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Dungeons and Dragons 4th Edition Launches

darkwing_bmf writes "Dungeons & Dragons 4th Edition rulebooks are now available. There's a review up at EuroGamer. Unfortunately, the online tools portion, D&D Insider, isn't ready yet."

159 comments

  1. Re:History Repeats Itself by JorDan+Clock · · Score: 1

    Not I. My girlfriend plays DnD with me. Although, she doesn't think pretending to be a wizard with a "Sexuality Wand" +3 is too exciting in bed...

  2. Re:History Repeats Itself by SeekerDarksteel · · Score: 0, Flamebait

    While a generation of boys in their twenties and thirties continue to lose out on the opportunity to get laid...

    :(

    --
    The laws of probability forbid it!
  3. Re:History Repeats Itself by lilomar · · Score: 0

    Cue bash.org quote in 3..2..1..

    --
    The creator of this post (Jacob Smith) hereby releases it, and all of his other posts, into the public domain.
  4. Not a review by dr00g911 · · Score: 1

    TFA isn't a review: it's an expanded press release.

    There's nothing about any of the mechanics of how the game plays, except that it's supposedly easier for newbs and balanced at all levels.

    So in summary, there are...

    1. New books!

    2. New art!

    3. Online tools!

    1. Re:Not a review by plover · · Score: 1

      So in summary, there are...
      1. New books!
      2. New art!
      3. Online tools!
      4. New prices!
      There, fixed that for you.
      --
      John
    2. Re:Not a review by SatanicPuppy · · Score: 4, Informative

      They simplified a lot of things. All combat actions are basically the same now, mage, warrior, cleric, whatever. You declare your attack, be it weapon, spell, whatever, roll your check vs their resist check, and if yours is higher you do damage.

      No more memorized spells at all...you learn, "Otlukes flaming bunghole" you can cast it every round like you were swinging a sword.

      Some abilities are "per encounter" meaning you can only use it once per combat. Others are "per day", so once per day.

      I don't know. I haven't finished going through the rules yet, but I'm not pleased. A lot of things that I never thought "had to be said" are now filled in for you...like the "party role" for your class...Fighters now have "tanking" abilities that "force" the monster to attack them...What the hell is that about? Didn't everyone and their mother used to role play that? Instead of being a simple framework, D&D is more like a complete game.

      Some people may be pleased with that, but to me its like someone pre-chewed my dinner.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    3. Re:Not a review by PMuse · · Score: 2, Insightful

      So in summary, there are...

            1. New books!
            2. New art!
            3. Online tools!
          4. New prices!

      There, fixed that for you. Whether you plan to buy these books or not, remember to patronize your local independent gaming store. End of Plug.
      --
      "We reject as false the choice between our safety and our ideals." --The American President (20.1.2009)
    4. Re:Not a review by geekoid · · Score: 2, Informative

      Not really. All three for 65 buck, and considering 1st ED ADnD was 60 bucks for all three, not much of a price change.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:Not a review by h4rm0ny · · Score: 2, Informative


      Okay - funny joke, but it's not accurate. Have you checked the price of the new books? I don't know if it's just the US$ to UK£ exchange rate at the moment, but the new books bought together are actually cheaper than I paid for the same three core books years ago when 3.5 came out. WotC (Wizards of the Coast) are hoping to keep on selling further books each year, but right now, the cost to get into the game is really low.

      The online tools are $15 a month which may or may not seem a lot depending on how much use they see, but they're Windows only so I wont be using them anyway. Shame, there. I'd have probably given it a try.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    6. Re:Not a review by geekoid · · Score: 4, Interesting

      I want to say Mod up, but honestly I can't think of what any of the local game stores has done for me or my kids.
      I'm not trolling here, and I usually share your sentimate but honestly the last time I went into one My main goal was to get my son out as fast as possible. What a bunch of foul mouthed SOBs.

      Gaming stores aren't for people who want to run a business, they're for people who want to show off their gaming collection.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    7. Re:Not a review by h4rm0ny · · Score: 3, Insightful


      My pre-play evaluation of 4e is that the rules are improved muchly in terms of game-play and ease of banging out encounters. There are a lot of nice ideas in it such as Minion rules to make High Level vs. Mooks a viable encounter again. Production values are fantastic. But the role-playing side seems to have been gutted both by a lack of non-combat rules and by character and monster abilities that make no sense at all except for the metagame reason of interesting combat tactics. The latter problem undermines immersion in the setting more than the designers realised, imo. But I wont say more here as I've already posted more detailed thoughts below.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    8. Re:Not a review by geekoid · · Score: 1

      I think you need to remember that there are a lot of 8+ year olds that ahve never played the game, nor have their parents.
      When that occurred to me I found the rules easier to take. Yeah I don't need to know what the roles are, but why should it bother me that they explain it for some who does. When I pick up a programming book, I don't get twisted when it explains the basics of OO.

      ADnD was NEVER a simple framework. It was always intended to be a complete game. Many people used it as a framework, and those same people complain about 'balance' when their not even playing the game correctly.

      Bottom line, it's a game. Gary Gygax's* animated corpse isn't going to come to your home and devour your soul because you decide to play in a different world, or change some rules.

      *in the event of a "Shambling Gygax", throw one complete set of dice out your door and then tell him "Steve Jackson is that way!"

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    9. Re:Not a review by lenester · · Score: 1

      My local gaming store is also a maternity, infant and toddler store. The owner is a midwife. She considers it to be the "total service plan."

    10. Re:Not a review by SatanicPuppy · · Score: 1

      Used to be you had the "rules" and you had the "setting" and they were different things. Now it's like they rolled a lot of the setting into the rules, and that doesn't do it for me.

      I'm hardly a D&D purist...The best times I ever had with D&D were all in systems so hacked up the only way to tell that it was still D&D was the fact that we still used 20-sided dice.

      Still I guess D&D has always been the "Starter RPG"; there are still plenty of more complex games out there.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    11. Re:Not a review by SuiteSisterMary · · Score: 2, Interesting

      Well hell, $60 in 1980 is the equivalent of about $170 now.

      $60 dollars now was around $21 in 1980.

      Seems like a deal to me!

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    12. Re:Not a review by vux984 · · Score: 3, Insightful

      Fighters now have "tanking" abilities that "force" the monster to attack them...What the hell is that about? Didn't everyone and their mother used to role play that? Instead of being a simple framework, D&D is more like a complete game.

      Why should the monster do that? It should attack whoever it wants to attack. And the smarter it is the more intelligent its selection and tactics should be.

      The whole MMO inspired 'all the monsters wail on the tank, while the rest of the group focuses on one target at a time and burns it down' is the most absurd thing going.

    13. Re:Not a review by SatanicPuppy · · Score: 2, Insightful

      Yea I agree...Mind you, one of the main jobs of the warrior was always TO tank, but you were supposed to haggle out how you were going to get the monsters attention, and role play it, not just use a special ability.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    14. Re:Not a review by geekoid · · Score: 0, Offtopic

      Cool. Nothing is for everybody.
      Personally, I ahve moved away from complexity. I prefer Savage Worlds for good pulp action and strong RP.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    15. Re:Not a review by geekoid · · Score: 1

      The statment is incorrect.

      If a monster is target by a fighter, and it decided to attack someone else it takes some damge automatically. It's 3 pts at first level, I don't remember if they scale.
      So yes, the monster can attack whomever they like, and there are some rules around targeting. For example if the fighter doesn't attack the monster , the target goes away.

      It is in no way like an MMO.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    16. Re:Not a review by Anonymous Coward · · Score: 3, Informative

      Nothing is "forcing" the opponent to only attack the tank. The starter ability, for the fighter at least, makes perfect sense:

      1) The fighter "marks" a target after attacking it (read: scary guy who really knows how to use a sword is actively engaged in slicing at you).

      2) If that target makes an attack on someone other than the fighter, the fighter gets a free attack of opportunity (read: if someone is actively engaging you in sword play, it leaves you wide open when you turn to bash someone else).

      It's dumb to ignore the obvious threat just because someone else looks like an easy target; you can feel free to attack the easy target, but that doesn't make the obvious threat any less threatening.

    17. Re:Not a review by DuckDodgers · · Score: 1

      It depends on the store. Some suck, some don't.

    18. Re:Not a review by DuckDodgers · · Score: 1

      The Massive Multiplayer Online RPG games usually have the 'tank' as a damage sync whose job is to keep the monsters from attacking other characters while the other characters actually kill or subdue the attackers.

      I have only seen a few Fighter abilities listed for 4th edition, but:
      A. The Fighter does a very competitive amount of damage. The Rogue and Wizard do not leave him looking like a useless meat shield.
      B. The Fighter doesn't have abilities analagous to the "hold aggro" crap in MMOs that keep opponents focused on him. His best way to protect other party members is to just eviscerate the most dangerous enemies - which is more true to the pulp fantasy and epic fantasy that inspired Dungeons and Dragons in the first job.

    19. Re:Not a review by Anonymous Coward · · Score: 0

      Some are nice. Some ... you discover the Comic Book Guy has brothers, and they're even dorkier than him.

    20. Re:Not a review by nuzak · · Score: 1

      > No more memorized spells at all

      Not quite correct. As you mentioned below, there are encounter and daily spells. Those you have to "prepare" ahead of time. Still I agree it's way too much uniformity of treatment for my tastes -- every ability is basically the same thing with different descriptions.

      And for the 10000000000000000000000000th time, the "tanking" ability is not a binary "aggro" mechanic, it just creates penalties for the the target if he/she/it tries to attack someone else. This does accurately model a real-life tactic called "getting up in their face".

      --
      Done with slashdot, done with nerds, getting a life.
    21. Re:Not a review by Daengbo · · Score: 1

      Exactly my though. The part of the article which said that the new game was aimed more at people raised on WoW gave the example of fighting, killing, improving your character, and fighting more.

      I though hack-n-slash was the sign of a bad DM ....

    22. Re:Not a review by bigstrat2003 · · Score: 1

      Depends if that's what the players want or not. A good DM is one who runs the game so that everyone has fun. A bad DM is one who runs the game so that people aren't having fun. If you have a group of players who want hack-and-slash (which is my preferred mode for D&D, incidentally), cramming tons of roleplaying down their throats is bad DM-ing.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    23. Re:Not a review by bigstrat2003 · · Score: 1

      No more memorized spells at all...you learn, "Otlukes flaming bunghole" you can cast it every round like you were swinging a sword. WOO-HOO! This alone makes the new rules worth looking at... memorized spells was nothing short of retarded!
      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    24. Re:Not a review by Anonymous Coward · · Score: 0

      "Well hell, $60 in 1980 is the equivalent of about $170 now.

      $60 dollars now was around $21 in 1980.

      Seems like a deal to me!"

      Except that the economies and business models have changed radically, the inflation argument is VAPID because there are way more factors at work.

    25. Re:Not a review by h4rm0ny · · Score: 1


      I tend to the role-playing side but I fully agree with what you say. Ideally, however, the game should support both styles if that doesn't damage the support for either (which I think it does not as the rules are separate areas) and try to find innovative ways of reconciling more than one style if there is conflict. Sadly the designers have pretty much stated that people should take a World of Darkness style of improvised hand-waving to deal with non-combat situations.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    26. Re:Not a review by h4rm0ny · · Score: 1


      If you want to see the best implementation of "balance without balance" that I've seen, take a look at the Shadowrun RPG. Whilst everyone has different strengths and weaknesses, in game play character power is comparable to other ways of doing things. It plays like a super-sophisticated game of Rock, Paper Scissors (if the Rock, Paper and Scissors had a massive, complex backstory) with players always seeking those little ways of altering the circumstances to their advantage.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    27. Re:Not a review by Anonymous Coward · · Score: 0

      But the role-playing side seems to have been gutted both by a lack of non-combat rules and by character and monster abilities that make no sense at all except for the metagame reason of interesting combat tactics. There's more money to be made selling D&D derived computer games, which use the combat rules almost exclusively, than there is selling the D&D sourcebooks.
    28. Re:Not a review by BarneyL · · Score: 1

      So in summary, there are... 1. New books! 2. New art! 3. Online tools!
      4. Profit!
    29. Re:Not a review by menace3society · · Score: 2, Insightful

      Your parent poster should have said, "Support your local establishment that provides friendly, efficient, and knowledgeable service."

      "Locally-owned" does not always mean "good." Sometimes it does, but more often than not it doesn't, and that's why chains succeed. You might not think much of McDonald's, but there's a reason people went there instead of diners and hamburger stands: McD's has always had high standards for customer service and cleanliness.

      The same is true of bookstores. I remember the last time I went into an independent new book store (as opposed to used-book stores, which are always independent). They had no inventory system to speak of, and the girl behind the counter, who couldn't have been older than 16, didn't know where anything was or whether they had anything I was looking for. The shelves weren't kept in any order I could recognize, and most of the sections were mislabeled.

      No thanks, I'd rather go to Borders or BN.

    30. Re:Not a review by KDR_11k · · Score: 1

      Gaming store? Can't you get those at a bookstore?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    31. Re:Not a review by nuzak · · Score: 1

      I used to GM some shadowrun games, but it was back in first edition. Its game mechanics were *seriously* flawed. For example, the faster your character was, the faster a fully automatic weapon would fire.

      I understand that sort of thing was fixed, but the kinds of systems that require a brick of d6's just never appealed to me. And the backstory was always a little too cliched, though it was still a lot of fun after embracing the overall cheesiness of it.

      --
      Done with slashdot, done with nerds, getting a life.
    32. Re:Not a review by dr00g911 · · Score: 1

      Just went over the rules today, and I like the whole package (more or less, but I'm the only guy left playing D&D that hates using minis for combat, and the treasure parcel rules are just ridiculously overpowered -- but that's what house rules are for).

      Sure, there's a lot of simplification (mostly for the better), but some of the ideas people have gotten about some things like the spell system (for instance) are just plain wrong.

      Spells (powers) are split up into at-will, per-encounter and daily use. It basically means that your level 5 Wizard might be able to cast one fireball (hard hitting) per encounter, and one flamestrike (boss fight) per day, but they'll always have the option to use a normal damage magic missle so that your paper-thin mage isn't hacking at stuff with his dagger, stocking up on 400 darts or twiddling his thumbs during a castle raid, waiting to take a nap to be useful again after he blows his wad.

      Those examples, btw, are just made up, but the spell system works pretty much like that now. You save your über powers for boss fights, basically, and stuff like tongues or knock become rituals, so you don't have to take a nap to memorize them when the need arises. Good changes all around, as far as I'm concerned.

      Might just be me, but I want my mage to feel like a mage the entire time I'm playing, and not have him blow his wad and have to sleep to regain all his spells after every encounter -- particularly at low levels.

      Ditto for the Cleric/healing rules. Most of the stuff in 4E just makes sense and has been a long time coming (if you didn't house rule something similar already).

      Anyhow, sit down with the new books and a latte at your local megachain and give them the once-over, you might like what you see. Might not be for everyone, but I haven't upgraded the games I run from 1E just because I'd like to do a chapter a session, not just 2 encounters and loot management.

    33. Re:Not a review by IAmAMacOSXAddict · · Score: 1

      The Issue is not that they are $60, the issue is that WotC is spitting the Editions out way too fast. From 1st ed to 2nd ed was like 12 years, 2nd to 3rd was 11 years, (the time Wizards of the Coast Bought the franchise). they put out the 3.5 edition 3 years after the 3rd edition and now the 4th edition 4 years after. More importantly this edition they are breaking up all the book into sub books. the players guide has one third of the races that the original had, and there will be 2 more players handbook supplements coming with the other races. So if you want to play a Gnome Illusionist you will have to wait till next year when the 3rd players hand book comes out (coming to a total of $60 just for the Players handbooks). It's my understanding that they are doing the same thing for the DMG and of course the monster Manual. Add in all the other supplements they will have to "re-write" to make it work in the new system and you can clearly see that WotC is only trying to change D&D so that they can put out new books to make money. For myself and my friends, we converted over to Castles and Crusades (close to first edition with a lot of second edition mixed in). And we are running a campaign in Gary Gygax's Castle Zagyg (We are play testing his and Jeff Telanian's un- published content).

      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    34. Re:Not a review by IAmAMacOSXAddict · · Score: 1

      1st level mages casting every round of combat...

      Welcome to the World of Warcraft edition of D&D

      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    35. Re:Not a review by IAmAMacOSXAddict · · Score: 1

      Fighters now have "tanking" abilities that "force" the monster to attack them...What the hell is that about? Didn't everyone and their mother used to role play that? Instead of being a simple framework, D&D is more like a complete game.

      Why should the monster do that? It should attack whoever it wants to attack. And the smarter it is the more intelligent its selection and tactics should be.

      The whole MMO inspired 'all the monsters wail on the tank, while the rest of the group focuses on one target at a time and burns it down' is the most absurd thing going. I hear your pain, welcome the the World of Warcraft edition of D&D...
      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    36. Re:Not a review by Creepy · · Score: 1

      hmm... that doesn't seem right - I don't know how much they cost originally, but I'm pretty sure I only paid $12-14 for the books (Monster Manual was $14 I believe). If I still had my books, I'd check the MSRP, which is printed near the ISBN on the back, but I sold them long ago when I moved to 2nd edition. Of course, that's not counting all the other books I bought (MM2, Deities and Demigods, Fiend Folio, Unearthed Arcana, Oriental Adventures and Legends and Lore [because I lost my Deities book]).

          2nd edition I think were mostly $18-20, so that sounds about right. I remember sticker shock when I was upgrading to second edition.

  5. d0od by Orleron · · Score: 0, Offtopic

    Shouldn't it really be called dUng30nz & Dr4g0|\|Z 47h 3d1T1oN? OMGBBQ!!!!!11one11

    1. Re:d0od by cptnapalm · · Score: 1

      What are the stats for the p0N13z?

    2. Re:d0od by Anonymous Coward · · Score: 0

      They're over NINE-THOUSAAAAAND!

      (stupid caps filter)

    3. Re:d0od by Orleron · · Score: 1

      OFF topic?? I think not. It was a pointed, yet satirical, musing of how the 4th Edition has been dumbed down specifically so it can appeal to the computer game tween crowd, which effectively removes the soul of the original game by limiting the options available to PC's. Thus, I must say screw you, jerk.

  6. I still think that it's a waste by Steeltalon · · Score: 0

    I mean, I remember complaining bitterly about T$R when I was a kid. Since being acquired by Hasbro, D&D has fallen much further than TSR ever could have caused it to.

    3.0 was pretty bad. Real fixes didn't come until 3.5, which wasn't released all that long ago, and now, before people have gotten their moneysworth out of 3.5, we have 4.0.

    Worse, 4.0 has lots of things missing and they'll be conveniently added in the "expansions" for the 4.0 PHB and DMG.

    What a load of crap.

    --
    Regards, Ian
    1. Re:I still think that it's a waste by godscent · · Score: 1

      3.0 was pretty bad. Real fixes didn't come until 3.5, which wasn't released all that long ago, and now, before people have gotten their moneysworth out of 3.5, we have 4.0.

      I know! I was still playing 3.5, and then they came and took all my 3.5 books away and forced me to start 4.0! Those jerks!

      And of course, I didn't want to be playing 3.5 either, except they'd already taken all of my earlier edition D&D books away, too!
    2. Re:I still think that it's a waste by Joe+Mucchiello · · Score: 2, Interesting

      Funny, I spent about $70 on new books when 3.5 came out. After about 12-15 hours of gaming, I probably broke even compared to seeing a movie with friends, buying drinks with friends, going to dinner with friends, etc. I don't play often but name something else you can do with 4-5 other people for $70 that can last hundreds of hours. I can't see how anyone could complain about their money's worth.

      RPGs have always been about splatbooks. 4e really isn't any different here.

    3. Re:I still think that it's a waste by Anonymous Coward · · Score: 0

      For people who play the game with their friends it makes no difference.

      For people who want to play at whatever the D&D world has for cons or even drop in game at random stores, etc, it's probably more of a problem since if they are all playing 4.0 you need to too.

      Seems a bit like an Office upgrade, when those who don't upgrade get locked out accessing everyone elses documents (though this seems to no longer be a problem, 2003 has no problem with 2007 files - with a plugin thing anyway).

    4. Re:I still think that it's a waste by SBacks · · Score: 1

      I realize there's a bit of sarcasm in your post, but I think you actually hit on a real issue. Unless you have a solid group of friends who all enjoy playing and have/will for years, you end up loosing players and picking up new ones in your playgroup. These new players often times haven't played at all before and don't have all those old rulebooks. They can borrow/share for a while, but eventually you end up with a critical mass of players who don't have a 2nd/3rd/3.5th PHB and your group is forced to upgrade.

    5. Re:I still think that it's a waste by godscent · · Score: 1

      For people who want to play at whatever the D&D world has for cons or even drop in game at random stores, etc, it's probably more of a problem since if they are all playing 4.0 you need to too.

      Good point. For those that want to play in the competitions, they are probably out of luck, if they want to continue playing older versions. If they want to play at cons or gaming stores, I bet they can still find older version games to play in, though I'm sure they're rarer. And if they offer to DM a game, I'm sure they'll find players. There are plenty of people who won't switch, or will only switch grudgingly, who would be happy to play an older version.

      And I still use Office 2000. :)
    6. Re:I still think that it's a waste by Lachryma · · Score: 1

      See also the SRD.

    7. Re:I still think that it's a waste by Chandon+Seldon · · Score: 1

      They can borrow/share for a while, but eventually you end up with a critical mass of players who don't have a 2nd/3rd/3.5th PHB and your group is forced to upgrade.

      Or you can buy the old books on the internet. That way your group can play whatever edition of whatever RPG you want.

      --
      -- The act of censorship is always worse than whatever is being censored. Always.
    8. Re:I still think that it's a waste by IntlHarvester · · Score: 1

      I never played "Original D&D" (the little pamphlets that came in a box), but I remember my older relatives complaining about how they were being "forced" to buy expansion books and what a "rip off" it was.

      At some point you have to accept that they're in the publication business, and they need to sell books. Eventually all the expansions make the rules too unwieldily, so they hit the reset button to put out a new edition and sell more books.

      Bottom line is that it's a niche market and the only way D&D survives is squeezing blood out of the same turnip over and over.

      --
      Business. Numbers. Money. People. Computer World.
  7. Chaotic Good and Lawful Evil are Deprecated by jpatters · · Score: 5, Insightful

    New alignment system: Lawful Good, Good, Unaligned, Evil, Chaotic Evil.

    um, no.

    I would have respected the choice to get rid of alignment, but this is a boneheaded move. The problem with alignment (with bad role players anyway) is that it reinforces trite stereotypes. This just gives you fewer trite stereotypes to choose from.

    --
    "Remember, there never were pineapple-almond cookies here."
    1. Re:Chaotic Good and Lawful Evil are Deprecated by geekoid · · Score: 3, Interesting

      Actually, it doesn't. The previously existing stereo types are gone. You would have to go out of your way to fill one.

      Having played the game, I can same that it is really fun.
      I can also say it is not the same game. It is completly focused on minis, and what you can do as far as moving other players and yourself has added an interesting level of tactics to the game.
      The Alignment systems works very well.

      from what I had heard about the game I wasn't really looking forward to it, but having actually played the mechanics and the game, I found it to be really fun.

      Normally I don't participate in the 'I've been doing it for x years' circle jerk, but since I feel it is relevant to the context of the post I am going to make an exception.
      I have been playing DnD for it's entire history, including pre-ADnD. I also have played all the other 'major' systems and I find Savage Worlds to be the superiour RP gaming system.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Chaotic Good and Lawful Evil are Deprecated by The+Aethereal · · Score: 1

      Most people in the world are unaligned. Having any alignment at all represents an unusual person.

      A person who helps others, gives to charity, and always obeys the law is probably "unaligned". The person who devotes his life to fighting evil is "good".

      Basically, they have mostly done away with the alignment system. Most PCs should be unaligned. It is a good move.

    3. Re:Chaotic Good and Lawful Evil are Deprecated by SatanicPuppy · · Score: 1

      I know; I lol'd when I saw that...You still have the spectrum, right, because it goes from good to evil and law to chaos, but you're forced to give yourself a number on the evil-o-meter to get an alignment that's not one of the primaries.

      Like if +100 is LG then maybe +25 is chaotic good? Then -25 would be lawful evil?

      The only thing more meaningless than a two word title (e.g. Chaotic Good) is a fricking number. (I see that thou alignment be a mere 14, I will smite thee not-quite-evil-doer!)

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
    4. Re:Chaotic Good and Lawful Evil are Deprecated by east+coast · · Score: 1

      Granted, it is a botched system compared to the 3.x versions but WotC managed to eek out a little bit of respectability from me by not presenting it as if:

      Good: Even Mother Theresa would think you're a prude.

      True Neutral: You're a farking schizo.

      Evil: Hitler feels his place in history is threatened.


      It's probably one of the few things that I though were completely out of line about AD&D under TSR. But then again, I hate players who put too much value in their alignment. Unless you're a cleric or a pali normally you're not going to go to one extreme or another.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    5. Re:Chaotic Good and Lawful Evil are Deprecated by Chibi+Merrow · · Score: 1

      I have to disagree with the placement of Chaotic Evil on that spectrum... As neutral evil is so significantly more evil than chaotic.

      Also holding up Lawful Good as the paragon of virtue that all people should look up to is kinda whacked.

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
    6. Re:Chaotic Good and Lawful Evil are Deprecated by Anonymous Coward · · Score: 2, Funny

      I can also say it is not the same game. It is completly focused on minis This is getting ridiculous. I don't mind a bit of commercialism in the right place and it made sense in the Italian Job but in Dungeons and Dragons???
    7. Re:Chaotic Good and Lawful Evil are Deprecated by east+coast · · Score: 1

      While I agree the vast majority of people are unaligned I would look at it more as a true neutral concept. True neutral shouldn't be as it was presented in AD&D V1 (you take the middle road all the time, no matter how ridiculous it is) but rather people who don't go to extremes. Does that mean that if a TN aligned PC goes out of his way to save his pals that he's suddenly good or evil depending on the alignment of those he's saving? Not at all. It's a rare occurrence.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    8. Re:Chaotic Good and Lawful Evil are Deprecated by geekoid · · Score: 1

      haha! Well played. That was funny enough for me to break my "No response to AC" rule.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    9. Re:Chaotic Good and Lawful Evil are Deprecated by griffjon · · Score: 1

      A lot of this though is in interpretation and role-playing. Are you the (l)Awful good paladin forcing your religious views on the party, making them do things behind your back? Or a monk-style lawful good who dedicates their life to their personal tenets, but isn't hurt/shamed/goes-running-to-the-constable if you don't follow those?

      chaotic vs neutral evil is similarly one of style. Are you a fsking nuts psycho killer doing horrible demented things, or a detached, but pure-evil SOB?

      It all depends on the local gaming rules and how you're playing the part. I always played chaotic good myself ;)

      --
      Returned Peace Corps IT Volunteer
    10. Re:Chaotic Good and Lawful Evil are Deprecated by Anonymous Coward · · Score: 1, Funny

      It's a good move, because the existence of Chaotic Good and Lawful Evil were just encouraging the Libertarian/Objectivist kiddies:

      "Oh yeah, I'm good, because I'm akways lookin' out for numero uno! And I don't murder or steal! Well, not often anyway! But those guys who keep enforcing laws, supposedly for the good of society? Those are the ones who are really evil!"

    11. Re:Chaotic Good and Lawful Evil are Deprecated by Actually,+I+do+RTFA · · Score: 3, Interesting

      . The problem with alignment (with bad role players anyway) is that it reinforces trite stereotypes. This just gives you fewer trite stereotypes to choose from.

      The problem with alignment was it started moving towards this a while ago with LG - G - CG - LN - N - CN - LE- NE - CE becoming a single spectrum. It made it difficult to play a saintly Robin Hood type because for some reason respect for the law (which became confounding with one owns organizational qualities), became compounded with goodness.

      While it certainly could be used as a crutch by poor roleplayers, that's not a bad thing. Everyone needs time to learn to roleplay, and the CG/LE removed variants provided nice dilemmas. And, if not that crutch, bad roleplayers will fall into character/race archeotypes anyway.

      Personally, I would rather have seen the alignments expand so that you could be Goodish/Evilish/Lawfulish/Chaoticish. Not enough to get affected by spells/effects that target people with that alignment, but enough to give people a clue as to how you lean.

      --
      Your ad here. Ask me how!
    12. Re:Chaotic Good and Lawful Evil are Deprecated by Jah-Wren+Ryel · · Score: 1

      New alignment system: Lawful Good, Good, Unaligned, Evil, Chaotic Evil. Sounds like all those cameras and metal-detectors in high-school have been having the intended effect.
      Or maybe its just all that Ritalin.
      --
      When information is power, privacy is freedom.
    13. Re:Chaotic Good and Lawful Evil are Deprecated by jpatters · · Score: 1

      The problem I see is that if you have a character who dedicates their philosophical life to anarchy, they are required to be categorized as either chaotic evil or unaligned. The former is just plain ontologically wrong most of the time, while the latter admits a failure of the system to provide a label for a particular philosophy, even if strongly held and espoused. In spite of its flaws, the two axis system from previous editions was at least broad enough to cover lots of possibilities, even it it was a little simplistic. Now what we have is four specific philosophies along one axis, and everything else is now called unaligned. This all raises the question, why have alignment at all?

      I'm sure the new system plays perfectly, if your character concepts fit the ideals intended by the new alignment system. You might just say, well, just make everyone unaligned. but then what's the point of having it?

      It is part of the system, though, not just fluff; look in the DMG pg 68 sacred circle, which is a divine circle dedicated to a specific deity. Characters sharing the same alignment as the deity gain a bonus while standing in the circle. Question: Does a sacred circle of Corellon give a bonus to an unaligned follower of Kord? Sounds to me like this just wasn't really well thought out. Since it is tied into the mechanics of the system, you can't just ignore it without modifying the rules. Using an axis of Chaotic Good, Good, Unaligned, Evil, Lawful Evil would be just as valid, but you would have to fiddle with everything. It's annoying.

      Why not Good Chaotic, Chaotic, Unaligned, Lawful, and Evil Lawful? or Evil Chaotic, Chaotic, Unaligned, Lawful, and Good Lawful?

      Would Chaotic Good, Lawful Good, Good, Chaotic, Unaligned, Lawful, Evil, Lawful Evil, and Chaotic Evil have been too complicated for kids to understand these days?

      --
      "Remember, there never were pineapple-almond cookies here."
    14. Re:Chaotic Good and Lawful Evil are Deprecated by Haoie · · Score: 1

      Is that for real?!

      The best alignment system was in Planescape, without a doubt.

      --
      If each mistake being made is a new one, then progress is being made.
    15. Re:Chaotic Good and Lawful Evil are Deprecated by LurkerXD · · Score: 1

      I have tried to keep on the positive side of the new edition, and not immediately dismiss it as many others have, but as far as alignment, I really can't find anything good about it. Part of the problem is that WotC is trying to pidgeon-hole the alignment of an adventuring party as heroic paragons of good/law. The problem isn't so much that they are trying to eliminate stereotypes. On the contrary, they simply want to force you to play with the stereotype they think is best. They want to get rid of the moral ambiguities that go with LE and CG and make it a nice black-and-white world where you're either a shining beacon of light or a raving mass murderer. And guess what, you don't get to choose which one, you pretty much are stuck with shining beacon by default. This is further supported by the omission of evil gods from the PHB. The discouragement of morally ambiguous DnD games is just plain retarded, and there's really no excuse for it to be honest.

    16. Re:Chaotic Good and Lawful Evil are Deprecated by Psychochild · · Score: 1

      The wonderful thing about D&D, for me, is that you can adjust the rules to match your needs. Everybody I know has house rules on how to handle special cases, or what to ignore in order to make things run a bit smoother or how the group expects. Every group has a few "house rules" that make their particular games special.

      Personally, I would rather have seen the alignments expand so that you could be Goodish/Evilish/Lawfulish/Chaoticish.

      In our D&D games, we already have "goodish", etc. We just said you were "Lawful neutral (with good tendencies)" or "Neutral Good (with Lawful tendencies)" or whatever. Your "official" alignment om the first example was LN for spells, etc., but your decision making was usually tinged with what the alignment system considered "good" behaviors. It allowed for a bit more subtlety without completely throwing out the system.

      The sad part about removing CG and LE is that these are, for me, some of the most interesting alignments to play. I like CG because I think that is the most heroic option: the ability to do good for people without having to be bound by rules that stop it. On the flip side, LE is fascinating. One of my favorite characters was LE; he believed that evil was going to take over and he wanted to be on top when the time came. A good role-playing challenge for me, since I don't fit that alignment at all, IMHO.

      Anyway, we'll see how 4th addition goes. I'm a bit worried that with the online service that it'll be too restrictive and not allow a lot of house rules. At that point, if I'm playing someone else's rules and having to pay (subscribe?) for it, I might as well be playing an MMO instead of D&Ding with my friends.

      My thoughts,

      --
      Brian "Psychochild" Green
      MMO developer's blog
    17. Re:Chaotic Good and Lawful Evil are Deprecated by cptnapalm · · Score: 1

      "One of my favorite characters was LE... I don't fit that alignment at all"

      yeah, you keep telling yourself that...

    18. Re:Chaotic Good and Lawful Evil are Deprecated by Theaetetus · · Score: 1

      They want to get rid of the moral ambiguities that go with LE and CG and make it a nice black-and-white world where you're either a shining beacon of light or a raving mass murderer. And guess what, you don't get to choose which one, you pretty much are stuck with shining beacon by default. This is further supported by the omission of evil gods from the PHB. Reminds me of the old basic D&D sets, where all the players were lawful, and all the monsters were chaotic (so, how come they have orc kingdoms, hmm?). One of the biggest advantages of AD&D was the ability to play the John Wayne or Han Solo type anti-heroes, or alternately the Palpatine evil politicians.

      The discouragement of morally ambiguous DnD games is just plain retarded, and there's really no excuse for it to be honest. ... unless you want to be sure that you're indoctrinating kids with the 24 mentality of "we're all good, and they're all evil", and you should always obey authority, no matter what they want you to do.
    19. Re:Chaotic Good and Lawful Evil are Deprecated by menace3society · · Score: 1

      There's a cultural anthropology dissertation in there somewhere, to the effect that the past ten years of the War on Terrorism and government expansionism have equated "government rules" with "good" and "no rules/breaking the rules" with "bad". The longing for the sort of freedom that Kerouac wrote about is now gone. Everything is Law and Order vs Evil, Bad, and Wrong. In that respect it's kind of reminiscent of early D&D, where Law was equated with Good and Chaos with Evil.

      I predict the game will also focus less on adventuring, exploring, and other "low-fantasy" concepts and more on questing and big epic conflicts of civilized humans/humanoid races vs. orcs, demons, and other monsters.

      Which is a pity, because a good adventure in the wilderness is worth a hundred epic battles to save the world, which are invariably copies of each other.

    20. Re:Chaotic Good and Lawful Evil are Deprecated by Das+Modell · · Score: 1

      Yeah, because there's just an enornmous difference between ACs and everyone else.

    21. Re:Chaotic Good and Lawful Evil are Deprecated by KDR_11k · · Score: 1

      Did Lawful Evil make you a lawyer?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    22. Re:Chaotic Good and Lawful Evil are Deprecated by Chibi+Merrow · · Score: 1

      No, good lawyers are Neutral Evil. Lawful Evil means you obey the law. Neutral Evil means you make the law obey you.

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
  8. Rulebook? by VeNoM0619 · · Score: 1

    I've been following the /. news articles passively about the new D&D 4th ed.

    But I have to ask: What is exactly news/newsworthy of this? After skimming TFA I have noticed it only seems to introduce new classes/characters/spells. Nothing about new gameplay changing rules, so isn't this just technically an expansion? Someone please tell me what new rules this adds...

    --
    Disclaimer: I am not god.
    We may not be created equal
    But we can be treated equal.
    1. Re:Rulebook? by Gaerek · · Score: 3, Informative

      Let's see:

      -No more wizards/clerics/etc saying, "Crap, I just blew all my spells in that one encounter, I need to rest for 8 hours!"
      -Much simplified rules for DMs creating encounters and adventures, as well as putting rewards in those encounters. (This is a complete overhaul, and hard to really give too many examples)
      -No more random hit point amounts every level, in addition, a larger hit point total at level 1. (No more fighters rolling a 1 at first level, etc)
      -New death/dying system, that scales as you level. (ie. no more -10 hp and you're dead crap)

      Honestly, if you're curious, go to http://www.enworld.com/ and look around. They have put together a full preview PHB based on pre-release information. Should give you a good idea of what to expect. 4e is definately not an expansion. It's almost completely overhauled from 3.5.

    2. Re:Rulebook? by h4rm0ny · · Score: 5, Insightful


      The new rules are very much more elegant. They play quickly in all sorts of areas, from actual combat to monster customization and NPC creation. Character classes are very well balanced with each other and the "sweet spot" that you got in the mid-levels where you were tough enough to survive with good tactics but not so powerful the game became broken... well the game plays well at all levels now. Production values are also very high and I don't think when you read the books and grok the rules, you can really disagree with any of this. There are many well-thought out refinements to the system.

      However, the game, imo, seriously suffers on the role-playing side. Non-combat skills are all but gone, character abilities are designed solely for their tactical interest in combat with little thought to justifying them in the game or whether they make the remotest sense and playing with table-top miniatures is all but compulsory now. There are also serious concerns being voiced about whether the classes are now too balanced for their own good. If you can be a wizard firing off endless Magic Missiles (they're at will now), or a ranger firing off endless arrows and both have similar range and damage, you ask yourself whether everything has become a little meaningless through nothing being better than anything else.

      It's a difficult one that will only be resolved through trying it out. There's much good stuff in the new game, but there's a serious worry that it's lost it's sole as an actual role-playing game. We'll have to see.

      Selling like Charm Person scrolls on a Saturday night, though.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    3. Re:Rulebook? by Gaerek · · Score: 1

      And how could I forget one of the biggest changes of all. Everyone has the ability to heal themselves, no need for a dedicated healer. I personally like this because it always sucked saying, well, Jim is the new guy, and we need a cleric, so Jim gets to be a cleric.

    4. Re:Rulebook? by darkwing_bmf · · Score: 2, Insightful
      However, the game, imo, seriously suffers on the role-playing side. Non-combat skills are all but gone, character abilities are designed solely for their tactical interest in combat with little thought to justifying them in the game or whether they make the remotest sense and playing with table-top miniatures is all but compulsory now.

      There still are a hand full of non-combat skills, such as diplomacy and knowledge. But I think the general feeling is the "fluff rules" for non-combat weren't really needed. Do you really need rules to say how long it takes to make a non-magical weapon or how much money you could make playing an instrument in a medium sized village for a given skill roll? Or could you just work it out with the DM and agree on something reasonable for the type of campaign and setting you're in? The later option seems quicker (no need to look it up in a rulebook), less distracting for the other players and truer to the concept of role-playing. Resolving combat is where rules provide the most bang for the buck.

    5. Re:Rulebook? by h4rm0ny · · Score: 4, Insightful


      We don't need rules for how much you can earn playing an instrument in a village of population X, there's no argument there. But not only have almost all non-combat skills been removed (incl. the generic catchalls you could use such as Profession), but most abilities aren't even defined except in the context of combat. Fey Pact warlocks can teleport after downing a foe. Can they teleport outside of combat? Under what circumstances? Do they carry round pockets full of bunnies so they can kill them if they ever need to teleport? We don't know, we're never told and there are numerous examples of the world just stopping at the edge of combat. Many players enjoy being able to say that they are a world class card player or whatever. The feeling you get from reading the books is very much that it's all about combat. The emphasis is bad.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    6. Re:Rulebook? by griffjon · · Score: 3, Funny

      You, sir, might not remember the 1st edition rulesets and DM tables. There's always room for another table to roll against!

      --
      Returned Peace Corps IT Volunteer
    7. Re:Rulebook? by darkwing_bmf · · Score: 1

      I see what you're saying and I mostly agree. I don't see the focus on combat as inherently bad as far as a "rules system" goes, but hopefully the holes will be filled by lore books, magazine articles, fiction, etc... If not, it will depend on good players and DMs to create a compelling world that's consistent with the combat rules in spirit but doesn't involve killing bunnies to accomplish a goal that has nothing to do with killing bunnies. My hope is that the lack of focus on the out of combat aspects of the game in the rulebooks will lead to more freedom and imagination in the non-combat portions of the game and not an elimination of them. *shrug*

    8. Re:Rulebook? by h4rm0ny · · Score: 1


      That would be the ideal and I hope it is the case. I just worry that the designer's long, long experience hasn't blinded them to what it's like not to have that background. Although I've been playing and running games for a long time, I personally need the system to support me in non-combat situations. I'm neither good at, nor enjoy, having to wing and hand-wave it all, but my players prefer the role-playing and story to the combat itself for the most part. I'm not writing off 4e - I want to make that clear. It's great in many ways. But this and the necessity of miniatures are my two concerns.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    9. Re:Rulebook? by Mongoose+Disciple · · Score: 1

      I'm not writing off 4e - I want to make that clear. It's great in many ways. But this and the necessity of miniatures are my two concerns.

      Out of curiousity, did you play 3E at all? I honestly can't imagine playing it 'right' without a battlemat and minatures, or some reasonable facsimile thereof.

    10. Re:Rulebook? by nuzak · · Score: 2, Funny

      > Do they carry round pockets full of bunnies so they can kill them if they ever need to teleport?

      If a player ever asked me that question, I would immediately respond "Yes. Yes, you do. Start rounding up bunnies. And it has to be *combat* with the bunnies, not just bunny murder, so roleplay it out."

      --
      Done with slashdot, done with nerds, getting a life.
    11. Re:Rulebook? by h4rm0ny · · Score: 1


      Well I played 3.5, so I'll count it. I was the DM, in fact. It worked absolutely fine without miniatures. Depending on how complex the battle was, I'd sketch out a quick map but a lot of the time it was sheer description. I can certainly imagine how it would feel to a player who was used to studying a board and being able to count distances and perfectly position a fireball, etc. It would seem odd and perhaps frustrating. My players all loved it however. You have to understand that there was no doubt on the players' parts that the DM was neutral and providing accurate judgements. They'd ask how many guards could be covered by a fireball and they'd get an answer. It was all a little up in the air, but no-one cared. We had a freedom that I think would have been limited by miniatures. When I wanted to run a scenario in Sharn (the vertical city in the Eberron setting) with dozens of rope bridges between the towers, I had no problem doing so. Players were quite free to cling to one bridge throwing knives at people on another, or to drop down to a bridge that passed below them. I think when you have a board in front of you the DM is less inclined to imagine things that the board does not support and the players are less inclined to leap on tables, duck into doorways and hang their opponent from the chandelier.

      I don't know if you've read the rogue and fighter powers in 4e, yet, but there is a lot that explicitly requires miniatures and a battle map. Definitely more so than 3e, imo. It's a problem, though its a feature from WotC's miniatures department.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    12. Re:Rulebook? by Mongoose+Disciple · · Score: 1

      Definitely you could play 3.5 without minatures, but you had to ignore a lot of the rules to do so. Attacks of opportunity, five foot steps, difficult terrain, flanking, squeezing, reach -- to name just a few, these are things that either aren't factors or play drastically differently without minatures. Whole styles of character become weird or unplayable.

      I played first and second edition mostly without minatures; IMHO, if you're playing 3E or 3.5E without them, you're really playing a homebrew variant. Too, too much of the combat rules depend on them. (Really, this sort of all started in late 2E with the Player's Option stuff. Same thing, you can't really play it as written without minis or some similar representation.)

      I'm still skeptical about 4E, but I think if you go back and try to reread the 3.5E combat rules with an open mind, you'll see that miniaturecentrism in combat isn't a new thing. Probably you can fudge around it or ignore it just as much, but in either case you're not playing the game as written.

  9. Re:History Repeats Itself by flyingsquid · · Score: 5, Funny
    Not I. My girlfriend plays DnD with me. Although, she doesn't think pretending to be a wizard with a "Sexuality Wand" +3 is too exciting in bed...

    Considering that the average male's wand is +5 to +6, you should be able to see why she's not getting excited.

  10. Conflicting Ideas by Lacota · · Score: 1

    I can understand WotC wanting to release new material to milk us dry. However, I don't understand the online 'table'. Didn't they say that NWN would be something similar? It's one thing to make a pen and paper RPG. It's another to make a pen and paper MMORPG.

    --
    It is not a god that would do evil biddings, but only a mortal and its limited knowledge would let such atrocities exist
  11. Re:History Repeats Itself by Anonymous Coward · · Score: 0

    Yah, it's tough to roll a 20 each time you want to get laid.

  12. Re:History Repeats Itself by magical_mystery_meat · · Score: 5, Funny

    I bet she really gets hot when you put on your robe and wizard hat

  13. Re:History Repeats Itself by Alzheimers · · Score: 1

    Does she at least make you take off your wizard Hat?

  14. Star Wars RPG by xpuppykickerx · · Score: 1

    I really find it a bummer that WotC is testing D&D rules and system by coming out with a new edition of the Star Wars RPG. I'd be more into the Star Wars RPG, even D&D if they just found a system that worked and stuck with it. I miss D&D 2.0 and the West End SWRPG. = /

    1. Re:Star Wars RPG by Boronx · · Score: 1

      The West End system was more fun...and so simple that you can easily play it with out the books. You can also find those books around. No reason to trash what works just because WoTC releases something.

  15. Big change from previous versions, but still good by El+Gigante+de+Justic · · Score: 5, Informative
    I got a chance to view the books early, thanks to some leaked scans, and so far I like what I see; however, many changes may tick off long time players, especially changes to the standard races.

        From what I've read so far, the main good things about 4th edition that I've seen so far are:
    • A lot less book keeping is necessary, especially for high level spell casters. DMs also have less book keeping for high level enemies, as they don't have dozens of spells or spell like abilities and minion creatures do static damage and only 1 hp). If you've ever run a high level battles against a half dozen clerics or wizards, you can see an immediate advantage.
    • Even at first level, characters and monsters are generally tougher, so 1st level characters are living in constant fear of being killed by 1 hit. Some might complain this is lame ("why not just start at 5th-8th level?"), but really, it makes sense, and actually sets 1st level heroes apart from your average commoner.
    • The Cleric is no longer a required party member, as everyone can self heal.

      The main complaints I have so far is that they haven't released rules in the Monster Manual for creating your own monsters from scratch and figuring out appopriate levels, and the death penalty is really almost too minor. Raise dead still takes 10 minutes to cast, and the cost does go up as your level goes up, but the penalty is only -1 to all rolls until you rest for 6 hours. I appreciate that they were trying to lessen death effects and other affects that take your character effectively out of game (Medusa gaze, Illithid mind blast, etc), but by having such a minimal penalty for death, you'd have to wonder why any fears death.
            Some will certainly complain that 4th edition is too MMO like (especially like WOW), but the new character building rules do admittedly enforce character balance quite well through all levels.
  16. Imagine that! by east+coast · · Score: 1

    No, I didn't RTFA but...

    WotC fumbled the ball with software AGAIN? Who woulda thunk it? After their very sophomoric attempt at software with the 3.0 PHG and that shame for sale that they passed off as DM Tools I can only wait to (not) sink my teeth into their next software offering.

    I've personally written better software for the game on a TRS-80.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  17. Re:History Repeats Itself by Anonymous Coward · · Score: 0

    DURING a DnD game?

    That must have been awkward.

  18. Re:Big change from previous versions, but still go by east+coast · · Score: 1

    The Cleric is no longer a required party member, as everyone can self heal.

    If you looked for a cleric only because he can heal it's no wonder you've seen the those that play the class as a burden instead of a party member. You're treating clerics like most corporations treat their IT departments and you know how most IT employees feel about their companies...

    Oh well, just another reason for me to dismiss WotC as the destroyers of D&D.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  19. Re:Big change from previous versions, but still go by geekoid · · Score: 1

    I think the book keeping is different, not less overall. There a lot of things to keep track of. Who is targeted? Who is moving back and forth, Has this person been push, pulled or slid?

    The hit points level off as you get higher, and contrary to your statement, then CAN be killed in one shot. A lot less likely, but it is there.
    My Rogue could do d6+8+2d8

    I've read those rules, and the monster creation is pretty easy to do. Bear in mind, a monster is a Monster, not another character type.

    It is clearly focused on minis, and the changes make it seem more MMO like, but I don't think that's a bad thing, just a thing. They seem to have implemented it well.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  20. Re:Big change from previous versions, but still go by geekoid · · Score: 1

    Thats a first level Rogue, BTW.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  21. Are you kidding? by Chibi+Merrow · · Score: 1

    I have to disagree. Alignment is a mattter of philosophy. Maybe it's just that I'm an optimist, but I'd have to say the majority of humanity is of the "Good" alignment in that they generally hold helping others to be at least equal to if not slightly above personal gain. I'd also argue that they by and large have Lawful tendencies, as otherwise organized society would not work. No, there are very few paragons of these alignments, but to claim *most* people don't favor Good over Evil or Law over Chaos is just silly. Whether or not you devote your life to fighting evil isnt' a matter of alignment, it's a matter of where you get your hit dice...

    Note I say this as someone who is most decidedly NOT Lawful Good...

    --
    Maxim: People cannot follow directions.
    Increases in truth directly with the length of time spent explaining them
    1. Re:Are you kidding? by The+Aethereal · · Score: 1

      I was talking about alignment in terms of D&D 4e, not previous editions. Unaligned does not mean that you are not good or lawful. It just means you do not devote yourself fully to law or good, or anything else. Unless you fully devote yourself to fighting evil and injustice, you are not Lawful Good. This is not my opinion, this is the way the system works in 4e.

      I can not link to it now because it is blocked at work, but there was a article a few days ago on http://www.wizards.com/dnd.

    2. Re:Are you kidding? by Chibi+Merrow · · Score: 1

      Well I'm sorry for razzing you, then.

      I still think it's dumb, however... The difference between plebs and characters has always been the fact that character have levels in "Character" classes, not the alignment they choose to follow... Making NPCs a uniform mass of grey goo seems kinda dumb.

      Also saying you have to be Lawful to fight injustice is downright laughable. Law usually has very little to do with justice...

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
    3. Re:Are you kidding? by geekoid · · Score: 1

      "Alignment is a mattter of philosophy." That's wrong.

      It has nothing to do with 'philosophy" what so ever. It is a rule mechanic in a Black and white game, nothing more.

      DnD is a GAME not a representitive of real life.

      "Whether or not you devote your life to fighting evil isnt' a matter of alignment, it's a matter of where you get your hit dice..."
      that's very...ignorant of the system.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    4. Re:Are you kidding? by Chandon+Seldon · · Score: 1

      DnD is a GAME not a representitive of real life.

      It's a game that to some extent represents a simulation of a fantasy setting. Attributes like "realism" vs. "game balance" and "simulation" vs. "abstraction" are design knobs that RPG designers play with - but any tabletop RPG tries to simulate a setting to some extent; it's a pre-requisite to plot and roleplay.

      --
      -- The act of censorship is always worse than whatever is being censored. Always.
    5. Re:Are you kidding? by Anonymous Coward · · Score: 0

      to claim *most* people don't favor Good over Evil or Law over Chaos is just silly
      No, it's realistic. See, most people will tell you that they favour Good over Evil and Law over Chaos... the only problem is, that what they mean by that differs wildly from person to person!

      Look at world history: pretty much all the time, in any major conflict, you will find that people on both sides believe they are fighting on the side of Good against Evil. In other words, people can hold opposite views, yet believe that the views they hold are Good.

      Consider two opposed Americans:

      Bishop Foo (human cleric)
      • His god commands that the unrighteous be struck down with the Injection of Lethal Justice.
      • On a quest to destroy the evil Brotherhood of Unborn Slaughter, whose vile rituals involve murdering foetuses within their mothers' wombs.
      Is he Good? Evil?

      Mother Bar (human druid)
      • Believes nobody has the right to condemn another to execution, since vengeance is childish, redemption possible, and human justice fallible.
      • On a quest to destroy the evil Brotherhood of Patriarchal Domination, whose intolerable preachings threaten to remove a woman's right to choose whether or not to bear a child that will be profoundly disabled, or may be the product of rape.
      Is she Good? Evil?

      Conduct a survey on the matter, and you'll find that most Americans agree that one of the two is Good and the other Evil, but there will be roughly a 50-50 split over which is which. Given which, how on earth can you believe that there is somehow an absolute Good that the clear majority of people believe in!?
    6. Re:Are you kidding? by ConceptJunkie · · Score: 1

      Funny. I don't find either one of them good. What does that make me?

      --
      You are in a maze of twisty little passages, all alike.
    7. Re:Are you kidding? by Chibi+Merrow · · Score: 1

      They're both Good, funnily enough. The first is Lawful, the second is Neutral (if she's really a druid) though she seems to be leaning more towards Chaotic.

      The common thread is that both place an inherent value on the lives others.

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
    8. Re:Are you kidding? by Chibi+Merrow · · Score: 1

      It has nothing to do with 'philosophy" what so ever. It is a rule mechanic in a Black and white game, nothing more.


      No, it is a Moral/Ethical philosophy that your character follows. That's pretty much the very definition of the term. The fact that there were two axes of alignment reflected the fact that it was NOT a Black and White game, but one with a large spectrum of greys.

      that's very...ignorant of the system.


      No, that's the system exactly. What separates a player character from the average commoner? Hit dice. Specifically hit dice from a character class. It's what separates the Warriors from the Fighters.
      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
  22. Re:History Repeats Itself by SBacks · · Score: 2, Funny

    DURING a DnD game?

    That must have been awkward. No, his dwarf fighter had a really high stamina and strength score, so once he rolled well enough to seduce the elven wizard, the rolls he needed to screw her were pretty low.

  23. Too much of a departure by Samy+Merchi · · Score: 3, Interesting

    I'm probably going to pass. A lot of the changes make it "not D&D" for me. It's like learning a completely new game system, like moving on to GURPS or Rolemaster or what have you. Everybody can heal themselves? That's not D&D, you're *supposed* to have a cleric (or a druid, or a bard, or a paladin, or potions) for healing. That's the whole point of the D&D flavor. You can cast magic missile infinite times per day? That's not D&D, you're *supposed* to have a limited number of zots for blasting. That's the whole point of the D&D flavor. Now, I'm not saying these are *bad* changes. I'm fully open to the idea that they may make the game flow better and so on. I'm just saying it's like moving on to a completely different game system. And I haven't been convinced why I should do that when I'm enjoying my 3.5 games highly.

    1. Re:Too much of a departure by Actually,+I+do+RTFA · · Score: 1

      That's not D&D, you're *supposed* to have a limited number of zots for blasting.

      One of the nifty rules added in 3.5 was that you could take a feat to get an infinte number of "zots", but only until you used up higher level spell slots. So, in other words, you can have a lot of power for a short time or a short amount of power for a long time. In reality, this made fighting minions more fun, because you didn't have to stop and rest before you hit the boss.

      --
      Your ad here. Ask me how!
  24. Where's the Rules? by PHPNerd · · Score: 1

    The link in the summary that says "4th Edition rulebooks are now available", doesn't point to where I can go look at the 4th edition rules. The Wizards website still says that it's one day away. Could someone please post a link to where I can actually look at the new rules? Or are they not actually available yet?

    1. Re:Where's the Rules? by Anonymous Coward · · Score: 0

      You can get the books from a game or book store today. D&D Day is a special event of promotion and gaming they're having tomorrow at various game stores around the country.

  25. Re:History Repeats Itself by GreyyGuy · · Score: 4, Funny

    Yes. Those boys will continue to be virgins. Continuing in the tradition of their fathers, and their father's fathers.

  26. Still Using AD&D 2.5 Edition by The+Insane+One · · Score: 5, Insightful

    As amazing as it sounds, our gaming group, who has been meeting for about 20 years now, still use the AD&D 2.0 edition with the Skills & Powers expansion. Some of the same customization without the lethality and long battles of RoleMaster. Since we all have extensive libraries of these older 2nd edition books, the odds are not good that we'll migrate to YAEODD (Yet Another Edition Of Dungeons & Dragons).

    I remember the WotC Slashdot questions regarding the release of the 4th edition. One of the questions was why we should bother to upgrade our libraries since D&D edition 5 is probably just around the corner? The answer was, and I'll paraphrase since I'm getting old, "Because it's just better." Great logic. I read that as "We need more money."

    Of course, a lot of our group play World of Warcraft between games and from all indications, 4th edition is tabletop WoW.

    1. Re:Still Using AD&D 2.5 Edition by Anonymous Coward · · Score: 0

      The answer was, and I'll paraphrase since I'm getting old, "Because it's just better."

      No, the answer is because it's more balanced, more streamlined, clearer, and requires far less paperwork and number crunching for the same results. You can have fun without constantly referring to your calculator.

      since D&D edition 5 is probably just around the corner?

      It's been eight years since 3e came out, and nobody in their right mind will tell you that 3e was even close to being balanced above 5th level or so. How long do they have to wait before it's ok to release a major revision? Exactly how wide are your corners?

      Of course, a lot of our group play World of Warcraft between games and from all indications, 4th edition is tabletop WoW.

      This is just plain wrong and shows that you don't actually know anything about the mechanics other than superficial impressions and FUD.

    2. Re:Still Using AD&D 2.5 Edition by DuckDodgers · · Score: 2, Informative

      Naturally, a tabletop game can't be as complex as a massive multiplayer online roleplaying game like World of Warcraft.

      But further, you are incorrect in several major ways:
      1. In 3/3.5 DnD, a medium to high level character is defined more by his gear than by his skills. That fits an MMO. 4e reduces the gear characters can use and reduces "buff" gear ("buff" is an item or magical event that makes a character stronger, faster, or otherwise more capable).
      2. In 3/3.5 DnD, medium to high level characters preceded each combat encounter with buff spells and potion drinking. That fits an MMO. 4e has far fewer "buff" spells and almost all of them have a 1 round duration.
      3. In 3/3.5 DnD, medium to high level classes with melee focus (Fighters, Barbarians, Paladins) really didn't deal anywhere near as much damage in battle as spellcasters. Their primary job was to serve as a meat shield while the spellcasters took out opponents. That fits an MMO. 4e gives all classes more options, so Fighters can actually *gasp* be good at fighting and do serious damage in their own right.
      4. In 3/3.5 DnD, high AC meant an opponent was hard to hit and damage reduction (DR) meant some damage was absorbed and negated before the opponent was actually hurt. This made for tedious bookkeeping, which an MMO does for you. In 4e, damage reduction is gone, and AC stands for being both unable to hit an opponent or being unable to hit an opponent effectively.

      If you're happy with AD&D 2.0, more power to you and don't change. But the reduced emphasis on magic items and pre-combat spellcasting, the change to make Fighters actually useful and interesting and interesting at high levels, and simplifying many game mechanics moves 4e much further away from MMOs than 3e or arguably even old AD&D (which I played for a few years myself).

    3. Re:Still Using AD&D 2.5 Edition by pokerdad · · Score: 1

      I remember the WotC Slashdot questions regarding the release of the 4th edition. One of the questions was why we should bother to upgrade our libraries since D&D edition 5 is probably just around the corner? The answer was, and I'll paraphrase since I'm getting old, "Because it's just better." Great logic. I read that as "We need more money."

      I'm curious as to what you think a good answer to that question would be.

      Yes they think its better that previous editions, they wouldn't have released it if they didn't think so because sales of the core books are vital to their survival. If 4E proves really unpopular, WotC isn't just going to weather the storm and release a better game for 5th; they aren't MS, WotC would get out of the RPG business before making a follow up edition to a failed product.

      So you don't have a reason to buy it, then don't. I can't see how its a point of contention. Unlike software, a game system becoming obsolete puts no pressure on you to buy the new one. You can play 2nd Edition till the end of time and WotC will do nothing to stop you.

      And your arguement that they are releasing the rules because they "need more money" is beyond absurd. Yes they need more money. They are a company with expenses that need to be paid. Rulebooks are WotC's bread and butter. A big part of what sunk TSR was that they pumped out so many specialized books and settings for 2nd Edition that by their very nature were never going to sell many copies. (its also worth noting here, that while your arguement implies that they are getting hugely rich off of D&D, they aren't; book publishing, especially publishing the kind of books they do, is rather low margin, and D&D only sells to a niche market)

      I have no understanding of people who get mad when a new edition of something they like gets released. They aren't stealing from you. They aren't doing anything to force you to buy it. They are a company selling a product, because that is what companies do. Don't buy it if you don't like it, but why get upset that it exists?

    4. Re:Still Using AD&D 2.5 Edition by Mongoose+Disciple · · Score: 1

      I don't really agree with your observations about 3.5. Disclaimer: much of my experience with 3.5 comes from playing at conventions and in living campaigns -- which I find means I usually have seen the crunchy parts of the game refined more than most people. For example, where here I often read people complain about 'having' to play the cleric, I've seen enough clerics in the hands of really good players to realize that it doesn't have to play that role and easily rank among the top offensive classes in the game.

      Commentary inline:


      1. In 3/3.5 DnD, a medium to high level character is defined more by his gear than by his skills.


      If by skills you mean literally skills, I would agree with you.

      If by skills you mean all the different abilities a character has that don't come from their gear, we weren't playing the same game. I can come up with character builds for which it were true, but I never actually saw people play those kinds of characters.


      2. In 3/3.5 DnD, medium to high level characters preceded each combat encounter with buff spells and potion drinking.


      Eh, when you start getting to the point of some spells lasting all day, sure.

      Otherwise, my experience playing the game skews much more towards surprise fights the players either aren't ready for, or aren't ready for in the right way. Obviously this can vary by campaign/adventure/DM.


      3. In 3/3.5 DnD, medium to high level classes with melee focus (Fighters, Barbarians, Paladins) really didn't deal anywhere near as much damage in battle as spellcasters.


      Yes and no. Sure, a cleric that tanks themselves up by casting rounds worth of short-duration buff spells can outperform a fighter in damage. On paper it's purely better. But what if you don't have that kind of luxury of knowing exactly when your fight will occur? Or what if you fight five times in a day? And no matter what, you won't have the fighter's feats.

      Overall the most ridiculous damage I can remember seeing in 3.5E occured when the spellcasters chose to cast their buff spells on the melee characters, rather than showboat and try to crank their own damage up. The barbarian in a level 5 party throwing out 100 points of damage in a round with no magic items involved and without critting isn't all that hard to manage, and that's way beyond the pale of what the spellcasters could manage alone. Granted, we're talking against single/few targets here -- obviously Firestorm is always going to damage 30 guys better than the barbarian will.


      4. In 3/3.5 DnD, high AC meant an opponent was hard to hit and damage reduction (DR) meant some damage was absorbed and negated before the opponent was actually hurt.


      In my experience, fights in which DR required math were in the minority. Either the players would be able to bypass the DR, they'd be attacking with a means that didn't involve DR, or they'd know they couldn't beat the DR (e.g., low strength rogue without adamantite vs. an iron golem) and wouldn't even attack. Circumstances in which the characters were trying to physically beat through the DR were rare, and even in that case... oooh, you subtract 5, 10, or 15 from the damage you do with a hit. It's the kind of subtraction six year old kids are expected to know how to do; it's not exactly rocket science.

    5. Re:Still Using AD&D 2.5 Edition by DuckDodgers · · Score: 1

      The cleric class was necessary but often boring for Dungeons and Dragons before third edition. For third edition, it was extremely powerful and just as importantly, versatile, making it very fun to play. It was no longer solely a walking hospital.

      For the complete dependence upon magical items, I'm thinking of Fighters, Barbarians, Rangers, and such. Strip their magical weapons, belts of strength, and gear to enhance movement at higher levels, and the damage they deal is cut by at least a third and sometimes more. Many opponents with DR/magic become almost totally immune to their attacks.

      Not every fight has tons of spell and potion preparation, but many do. That's more items and spells for the characters to acquire, more inventory and spell slots to track, and more durations to track. Even if half or more of your combats avoid it, it's still present. 4e removes it as an option, period.

      With respect to damage in high level combat, I'm not speaking of spellcaster self-buffs. I'm talking about Druids turning into Dire Bears and abusing the grappling rules to shred opponents far faster than the party Barbarian. I'm talking about Clerics using Summon Monster and Charm Monster to control far more battlefield muscle than any other class oriented to raw combat can muster. I'm talking about Wizards using their area effect spells and some scrolls to wipe out dozens of powerful opponents in a two or three rounds while the Fighter is still sprinting to engage his first opponent. The non-spellcasters are far less effective in combat and out of it compared to the spellcasters once you pass level 7 or so.

      DR isn't a huge problem, but I didn't like it for two reasons. First, it slows down the game. Your character finally lands a hit, but thanks to DR he's just whittling down his opponent. Second, the way it was applied doesn't make sense. Dragons are enormous. If one is sitting 5 feet from you, it should be obnoxiously easy to hit and incredibly difficult to hurt - say AC 6 (ridiculously low) and DR 50 (incredibly high). Instead we get something with AC 30 and maybe DR 10 - so it can dodge my attacks with superhuman quickness without moving its fifty ton bulk more than 5 feet from me? Explain that again? Armor which intuitively absorbs damage adds to AC but not DR. Why?

    6. Re:Still Using AD&D 2.5 Edition by Anonymous Coward · · Score: 0

      Of course, a lot of our group play World of Warcraft between games and from all indications, 4th edition is tabletop WoW.

      What does that even mean? I hear jackasses like you complain about 4e being too "MMO-y", and I have no idea what that could possibly mean. You still play it with a selected group of friends (not random 12-year-olds who like to say "boobies" in Barrens chat.) You still play through a DM-created story (not Shadow Labs for like the 50th time.) It's still about gaining levels and navigating a plot (not raiding Hyjal over and over again for better gloves.)

      For me the most amazing realization has been that, with no prodding from me as a DM, all my players for the past year have essentially created 4e classes and features in our 3.5e game using various supplements. So, yeah. Clearly 4e solves a bunch of the problems they had with the game. I'm going to switch over and not look back. If 2e works for you then have fun with that. I knew long ago that that's not a fun game for me, or anyone else I know.

    7. Re:Still Using AD&D 2.5 Edition by Seraphim_72 · · Score: 1

      Don't buy it if you don't like it, but why get upset that it exists?
      Meh, I guess I will try to explain, and in Slashdot fashion I will use a car analogy.

      Imagine you are a grease monkey. You know, you are the person that loves to get under the hood and really tinker around. You own 20+ cars and even an engine block or two extra. You are sitting around one day thinking about picking up that old '69 Ford F-100 with three on the tree when a buddy stops by and tells you the news. Detroit is going all metric. Huh? Metric? Really? Now sure you still have all those old engines to play with but at the same time some of the new stuff is pretty cool. And with your current tools you can approximate metric for anything new, but it is a huge pain in the ass and for no real gain. Sure you can retool and outfit your kit again, but really who needs the pain? All of Detroit's effort is now going away from you and your passion. Sure they still make cars, and they always will, but now they are all metric - and built for hauling soccer moms. Gone are the muscle cars and the trucks. So you can't even pick up a book and get ideas for your truck based work.

      To take this back out of analogy land I can say that in my campaigns people begged to play clerics because my house rules made them more than walking hospitals. 4th ed makes them nothing more then glorified fighters and IMHO actually exacerbates he problem of playing them rather then helping. Paladins heal better now, welcome to the new walking hospital.
      --
      Slashdot, where armchair scientists get shouted down and armchair theologians get modded up.
  27. Re:History Repeats Itself by BigJClark · · Score: 1


    This can't be.

    --

    Hi, I Boris. Hear fix bear, yes?
  28. How many times is this going to be released? by Anonymous Coward · · Score: 0

    Seriously, it seems like I have seen at least 3 or 4 other Slashdot articles saying "4th edition D&D released!".

  29. Penny-Arcade and PvP play D&D 4th Ed. by Anti_Climax · · Score: 1

    Jerry Holkins and Mike Krahulik of Penny-Arcade fame got together with Scott Kurtz of PvP and played D&D 4th Edition. The escapades were recorded and are being posted as Podcasts. You can subscribe to the podcasts at http://www.wizards.com/dnd/rsspodcast.xml or download the First and Second files directly.

    --
    Even people that believe in pre-destiny look both ways before crossing the street.
  30. I liked alignment by wass · · Score: 1

    It kept things interesting, and made it difficult to play a character at times.

    Eg, trying to be lawful when you need to bend the rules, or trying to balance things when true neutral.

    But then again, within my group as we progressed from junior high to high school, we did less mindless hacking and slashing, and more role-playing.

    --

    make world, not war

  31. Re:Big change from previous versions, but still go by El+Gigante+de+Justic · · Score: 3, Insightful

    I don't look at the cleric only because it can heal, but the reality is that in most 3.0-3.5 campaigns, the Cleric likely spends 50% or more of his spells on various forms of healing (either HP or ability damage/drain) because players are loath to use their healing potions outside of combat, even if they barely ever use them in combat because it provokes AoO.
          The Cleric PC in the campaign I'm running even has the Touch of Healing feat (can basically heal PCs up to half HP for free) and still probably spends half or more of his spells on healing. In almost any campaign I've been in, the decision to rest is usually made because the Cleric is out of healing magic, or the wizard is >90% empty.

  32. Worst Edition, Ever by Anonymous Coward · · Score: 1, Informative

    And suddenly, it was as if, a million geeks cried out in pain, and just as silently were silenced.
    Wow, no really WoW, or World of Warcraft, I can't imagine a pen and paper game more well-dsigned to emulate a video game than this. Don't get me wrong, I love WoW, and haven't played D&D in many years, but I sincerely doubt I will ever play this edition. Damn You WotC, I defended you 8 years ago when people said you were video-gameifying D&D, and you do this, from what I can see, this is WoW in tabletop form, WoW is a lot of things, but it is no RPG, and sadly, neither is this new 4th edition of D&D. Thankfully, Dear old Gary is not here to witness this dishonoring of his memory, surely he is rolling over in his grave.

    Who else thinks the 'unaligned' alignment is the new Chaotic Neutral, only worse ("I can do anything, I'm not bound by rules, or ethics or morals, YAY!")?
    I can only hope that this new edition does far worse than the last forcing Hasbro to shutter WotC to spare us another insipid edition that only further tarnishes the name Dungeons & Dragons.
    I never thought I would say this, but WotC, go back to making magic the addiction, and pokemon, it's all you are now, ever were, and ever will be good at.

    1. Re:Worst Edition, Ever by DuckDodgers · · Score: 1

      I answered this above, but to summarize, these changes in 4e make it less like an MMO than Dungeons and Dragons 3 or 3.5 and even less like an MMO than Advanced Dungeons and Dragons:
      Melee classes are dramatically more effective in combat at high levels, and not just meat shields for the spellcasters. Buff spells and potions are all but totally gone. Fewer magical items can be worn and PCs are not useless without their magical gear at higher levels.

    2. Re:Worst Edition, Ever by James+Ray+Kenney · · Score: 1

      What I fail to understand, is how all these new rules are justified 'in universe'?
      How does a fighter(not a paladin) suddenly heal himself in the middle of a fight?
      I can accept the magic changes(though they do not mcuh FEEL like D&D), because, well, they are MAGIC, but changing non magic using (HUMAN)characters to have magic-like abilities does not make any sense...
      In our old AD&D games, we often used miniatures to clarify where everyone was during a battle, or in a trap filled area, but from what I read of this new system, it seems like it is ALMOST required to use them to play the game as it was intended. It is looking like the battles are the POINT of the game, and not just a means to an end.
      D&D evolved FROM miniatures/war games, and now it looks like it is moving back toward what it was trying to get away from. Insightful mod appreciated here... :-)
      The combat system is looking more like a fighter style arcade game, with fighting domanated by 'special moves' with very little 'normal' fighting involved. I like this idea for the rogue class, as it very much fits with the way you normally think about that type of character, with the character hiding in shadows, waiting for the perfect time to leap out and execute the perfect back stab, or setting a trap to delay the attacking forces... In short, using trickery, inteligence, and charisma to solve problems, rather than brute force.

      --
      James Ray Kenney mailto:jrkenney@swbell.net
  33. Re:Big change from previous versions, but still go by El+Gigante+de+Justic · · Score: 3, Insightful

    True, but a first level character really no longer as to worry every kobold or dire rat killing them in one hit (especially the minion types), or at least, being able to take off 75% of your HP in one hit since you only started with 6. The extra HP are a plus without adding the complication of a system like SDC from the Palladium systems, although that is a good system as well.

    The main things I noticed book keeping wise are as follows:
      1) Effects are no longer a number of rounds, its either a) until end of next turn, b) until you save at the end of your turn or c) until end of encounter, up to 5 minutes, which are essentially the same thing.
      2) You'll no longer waste 30 minutes as the spellcasters pick their new spells for the day. True wizards still pick their daily powers, but that should go quickly.
      3) Thanks to minions, you have to track HP for less monsters at a time.

    I think the effect tracking will be the most immediate increase in game speed. I just ran a 3.5 encounter last night with the following effects:
    1) Players cast Haste and several invisibilities before combat started, as well as several buffing spells with durations in rounds.
    2) BBEG had several defensive spells with duration in rounds.
    3) Other monsters had an ability that caused slow, which would tempoarily negate haste for characters afflicted by it for a random number of rounds
    4) BBEG was also a mind flayer, so there were mind blasts used at various times which caused stun for random number of rounds to each target.

          Now, if the combat is quick, this usually isn't a problem; but this fight went for 10-13 rounds, so various effects started wearing off at various times, and with 6 PCs and 3 monsters, and people using delay actions, its really easy to lose track of which round you're actually in and what round and when in each round a given effect ends.

  34. Re:Big change- SPOILERS by Anonymous Coward · · Score: 2, Interesting

    Last night bought the books and played RPGA with pregen'd characters, it was fun.

    If (?) you like to whine, whine about this: Druids and Barbarians are GONE. Spell scrolls are gone. Grey elves are now the whipping boys of the racial soup IMHO.

    The statement about clerics being nonessential is misleading. Everyone gets 6-9 healing surges. Once per encounter everyone can get back 1/4th their max HP using a standard action. But once per encounter didn't go far in our adventure. We depended heavily on our cleric and paladin for healing in every combat, in almost every round after the first. Clerics and warlords can heal you using a minor action (think swift action), it uses one of your surges that you cannot otherwise use. Paladins have at-will powers that allow them to attack and grant you temporary hit points or defense bonuses at the same time, and they can spend surges to heal you.

    There are two new classes- Warlocks and Warlords. In the new scheme Wizards (formerly known as sorcerors) get the area effects and line-of-effect attacks, Warlocks get attacks that target only one foe but readily exploit its defensive weaknesses. (My Level 1 Warlock had 3 At-will powers, one vs Fortitude, one vs Reflex, and one vs Will. So I was a threat to bricks and blasters alike.) Warlords grant other nearby party members immediate actions and help them heal. Fighters get powers that combine a weapon attack with pushing foes around, knockdown, or allow others to retreat without facing attacks of opportunity. The ability to push was incredibly powerful in our adventure, our fighter just kept pushing one foe off a bridge until he expired. Rogues are a bit more combat ready and have many push abilities, they can also dash in, attack, and dash out in the same round. Rangers lose the feeble forest magic and get better attacks and increased hit chance, their armor is now feeble and IMHO they require stealth and athletics to use the two-weapon form.

    Every character gets at-will powers you may use as often as you like, so we used them nearly every turn. About the only time we used a basic attack was for attacks of opportunity. Attacks of opportunity have been drastically reigned in. We fought a chainmaster who teleported through our lines to assault our back row, but he was feeble compared to the spiked chain wielders of edition 3.5.

    Our prebuilt adventure was supposed to be too tough and get us all killed in order to demonstrate how death works, but our tactically disinclined party managed to beat everything with only 1 PC knocked unconscious. Our GM had specific tactical instructions in the adventure which he followed to the letter, but the instructions made the monsters throw away their terrain advantages. We defeated a dangerous exploding skeleton by pushing it off a 30' cliff. I pushed a berserker off a narrow bridge into a fast moving river, keeping it out of combat for some time. All characters and monsters are tougher, so you'll get some time to play instead of getting killed in the surprise round.

    Halflings are slightly improved in that they can call for an attack against them to be rerolled. Dwarves too, they get to use a Healing Surge as a minor action, freeing up their standard action for better things. Eladrin ((tutu-wearing) grey elves) get to teleport 5 squares once per encounter sorry everyone but they are feeble. Once per combat Elves get to reroll a poor attack roll as a free action. Dragonborn get a breath weapon, but it is only as good as their Constitution- which they do not get bonuses to- and that tends to dictate their career path. Half-elves can take any 1st level at-will power from any other class and use it as an encounter power, but this isn't that powerful, they also give a bonus to Group Diplomacy, which the GM forbade us from doing, so they are feeble. In addition to the extra skill and feat of 3.5, Humans get an extra at-will power at 1st level, which can be nice if you can't decide which powers you want.

    The biggest change I saw was the u

  35. Re:History Repeats Itself by sanosuke76 · · Score: 1

    If your definition of paternity here involves reproduction via indoctrination, not insemination, then yes this is how geeks have reproduced for many, many years. And geeks reproducing in this manner don't have to expend resources on dealing with the larval stages. :)

    --
    My 229 is all the Sig I need http://thegunwiki.com/
  36. Re:History Repeats Itself by geekoid · · Score: 0, Troll

    Actually a left to bang my DMs sister...good times.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  37. Maybe eventually... by pluther · · Score: 2, Insightful

    Something about the new edition's been bothering me for a while, and I think I finally figured out what it was.

    I've only looked briefly at the rules, so maybe I'm wrong in some of this.

    The alignment system isn't as "broken" as it looks. The original frankly wasn't that great, and the new one isn't so very different. It looks silly at first, but only if you're used to the old one, which has been there since 1st edition. Neither one was a hard and fast stricture on how you can role-play your character, despite some people trying to make it that.

    The new races actually look kind of cool. And all classes having "powers" which are about the same. For instance, some have pointed out that there's now no functional difference between a ranger firing his bow every round and a wizard firing off a magic missile every round. OK, but there's still a big difference in flavor. Although I'm going to miss them each having their own separate advantages, disadvantages, and different defenses for each.

    Out of combat skills have been scaled way back, which is kind of a shame. In 3.5, you could give more information, or make the NPCs a little friendlier based on knowledge or gather information or diplomacy checks, letting a character be a diplomat or master of social situations even if the player wasn't. In 4th ed, it seems like things like this rely purely on the players skill at convincing the DM. Which eliminates all those characters whose builds were focused on their ability to resolve encounters through other than violent means.

    The biggest problem, though, is the online component. Maybe if I was playing regularly again I could justify it. But I'm between groups now and will probably be that way for a while. Normally, I'd be getting Dragon magazine during times like these, but they canceled that. But it's not just extra content it looks like. Significant parts of the rules - most of the classes, powers, monsters, etc. - will be online only. Having to pay an extra $15/month to make the core rulebooks complete makes me want to not buy the core rulebooks rather than make me want to pay extra for the online content.

    --
    If the masses can keep you down, you're not the Ubermensch.
    1. Re:Maybe eventually... by Seraphim_72 · · Score: 2, Insightful

      Any seasoned optimizer will tell you that diplomacy builds are a joke
      And any 'seasoned' Role Player would tell you "Ish" If you want to build a Magic the Gathering (of money) deck go right ahead, just don't call in an RPG.
      --
      Slashdot, where armchair scientists get shouted down and armchair theologians get modded up.
  38. Of course they need more money. by Anonymous Coward · · Score: 0

    That's generally what business is about. Making money, making a living. No one is going to say, "My kids aren't going to eat tonight, but that's okay, because someone out there is having a fun game of AD&D."

    1. Re:Of course they need more money. by coren2000 · · Score: 1, Interesting

      Thats what business is now... it used to be about making *THINGS* not *MONEY*

      Now our world is just about greed and new versions.

  39. Re:Big change from previous versions, but still go by DuckDodgers · · Score: 3, Informative

    In editions before 3/3.5 the Cleric's biggest value was as a healer. If you had several of them in the party, they could play different roles but if you only had one, he was mister medic and that's basically it.

    3/3.5 replaced that problem with a different one. The designers were so desperate to make the class attractive, it became the most powerful class in the game with good combat skills and hit points, healing magic, and the ability to cast a whole host of effective combat spells and "buffs".

    And "destroyers of D&D"? Give me a break. Ever play any of the following RPGs: Warhammer RPG, HERO, GURPS, Rifts, Rolemaster, Vampire: the Masquerade, Middle Earth RPG, or the (original) Star Wars RPG? I believe they all came out well before Wizards of the Coast produced 3rd edition Dungeons and Dragons. Each has plenty of flaws, but if you've played a few of them it will give you enough perspective to see that all versions of Dungeons and Dragons have some ridiculous inconsistencies and poor design choices that interfere with or downright euthanize fun gameplay.

    Wizards of the Coast didn't destroy Dungeons and Dragons. They just rearranged the problems, and I bet you're mostly angry because you have nostalgia for the particular set of problems you enjoyed when you first played some previous edition.

  40. Re:History Repeats Itself by pugugly · · Score: 1

    Particularly when the average wizard *swears* it's a +12, epic wand - .

    Pug

    --
    An Invisible Entity of Vast Power whose existence must be taken on faith alone: Liberal Media
  41. Lawful Evil by Anonymous Coward · · Score: 0

    I agree with Lawful Evil. I loved playing that role.
    LE was best in "court" based campaigns. Backstabbing, politicking, beheadings, coups and competing court factions. Good times.

    Really a pain when I got a DM that only cared about the Lawful part and never let me be evil.

  42. Re:Big change- SPOILERS by Anonymous Coward · · Score: 1, Interesting

    Continuing from where I left off. I have now read most of the PHB and skimmed the DMG.

    Monks are gone. Rogues can use shuriken now but their weapons are further limited, e.g. they no longer get to use a rapier out of the box. Take 20 is gone.

    What I said about scrolls is not quite correct. All of the PC powers I saw are pre-combat, combat, post-combat, or cantrips. Other magical effects such as Brew Potion, Cure Disease, and Knock are now called Rituals. To master a Ritual you must create or obtain a ritual book with a ritual in it, study the ritual for 8 hours, and have the Ritual Caster feat. (Wizards and Clerics have this feat at 1st level, you must be Trained in Arcana or Religion skill to have this feat.) You can then use the ritual as much as you like. Rituals can be condensed into a one-use scroll which anyone can use. You cannot use a ritual scroll to create a ritual book, but you can use your ritual book to create several ritual scrolls. A blank ritual book can be bought or made for 50gp (which is cheap in this game, we earned 50gp in our first fight.) Rituals themselves have a component cost and a market price. A ritual scroll can be created for twice these costs. Each ritual relies on a key skill, and your skill roll often determines duration or power of the effect. You cannot Take 10 on skill checks of this sort.

    Each combat round you get a Standard action, a Move action, and a Minor action. You can use a Move or Minor in place of your Standard, and you can use a Minor in place of your Move. Most of your best stuff requires a Standard action, but there are some cool things you can do with a Minor action. Free actions are still around but sparse. There are now interrupts, abilities that you can automatically use in certain circumstances. You can still Ready an action for use in certain circumstances.

    As I said before, although your character begins with many Healing Surges (some classes get 10 + Con modifier), the use of them is limited. Once per encounter every character may use an ability called Second Wind that uses up a Healing Surge to regain 1/4 their hit points. Most of the healing abilities force the character being healed to use a healing surge. If you drink a healing potion you must spend a healing surge. Drinking a potion is now a minor action so it doesn't interfere with combat the way it used to.

    There are now three tiers of adventuring: the heroic tier L1-10, the paragon tier L11-20, and the epic tier L21-30. Generally, Paragon parties can take on adult dragons, Epic can take on ancient, and a good Heroic party could possibly beat a young lairless dragon.

    There are many new feats, "new" meaning that they weren't in the 3.5 PHB but were possibly in books I never bothered to buy. In the heroic tier many of the weapons combat feats remain, power attack has been nerfed. Spell feats have been reworked by damage type- instead of getting a bonus to alteration spells you now get a bonus to, say, acid attacks.

    Saving throws are different now. Gone are the days of using your best attack only to watch the GM roll dice behind his screen before triumphantly telling you the bad guy made his save again (just because he wants the fight to go on longer). Instead you have 4 defenses: AC, Fortitude, Reflex, and Will. They all work like AC did according to how resistant you are to attacks that work against each kind. If you are using a magic effect against a foe you roll a hit roll using your Intelligence or Charisma or whatever against his Reflex or AC or whatever.

    There used to be dozens of skills. Now there are 17. Some skills like Bluff are largely unchanged, others like Thievery have absorbed several of the old skills. Skills are important for gaining some feats, using powers, using rituals, getting an Epic Destiny, and other stuff.

    Armor use is simply a matter of getting the armor use proficiency feats. There are 6 armor types now, in order of weakness: cloth, leather, hide, chain, scale, and plate. Fighters can't

  43. Re:Big change from previous versions, but still go by Seraphim_72 · · Score: 1

    The Cleric is no longer a required party member, as everyone can self heal.
    Lets rephrase that: "They completely gutted the cleric to the point where one asks why play one?" Paladins are better healers now. In my campaigns, because of house rules, I had to keep parties from being 100% clerics. In a group of seven players I once had 4 clerics. It was easy to make them that interesting to play and I never understood the hate players (and DMs) had for the class. 3rd ed was way too influenced by Magic the Gathering (of money) and 4th is way too influenced by WoW. 4th edition may be a good game - it isn't Dungeons and Dragons, but it may be a good game.
    --
    Slashdot, where armchair scientists get shouted down and armchair theologians get modded up.
  44. Re:Big change from previous versions, but still go by cptnapalm · · Score: 1

    Did the coastal wizards kill it with a fireball? :)

  45. Re:Big change- SPOILERS by aarku · · Score: 1

    Wonderful examination of 4e.  Thanks!

  46. And Canada still gets the polearm by Anonymous Coward · · Score: 0

    The price printed on the back of the books are $5 more north of the border. The current exchange rate at http://xe.com/ucc gives the difference of around $0.60.

    Guess what I didn't buy today?

  47. Re:Big change- SPOILERS by Anonymous Coward · · Score: 0

    About bards, traps, death, implements, magic item creation, feats, rogues, tieflings, artwork, and monsters.

    Bards are gone.

    Any class can spot a trap now. It works like this: Everyone has a skill called Perception which helps them Listen, Search, and Spot. It relies on Wisdom, so the Int bonus to Search is gone. Traps can be Spotted rather than Searched for, which speeds up the game. If the party isn't actively looking for traps, the GM uses their Passive Perception scores. This is them Taking 10 on their Perception check. The GM makes a roll for each character rather than one roll for the group. An active Perception check is a minor action that can be done while moving. Traps have levels like monsters and you get the XP for avoiding, breaking, disabling, or outsmarting it once it has been detected. If you "go the other way" and never managed to detect the trap, then you never encountered it and get no XP. In this case it's the GM's fault-- he needs to move the trap so that you can encounter it or place two identical traps on the two paths.

    One trap is a False Floor Pit, a trap for a level 1 party of 5, worth 100xp. It covers 10'x10', or 2 5' squares x 2 5' squares. It is 10' deep, which can deal 1d10 damage. A DC 20 Perception check shows that there is false stonework on the floor to indicate the trap. That's a L1 character without Perception actively looking for traps and rolling a natural 20, or a L1 character trained in Perception with a 20 Wisdom (possible but very minmax) making his Passive Take-10 Perception check. So unless you're looking for traps and have a decent score you will stumble into it. 1d10 is not enough to kill even wizards now, so you'll survive, you just have to get out. All traps work as attacks against one of your Defenses. This trap makes a +4 attack vs your Reflex defense. At level 1 most characters have a 13 Reflex tops, so this trap has a better than 50% chance to snag most adventurers. If the trap "hits" you take 1d10 falling damage and fall prone, if it "misses" your movement action ends on the last stable square. As for countermeasures, an adjacent character can trigger the trap with a DC 10 Thievery check causing the false floor to fall through. (Thievery is Disable Device, Open Lock, and Sleight of Hand as one Dexterity-powered skill, Int no longer powers Disable Device). A DC 10 Thievery check is 50% for any shmoe and probably 90% for a trained L1. If you fail this check by 5 or more you, er, trigger the trap, which was what you were trying to do in the first place, so... I guess that means you fall in. A DC 25 Thievery check can disable the trap and make the floor safe for walking on, but if you fail by 5 or more then it will trigger when you try to cross it. If you fail by 4 or less then you know you failed and can try again. You can merely delay the trap instead of disabling it, this gives you a +5 bonus to your check, +2 bonus is added if you use thief tools. Delaying the trap only gives you 1 turn to all cross the affected area before it readies again. A character who makes a DC 11 Athletics (Climb/Jump/Swim) check with a running start, or DC 21 check without a running start, jumps the trap. Athletics DC 15 to climb in or out. This trap can be made Elite (tougher and worth 200xp) by increasing the Perception and Thievery DCs by 2, making it 20' deep, adding poisoned spikes to the bottom. A character who falls in would then take 3d10 +5 ongoing poison damage until they make their save. This is enough to kill a level 1.

    Death works like this. When you hit 0HP you fall unconscious. Every round thereafter you must make saves, remember saves are usually 50%. If you fail 3 saves you die. If you roll a nat 20 on any save you spend a healing surge and stabilise at 1/4th your hp, you are still prone. If while you are unconscious you take damage equal to your bloodied value, which is half your max hp, you die. Any healing effect will restore you from unconsciousness even if you have no healing surges left and would be requir

  48. Re:Big change- SPOILERS by Anonymous Coward · · Score: 0

    About races and tanks.

    Half-orcs and Gnomes are gone.

    I've looked over the classes best suited to front-line work and from what I can see Paladins beat Fighters to the point where I believe the game is unbalanced. First of all, Paladins get everything Fighters get except military ranged proficiency. Military Ranged is only one weapon: a bow, which can be trained as a feat, or had for free if you choose the Elf race. Paladins get 1 more surge than fighters. Paladins get 1 point each in Fortitude, Reflex, and Will whereas Fighters get +2 Fortitude. But +2 Fortitude is something a front line character will generally already have through Strength or Constitution. Cleave and Power Attack have been utterly nerfed. Paladins can wear platemail out of the box and fighters can't, that's unbelievable, and if you want to learn it you must have 15s in Con AND Str. Fighters can get Athletics skill while Paladins can't, but Athletics has an armor check penalty. Paladins get a free skill trained: Religion, plus a more useful class list to choose from. Paladins have powers on their list that allow them to make Will attacks. Almost every fighter power works against AC, a few work against Reflex. This is a problem because a front-line fighter will generally be fighting armored foes, not squishy backrow mages. Most of the Fighter powers are utterly wasted if you miss, some paladin powers have a beneficial effect even if you miss. You no longer have to be lawful good to be a paladin, you just have to have affinity toward one of the gods. Fighters lock many of their powers to a particular type of weapon, requiring certain ability scores and the like. But in most modules you don't get to pick the kind of magic weapon you'll find. Paladin benefits work so long as the weapon can be used in melee. It looks like you can even use some paladin attacks when throwing a melee weapon with the Heavy Thrown property (e.g. a throwing hammer.)

    The new class Warlord starts with less armor than the fighter. I like its prime stats, but I can't see using this class without a party of 5 others, it just doesn't seem worth it. Warlord is almost the new Bard, I mean he's in chainmail, blesses people, is worse at it than clerics or paladins, and so forth. Most of the warlord powers that bless more than one person require everyone to be within 5 squares of you while you make a melee attack. That leaves out the back row strikers since they can hit from 10 squares. Ranger and rogue strikers could benefit: since their attacks are largely vs AC, they could be moving into the 5 square range to take out the enemy back row mages with their poor AC. But Wizards and Warlocks would need Fortitude or AC attacks to hit those, and I didn't find many with range 10. Most of the warlord powers require two attacks to hit: yours and the basic melee attack of some random ally. That's 2 Strength hit rolls against AC, which requires twice the luck to do anything. Paladins beat warlords as well. I fully expect to be leading a party of 4 paladins when we convene next
    Saturday.

    I guess if I had to fix fighters with house rules, I would add skills to their class list and give them an extra trained one. They need a Will attack encounter power of some kind, I guess I'd have to invent one. Fighters should be able to Retrain 1 Feat after every encounter, so they can make best use of magic weapons they find. The fighter weapon specialty feats should lower their stat requirements by 2 each. And fighters have to have platemail.

    To fix the warlord class with house rules, so much would depend on who you had with you. There is no more Leadership feat to assign cohorts to you. Maybe I would reinstate the Leadership feat as a warlord class power granting him cohorts that work well with his class powers. He can't wait until level 6 for this, he really needs it by level 3, before the player walks away in disgust.

    All the other classes seem decent to me but this is a pretty serious matter as one kind of tank is far superior to the others. On the other hand, most NPC style monsters are modeled after the Fighter rather than the Paladin, so I'd bet on my paladins against the GM's "fighters" anytime.

  49. Re:Big change from previous versions, but still go by east+coast · · Score: 1

    I bet you're mostly angry because you have nostalgia for the particular set of problems you enjoyed when you first played some previous edition.

    Uh, thanks for telling me what I think but you're wrong.

    I have a problem with WotC business model and what it's done to DnD. If you don't see it you must be blind because I found tons of others who've seen it and openly posted about it on this very article. Did you go around telling them what they think too?

    Aside from the ability to change up any spell slot to a healing spell name me one thing that got twinked about a cleric that existed in an earlier edition.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
  50. Re:Big change- SPOILERS by Anonymous Coward · · Score: 0

    Equipment, time, and my take on article comments.

    Your weapon proficiency, purchased with a feat or through race or class features, gives you a +2 or +3 bonus to hit, depending on the weapon. Reach has been changed, you can no longer make attacks of opportunity at range. Reach lets you attack both 1 and 2 squares away regardless of weapon. Apart from some special powers I might not know about, the only benefit to getting the Superior spiked chain weapon is a +3 bonus to hit vs the +2 from using a glaive. As far as I can see Bash/Slash/Thrust has been done away with. Most of the weapons are approximate to others in their group. Some of the weapons have the Heavy Crit property. Normally a Critical hit deals the maximum on the damage dice, but Heavy Crit weapons deal an additional die of damage you must roll. Heavy Crit weapons usually do smaller damage dice, 2d4 rather than 2d6 for example, or have less chance to hit. None of the weapons are labeled 19-20/x2 anymore, you need a power or magic to increase the critical threat or else you can only crit on a natural 20.

    Heavy crossbow is gone. All missile weapons except the Crossbow (lt crossbow) can load as a free action, the crossbow requires you use your minor action to load. Two weapon fighting is completely dependent on powers, you cannot just grab 2 weapons and take 2 attacks. The ranger 2 weapon stance lets you use one-hand weapons in offhand instead of just offhand weapons, increasing the offhand damage die from 1d6 to 1d8, it also gives you the Toughness feat for 5 extra hitpoints per tier. IMHO the archery stance is worthless, if I wanted to be an archer ranger I would still take the two weapon stance and pick up the crappy feat bestowed by the archery stance at my leisure.

    You start with 100gp. Plate armor now costs 50gp, a greatsword costs 30, a handaxe costs 5.

    The DMG says you should be plunking through 1 encounter per hour and need 10 encounters to level. Add to this an additional hour per session for setup and resolution and we're talking 2-3 game days to gain 1 level. Gaining a level grants you 1 or two new powers. IMHO this is too slow, so I plan to propose this be sped up. Frankly I've explored my options thoroughly in 3 encounters and think I should have a level by then, but this makes things more complicated for modules. The GM would have to reuse mooks already slain in the encounter by reintroducing them as "reinforcements" coming from outside the area in order to up the difficulty for the party's new level. I still think it would work. One thing I know is that there are too many other fun things to do to spend every Saturday for an entire year getting my character to level 30, it would take at least twice that with everyone else fitting in time for real life as well.

    I feel that the article comments are largely uninformed. If I were a cynic I would think they carried a caustic faultfinding edge simply to appear Interesting +4. Here's my take on them:

    "Gaming stores aren't for people who want to run a business, they're for people who want to show off their gaming collection."
    I bought my books Thursday night at the largest gaming store in my area. Most of the other gaming stores around here have closed down or have become gaming halls with a few basic sale items. The store had staff ready with RPGA modules, miniatures, and dungeon tiles so we could learn how to play. Jeremy from at Rainy Day Games (www.rainy-day-games.com/) in Beaverton Oregon took a module that was supposed to kill us all outright and made it a lot of fun instead. None of us knew how to play when we started and we left 5 hours later feeling like we knew our way around the new system. Normally I would have waited 5 days and bought the books for half price at amazon, but then I would have been playing with mysel- er alone. Being able to try the game out at the store was a huge selling point for my wife and the others there. From now on I'll be doing it this way even if it costs more. I want to thank Jeremy for runn

  51. Re:Big change- SPOILERS by rholliday · · Score: 1

    This series of four comments is extraordinarily detailed and informative. I would blow all my mod points in here if I had any; people should be reading this rundown from someone with obvious hands-on experience and familiarity with the new books instead of many of the one-off snide remarks, if they want to understand what's changed.

    --
    Xbox reviews.. We think they're funny.
  52. Re:Big change from previous versions, but still go by Zedekiah · · Score: 1

    and actually sets 1st level heroes apart from your average commoner. Am I the only one who thinks this is a really bad idea? Half the time I find classes too unsuitable for my fresh-off-the-farm 1st-levels, and have them playing NPC classes.
    --
    What I wouldn't do for the ability to mod "-1, Plain Wrong"
  53. Re:Big change- SPOILERS by Anonymous Coward · · Score: 0

    Clarifying my mistakes, the new take on classes, how the DMG teaches dungeonbuilding, why I hate the pantheon, observations.

    My take on skill challenges was not informed by the DMG. Basically, the GM describes the situation to you, mentioning some specific skills or skill groups that might be useful. If you use the skills he mentioned then the DC is lower, unless he has notes saying a specific skill will always fail. If you make up some BS about how you'll use a skill he didn't mention, the DC is high, but you can use it, however you may only use it once. A number of skill failures is set for the challenge. You must get twice this number of successes BEFORE you get this many failures. If you succeed in a skill challenge you get some benefit, if you fail you experience some setback but can still continue the adventure. We failed our skill challenge because I didn't understand it, but I doubt we would have succeeded, its just too hard to get twice the successes before failing. House rules will be required here IMHO.

    If we're honest with ourselves, multiclassing was always about trying to get a survival edge to protect the investment of our time spent creating our characters. Now that they gave us more HP and softened the death rules that problem is pretty well solved. If I were to use multiclassing now, I would use it to give weak classes like fighters a Will or Fortitude attack, to broaden their effectiveness. Prestige classes are gone, but this pretty much covers what we used them for also.

    Take 20 is NOT gone, but handed over entirely to the GM's discretion. For example, if the players say "We'll search here until we find something", the DMG instructs the GM to act as if they rolled a 20, in the interest of keeping the game rolling.

    Spell scrolls are NOT gone, they are called Ritual scrolls. You need to have Religion skill to use a Divine ritual from a ritual book, Arcana skill to use an Arcane ritual from a ritual book, but anyone can use a ritual scroll.

    You can have more than 9 healing surges per day. Healing surges can also be used to power some magic items and some defensive powers, so when a power grants you the right to use a healing surge you can possibly use it to grant you increased ability instead of healing.

    My assessment of fighters not getting plate armor was confused by a poor understanding of equipment values. AC values: Leather +2, Hidearmor +3, those are light armors allowing you to use Dex bonus. Chainmail +6, Scale +7, Plate +8, these are heavy armors not allowing you to use Dex bonus. Light shield +1, Heavy shield +2, shields also add their bonus to your Reflex defense. Armor heavier than leather still yields an armor check penalty affecting skill rolls including your Take 10 passive rolls. In addition you can buy improved sets of nonmagical armors of every type I just named. Battleforged platemail, for example, is pricey but has a higher AC bonus than stock plate.

    I wanted to know more about how the new classes worked. I looked at every class and at every power under 6th level for every class. Using the build recommendations I estimated general 1st level defense scores and noted at-will and periodic capabilities to target specific defenses. (To beat the defense numbers here you would need to roll higher on d20 with your level 1 attack bonus, which is generally between +3 and +6.)
    Cleric, AC ~16, Fortitude ~12-13, Reflex ~10, Will ~15-16, has at-will attacks for AC and Reflex, periodic for Will and eventually Fortitude, good at targeting everything.
    Fighter, AC ~17-19, Fortitude ~15-16, Reflex ~10-14, Will ~10-11, has at-will attacks for AC, periodic eventually for Reflex, best at targeting "soft targets"- creatures with lower AC.
    Paladin, AC ~18-20, Fortitude ~13-15, Reflex ~11-13, Will ~13-15, has at-will attacks for AC, periodic attacks for Reflex and Will and eventually Fortitude, best against soft targets
    Ranger, AC ~15-17, Fortitude ~13-15, Reflex ~13-15, Will ~10-11, all attacks against AC, clearly optimized t