D&D's Story Manager Answers Your Questions on Camera
Chris Perkins, story manager for the upcoming Fourth Edition of Dungeons and Dragons, took some time out this past weekend at the D&D Experience event to talk back to us. He answered the concerns of five readers who had commented on their responses to our earlier questions from January. With a large amount of information about Fourth Edition now out in the open and the NDA for playtesters lowered, there's been a floodgate of new concerns over the latest change to this tabletop icon. You might also be interested in the other videos from Gamer Radio Zero filmed at the D&D Experience event, which covers everything from DMG design to D&D Insider pricing. Chris's responses can be seen in the YouTube videos included below. Thanks both to Mr. Perkins and Michael Lescault for making this interaction possible.
Mongoose Disciple asks "Is there any concern that you've eliminated the most tactically interesting/complex characters from the game?"
Anonymous Coward asks "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?"
skinfaxi asks "Does WotC think all players and DMs are male?"
BobMcD asks "I'm looking at the back of that specific Tiefling Wizard's sheet, and it seems to me that conversion is going right out the window. This 1st level character seems pretty beefy to me, in terms of sheer spell face-meltage. Does 'At-Will' really mean 'as much as you want, just so long as it is your turn'?"
bugnuts asks "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?"
Anonymous Coward asks "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?"
skinfaxi asks "Does WotC think all players and DMs are male?"
BobMcD asks "I'm looking at the back of that specific Tiefling Wizard's sheet, and it seems to me that conversion is going right out the window. This 1st level character seems pretty beefy to me, in terms of sheer spell face-meltage. Does 'At-Will' really mean 'as much as you want, just so long as it is your turn'?"
bugnuts asks "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?"
To Summerize...
We didn't. We're going to sell them to you in another book at a later time. Yes, we designed DnD4 with consideration of selling our rules to video game makers and to work on other platforms. There is a such thing as a stupid question, and that's one of them. No, a wizard can only perform a certain number of things a round, but they can cast as many number or different spells per combat. We don't want wizards to have to use a xBow because their spells are gone. That's boring. I don't really know how to answer that question without bringing my legal team down on me, so I'll just say that d20 is symbolic with DnD but other games use it, but logically our IP = our IP."The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
First of all, no, I did not watch the damn videos of Perkins spewing marketer-speak. If I wanted to see video I would go to YouTube, not Slashdot.
Second, the elephant in the room is the Open Gaming License, or "Game System License" as it will be called for 4E. Basically, Wizards of the Coast is dropping open gaming in all but name. Some details are here; highlights are:
Translation: we are not going to release the actual rules under a free license.
Translation: we are moving from free-as-in-speech to free-as-in beer because we think it's in the best interest of our brand.
[Sir Garlon] is the marvellest knight that is now living, for he destroyeth many good knights, for he goeth invisible.
Did that sound like an advertisement?
OSRIC is an OGL compilation of OD&D ("Old" D&D) rules, put together in a much more easily comprehensible format than the original books. It's sort of like an SRD for 1st Edition. If you miss 1st Ed., you may want to give it a try with your kids.
It seems you understand the difference between the SRD, the OGL, and the D20 License, but a lot of readers might not. So others can follow as we get technical: the OGL is the Open Gaming License, which I and some others would argue is not really very open. The SRD is the System Reference Document, which are the D&D 3.x rules as trimmed down and released under the OGL. The D20 System License is a separate license one could use to put a "D20 System" logo on one's product, which was supposed to indicate some level of compatibility with D&D. To get that logo one had to consent to rather odious and very non-free license terms.
What about the SRD is not free? I don't see how the "Product Identity" clause of the OGL affects the SRD because the SRD doesn't include any WotC "Product Identity." Are you referring to something else?
[Sir Garlon] is the marvellest knight that is now living, for he destroyeth many good knights, for he goeth invisible.
The DnD spell casting system is bad game design. Period. I'm not going to go back and read a player's guide to get my example down exactly in terms of rules, but heres how it plays out for a player in the real world when they play an arcane magic class in old DnD.
I gain access to level 5 spells. I can memorize two per day. There are 10 level 5 spells. One is a direct damage spell, ALL the other spells are hyper-specialized utility spells. I'm going to select the direct damage spell because it's the most likely to be useful in most situations, and ONE utility spell that I may or may not use ever. I enter combat and find 5 cases where if I had randomly selected one of the other utility spells, I could have used that spell in that situation, but I didn't because I had no idea what was going to happen in my encounters (I'm ignoring metagaming here because most people consider it bad form in DnD anyway). So I got to cast my direct damage spell once in an entire day of encounters (which can be weeks in real time for some games). The rest of the time I was hiding in the back or casting low level cantrips doing almost nothing of value in combat or out. If I'm lucky, I found a wand or some useful scrolls, and the thief didn't claim he should get them because he spent points in use magical device specifically to use them.
So for weeks in real time, my character did one cool thing, and continually felt that if I had arbitrarily chose a different utility spell weeks ago, I would have done two cool things.
DnD's spell system was retarded and needed to die. It was anti-fun. When you put a lot of time and effort into researching your class, and still feel like whether or not you can do something useful is based entirely on the luck of which encounters you face, it's not a rewarding experience.
But that's not the only way to end your "running out of spells per day" problem. Be a specialist, get a few Rings of Spell Storing or Pearls of Power, and get a Headband of Intellect for more bonus spells. Sure, you can say it's all up to the DM, but that's always rule 0. Something that integral to the viability of a class should be clearly spelled out in the rules. It's not all up to the DM. Aside from the specifics of "magical materials" -- which I admit is a bit vague, but can easily be explained away as the cost of specially prepared paper, magical ink, etc., all available from your corner adventurers' market -- all of that is pretty clearly spelled out. I won't even get into the issue of being able to lose your spellbook First, you know that a typical spellbook has 100 pages, and it takes one page per spell level to scribe a spell in it, right? You're probably going to be hauling around several spellbooks. Losing one will suck, but it's not the end of the world. You can also re-scribe any spells you had in memory at the time it was gone into a new book. Second, any DM who destroys a spellbook is a cruel bastard. Yes, it's a viable tactic, but it's no different from making all of the fighter-types fight waves of rust monsters. All it does is piss off players.
Of course, a respectably high-level wizard will have a couple of Boccob's Blessed Books with copies of his favorite spells in all of them. One of them will probably be in a Leomund's Secret Chest, too. Yeah, it sucks if you lose one, but you've lost less than a fighter whose magic sword got sundered. and the concept of "learning" a spell, even though you need special feats to prepare it without the spellbook. Wizards don't "learn" spells, they copy new ones into their spellbooks. I think you need to re-read the chapter on magic.
Karma: Terrifying (mostly affected by atrocities you've committed)