control over their products. I'm positive that WOTC is trying to make the best out of this mess, but really, they don't control anything in the decision making process. WOTC is a tiny blip in the overall ledger for Hasbro and they just don't understand that doing this will kill interest in AD&D at a time when it's already hard enough to entice new players to do anything other than waste braincells on WoW or other online games.

      It's unfortunately not WOTC wanting us to buy all new material again. Hasbro thinks that by doing this, they will retain complete control and get all the money from AD&D in the future. What will happen is that nobody will be able to release third party material for it without paying fees (note - this is similar to Sony and licensing official titles for Playstation) and it will slowly die off, because the vast array of third party material is what has always made AD&D one of the best games out there despite its age.

    9. Re:Meh by Anonymous Coward · · Score: 0

      It'd be more accurate to say that they nerfed the DPS of the cleric.

    10. Re:Meh by pokerdad · · Score: 1

      Also, the way they ignored the trollish "what are you doing to make this game less nerdish?" question made me laugh.

      I think I laughed as much at the question as the answer. Without changing the basic premise, how could you possibly make it less nerdish? They won't ever make it less nerdish because they don't know who would buy it if they made such a radical change, but know as long as its a table top role playing game there will be nerds like me who will shell out the bucks.

    11. Re:Meh by Dachannien · · Score: 1

      Maybe instead, the fighter and rogue should have "L2P". Noobs.

    12. Re:Meh by Abreu · · Score: 1

      I wouldn't know, I have never played World of Warcraft or any similar games, I live in the third world and 10-15 USD monthly is unjustified for a hobby... Now $100.00 every few years for Tabletop Roleplaying games is a lot more reasonable.

      Now, on regards to videogame influence on Dungeons and Dragons, I would say that it's natural for things to go full circle... Warcraft/Everquest/etc were obviously influenced by D&D and it's only natural that interesting game mechanics from any source can and should be incorporated into D&D, if that makes the game more interesting and fun.

      Same thing for fantasy/action movies... I had a newbie player attempt to climb up a hill giant's back and stab him not so long ago, he claimed he got the idea from Legolas in the FotR movie... I had to whip up some new mechanics on the spot, but he managed to make the rolls and dished some damage. Everyone was happy, even though the giant flung the offending character off his back and hurled him a few squares away.

      --
      No sig for the moment.
    13. Re:Meh by nuzak · · Score: 1

      > I live in the third world and 10-15 USD monthly is unjustified for a hobby

      The pricing varies by region, but yeah it's a money sink. Still, in the more industrialized parts of the world, computer gaming is a much bigger market than tabletop RPGs ever were.

      And I'm not actually disparaging WoW, not completely anyway: in the end, it is a game, and it is about fun. Rules systems should always look to other sources for inspiration, including other game genres. At least they're not making you buy collector cards to power up your characters -- though it does look like they've actually incorporated some amount of CCG rules concepts in creature abilities (stating where rules are excepted in feats instead of trying to write the ruleset around every possible feat). This kind of churn might not be good for the D&D franchise (especially not that quick) but it can't be bad for RPGs in general.

      --
      Done with slashdot, done with nerds, getting a life.
    14. Re:Meh by Abreu · · Score: 1

      Oh, of course WotC will try to steer players towards its miniatures lines... However, its only logical that, while the rules suggest buying their minis (and dice) you could use any 28-30mm figure to represent your character --or a paper chit, a toy figure, or (my favorite) a colored glass bead.

      It like the "Dungeons and Dragons official dice" that TSR sold a while ago... No one forces you to use them, though...

      Now, on regards to your last comment, this is known as "exception-based game design", where you have basic rules, and then characters can make "exceptions" to bend/break them.
      For example, in 3.5 no one can make more than one attack of opportunity per turn, except characters with the Combat Reflexes feat, who can make a number of Attacks of Opportunity equal to their Dexterity bonus.

      --
      No sig for the moment.
    15. Re:Meh by drinkypoo · · Score: 1

      Plus, this is the first time WotC has admitted that 3.5 came too soon. That is not worthless to me.

      Why, are they giving you a discount as a result?

      No? Oh, so it is worthless.

      You and 99% of everyone else in this thread obviously don't understand what is going on here.

      By purchasing 3.5 materials so quickly, and not hemming and hawing about it for a year or two, gamers just told WotC that D&D players are willing to buy books frequently.

      This means that they are going to make more frequent releases. Witness: this one.

      Corporations only feel hits to their wallet. If you give them money, they receive the message that they are doing the right thing, and should do more of it. In the same way, the idiots who bought American cars when they first went to shit just because they were American only induced the American auto industry to make only shitpiles from about 1971 (well, the charger was still good) until... are they making anything worth buying yet?

      Mark my words: demonstrating a willingness to repurchase a product frequently can only end badly. Mac OS X is another EXCELLENT example. Apple brings out new versions as often as they can get away with, charging you the same price regardless of how little content was in the update. Meanwhile, your old version is obsoleted because new applications will depend on new functions, which will not be backported. Guess Apple learned that one from the masses of Windows-using sheeple.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    16. Re:Meh by Abreu · · Score: 1

      Well, as popular as car comparisons are in Slashdot, or references to operating systems, I don't think your argument is very convincing.

      D&D is a game that you can buy for around $100.00USD (considering the 3 core rulebooks, plus some dice*) and it provides years of enjoyment.

      So, lets assume for the moment that WotC is flat-out lying about the 8-10 year "ideal" timespan between editions and 5th edition comes out on 2012 (four years after 4th edition).

      Then it means that, even if you buy new core rules every 4 years, your D&D "investment" costed you 2.08USD per month... I can bet you spend more on soda and chips for your D&D sessions.

      * I am ignoring things like miniatures and dungeon tiles because, even if they are recommended for play in 3rd and 4th edition, you can get by using paper chits or colored glass beads instead of minis (or my favorite: playdoh), and you can cheaply get a large vinyl sheet and draw 1 inch squares with a permanent marker.... For more tips on playing roleplaying games, third world style, email me.

      --
      No sig for the moment.
    17. Re:Meh by ProlificSage · · Score: 1

      > damn that was sanitized

      So are their games. I stopped playing D&D when WotC bought TSR. Stopped playing Magic when WotC made it clear that what was important was increasing profits and not the quality of the game.

      [Begin rant]
      As for the marketing BS, that's what you get from every business in America. They're not answering your questions to be nice, they're answering them with marketing-speak in the hopes that this will appease you enough so that you'll feel you can't live without whatever they're selling.

      If you want to know what's really going on, find someone who used to work there and no longer cares about their bottom line. Oh yeah, and make sure it's not someone who used to work in marketing.

      WotC likes to market to kids. They've dumbed down both D&D and Magic since the 90s in order to sell more product. [End rant]

      --
      Real software engineers regret the existence of COBOL, FORTRAN and BASIC.
  5. Too many new versions! by Anonymous Coward · · Score: 0

    How long was 2nd Edition good for? Then they buy the company and you constantly need new books. Plus the books are too expensive.

  6. Oh, that "negative stigma" question? by MoodyLoner · · Score: 1

    Look, I'm beginning to see the answer.

    --
    No Longer a Menace to Society.
    Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
  7. Legendary designers? by Anonymous Coward · · Score: 0

    Legendary? The 4e design team is like a who's who list of the B and C team designers left over from 3e.

  8. Open-source gaming by itsownreward · · Score: 5, Informative

    Do you want to get off the Wizards of the Coast treadmill? Do you miss the old editions, but like the simplified, unified mechanics? Want to play a game that's essentially "open source?" Check out Basic Fantasy Role-Playing Game (BFRPG). It's very similar to taking some d20 mechanics and retrofitting them to the old Basic and Expert sets that many of us started with as kids.

    At first I didn't think I'd go that way, but it's really grown on me. It's a complete game in a few pages and has streamlined mechanics (except for the thief skills, but that suits me, actually). There are many add-ins to adjust it for flavor, and you can use much of your old B/X, 1e and 2e material with some minimal changes. You should really check it out. It's even a supported, living system and the creator is quite friendly and approachable, and many folks discuss it regularly.

    Oh, yeah, if anybody would like to join up with an old-school (ie, dungeon crawling/swords & sorcery) BFRPG game in the Sugar Land, Texas area...

    1. Re:Open-source gaming by MsGeek · · Score: 1

      Tri-Stat dX, best known as the core rules for the Anime RPG Big Eyes, Small Mouth, is still a lot more manageable than that. My absolute favorite system is the original Traveller rules, but since Traveller^5 seems to be held up indefinitely that's no longer viable. At least with Tri-Stat dX you can still find the core rules in downloadable form, even though White Wolf technically owns it and doesn't seem to want to do anything with it.

      Game play mechanics should NEVER get in the way of interactive storytelling. BFRPG has the same flaws AD&D had back in the day, and D20 has now. And don't talk to me about GURPS, that's an even worse offender.

      --
      Knowledge is power. Knowledge shared is power multiplied.
    2. Re:Open-source gaming by itsownreward · · Score: 2, Interesting

      To each their own. Everyone's ideal play style is their own preference, so there is really no game that is better or more flawed than any other. Rather, there are just some that support different play styles better.

      Personally, the idea of an "interactive storytelling experience" of the White Wolf variety makes me want to dry heave, so I would never even consider rules of that vein. The whole notion gives me visions of emo and goth kids trying to one-up each other on calling things "lame."

      However, exploring a dungeon complex, killing monsters and taking their stuff around a table with my friends chucking dice and moving minis sounds like a wonderful way to spend an evening, just like we did back in the eighties and nineties. BFRPG captures that style of game wonderfully!

      I guess people will always look for the One True Roleplaying System, but I don't think they'll ever find it because there are way too many play styles out there. I personally laud AD&D and GURPS for meeting their goals quite well, and BFRPG continues in the old-style D&D vein, which keeps the old-skool crowd like me happy.

    3. Re:Open-source gaming by drinkypoo · · Score: 1

      Personally, the idea of an "interactive storytelling experience" of the White Wolf variety makes me want to dry heave, so I would never even consider rules of that vein. The whole notion gives me visions of emo and goth kids trying to one-up each other on calling things "lame."

      Although this will mark me as a big nerd, everyone knows that already so I have nothing to lose; I have played in Vampire LARP games in Santa Cruz (with occasional trips to visit the Monterey game) and in Sacramento. The Santa Cruz game at its genesis had a significantly older player base than any other game I've seen; over time it got watered down with kiddies. Here's some observations I've got on this particular game.

      • Nothing can save you if your storyteller is lame.
      • If your storyteller is intelligent enough to balance the players, then even the hordes of twinky kiddies cannot totally ruin the game; the players are logically segregated into like groups by events over time, and this can be played up. After all, in an actual world of vampires, there would likely be plenty of lame ones. The same goes for any setting.
      • I've gotten up and acted out scenes in a D&D game.

      Face it, the pimples-and-black-clothes crowd is uncool whether you're playing a LARP or a tabletop RPG.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  9. GURPS 4th Edition by Anonymous Coward · · Score: 1, Informative

    Check out the core rules for free: GURPS Lite

    The Basic Set books are only available in print, but you can pick up cheaply on Amazon.com:
    GURPS Basic Set: Characters
    GURPS Basic Set: Campaigns

    The rest you can buy DRM-free PDFs from Warehouse 23: GURPS 4th Edition

    The rules are easy to learn, and you'll get amazing value out of each book. (I've got plenty of old GURPS 2nd and 3rd edition books that are *still* valuable references to this day!)

    ------

    Oh wait, this article was about D&D? What's D&D?

  10. WotC is still owned Hasbro by techpawn · · Score: 2, Insightful

    as much as we WANT hard answers like "yes, you can convert you epic duskblade/bard character to 4.0" and "No, we are not going to screw all your players with the online section" we are more likely to get marketing answers. They want... NEED to sell more editions/books/modules and there are only so many new monsters and classes you can throw into the mix while keeping the game fun/balanced.

    Then again, that's up to the DM to say "No, we only use THESE books. You're only allowed 4 magic items at a time from the MIC and no draconian ones... etc" not the publisher...

    --
    Ask not what you can do for your country. Ask what your country did to you
    1. Re:WotC is still owned Hasbro by LandDolphin · · Score: 2, Insightful

      "Then again, that's up to the DM to say "No, we only use THESE books. You're only allowed 4 magic items at a time from the MIC and no draconian ones... etc" not the publisher..."

      People don't seem to get that. Just because a book is out there, does not mean you have to allow it in your game. And it's a good hint to the DM that if a player wont play because he cannot play broken combo X, that you don't want him in your group anyways.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    2. Re:WotC is still owned Hasbro by nuzak · · Score: 1

      > They want... NEED to sell more editions/books/modules

      Actually, I suspect they're making more licensing the property to CRPG's now than they are from selling books. That would explain a whole lot of the rule changes.

      --
      Done with slashdot, done with nerds, getting a life.
    3. Re:WotC is still owned Hasbro by mark-t · · Score: 1

      They want... NEED to sell more editions/books/modules and there are only so many new monsters and classes you can throw into the mix while keeping the game fun/balanced.

      Back in the old first edition days when Gary Gygax was still running things, TSR used to keep the revenue flowing by regularly releasing new adventures, instead of always just making more rulebooks. New players could get introduced into the game by being invited to play one of these adventures without any long term commitments to keep playing afterwards, and if they liked it, they would then go out and buy their own player's handbook. Unfortunately, TSR started to get too campaign-world specific with their adventures, which cut out potential buyers who didn't necessarily want to play with that campaign world, which is how it came to be that they stopped making any decent money with adventures and instead only started focussing on rulebooks.

      WotC hasn't learned this yet either... if they had, they would not feel any need to either always bring out new rulebooks *OR* feel some need to completely overhaul the game with yet another new rulesystem.

    4. Re:WotC is still owned Hasbro by Discarn8 · · Score: 1

      And that's exactly why they want to retain control of the rules you use to game with, by putting the material and players online and hardcoding the requirements beyond the fiddling fingers of players - so you can't ignore the new books, or go back to the old ruleset if you believe it works better. This is Microsoft engineering. They know what you want better than you do. Color me disgusted.

  11. Get back at them! by Anonymous Coward · · Score: 1

    Start your own TSR and create stuff for nerd by nerds. No marketing bullshit, and mostly you'll be making your own rules. Why bother waiting for some gay ass company to recreate the same core books and rape the settings you had by making changes they think are good and then make you pay for it. Dnd is about imagination, and most of you have bought a whole collection of rulebooks, so why not take the DM'ing to a higher step and not just create the setting,stories,quests,etc... but also the rules. 95% of dnd is made by you so why not fill in that remaining 5% with a mix of old lore(previous editions/rules you like) and creativity(stuff YOU'd like see added on). And don't forget to have fun.

    1. Re:Get back at them! by ricree · · Score: 1

      Check out itsownreward's post up above, where he mentions an open gaming system along the lines of what you were talking about.

    2. Re:Get back at them! by AP31R0N · · Score: 1

      People are doing this already and they are making lots and lots and lots of content. And i'm not just talking about OGL stuff, there are quite a few forums you can check out that will lead you to these games (much of it is free).

      The folks at this forum are doing some really interesting stuff, much of which is nothing like D&D:
      http://www.indie-rpgs.com/forum/

      This forum is more D&D oriented:
      http://www.rpg.net/

      This forum is D&D centric:
      http://www.enworld.org/

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
  12. A question they can't answer: by Anonymous Coward · · Score: 0

    Where is the clitoris?

  13. On a somewhat related note... by SCHecklerX · · Score: 0, Offtopic

    I rented the first dragonlance animated movie this weekend. What a pile of crap! I was expecting it to be somewhat bad, but it was horrible!

    At least they haven't ruined the darksword trilogy or the deathgate books yet.

    1. Re:On a somewhat related note... by techpawn · · Score: 3, Funny

      was expecting it to be somewhat bad, but it was horrible!
      Ya know, everyone says how BAD the live action Dungeons and Dragons Movie made in 2000 was... When you stop and watch it as if it where the live action of what REALLY happens in a game, with Ridley (Freeborn) and Snails as the PCs and everyone else as NPCs? Horrible names for the PCs btw adding more to the gaming factor. All that was missing was one of the PC tryin' to get it on with the hot elf chick... wait:

      Norda: How old are you?
      Snails: Twenty-three. Yeah, I know I'm a little young for you, but what if I get my hands on an aging potion, huh? I'll sacrifice a couple of years for you.
      Norda: I'm two hundred and thirty-four.
      Never mind...
      --
      Ask not what you can do for your country. Ask what your country did to you
    2. Re:On a somewhat related note... by Dachannien · · Score: 2, Insightful

      Wrath of the Dragon God (the D&D movie that hit Sci-Fi a while back) wasn't actually that bad. It had the nerd cheese of being a movie based on D&D, of course, but instead of trying to appeal to males 15-24 in general, it actually was written for players of the game. The lich was portrayed as the crafty manipulator you expect him to be, for instance, and all of the heroic characters were based on characters one might play (if they had a generous DM, anyway... +1 vorpal sword?!).

      Worth a rental, at least (although I confess to buying the DVD).

      And nobody tried to mack on the elf chick. (I don't know why not, though - she was hawt.)

    3. Re:On a somewhat related note... by Macgrrl · · Score: 1

      This was a much maligned movie (I remember seeing it in the cinema and hearing audience members yeling out "whoops - failed your charima checdk there dude" and other similar remarks.

      I saw the DVD for under $10 so bought it, I watched the deleted scenes and found al the plot. Apparently they ran out of money to do the special effects for some of the key scenes that explained the entire story.

      Sad, it had potential.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    4. Re:On a somewhat related note... by grahamd0 · · Score: 1

      Wrath of the Dragon God (the D&D movie that hit Sci-Fi a while back) wasn't actually that bad.

      I was REALLY disappointed in that one. "Wasn't actually that bad" is a perfect description. I watched it expecting it to be laughably horrid like the other D&D movie, of course it wasn't, but neither was it very good. Mediocrity is about the worst thing you can achieve in fantasy or sci-fi.

    5. Re:On a somewhat related note... by techpawn · · Score: 1

      I saw the DVD for under $10 so bought it, I watched the deleted scenes and found al the plot. Apparently they ran out of money to do the special effects for some of the key scenes that explained the entire story.
      This is hollywood! They blew their wad on the dragon dogfight scene! Who need plot and story telling when you have dragons fighting...It's dungeons and DRAGONS so that's what people want to see!
      wait... what does the RP stand for in RPG again? Oh, right... right...
      --
      Ask not what you can do for your country. Ask what your country did to you
    6. Re:On a somewhat related note... by Dachannien · · Score: 1

      When I say "wasn't actually that bad", I guess what I'm really saying is that I liked it, but I also acknowledge that it had flaws that prevent it from fitting into the mainstream, such as so-so dialogue, expositional issues, and a somewhat inexperienced cast. The dialogue and exposition I chalk up to the D&D universe - much as D&D players like to think of roleplaying as an improvised movie in your imagination, the setting and rules can hamstring a writer into dialogue and exposition that smack of amateurism when compared to truly great movies.

    7. Re:On a somewhat related note... by Creepy · · Score: 1

      ugh - while it was incredible compared to the first movie, Ernest Goes To Camp was incredible compared to the first movie. On the one hand, you had a couple of Z-list actors and actresses that actually are better at acting than the wooden, terrible performances of the A and B list talent of the first movie, but on the other hand, many of them are completely miscast and it shows (skinny pretty girl with no muscles just doesn't cut it as a fighter, sorry).

          My favorite fantasy movie characters are probably: Matthew Broderick in Ladyhawke, Arnold Schwarzenegger in Conan, almost everyone in LotR and pretty much everyone in the Princess Bride, as well. I think Brigitte Nielson was a good cast for Red Sonja, but the plot and acting were so awful it loses a vote.

  14. Character Builder Application by Deathdonut · · Score: 5, Insightful

    I am extremely concerned regarding the response to the question on Character Builder customizations. One of the most compelling reasons to play a Pen and Paper game over another media is largely one of customizations and options. I have played D&D in every edition since I first colored in my dice with a white crayon in 1981 and I cannot recall a single campaign that stuck to "content from the D&D database". The canned response to Coppro's question either failed to answer his question or implied a complete lack of interest in meeting the customized needs of the playerbase. Either is disheartening.

    1. Re:Character Builder Application by bar-agent · · Score: 1

      I am extremely concerned regarding the response to the question on Character Builder customizations....The canned response to Coppro's question either failed to answer his question or implied a complete lack of interest in meeting the customized needs of the playerbase. Either is disheartening.
      I expect all the nifty tools available now will be updated. It's not like WotC is forbidding third-party efforts here.
      --
      i'd hit it so hard, if you pulled me out you'd be the king of britain [bash.org]
  15. Sounds about right. by jonnydigital · · Score: 0

    I'm seeing a lot of this anti-4e sentiment, but what's interesting to note is that a lot of this is coming from the same people who swore they wouldn't upgrade to 3.5, and now they're defending it.

    The issue here is that 3.5 was rushed, unnecessary and disappointing, leaving players doubting the next edition. In reality, 4e is making all the changes they were afraid to make in 3.5. This edition is literally the version that the 3.5e revision failed to live up to. Rather than saying "4e will suck because 3.5e sucked", we should rather be saying, "Because 3.5e sucked, 4e will be awesome."

    I don't know about you, but I'm going to at least give it the benefit of the doubt until release day. http://d20.jonnydigital.com/

    --

    jd

    1. Re:Sounds about right. by cthulu_mt · · Score: 1

      The problem isn't that 3.5e sucked, it didn't. It just wasn't great. What it was was a callous money grab on the part of WotC.

      The complaint against 4e is the same.

      --
      Virginia is for lovers. EVE is for griefers.
  16. Social skills and looks and money by Anonymous Coward · · Score: 1, Insightful

    Bah, who needs relatiohships?

    Unless you are inclined to breed, in the modern world, you are better off single.

    How do you self-actualize? Do you like investing time in the cultivation of that powerful geek brain of yours? What about the cultivation of physical skills? Such things bring great fulfillment, make you a better person, and require time.

    If you spend that time prioritizing someone else's desires over your own, just so you can get laid now and then, are you not cheating yourself?

    What is so wonderful about a relationship that it is worth allowing your higher potentials go unexpressed?

    Granted, it *is* possible to have a relationship with someone who will actually augment your efforts, which would be ideal. In my experience, not many relationships are like that. Most relationships, it seems, are a matter of doing what you have to do to manipulate the other person into fulfilling your desires. Like any addiction, it brings some joy (and not much else) and comes at great cost.

    Let it go. In the modern world, solitude is a luxury that we can not only afford, but is actually cheaper than the alternative. Don't let outdated value systems rob you of your free will. Disobey!

    (I am not a misogynist. All of this applies equally well to either gender.)

    "One must tether the heart to free the spirit." -- Nietzsche.

    "The demand to be loved is the most arrogant of presumptions." -- Nietzsche.

    "Suffering is caused by desire" -- The Buddha

    "Everything is meaningless" -- King Solomon

    "Girls don't like boys, girls like cars and money." -- Good Charlotte

    1. Re:Social skills and looks and money by lilomar · · Score: 4, Insightful

      Most relationships, it seems, are a matter of doing what you have to do to manipulate the other person into fulfilling your desires.
      You're doing it wrong.
      --
      The creator of this post (Jacob Smith) hereby releases it, and all of his other posts, into the public domain.
    2. Re:Social skills and looks and money by Anonymous Coward · · Score: 0

      Get the fuck out of the road, virgin!

    3. Re:Social skills and looks and money by ajs · · Score: 2, Insightful

      Unless you are inclined to breed, in the modern world, you are better off single. Sounds like the words of someone who has never been in a quality relationship. It's OK, those of us who HAVE or ARE used to feel the same way.

      How do you self-actualize? Do you like investing time in the cultivation of that powerful geek brain of yours? What about the cultivation of physical skills? Such things bring great fulfillment, make you a better person, and require time.

      If you spend that time prioritizing someone else's desires over your own, just so you can get laid now and then, are you not cheating yourself? Why choose? If you've simply found no one that shares your interests, then that's too bad, but if you do, you don't need to compromise (though surely you will in some areas, and in many of those, compromise is probably a good thing).

      My spouse games with me (board, video, tabletop), hikes with me, cooks with me, watches TV and movies with me... we're not the same, but we share enough that we can both do things that we enjoy and which enrich us.

      In my experience, not many relationships are like that. Most relationships, it seems, are a matter of doing what you have to do to manipulate the other person into fulfilling your desires. If your relationship goals are about sex, then you should find a mate whose primary interest in a relationship is sex. That will work out for a while, though you may find that you've self-limited. If your relationship goals are about sharing your entire life with someone, then the quality time that you spend doing the things that you both enjoy doesn't constitute manipulation.

    4. Re:Social skills and looks and money by Anonymous Coward · · Score: 1, Funny

      You're doing it wrong. Yeah, you're not supposed to *admit* to the manipulation part. What was GPP thinking?
    5. Re:Social skills and looks and money by omfglearntoplay · · Score: 1

      Doing it way wrong, or just incapable of doing it right. Might be a hard-wired evil bastard, and no amount of love is going to fix that. Or maybe just immature. ;)

  17. Player's Online Component? by vertinox · · Score: 1

    Has anyone have more info on this? Will there be online web based maps with chat based tools and possibly VoIP?

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
    1. Re:Player's Online Component? by Seule · · Score: 1

      Essentially, yes. You have pretty much summarized it. :)
      The goal, as I understand it, is to enable people to play over the internet the same way they do around the table, or as close as possible.

          --Seule

    2. Re:Player's Online Component? by Dachannien · · Score: 1

      There are actually already a number of programs that can do that (and there are numerous voice chat/VoIP apps out there). The real question is the one that WotC didn't answer here, namely, what's their pricing structure look like, and will they be charging a monthly fee for access as opposed to the flat fees that the existing software packages charge for?

      The other question (unasked) is whether 4th edition would be licensable for third-party virtual tabletop (VTT) software. When the d20/OGL license was instituted, WotC wasn't all that interested in VTT, though they did include provisions for VTT software (such as banning functionality for autocalculation of things like "did my attack roll result in a hit"). Now that they foresee that being a not insignificant part of their business model, they hold all the, er, cards in terms of preventing third-party VTT vendors from playing in the 4th edition arena.

      Of course, given the openness of the previous OGL, my group is sticking with 3.5th edition and our already-paid-for VTT software.

    3. Re:Player's Online Component? by jp10558 · · Score: 1

      What VTT are you using? I've looked into the free OpenRPG, which was ok, but not that easy to use. I didn't really see anything amazingly enticing from other vendors several years ago when I last looked.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    4. Re:Player's Online Component? by Dachannien · · Score: 1

      Our group uses Fantasy Grounds. They released version 2 about a year ago, and it's highly customizable now if you know how to use XML and Lua. Unfortunately, they still don't have a demo of version 2 on the website yet - the difference between the two versions is like night and day.

    5. Re:Player's Online Component? by jp10558 · · Score: 1

      Do you end up also using a VoIP product? Hmm, and once you buy it there isn't an ongoing cost to use, it does direct connections?

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    6. Re:Player's Online Component? by Dachannien · · Score: 1

      We use Teamspeak hosted on a private server I happen to have in a good location, but in a pinch we've also just had TS hosted on my laptop to good effect. TS is free for small-time private use. Also, yes, Fantasy Grounds is direct-connection software. The software authors host a forum and a game session registration service that can help you out with coordinating pickup game sessions, but it's a one-time purchase to get FG in the first place.

    7. Re:Player's Online Component? by jp10558 · · Score: 1

      Any comparison to OpenRPG? Does it have lots of stuff pre-entered? As they don't have a demo for v2, it's hard to know if it would be worth paying for... Are there any reviews you could point me towards?

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
  18. Lies, damn lies, and things worse than lies. by Anonymous Coward · · Score: 3, Insightful

    The only book any player needs to play the game is the Player's Handbook. In addition, the DM will want a copy of the Dungeon Master's Guide and Monster Manual (to help him craft encounters, build adventures, and run an entertaining game). Players won't need the Dungeon Master's Guide to equip their higher-level characters, because the PH will have plenty of magic items for all levels. Players won't need the Monster Manual to adjudicate shapechanging or summoning effects, because those effects will be self-contained within the classes or powers that grant them.
    Okay... so the Monster Manual will be unnecessary for all shapechanging and summoning powers...

    This is either a damn lie, or they're making powers far more limited and less interesting.

    My favorite part is where they don't want you to own books any more. They just want you to pay $15/month forever for the privilege of accessing them from your $1000 laptop with the small, low-res, low-contrast screen, and having it on the kitchen table where a bunch of dorks are eating messy snacks, spilling drinks, and flailing their arms spasmatically.

    1. Re:Lies, damn lies, and things worse than lies. by Abreu · · Score: 3, Informative

      Shapechanging and summoning were the number one issues with third edition... Polymorph basically had to be banned after a certain number of Monster Manuals had come out. And I had to ask my players who used summoning spells to give me printed statblocks of every creature they planned on summoning during the adventure, otherwise the game would grind to a halt everytime a summoning happened.

      So yes, the game needed to limit those powers... Its up to the DM and the Players to keep them interesting, though.

      Now, about the online tools, this is a strawman argument... No one is forcing you to subscribe to the DDI if you'd rather play with your physical books, in your kitchen table, with coffee-stained character sheets.
      However, some of us would like to play with our old childhood friends (who used to play AD&D with us), even though some of them live in different cities or even countries.

      --
      No sig for the moment.
    2. Re:Lies, damn lies, and things worse than lies. by tRANIS · · Score: 1

      I can say being a 22+ year veteran of D&D, that I won't be getting into the 4th edition. 3.0-3.5 was just fine. Yes fights took a while, and there are issues but there will always be issues that have to be resolved in house. It seems to me that this edition will be a serious dumbing down of the game we know,love, and occasionally hate.
      I can't see myself paying for access to the material online either. I was always a fan of epic campaigns with high level characters, since it turned the game into a more metaphorical and philosophical game instead of how much can I min/max. I still feel cheated by the uber broken epic level handbook. They have gotten enough of my money and spending more isn't warranted since I only play once a week anymore.

      --
      Oh wait was I supposed to say something witty here?!?
    3. Re:Lies, damn lies, and things worse than lies. by Macgrrl · · Score: 1

      I played a druid in a long runing campaign, the DM basically restricted me to forms I had seen, and then we restricted it to only one per major category of beast (a flying creature, a swiming creature, a large mammal, a medium mammal, a small or tiny mammal etc...).

      The main forms I had were: Falcon, Stoat, Wolf, Grizzly Bear, Mouse, Leopard. We wrote up stat blocks for each of these and that was my list of acceptable shapeshifing forms. If I wanted to use a new form I had to spend time learning it - we used the in game philosphy that while I could shift into almost any form - I wouldn't understand how to use it's abilities or how it moved (e.g. how does a bird fly) unless I had practiced.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    4. Re:Lies, damn lies, and things worse than lies. by The+Evil+Couch · · Score: 1

      Okay... so the Monster Manual will be unnecessary for all shapechanging and summoning powers...

      This is either a damn lie, or they're making powers far more limited and less interesting.
      I don't see why that's so hard to believe. Players that were summoning or shapechanging for crunch reasons generally always shapechanged into the same things. Players that were summoning or shapechanging for role-playing reasons generally don't care what the stats are. You could honestly take the Monster Manual, cut it down to the 20 or less animals that players actually used and move it into the PHB, without any real issue. Other books could (and probably will) expand that number, but to actually play a full game from level 1 to 30, you'd only need the PHB.
    5. Re:Lies, damn lies, and things worse than lies. by Dr.+Evil · · Score: 1

      Back in the days when I DMed... I'd wait for the player to say "I summon a saltwater scrag" or some other nonsense. Then they'd get some Kobold or something who behaves like a saltwater scrag. Then I'd ask them: "Has your character ever actually *seen* a saltwater scrag? How do you *know* that this isn't one?

      Players should never need the monster manual. DMs who are playing or NPCing should not ever draw on knowledge of the monster manual to inform their characters. I'd take it so far as to have a character get bonus experience for walking into something the player knew was going to be trouble... e.g., expecting a wolf to be alone, or not expecting Kobolds to lay traps and cooperate.

      The same applies for weaknesses. If a player uses silver on a werewolf without the character having reason to know about the weakness, then either they were sold cursed silver, or these werewolves are just a little bit different.

      But then I'm kind of old-school. I don't see the point in the modern rules.

    6. Re:Lies, damn lies, and things worse than lies. by drinkypoo · · Score: 1

      Shapechanging and summoning were the number one issues with third edition... Polymorph basically had to be banned after a certain number of Monster Manuals had come out. And I had to ask my players who used summoning spells to give me printed statblocks of every creature they planned on summoning during the adventure, otherwise the game would grind to a halt everytime a summoning happened.

      Once again, this is a problem for the DM. The DM should be making a call on whether the players actually CAN summon such a creature, or polymorph into one. Set some reasonable limits, like making it be a creature that the player has at least seen, possibly touched, possibly even eaten the flesh of, and see how nasty they get then.

      From your various comments it sounds like your DM isn't worth his/her salt. I understand that it's hard to find a good one, though.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:Lies, damn lies, and things worse than lies. by markov23 · · Score: 1

      Have to agree with the summoning and shapechanging changes. I run a 3.5 game and we had to put a no summoning rule into effect ( it was enforced with the agreement that if the dm summoned then the characters would start summoning. I was running one of the adventure path modules last week when I broke that rule because the tactics dictated it -- and remembered why -- some dire badger or some such thing gets summoned -- you then switch from the players to the MM -- then realize that badgers are not under B because there woodland creatures or are the vermin ( not under V but in some appendix ) screw it -- he attacks you with his mace. If you read the essays the designers have been publishing and really play 3.5 or 3.0 -- youll realize that these people love the game, and they have played enough to know a lot of the places it just doesnt work.

  19. Computer Gaming by bugnuts · · Score: 3, Interesting

    How does the Open Gaming License affect WotC's view on computer programs? Does Wizards consider the actual rules, the type of map, the genre, the number of d20's, etc to be their IP?

    In other words, if some enterprising hotshot programmer wrote a program that might somehow compete with Wizards or silently incorporated some of the D&D rules, should he expect retaliation and C&D letters, or would Wizards consider it free marketing for them?

    1. Re:Computer Gaming by KiahZero · · Score: 1

      Depends on how lawyered up that hotshot programmer is; game rules aren't subject to copyright, much like recipes. So long as said programmer was clever enough to avoid copying expressive elements, like mind flayers for example, WotC would have a lot of trouble getting a judgment against him.

      --
      I'm a lawyer, but not yours. I wouldn't represent someone who thinks taking legal advice from Slashdot is a good idea.
  20. The hot gamer girl by MoodyLoner · · Score: 3, Insightful

    in our group and I have been married for fifteen years.

    We have a six year old daughter that plays a halfling rogue.

    I find the inevitable "D&D players never get laid" responses to RPG stories bitterly amusing, but getting old.

    --
    No Longer a Menace to Society.
    Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
    1. Re:The hot gamer girl by AndGodSed · · Score: 1

      Well I am willing to bet you still get less action than the average football jock...

    2. Re:The hot gamer girl by Adambomb · · Score: 1

      That, or you just fit a slightly more amusing definition of Outlier.

      --
      Ice Cream has no bones.
    3. Re:The hot gamer girl by Anonymous Coward · · Score: 0

      Bitterly? Well, I'm married as well---guess I know what you are talking about.

    4. Re:The hot gamer girl by Anonymous Coward · · Score: 2, Funny

      D&D / Sci-Fi marriage:

      Husband: Ponytail, scraggly beard, t-shirt, sweat pants, overweight
      Wife: Ponytail, scraggly beard, t-shirt, sweat pants, overweight

    5. Re:The hot gamer girl by JosKarith · · Score: 1

      Incorrect, you lose. I know at least a dozen gamer couples and only one of them fits your stereotype. In fact a lot of the girl gamers I know do modelling for alt. fashion/fetish sites. Your idea of gamers seems very rooted in the 80s/early 90's.

      --
      'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
    6. Re:The hot gamer girl by Anonymous Coward · · Score: 0

      Those girls are the fucking uglies of the world. Hot girls don't model for alt.fetish/fashion sites.

    7. Re:The hot gamer girl by JosKarith · · Score: 1

      You obviously don't look at the same sites I do then.

      --
      'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
    8. Re:The hot gamer girl by overbaud · · Score: 1

      Talks cheap... post a picture and show everyone just how hot she is... bonus points if she is holding a D20. Till then I acknowledge that you find her hot but refuse to accept that makes her universally seen as hot. Anything less is a cop out.

      --
      Users... the only thing keeping 1st level support from being the bottom feeders.
  21. Legends by L7_ · · Score: 1

    Do you still take design commentary from D&D legends like Gary Gygax? Or are all of these design decisions based on modern gaming sessions?

  22. Mr "Designer" your MOM just called. by GlobalColding · · Score: 0, Offtopic

    She wants your crap out of her basement by Friday.

  23. How long before 4.5? by TooMad · · Score: 0

    Here's to hoping they get it right this time. I played plenty of 2nd and when 3rd came out like many of us I bought that. Then a few years later 3.5 comes out and all that money is wasted. This is especially important now that I play at the FLGS and not with a bunch of friends in someone's kitchen/basement and play in the living campaigns. To continue playing in one of these campaigns you techinically have to own the current rule book or you can't play. After the 3.5 revision I only bought books I absolutely needed and is the only edition I don't own a DMG for and were it not for the short lifespan of 3.0 would also be the edition I owned the fewest books for. With 2nd I would buy books without a second thought so I believe change editions so often and obsoleting previous books does more harm than good.

  24. What's the concern? by Boronx · · Score: 1

    What's the concern with all these new releases? Why would anyone bother with them?

    I played AD&D off and on for years, and just last week played 3rd edition for the first time (never played 2nd). It felt pretty much the same. It's still a dungeon crawl simulator focused on battle mechanics, some of the rules have been streamlined, though there seemed to be more of them.

    3rd ed. is a ploy to sell source books. The marketing drone's bullshit answer about why 4th ed. is needed tells me that things aren't going to change.

  25. Good by Anonymous Coward · · Score: 0

    Sounds like I'll continue to stick with 2e. It ain't (significantly) broke, they should never have tried to fix it.

  26. MOD PARENT INSIGHTFUL by somersault · · Score: 1

    Most insightful and funny post I've seen for some time ;)

    --
    which is totally what she said
  27. Trying to Fix what's broken by design by Kirth · · Score: 1

    D&D is, and has been, tedious to play, the rules are incoherent and gameplay in combat is slow.

    These are NOT just bugs, this is brokenness by design. Some concepts like "levels" or "character classes" or the dichotomy of monsters vs. characters are just not fit for coherent rules and fast gameplay.

    For contrast, compare this to RuneQuest (1977):
    - Monsters, animals, characters, whatever, are all the same, follow all the same rules.
    - events which have similar effect all use the same rule: there is one rule for hits by falling debris, dragons and falling off towers. There is one rule for chocking, suffocating, drowning and getting chocked.
    - there are no levels. there are just skills you can get better in. You can get more hitpoints by increasing attributes like strength, but there is some definive cap on that, which is about 18 for humans; for comparison, the average is about 13. And even a new character can start with 18 hitpoints.
    - A sword will do 1d8+1 damage, plus damage bonus. Even the strongest and best human fighter can be slain in one lucky hit. Which makes combat very deadly and fast. And fun ;)

    The game isn't much newer than D&D, but the mechanics are of a complete other generation, way more modern.

    If I wasn't so much into Live-Action Roleplaying, I'd play RuneQuest (or its derivates Call of Cthulhu, Nephilim, Ringworld or ElfQuest) or Hârnmaster (which is similar to RuneQuest).

    --
    "The more prohibitions there are, The poorer the people will be" -- Lao Tse
    1. Re:Trying to Fix what's broken by design by Mongoose+Disciple · · Score: 1

      What you're describing amounts to a different kind of game. It's not inherently better.

      I like D&D for what it is, and I like a game like Call of Cthulhu for what it is. Combat in the Runequest-and-variant systems is simple and fast, but the flipside of that is that combat isn't especially tactical or interesting. (Note: this is specifically combat that's uninteresting, not the game in general.) Equally, a design choice like high character mortality rates can be a good or bad one, depending on the game. They're good in a game like Cthulhu and they're be bad in a game like D&D.

      That being said, it's more than possible that 4E D&D will also fall into that latter fast-but-uninteresting mold.

    2. Re:Trying to Fix what's broken by design by pandrijeczko · · Score: 1
      The problem with Runequest was that as a fatasy RPG system, it never had an "epic" feel to it, it was far more "nitty gritty" than D&D ever was and I personally found the subject matter of Runequest very plain and ordinary.

      However, with that said, I most of the games that were based on the same system because the mechanics of the system were far superior to D&D - Stormbringer and Hawkmoon captured the Michael Moorcock universe very well, the source material for Pendragon was absolutely top rate and Call Of Cthulhu IS simply the best RPG ever made.

      --
      Gentoo Linux - another day, another USE flag.
    3. Re:Trying to Fix what's broken by design by seebs · · Score: 1

      I disagree. Classes and levels can, and do, work very well for coherent and fast gameplay. They have their limitations, but D&D does epic fantasy well.

      By contrast, GURPS "epic fantasy" tends to be a long battle of blocks until someone scores a single instant-incapacitate critical. Sort of tedious, IMHO.

      --
      My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
    4. Re:Trying to Fix what's broken by design by WeirdJohn · · Score: 1

      I ended up playing MERP/Rolemaster(2E) for almost exactly the same reasons. I started playing D&D from the Blue Box, and then 1st Ed AD&D. I ran campaigns for over 12 years, and have to admit there was a lot of fun to be had.

      One day I saw a couple of gameplaying modules for Mirkwood from Tolkien's Middle Earth. Although they claimed to be adaptable to any game system, I was curious as to what this "Rolemaster' was that was mentioned in them.

      Now I'd firmly (dare I say religiously) believed the TSR claims that combat systems with location specific damage were unwieldy. I believed that each class neede its own set of rules. I assiduously followed the advice of the DMG and kept its contents secret from my players.

      I played a game of Runequest. I thought it was silly - checking for falling over when sneaking up on tombs.

      Then one day I saw the Rolemaster 2nd Edition Boxed set. On a whim I bought it and was amazed and confused. But then I got MERP, and suddenly RM made sense: only one kind of die, only 3 tables to cover everything except combat. I realised that the combat tables were all just adaptations of the one master table and from then on I never looked back.

      These days I understand GURPS is the same, a simple set of rules consistently applied, with no secret rules. This leads to fun, fast playing, and no 3 hour dice fests.

      I wish WotC the best of luck with their franchise, I just hope that these 4th edition rules are about FUN and not about spending lots of money on addendums, supplements and expansions as TSR did.

    5. Re:Trying to Fix what's broken by design by drinkypoo · · Score: 1

      These are NOT just bugs, this is brokenness by design. Some concepts like "levels" or "character classes" or the dichotomy of monsters vs. characters are just not fit for coherent rules and fast gameplay.

      D&D having "levels" is not a bug, it's a feature. It's simply a different style. "hit points" aren't damage, they're "hit points". That's why they're called that, and not damage points or something. If you want a combat system where every hit is actually a hit and armor is calculated after a hit is determined, use friday night firefight.

      The whole idea of the level system is that heroic characters can perform heroic feats. Unless there are extenuating plot-based circumstances, some level whatever, ready-to-ascend badass can kill an essentially infinite number of losers... because it makes for an interesting story.

      Every fantasy novel you have ever read has at least one scene like this. You can either just handwave it away (Amber Diceless style) or you can make the system accomodate such things.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  28. Question: Why the reduction of classes? by Amilianna · · Score: 1

    So, I've been playing D&D since 2nd Ed. I moved over to 3rd when it came out, and then 3.5 even though many people chose to stay behind. I did this because each new edition seemed to only add to the game, not subtract from it. I could play a fighter/mage/thief in 3 and 3.5 - only they called them "bards" now. This, to me, meant that you never felt like you lost anything by "upgrading" to the latest edition - only gained new stuff with new rules to better game play.

    Now enter 4th ed. It seems to me that there is a distinct deviation from the feeling that I'm not losing anything by changing over (except my old rule system). Why the hatred for the bard? Admittedly, this question is spawned because this is my favorite class, and I am a little offended to hear the bard called a useless class. They were the natural diplomats and party leaders in most of my games - and I'm annoyed that the cleric is now taking over that function. I guess my question in essence is this: Why take away aspects of the game that - although you might not have seen the intrinsic value - other players dearly loved? It seems like you are just trying to alienate people who have played D&D for a long time while attempting to appeal to the new "MMO" set of players. Couldn't you have accommodated us both?

    --
    "Does bouncing count?" - Silk, Magician's Gambit by David Eddings
    1. Re:Question: Why the reduction of classes? by Fuzzlekits · · Score: 1

      The entire 'They're killing off classes' meme is as bad as the 'It's becoming an MMO' meme. They've said, many times, that they don't want to release something that doesn't work. Druids, Bards, and Barbarians all apparently needed more time to work into the design philosophy of the new game. They plan on releasing them, once they work. But for now, the 'core' four classes, and similar mixed-up versions of them that still fill the four basic roles, are what's on the drawing board for initial release.

    2. Re:Question: Why the reduction of classes? by Amilianna · · Score: 1

      It seems to me that - since none of those things were "broken" in 3.5e and they took all the time to transfer over (presumably) the "good" things in 3.5 to 4 - it would have been simplicity to keep them in. Therefore, either they aren't keeping anything from the previous edition (an unlikely scenario, IMO) or they removed certain elements for some other reason.

      If they don't want to release something that doesn't work, but in order to make it work with the things that people loved previously, why not wait a little longer until you've got it all pounded out? It's not like they were losing money on 3.5 with a new book out every couple months. Would taking the time to perfect 4 before release have been such a problem? It seems that, according to your statement, they have taken what I refer to as the Microsoft approach. Don't worry about getting out a good product right now. Just get out the product and try to make it good with patches and upgrades later.

      After rereading some of the answers for the third or fourth time it seems that they are saying that the four core groups would be able to be "specialized" - or made more "complex" - in order to produce the characters that were there previously - ie Bards, Druids, Barbarians, etc. The trouble that I have is, I guess, how? Are thieves going to be able to "customize" to having some illusion magic to make them into Bards? Will fighters have access to the "customization" of rage? If so, why wouldn't you take it? All of the pluses of both classes from 3.5? At this point, not knowing exactly their plan, all we have is conjecture.

      Hence why I asked the question. It may not matter to you if they remove Bards (which probably just means that you don't tend to play them anyway, which is fine), but they are my favorite class and I will not be playing 4e if there is no way to play them. Incidentally, my other favorite is Druid, so I suppose the new class structure hits a bit close to home for me. Therefore, I would like the question of the new class status addressed. Why did they choose to do it this way? Are they going to use the customization scheme to allow in the "missing" classes? Or are they merely content to loose some of their current player base to appeal to the MMO group?

      And you may look down your nose and scoff at the idea that they are appealing to the MMO players, but they said they were, so really we're just repeating what they have said by stating that 4e is attempting to appeal to MMOers. They would be foolish to not try to tap into that market - which could be argued to have come out of table-topping to begin with. Just looking at many of the structures that they have stated will be in 4e shows a decided leaning towards the MMO mindset - even and especially the idea that you would pick a class and then "customize" them to be exactly the kind of character you want, instead of having a variety of classes to choose from right at the outset. What I want to know is whether or not they have thought about the fact that they might be alienating currently loyal customers with this bent and how they plan to accommodate old players with the new generation they are trying to attract.

      --
      "Does bouncing count?" - Silk, Magician's Gambit by David Eddings
    3. Re:Question: Why the reduction of classes? by Fuzzlekits · · Score: 1

      I'm currently playing a 5th level bard in 3.5, so I completely understand. My issue with the MMO thing is that people dismiss it as a dumbing down of D&D and use it as a baseless argument against the new system.

      Rather than trip up over myself in a gut reaction based on 'what I've read', take a look at http://www.enworld.org/index.php?page=4e#classes and maybe get a hold of Races and Classes, I'm sure you can acquire a PDF or borrow a copy if you really want to, and not pay for a novelty book. But, there is a discussion of this in there. They basically said, we don't want to take those out of D&D - As I understand, the idea is to put out their class expansions in very focused books that function like additional PHBs, which sounds like a better solution than the plethora of races / complete books that are out now. The reason that some classes aren't in the PHB '1' is because they have not finalized their 4th edition versions.... and in fact, want to avoid the 'patching' problem buy having to fix a 'core' class they released too early to make fans happy, and instead release them all in another book months down the line.

      Call me an apologist, but I spend alot, perhaps too much time, ferreting out the 4th edition information, and I have some faith in the R&D people, at least. Marketing... I'm not defending that :D

      And.... Druids and bards not 'Broken' in 3.5? Druids became, shall we say, Amazing with splatbooks, and bards really needed splatbooks to fully work in a party of less than 5. Bards straddled too many roles to hold down a party role without some help, but were, undoubtedly, the best 5th party member ever.

    4. Re:Question: Why the reduction of classes? by Amilianna · · Score: 1

      Hrm... interesting website full of good information. Although, after quickly reading through the various classes, it sounds like the entire set are going to be primarily focused on how much damage they can do, which saddens me. I suppose that that supports the idea that the MMO mindset is influencing D&D 4e, but, realistically, it's not like it hasn't been there previously. I've played with plenty of min/maxers long before the MMO craze got underway. It just saddens me that the game is going to cater to it even more than before. But, eh, if I want to play something where the combat is only there to flavor the fantastic role playing, I'll whip out my 7th Sea books.

      I do have some faith in WotC to put out something decent, I just don't necessarily have faith in them to put out something that I'll want to trade in my 3.5s for. I will admit that I felt the same way when the switch over to 3 from 2 happened, so I'll at least give it the benefit of the doubt before saying it sucks. That's why these questions are good - if we could get some straight answers from marketing - because it can help those of us who are current players to understand a bit better what's being done. I don't know if WotC cares or not that we understand, but it is nice of them to even make the effort at answering our questions.

      And.... Druids and bards not 'Broken' in 3.5? Druids became, shall we say, Amazing with splatbooks, and bards really needed splatbooks to fully work in a party of less than 5. Bards straddled too many roles to hold down a party role without some help, but were, undoubtedly, the best 5th party member ever.

      When I mention that they are not broken, I mean in the PHB. There have been plenty of things that were "broken" by later-released books. Monk with a vow of poverty, anyone? Right now we have a character with some class out of the PHB II who's a fighter that can cast crazy amounts of spells while striking! So, yes, there's some broken material out there, but that doesn't mean that the classes were broken originally or by design. As for the bard, I've played plenty in 3 PC groups and it works out pretty well. The bard, if done right, can actually fill up any roles that are lacking, which is one of the reasons I love them. They're not truly fantastic at anything, really, but they are marginally good at everything which makes them ideal in small parties that simply can't have everything. And this is without using anything but the base abilities in the PHB for them and my own personal ability to tweak the definition of various things to suit whichever need they might have to fill. In recently switching to playing a druid in another campaign, I realized quickly that not having someone with the Bardic Knowledge ability around could really suck - and not having a diplomat with a bs skill of about 20 can be a draw back for any party *wink*.

      How is it that whenever you get more than 2 gamers in a room together all we can do is talk about how cool our characters are/were-in-that-last-campaign-where-we-slew-50-beholders? Oh, and because I'm thinking about it, yes, I am a gamer girl. I don't think I'm hideously ugly and I'm married to one of our DMs... unfortunately, because we haven't played Munchkin yet, that hasn't really netted me much bonus in game, but at least I know that we're always only 2 friends away from a game! *grin*

      --
      "Does bouncing count?" - Silk, Magician's Gambit by David Eddings
    5. Re:Question: Why the reduction of classes? by Fuzzlekits · · Score: 1

      Well, keep in mind that they Cannot Win in the whole combat versus social thing. The WOTC boards basically exploded when they announced they would do something along the lines of social conflict resolution that could go beyond the diplomacy skills and what not. I mean, there's this strong animosity between people who go 'bah, D&D is all tactical combat' and then 'Bah, D&D should leave the talking to roleplaying!" so, you can't make either happy unless all of that social resolution is an optional rule that some GMs can throw away... which means that building it into a core class would be sub-optimal. I mean, sure, bards can take diplomacy, and almost always do, but alot of people want the talky-talky to stay the frak away from their dice. Keeping something like social combat out of a Bard's special abilities might be... tough. Which is a little weird, because WOD players have looked down their noses at D&d players (in specific cases, it's not actually the true stereotype) and they're talking from a system where social conflict, with dice and all, is just as important as mental or physical confrontation, then alot of people who do the 'ROLEplay not ROLLplay!' schtick insist that there should only be talk, not systems for social conflicts in D&D. I think it's a fundamental idea that talking (diplomacy) can't systematically influence PCs, but magic can in D&D, where both are equally effective in player influencing in WOD. In a realistic straight forward D&D game, tho... I do like the bard and their role. Of course, if you want to be a real jerk, try taking Bardic Knack (PHBII) and Jack of All trades (Complete Adventurer). Being able to do a little bit of -everything-, even if badly, is how my whip-and-sword wielding Ocean-esque bard leads our party in Red Hand of Doom.

    6. Re:Question: Why the reduction of classes? by bonknasty · · Score: 1

      My concern is that they keep focusing on the "roles" of the classes they're keeping. From Enworld: "We simply assumed that a typical group of players would know enough to make sure their party included a front-line fighter-type character, a cleric or other healer-type character, a wizard or other artillery-type character, and so forth." This is to say that if you don't have a cleric (healer) nobody will be there to cast Cure Light Wounds, if you don't have a rogue (striker) then that "role" won't be fulfilled... What if it's just a bunch of fighters? What if you're in a low/no-magic setting and there are no clerics/wizards? Do the rules break down? It sounds like they're pigeonholing the game into some generic nerdy style of roleplaying with not much imagination. I'm currently running a Stormbringer game. I like the fact that combat is very dangerous, people die often, and none of them so far can use magic (which constitutes summoning demons/elementals in Stormbringer v4), but the rules are really lacking and unbalanced in a lot of ways. A lot of times we'll consult the book and go "...hmmm, no rule for that either..."

      --
      www.arkhambrewingcompany.com For all your Lovecraftian T-Shirt needs
    7. Re:Question: Why the reduction of classes? by Amilianna · · Score: 1

      I agree - there are plenty of times when a full compliment of various classes doesn't fit the game. But I think that that's something that should be worked out at the game level between DM and players, not something worked into the rules by design.

      Still, I can't help but remember the game we went into a heavily-trapped sewer system without a rouge. You often heard us say "Okay, who has the most hit points? Good! You open the door!" Having clearly defined "party" structure might be there mostly to help any new players, while us "old-timers" can chuck them out as we see fit. Which, admittedly, we've always done with any rule we didn't like. Like alignment restrictions *shudder* which happen to be my personal pet peeve. *grin*

      --
      "Does bouncing count?" - Silk, Magician's Gambit by David Eddings
  29. Who they're trying to please... by bughunter · · Score: 2, Insightful
    When asked "I'm a 1E grognard who you couldn't sell on 3E - why should I buy this edition," the reply was:

    The "beneath the surface" answer is, "Because this edition is the most exciting and playable version of D&D that has ever been published." In order for Dungeons & Dragons to continue to thrive, it needs to retain current players while also attracting new players to the fold. Third Edition D&D succeeded wildly on both counts, and also brought thousands of lapsed D&D players back into the game (in some cases after years away from the tabletop). We have every expectation that Fourth Edition will repeat that success.

    Translation: You're not even on our radar. In fact, we didn't even comprehend your question. Honestly, the only people who are pleased with this edition are us marketing droids.

    And the last sentance should tell us that this edition is yet another turd in a can.

    Frankly, I'd rather play Rolemaster.

    --
    I can see the fnords!
    1. Re:Who they're trying to please... by drinkypoo · · Score: 1

      Frankly, I'd rather play Rolemaster.

      Rolemaster is the best computer game I've ever played by hand.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  30. Pretty nonresponsive, and no more OGL. by yar · · Score: 1

    All of this information is available on other sites, and these answers aren't as informative as the information available at enworld.org.

    To answer one of the questions :P, the Open Gaming License is no longer Open, so it's going to be more restrictive. They are probably not going to be calling it the open gaming license anymore- it's going to be the Game System License, and you very likely won't be able to create things like the d20 SRD with rules information.

    http://www.enworld.org/showthread.php?t=218511

    1. Re:Pretty nonresponsive, and no more OGL. by jp10558 · · Score: 1

      I think they are missing the open source idea, that is, if 4E is non OGLed, and it is, what's to stop LOTS of people from just Forking D&D? I mean, Iceweasel works ok, why not a d20 core or whatver...

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
  31. Chain shirts and monks by Lac · · Score: 1

    Hello,

    (First question!)

    It seems that almost 3.0/3.5 party is basically a bunch of people walking around in chain shirts, with one or two of them with no armor, and many one wearing a full plate. The problem is that the better protection provided by heavier armor than the chain shirt is constantly negated by its lower max dex bonus, point for point. Additionally, wearing armor that is heavier than light has considerable disadvantages for no other gain. Has there been any effort made to correct this? Has armor been re-thought to be more than just an AC gain with a max dex cap?

    Thanks for your time. I very much look forward to the 4th edition.

  32. And WotC destroys *another* classic... by pla · · Score: 1

    it became clear that we should create a new, fully integrated system, with rules that would support our online applications

    Translation - You used to have the ability to buy the core book and then nothing else. Not anymore, suckers!

    Seriously, these guys have made a lot of money by finding ways to turn ordinary RPGs into "value added" schemes requiring constant upgrades and boosters and the like.


    Would Wizards of the Coast have released 3.5 if we knew at the time that 4th Edition was coming?

    Uhhh... What? If they don't know, who does?


    The struggle between playability and tactical depth is a constant one for any game designer [...] A player who prefers simple options can select those and still feel like he's creating an effective character

    D&D started as a game by a company called "Tactical Studies Rules" for a reason. Can't hack the depth? Don't play. Go buy a deck of booster cards for one of WotC's many RPGs-of-chance and stay out of the world of "real" RPGs.


    We constantly re-evaluate the role of older settings in our business plans and product schedules

    Notice that doesn't mention "player interest" or "fun". Business plans. Product Schedules. Profit.



    Overall, I would like to see "Who are you trying to please" re-asked. 15 years ago, you could go back and forth between vanilla D&D to AD&D 2nd E, and not get confused about the rules. Now, except for the name you can barely even recognize it as the same game.

    This sad excuse for a Q&A response boils down to them doing their best not to come out and say "we need you to buy new books and value-added content". And I don't say that merely as an old-school gamer who doesn't want to learn a new set of rules (I've learned so many at this point, I can't even count them without a checklist) - I say it as a gamer that, at this point in life actually has money to spend on such content, and will not do so to support change-for-its-own-sake (or for boosting profit).


    Fail, WotC.

  33. Chain shirts and monks, part 2 by Lac · · Score: 1

    Hello again,

    (Second question! See? I respect the rules.)

    I know the Monk will not be part of the next Player's Handbook. First, thanks for taking the time to think through this class, because it was very problematic at best. I know you wanted to make it into a "Striker" (a damage dealer like the rogue) and have basically a request. Everyone in my gaming group fondly remembers the monk class from RoleMaster, way back when, that had tons of crazy movement abilities like you see today in movies like Crouching Tiger, Hidden Dragon. He didn't jump a little bit further: he could jump 100 feet even at fairly low levels. My request is this: would you please consider doing something like that with the monk? I mean like making it the striker that would be the undisputed king of mobility on the battlefield, or something like that. I have seen so many people choose a monk and just hope they would be able to do something cool and martial arts-y with it, I do not want ten more years of that.

    Thanks very much. I am still very much looking forward to the 4th edition.

  34. For a while by MoodyLoner · · Score: 1

    until we had to move, we had a couples game going.

    --
    No Longer a Menace to Society.
    Alexandria Morrigan born 2/22/01 l. 20.5in wt. 7 lbs. 5 oz.
  35. There's by MoodyLoner · · Score: 2, Insightful

    a lot less difference between "some" and "more" than "some" and "none".

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

      Yeah I was just busting your chops dude. More power to ya.

  36. setting elements by bigdavex · · Score: 1

    Pardon me as I hijack this story a bit.

    I'm looking for a resource for generic setting information. When the characters show up at $town, I'd like to have a map of it and some NPCs living there. They aren't really part of our story, but I don't want them to be completely flat, either. Any suggestions?

    --
    -Dave
    1. Re:setting elements by Anonymous Coward · · Score: 0

      reference material is EVERYWHERE... I used to game a bit back in high school and college (God, I'm showing my age, I graduated from college in December, 1999). I used to be both a Game Master and a Player of several games. I mostly GMed Palldium Book's SDC system, (Heroes Unlimited, Ninjas and Superspies, TMNT, Beyond the Supernatural, Nightbane), and eventually got in to World of Darkness (the old world of darkness where the name Cain actually had a meaning to it). I also played D&D a bit as a player. I origianlly started with Palladium, and still love it since it's generic enough to literally be any setting. D&D used to be more fantasy based. I never got much in to D&D since the rules were too confusing... What the heck is a ThaC0??? In palladium, you just have an Armor Rating, if a d20 strike roll rolls over the armor rating you take damage... and what the heck is an Attack of Opportunity? Based on the few times that it came in to play, I got the idea that it was more or less an opportunity for bad guys to get one last punch in as their opponent ran away... sounds a bit unfair to me.

      Anyways... reference material... look anywhere and everywhere. Your local newspaper has tons of stories that can help you. Need a fantasy setting, look to some fantasy maps online or in libraries. There used to be a great fantasy map book (sorry can't remember the name of it) that had maps of Oz, Wonderland, and lots of other Utopia lands from fictional settings... Wikipedia fills that roll mostly today. Pick up books from other game companies too... there is always lots of ideas in there... I have one old Indiana Jones artifact book that I used for ideas sometimes. In the same games I would use city maps from real cities... go grab an atlas from wal-mart that has city maps in it.

      As for having NPCs... I used to make up imaginary connections and stuff between some major npcs ahead of gametime, and usually set up a definite timeline for most major npcs... they were going to do X, then an hour later do Y, and then the next day to Z. That way things that most npcs did were going to happen regardless of whether or not the PCs had any hand in it... Of course, plans could change, for instance, if PCs killed an NPC that just did Y before he got Z done... and then there was mostly cause and effect that happened after that... You kill someone, the cops are likely to come after you, maybe eventually the fbi if you do it enough... You ask some supernatural being from another dimension to give you some powers - don't expect that being to eventually possess you, taking you as the player out of the picture for a while as it does something heineous that would never be in character for your pc, and then that possession ends and you are stuck with the consequences of it's actions, etc.

      World of Darkness city games like Chicago focus a lot on npc development and interactions with one another etc. go read some of that sort of stuff and study how you can apply that sort of stuff in to your own games.

  37. I see lonely people... by Anonymous Coward · · Score: 0
  38. Follow up to my question: by Mongoose+Disciple · · Score: 3, Insightful

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

    WotC's response:
    The struggle between playability and tactical depth is a constant one for any game designer, and D&D is no different. We're always wrestling with the right balance between providing streamlined, intuitive play and giving players all the options they want. For example, by giving more characters customizable options for their actions in combat, we've added a dramatic level of depth (both strategic, in building your character, and tactical, in employing those options during a fight), but at the cost of increasing complexity for some characters. We think that's a net positive effect, because the lack of tactical and strategic options for fighters, rogues, and many other characters had become a glaring weakness in the game. The key is to ensure that players of different sensibilities can still find a rewarding play experience within the game's framework. A player who prefers simple options can select those and still feel like he's creating an effective character, while his buddy who thrives on complexity can load up on interesting combos without grinding the game to a halt.

    Follow-up Question:

    Is there any concern that you've eliminated the most tactically interesting/complex characters from the game?

    Further explanation/clarification:

    As 3.5E D&D stands, I agree that the lack of tactical options for many kinds of characters is a weakness in the game. I'm glad to know that it will be possible to play a tactically interesting fighter without having to comb 10 books for esoteric feats and prestige classes to somehow combine together into a mutt build that ends up tactically interesting.

    However, my fear and what my original question was alluding to, is that instead of 'helping the poor', so to speak, you've opted for 'gaming communism'.

    I'll try to better clarify that by explaining it in 3.5E terms. Take these three classes for example:

    Fighter:
    - Moderate strategy at the character-build level.
    - No strategy at the day level.
    - Few tactical options at the combat level. That is, your fighter with feats picked for mounted combat CAN fire a longbow, but he's not very good at it. His best options in all fights come from a very short list.

    Sorcerer:
    - Moderate strategy at the character-build level. (Less feats to pick vs. fighter, but now you're picking spells, so...)
    - No strategy at the day level.
    - Moderate to many tactical options at the combat level. As you reach the mid-levels, you've got a long list of spells and maybe some metamagic feats to apply on the fly.

    Druid:
    - Moderate strategy at the character-build level. (You pick more skills than sorcerer/fighter, but few feats and a few are so good as to be default choices for many of the picks. Probably your single biggest 'build' choice is your animal companion, how you advance it, etc.)
    - High strategy at the day level. You can fill a variety of roles depending on which spells you prepare. How well you anticipate which spells you need will have a huge impact on the usefulness of your character.
    - High strategy at the day level. Lots of spells to choose from, an animal companion to manage, wild shape, etc.

    Essentially, I'm concerned that instead of making fighter more of a complexity like sorcerer, you've instead chosen to make everyone like sorcerer and that there's no niche in the game for, say, the so-called 'Batman' style wizard; at best, a poor Batman sorcerer style controller seems possible. (See: http://www.giantitp.com/forums/showthread.php?t=18500 if you're not familiar.)

    1. Re:Follow up to my question: by Anonymous Coward · · Score: 0

      By 'Batman' do you mean 'the person who overshadows everybody else in the game' or do you mean 'a utility wizard with options'?

      What they are doing is splitting spells and rituals. Having to chose between fireball and phantom steed is very rarely an actual choice (only take phantom steed if you already have sufficient damaging spells - by which point PS is pointless). What they are doing is siloing the abilities so Phantom Steed is a ritual you can perform without impacting on your per day (/per encounter /per will) abilities. Same with other utility spells - now ALL wizards are expected to be Batman and not just Joe McBlastsALot.

      That said some of the more powerful utility abilities are being split up. As it currently stands a wizard can out sneak a rogue (improved Invis), pick the lock better (knock), read the hidden inscription better and get out better (teleport). As such in the new version Wizards are being cut back and later specialists will be getting the more powerful abilities. e.g. Wizards get to keep Charm but Dominate and Modify Memory are saved for the bard or psycher, Improved invis is saved for illusionists, etc.

      We don't know at the moment how rituals are limited (if at all) and how many options you get to choose from for your per day /per encounter /per will abilities (can you change them daily or only on levelling?)

    2. Re:Follow up to my question: by Mongoose+Disciple · · Score: 1

      Totally agree with you that in all previous editions of the game, the wizard out-rogues the rogue. That needs to change in a bad way. (Although, in 4E if a rogue is revamped to be a more solid combat character, maybe that's no longer as ridiculous.)


      We don't know at the moment how rituals are limited (if at all) and how many options you get to choose from for your per day /per encounter /per will abilities (can you change them daily or only on levelling?)


      My understanding is that all of the 'preparation' style mechanics are going away in 4E and everyone's basically a sorcerer. I'm hoping they'll respond that I was mistaken.

  39. Ooo! I know this one! by Rastl · · Score: 1
    All question and answer summary

    Tell me why I should drop a lot of money on books and even more money monthly on this new version.

    Oh! We're glad you asked! Really simple - we need a way to inflate our profits. And we knew if we made a new version it would do that for us.

    We're also quite envious of all the money spent on online subscriptions to games so we figured that if we made some "Online Content" you would just blithely spend money on us too.

  40. If it's going to be digital anyway.... by biffpow · · Score: 1

    then why not offer players the ability to run their online campaigns using any of the existing rulesets? The basic game mechanics will be the same, it's mainly a matter of tweaking the stats and character/monster classes. And I would have to believe downgrading the governing software from 4.0 to 1st edition or second would not be difficult. And that is WotC doesn't do it, some enterprising young coder will....

  41. That reads like an Everquest patch message... by EvilNight · · Score: 4, Insightful

    Seriously. "clerics in 4th Edition occupy the "leader" role (sometimes also known as the "healer" or "party buffer" role). Their damage output is decent, but far behind that of the wizard or rogue, and they don't have the defenses or melee-control abilities of the fighter."

    I swear I had flashbacks to SOE message boards filled with whining Monks. Folks, is this really the hill you want to die on?

    There are a great many (hundreds) of role playing games out there. There are many times more tabletop games than that.

    My advice to you is that you set down the WotC torch and pick up another game for a while. The worst that can happen is that you'll come back to D&D with a better understanding of why you like it. The best that could happen? You may realize you're paying for an over-designed, over-priced, over-hyped, over-played soulless shell of a role playing game - one that really doesn't do anything badly, but doesn't do anything well, either.

    Repeat after me: The system is part of the setting. The system is part of the charm. The system is the soul of the game. Learning new systems is fun. After learning D&D, learning new systems is a friggin' cakewalk.

    Try something different. On a budget? Check out CheapAss Games. Want more role playing and less dice rolling, maybe some more flavor in a gaming system? Try out Continuum (time travel/any), Deadlands (western), Earthdawn (swords/sorcery), Unknown Armies (occult/underworld), Paranoia (psychotic and fun), Big Eyes Small Mouth (anime), Ironpaw (yes, furry has an RPG). Want miniatures and grand tabletop battles and strategy? Try Warhammer. That's just a short list of the ones I've enjoyed off the top of my head. Wikipedia has a list, RPGNet has reviews, you know what to do.

    Heck, try something like Universalis if you want real innovation - they are designing the GM/DM right out. It didn't quite succeed, but the idea has a hell of a lot of merit. Enough that I think it'll shape the future of interactive storytelling in role playing games. I'll admit, I've been out of the loop for some time. There's plenty more out there I've never heard of.

    If you bought 40 D&D 3.5 books, you could have spent that money instead on 50 different RPGs. WotC tends to be expensive. There's more to RPGs than D&D. If you've only ever played D&D then I suggest you really don't know what you are missing, and you should take a few others for a spin - and don't overlook card games, board games, and trivia games either. Those genres aren't standing still. They can make for a great two or three session break in between various campaigns - or a good gaming night for most of your group if too few people show up to play your current campaign.

    --
    Hell is being intelligent in a world full of idiots.
  42. Does anyone really like D&D rules? by sscroggins · · Score: 1

    I played from a blue box, from a "magenta" box, and from a Deities and Demigods that had Elric and the Cthulhu mythos. It was great. But then I played some other games starting in the mid-80's that had far more elegant rules. After a while, when I would GM, I'd always use home made rules. I slapped together (OK, it was a bit more time consuming than that sounds) some rules, printed off about 12 pages for each player as reference and off we went. I don't want my players telling me that a troll only has X hit dice. I don't want them being rules lawyers. It takes away from the fun. Yes, sometimes I would cheat them. If a fight that was supposed to be epic was going horribly awry one way or the other because I hadn't planned it correctly, I changed it in mid-stride. It was a great game for it's time, but personally I enjoy the idea of making the players really think about what's going on. Too many dice and books can get in the way of enjoying a good story, and to me that's what it's all about.
    Besides, D4s suck in bare feet.

  43. 3E was *seriously* that way. by Anonymous Coward · · Score: 0

    All the types of adjustment (dogde, enhancement, synergy, magic, deflection, armour, ... bonus) which don't stack within the class. But what IS a dodge bonus and how does it compare with deflection? How many stackable types can you get?

    It was too complicated and far too unexplained for humans to remember but is *just right* for a computer to remember.

    All that about facing, threat areas and half/full/double actions and so on? More computer jiggery, or at least requiring graph paper and pictorial creatures.

    All to go to make a computer version easier, it seemed.

    1. Re:3E was *seriously* that way. by Anonymous Coward · · Score: 0

      The rules are too complicated even for a CRPG to get right. NWN2 gets the rules wrong constantly.

      CRPGs need their own rulesets, they can be more complicated than D&D, but they need to be designed differently.

  44. Re:Ooo! I know this one! by Plekto · · Score: 1

    It's not nearly as simple as wanting more money. To be honest, WOTC seems happy doing what they have been doing all along. It's Hasbro, which is more than 20 times their size that is pulling the strings here. WOTC is merely following orders and making the best of a bad situation. This happens when you're owned by a soulless giant mega-corp. Corporate says do it and you say "yes, boss". There is no discussion permitted, usually. They decree. You implement if you want to keep your jobs.

    I've talked to many industry insiders over the last year online(most of whom wish of course to remain anonymous) and the general consensus is that 4.0 is about Hasbro getting anal about IP rights and not about it being a money grab. Hasbro understands dolls and board games and miniatures and the like. Hasbro is also Apple(tm) anal about IP and such and doesn't give a damn about creativity and third party uses for their products. WOTC isn't even 10% of their total sales, after all. (480 million in sales for Hasbro this last year)

    So they force WOTC to change enough so that it's not compatible with 3.5 for IP reasons, despite everyone that I've talked to saying that WOTC was more or less happy with 3.5 as it was for the next few years at least.

    WOTC of course is doing its best to rush 4.0 to market/make the best of it. They really planned on releasing 4.0 in a few years, so it's unfortunately going to not really be a huge change/improvement like 3.0 was over 2.0.

    I feel sorry for them if anything. They honestly don't deserve our anger, but instead, our sympathy for getting their chains yanked. Hopefully they will someday be able to extricate themselves from Hasbro, but it doesn't look too promising at this point.

  45. Follow up, sort of by kbielefe · · Score: 1

    I watch a lot of G4TV, Gameplay HD, Sci-Fi Channel, Discovery, and the like. I also regularly visit several geek-oriented and video gamer-oriented websites. Why do I never see advertisements for D&D and other tabletop RPGs targeted to "outsiders?" This ask slashdot was the only thing I've ever seen that would even reach outsiders, and even this is geared towards insiders and isn't really an advertisement.

    If you had slipped a little flyer into my KotOR case that said something like, "Continue the story with your friends using the Star Wars tabletop RPG," I would have at least been intrigued enough to check it out, and would probably have gotten into it 4 years sooner. I happened to get invited when I moved to a new city, but I'm actually kind of upset you didn't reach out to me earlier. Before I moved here I thought D&D was something ex-hippies used to do back in the 80's.

    I'd like to hear some slashdotter advertising ideas. I'll start:

    • Have the characters themselves explain how they've changed to appeal to people who have never played D&D before. Sort of "Tiefling and the Gnome" style, but live action.
    • Show some serious battle scenes that suddenly stop due to RPG idiosyncracies, capital one style. For example, show a rogue picking a lock, an elf listening at the door, a dwarf silently hefting his axe, and a sorceror building up a spell in his hand. Slow, suspenseful music suddenly becomes frantic as they burst in to find a group of orcs, get ready to attack, then hear a voice out of nowhere say, "roll initiative." They all look up and grumble a little bit, pull out their d20's, compare the results, then get back to the fight like nothing happened.
    • Another one would be following an arrow in flight in slow motion. As it draws closer to the target, it becomes clear that it's going to miss. Cut back to the archer, who yells in slow motion, "Action Point!" Cut back to the arrow, which swerves to make a clean kill. The villagers cheer.

    You're one of the most creative companies on the planet with one of the most creative customer bases ever. You can think of something!

    --
    This space intentionally left blank.
    1. Re:Follow up, sort of by Dravenfall · · Score: 1

      Those are absolutly awesome ideas!! I would LOVE to see more mainstream advertising for D&D. If we're going to take D&D into the "digital" age with this edition, there needs to be an opening into a new marketplace. Its not that the brand needs any more attention, people know D&D, they just need to remove the stigma. I'm a player, a DM, and not really that much of a nerd/geek/"loser". I kind of like what WoW did with thier new commercials to sort of "normalize" their game. (The Mr. T one is awesome).

      Anyway...a bit of mainstream advertising couldn't hurt.

  46. After reading this "article" by Moryath · · Score: 2, Insightful

    ... the conclusion is that they droned on for 3 pages and basically said nothing good about the product. Drastic oversimiplification of monsters? See the Pit Fiend they put forth, which basically is a WoW ripoff. See how most of the monsters have a set of feats that basically boil down to "do this, then this, then this, lather, rinse, repeat" with no tactical points.

    D&D 4e = a transparent attempt to make people pay $15/month to play a tabletop game. That's why they killed the print mags and gave Paizo the big "FUCK YOU", that's why they stuck it all behind the $15/month wall, and that's why all the new books will have only half the content, the other half being "unlockable online with your DDI subscription."

    1. Re:After reading this "article" by Valdrax · · Score: 2, Insightful

      See the Pit Fiend they put forth, which basically is a WoW ripoff. See how most of the monsters have a set of feats that basically boil down to "do this, then this, then this, lather, rinse, repeat" with no tactical points.

      I've never played WoW. I don't have the free time to commit to an MMO, and I never will. In you mind, what exactly about this is like WoW, and why is it bad that it is like it?

      From my perspective, a high-level D&D combat doesn't usually last more than 4 rounds in 3e, so exactly what is the use of giving a Pit Fiend a hideously long list of abilities that will have you chasing across the PHB's spell list to understand when only a few of them are going to actually be used? I personally like the approach to reducing clutter in the new edition.

      Also, keep in mind that 4e fights are intended to involve more monsters in a single fight than 3e. This means that tactics will largely rely on the mix and positioning of monsters instead of the extensive abilities of a single monster. I think it will work out better in the long run.

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    2. Re:After reading this "article" by Xazak · · Score: 1

      The streamlined monsters are an absolute godsend for DMs. Others have already mentioned that now you won't have to hunt through huge spell lists for exact definitions of weird one-shot abilities, but I think the best part is that any monster you choose isn't going to have wasted abilities. All monsters should boil down to "do this, then this, then this, lather, rinse, repeat", as you said, but the tactical points are in how you apply those monsters and the terrain they're in. Monsters do not need to be complicated, especially with the encounter focus moving to larger groups of weaker monsters. I'm not even going to mention the original source of the Pit Fiend. :)

  47. Where are the cheetos?! by Melvinator · · Score: 1

    Three questions: 1. Can I have a mountain dew? 2. Can I have an ogre slaying knife? 3. Am I getting drunk? Roll the dice to see if i'm getting drunk.

  48. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  49. WotC has a FAQ for this. by Valdrax · · Score: 1

    Link to the Software FAQ.

    Note that a lot of this will be changing for 4e. They're backing away from a true "open" license in favor of a new license they've tentatively called the Game System License. They will also not be releasing an SRD which is little more than the PHB with a little Product Identity filed off. They do NOT want people just playing with the SRD and not buying the PHB anymore, so that's going to go away.

    --
    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:WotC has a FAQ for this. by The+Evil+Couch · · Score: 1

      Yeah, the SRD for 3.5 is actually pretty expansive for free content. It's the Player's Handbook, Dungeon Master's Guide, Monster Manual, Expanded Psionics Guide and a little bit of Unearthed Arcana. Some enterprising gentleman in St. Louis compiled it into a cross-referenced document online. It's not surprising that they're axing the SRD. With the Hypertext SRD, you honestly didn't need to buy a single book from WotC to play or DM.

  50. My answers or comments by Anonymous Coward · · Score: 0

    Problem with armour it doesn't scale as you go up in level.

    Base 10
    Full plate +8
    Shield +2
    Dex +1
    +5 plate +5
    +5 shield +5

    AC: 31.

    BAB when you can HAVE +5 everything (15th+ level):

    Base: +15
    STR: +7
    +5 Sword +5
    Focus +1

    BAB: 28.

    Roll a 5 to hit with a d20.

    IMO, going up levels should allow your characters' hits to get harder (multiply the damage, fighters get 2x damage when mages get 110% damage, for example). Armour should give reductions on damage (so 20% damage for full plate, 90% damage leather), and the reduction could increase with level. Monks get multiple attacks (others only get multiple attacks when the opponents are much lower level than them) and a chance to avoid any damage. Sort of like "Bulletproof Monk". Or Matrix.

    Mages should be able to fight close quaters with magic nearly as good as a cleric and magis resistance should be rare and low %. As with the Basic/Expert/Companion/Master monsters, have monsters immune to spells of level 1-x instead of "MR 45".

    Clerics should be more effective aginst demons/angels than mages.

    1. Re:My answers or comments by WeirdJohn · · Score: 1

      The last part of your post sounds like you are describing Rolemaster.

  51. This game is finally being designed from the start by Puffy+Director+Pants · · Score: 1

    I've played other editions of AD&D, I still have my books, and I've read the material that Wizards has produced describing the new edition. And I feel they've finally learned how to make it a game for all people, not just a slap-together piece. Let's face it, in comparison to spell-casters, melee types ha limited abilities. Feats changed some of that, but they're a bit limited too. Heck, how many abilities are limited to arbitrary restrictions on usage. The new system? Much better. At-will abilities, versus once per battle, or even once per day....works for me. I don't know how it'll all look once it's together, but conceptually, I can't object to the new edition. I think they had their heads on straight when designing it, and that they finally learned something. Now business-wise, I can't object to them putting out a new edition either. It's actually less objectionable to me than putting out mini-books and expansions. And while I'd like them to go over some of the old campaigns (Birthright I miss you!!!! A LOT!), I can't object to them sticking to the Realms and Eberron for a while. I do like Eberron, and the Realms has a place in my heart too.

  52. Re: Open Gaming License by Khopesh · · Score: 1
    This is a follow-up question to this exchange:

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

    WotC:
    The initial 4th Edition plans for allowing third-party publication of compatible supplements have been announced, and we're currently working with a number of independent publishers to iron out the details and get them started. Our goal is to allow 3rd party publishers, both large and small, the opportunity to publish products compatible with Dungeons and Dragons 4th Edition.

    First, thanks for getting rid of the red-tape-ridden "d20 System License." I'd like to follow up this line of thought with some clarifications on what the OGL can and can't actually do: What is the official response to claims that game mechanics themselves cannot be patented or protected as Intellectual Property (the way Software Patents are)?

    The view of OGL presented by Technomancer Press, for example, is that the OGL and d20 System License restrict more than they enable; US patent and trademark law already allows almost everything "granted" by OGL, whereas the only extra bit given by the license is the ability to reproduce the copyrighted text in exchange for restrictions on references to WotC printed materials. (The d20 System License grants use of the copyrighted/trademarked system logo, viewed by the industry as a requirement to sell successfully.) This presentation seems to indicate that a publisher is permitted (by law) to release D&D-compatible products and clearly mark them as such, so long as no WotC-owned logos are used and no copied text blocks are included. What response do you have to such a view?

    What are your goals in drafing the next OGL, and how do they differ from the current version? What can you acknowledge as mistakes made with the previous OGL and d20 System License?

    --
    Use my userscript to add story images to Slashdot. There's no going back.
  53. I'm a big fan of D&D... by cryptomancer · · Score: 1

    ...but I have no idea what this game is by these Hasbro/WotC people.

    --
    Yes, we understand these tags always apply: fud, dupe, typo, slashdotted, topic name
  54. D&D is actually the only reason geeks tend to by HNS-I · · Score: 0

    Some however get in too deep into the occulte as portayed in this 8bit documentary:
    http://youtube.com/watch?v=XHdXG2gV01k

  55. People don't like 3E? by obeythefist · · Score: 1

    I loved 3E. I wasn't so happy about 3.5, as a lot of people will tell you, the changes weren't enough to warrant the update, but just enough to mess up compatibility between 3.5 and 3E.

    Having said that, there's a lot of people who don't like it! All AD&D 2nd Ed players... But the only reason you might not like 3E is because you never tried it.

    It's much, much simpler than 2nd Ed ever was. The ruleset is more orthogonal, anyone who's a programmer will appreciate the value of a consistent central rule set at the core of the system. 2nd Ed was a big mish-mash of rules that differed dramatically depending on where you look.

    They also designed 3E more as a tabletop game, it sounds bad but it works really well. Level advancement is quicker and more consistent. When you're a casual kind of gamer it means you can get players through level progression quickly... and hit the end game roughly about the time that players give up on a campaign anyway. The difference is that in 3E, you've gone from low to high level, but in 2nd you'd probably still be killing kobolds.

    I'm hoping 4th Ed will continue the tradition that 3E set, keeping the core rules simple and adding complexity only as much as you're comfortable as a DM or player to do, and being balanced around the way most people play the game.

    --
    I am government man, come from the government. The government has sent me. -- G.I.R.
  56. Will the character application be Windows only? by olePigeon+(Wik) · · Score: 1

    Seems like every time they release some sort of Character building application, it's Windows only. I'm not a programmer, but it seems like there are a ton of options out there to make applications cross-platform. Maybe just make it a website or something.

  57. Rephrase by coppro · · Score: 1

    My question wasn't really answered :/.

    What I meant was, suppose I have a character that gets fatigued and shaken. Do I need to manually update the character sheet on various points to reflect this? What about hits from various spells that have effects, like bane ? Will I be able to do something like PCGen, whereby I just click a button saying I'm hit with bane, and my stats are updated accordingly? Or is it still the gamer's responsibility?

  58. Poor geeks by vikstar · · Score: 1

    If I had my time again I would be chasing girls instead of listening to the dm talk about how "after your party enters a bar and sits down for a drink you hear one of the clients talking about a tressure deep within an abandoned castle". Holy crap, what a waste of time, and I only realised this after getting layed.

    --
    The question of whether a computer can think is no more interesting than the question of whether a submarine can swim.
    1. Re:Poor geeks by Sarutobi · · Score: 1

      You know what? You can roleplay and get laid. Even better, do both at the same! Seriously. You know what is a bigger waste of time? Pretending on a message board that you've played RPGs.

      --
      Think about this: Axe and Dove are actually the same company. Vincent L.B.
    2. Re:Poor geeks by zardok · · Score: 1

      Hmm ... I, and all my friends who played D&D, both male and female, got laid, and kept playing as well (unless we decided not to). Best of both worlds!

  59. Having kept up on ENworld news... by r337ard · · Score: 1

    none of the questions answered were all that new, and were very sanitised. The major question I still have is concerning supplements. I realize that part of a DMs responsibility is to control what he allows in his game so as not to unbalance it. With the huge number of Wizards released supplements in 3.5 this became especially challenging, as few of the new classes or prestige classes seemed at all balanced with core versions and were either very underpowered or terribly overpowered. Same with spells, feats and monsters. My gaming group has collectively picked up 20 or so additional books, from which any player can cherry pick a feat here, PRC there, new spell here, and wind up with something that drastically unbalances the campaign. None of my players are char-op munchkins, but in every book there are one or two neat things that seem quite reasonable on their own but end up with very unreasonable synergy with other non-core abilities.

    What is WOTC doing in 4E to more properly balance all content being put out in supplements both against the core rules and against other supplements.

  60. I'm disappointed they didn't discuss hit points by hickory-smoked · · Score: 1

    I don't think there's any aspect of the system that needs a full remodeling more desperately than hit points. Subtracting random numbers from a "health pool" until someone reaches zero is no way to model the dangers of combat.

  61. The last question: Why should I care? by Taulin · · Score: 1

    I loved the last question asking why they should adopt. Besides doing P&P for many years, I also loved the Gold-Box series SSI put out. The thing that gamers like is a standard that allows them to pick up any game and jump right into it. With the Gold-Box series, once people 'got-it', they could do any of them. It seems like people are trying so hard to out-do themselves, then defeat themselves. (XP vs. Vista for example)

  62. Story and character by Matt+Lohr · · Score: 1

    Dear WotC: Perhaps the greatest value of tabletop games is the opportunity for players to invest themselves in believable characters and to create compelling stories. In what new or improved ways do the 4E rules faciliate story and character development (numbers aside)?

  63. Playing Online vs Face-2-Face by Jalopezjr · · Score: 1

    Will you have to join/subscribe to fully enjoy the 4th edition? Can you play it without having to go online? The one of the biggest reason's I started playing D&D was the face to face interaction. When I play a game like WoW, most of the people I encouneter are jerks, and harass me to do PvP with them till i leave. When I don't they proceed to call me names. This one of the things I am dreading with they way it seems D&D 4ed is geared towards. Don't get me wrong, there are still jerks in face to face play. When you're face to face they are less likely to call you names to your face.

  64. What's it like? by HornWumpus · · Score: 1

    Obligatory follow up.

    --
    John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
  65. Let's face it... by wilgibson · · Score: 1

    4e is coming whether we want it to or not. It seems like it is going to have some good and some bad changes. If you want to stick to 3.5 that's your choice, if you want to move to 4e good for you. I'll be sticking with 3.5 for at least another year or so. Wile I'll probably buy the core rules right when they come out, I will not buy anything else.

    Unfortunately my setting of choice is Eberron (just ordered City of Stormreach too) and I won't see jack for this setting until who knows when in '09. I guess I can feel happy that I didn't sink a lot of money into source books... Maybe $150 to $200 for all the Eberron source books. I bought most of my collection from the Amazon.com market place for almost nothing due to having small remainder marks on the bottom of the spine. But, I feel slighted that I won't see anything other than a coffee table book (An Adventurer's Guide to Eberron) for what will probably be well over a year.

  66. FASA? by Machine9 · · Score: 1

    Anyone else miss these guys?

    Earthdawn is by miles my most treasured setting, and I do not think that place will ever be usurped by anything WotC puts out these days.

    1. Re:FASA? by wilgibson · · Score: 1

      Yes, I miss FASA. I miss old school Battletech, and Shadowrun. I know people are still printing material for them, but when the well has dried up it is gone for good. Never got to play Earthdawn, but I remember how upset its fans were when it was discontinued. It was a sad day when FASA closed their doors!

    2. Re:FASA? by Machine9 · · Score: 1

      If you can get your hands on a copy of the rulebook (any edition, illicitly or otherwise) you're in for a treat. I still have my hardcover and each time I open it a smile spreads across my face from ear to ear. The introductionary fiction is classic imho. Go find a download!!

  67. Story Games by cpeterso · · Score: 1

    There are many cool games beyond D&D and dungeon crawling. Most of these "indie" games are more story-oriented and some don't even have GM but are still fun for competitive players. :)

    A good place to start exploring is Indie Press Revolution's Game Recommendations.

    chris

  68. Meh by dreamchaser · · Score: 1

    Get off my lawn. If you need to pay for an online component in order to fully utilize the game, it is no longer a pen and paper game.

    Get off my lawn I say!