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."
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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."
Considering that the average male's wand is +5 to +6, you should be able to see why she's not getting excited.
I bet she really gets hot when you put on your robe and wizard hat
From what I've read so far, the main good things about 4th edition that I've seen so far are:
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.
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.
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.
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.
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
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.
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.
Yes. Those boys will continue to be virgins. Continuing in the tradition of their fathers, and their father's fathers.
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.
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.
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.
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
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.
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.
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.
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.