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A Veteran GM's First Impressions of D&D 4th Edition

Martin Ralya writes "I spent several hours with the three core D&D 4th Edition books on launch day, and wrote a detailed look at all of them based on my first impressions. Two big takeaways: Yes, the World of Warcraft comparisons are fair (and a good thing), and the way character powers work now will make the game more fun for everyone."

330 comments

  1. It is great by DaveV1.0 · · Score: 5, Funny

    Yes, quite great. *gurps* Excuse me....

    --
    There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    1. Re:It is great by oGMo · · Score: 5, Insightful

      Two things I find funny about D&D 4E in comparison to GURPS 4e (my generally-preferred system). Remember when GURPS 4e came out? Everyone whined it was too expensive. Now D&D 4E is over $100 for the PHB/DMG/MM basic set (no pun intended), though of course you can find it online for cheaper. Yet no one seems to be complaining.

      On the upside, many of the things that GURPS 4e did right D&D 4E is also doing right. Much improved rules layout and general unification/simplification of "stupid things". I was very much not a fan of d20 3.x for this exact reason; the entire ruleset was vomited into the book with what seemed like little attention to organization. (Remember GURPS 3e sidebars?)

      That said, D&D 4E is very much still the quick hack'n'slash ruleset. Of course, it doesn't have to be, but it certainly doesn't have the attention to character personality advantages/disadvantages and all the non-combat skills that GURPS does. But then not much else does, and that's why we all love GURPS, isn't it. ;-)

      --

      Don't think of it as a flame---it's more like an argument that does 3d6 fire damage

    2. Re:It is great by deathy_epl+ccs · · Score: 4, Informative

      However, a big part of what I believe is going to push D&D 4e is the D&D Insider Online Tabletop with the voicechat and the rule handling and all that.

      We are at a point where tabletopping is ready to evolve, and Steve's reluctance to step in that direction could ultimately doom our beloved GURPS.

      I really hope that doesn't happen, but he has a pretty strict rule against anybody else creating online tabletopping software that does combat calculations... yet we really don't see his folks doing it either.

    3. Re:It is great by Ripit · · Score: 4, Interesting
      Doesn't WoW fill this need? Putting DnD online would invite unfavorable comparisons to Blizzard's juggernaut.


      Maybe I'm mistaken, but I thought that DnD's main appeal was spending time with your friends in person. I really liked it for a couple of years. The reason was that I had friends who were fun to play with, and the funny rituals and habits we had that went along with it.

      I've continued to read a little about DnD in the 18 years since I stopped playing. I like to know what's going on with the evolution of the game, but now, my best friends are scattered across the continent, and the thought of playing with my local group of friends is lame.

      I like the idea of playing DnD. I just don't have the friends for it anymore. It somehow felt more comfortable to roll a toon on WoW and meet people online to play with, than to head down to the hobby shop on a game night. If I'm going to meet new people in person, I'd like food and alcohol involved.

    4. Re:It is great by packeteer · · Score: 4, Insightful

      Thats called growing up. Kudos to anyone who still has their friends around to play DnD but most people just dont. Not many people have a group of friends around where they can meet up all at the same time anymore. I still hang out with my old friends but usually not at the same time of day anymore.

      --
      unzip; strip; touch; finger; mount; fsck; more; yes; unmount; sleep
    5. Re:It is great by moderatorrater · · Score: 3, Insightful

      That's one of the things that bothers me most about D&D. My favorite characters in Gurps have been because of their disadvantages, something that D&D doesn't have. Healers can be honest-to-goodness healers instead of (arguably) the most powerful fighting character in the game. My fighting character can be ridiculously bad at poetry but always showing it to people. Little touches like that turn the game into a true story instead of an abstract FPS.

      Also, the article spells out the combat-oriented nature of D&D, then the writer pretty much says straight up that he's never encountered non-combat situations. I understand there are players and GMs like that, but those aren't the games that I play. Whatever happened to awarding experience/character points for resolving the situation without pulling out your sword (literal or metaphorical)?

      It sounds like D&D becoming even more pidgeon-holed into its niche without incorporating the things other games do better. Please, wizards, play a few Gurps campaigns (at least one of which with a pacifist), read a few palladium books, and incorporate what they do well into your products!

      Disclaimer: at least 50% of my games are D&D, and I'm currently DM-ing a D&D game. This isn't coming from someone who hates the system, this is coming from someone who wishes the system weren't all about combat.

    6. Re:It is great by DuckDodgers · · Score: 1

      There's nothing to prevent your Dungeons and Dragons characters from having the weaknesses of a GURPS equivalent. The difference is mechanical - in GURPS you get bonus points for flaws, in Dungeons and Dragons you do not.

    7. Re:It is great by epee1221 · · Score: 1

      Now D&D 4E is over $100 for the PHB/DMG/MM basic set (no pun intended), though of course you can find it online for cheaper. Yet no one seems to be complaining.
      ... Where've you been? I've heard a lot of complaints about paying for everything again, especially after all the 3.5 supplements/accessories people have bought.
      --
      "The use-mention distinction" is not "enforced here."
    8. Re:It is great by boyko.at.netqos · · Score: 1

      Hmm... you know, I'm not entirely sure I agree with you on this.

      When GURPS 4e came out, it was published in 2004 as two books. The complete set cost $75, and was designed to replace GURPS 3e's Basic Set, Compendium I and Compendium II.

      This was in 2004. Crude oil was trading at $30/barrel, and gas was around $2.25/2.50 gallon, depending on where you lived. You can peg things to the consumer price index, but that's a bit of a lie - the best way to determine how much things actually costs is to peg it in terms of gas. In 2004, GURPS 4e cost about 2 tanks of gas for a mid-sized sedan.

      At $105, and a $4/gallon gas price, D&D 4e costs about 2 tanks of gas for a mid sized sedan.

      So, they're roughly the same. But let's start talking about things beyond the pure price point.

      Utility: It is simply harder to find and get a group together to play a game of GURPS. There are Dungeons and Dragons players everywhere, but GURPS players are few and far between. Furthermore, almost all GURPS players have played D&D, very few D&D players have played GURPS.

      Percieved Value: GURPS 3e players are (were?) a stingy bunch. While the $75 price tag for GURPS 4e was comparable to the cover price of $70 for GURPS Basic Set, CI and CII, the Basic Set and CI and CII came out at different points, allowing for a staggered payment of $30, then $20, and $20. Additionally, most gamers really had little use for CII and stuck with GURPS BS and CI, knocking it down to $50.

      Getting even further into it, GURPS was at that time one of the few holdouts into lower prices - a GURPS supplement at $22 (later $25) was much cheaper than the $35-40 that most games charged. GURPS got a reputation for "cheaper games with more meat and less fluff." Moving to the "all color, all hardback" 4e alienated that audience. Thus the complaining about 4e's prices.

      On the other hand, D&D was never known for "cheap" - and 4e costs the same as 3.5e. And indeed, most people who play D&D aren't interested in running, so they'd just pick up the player's handbook at $35.

      Around the time that GURPS 4th edition came out I discovered the HERO 5th system (starting with Sidekick.) One huge book. $50. Not cheap, but I knew by that time that the HERO system (unlike GURPS) really could cover the entire genre spectrum WITHOUT tons of supplements. (Sure, there are tons of supplements for HERO but most of them have little crunch and lots of fluff - setting information and GM advice mostly.) There are roughly the same amount of HERO players as there are GURPS players, so that seems to be my go-to game of choice. If I don't have a specific reason for choosing a particular system, I'm choosing HERO.

      --
      I used to work for NetQoS. I no longer do, but want to keep the excellent karma attached to this account.
    9. Re:It is great by negRo_slim · · Score: 1

      Putting DnD online would invite unfavorable comparisons to Blizzard's juggernaut. You mean like D&D Online: Storm Reach.
      --
      On the Oregon Cost born and raised, On the beach is where I spent most of my days
    10. Re:It is great by negRo_slim · · Score: 2, Funny

      the best way to determine how much things actually costs is to peg it in terms of gas. In 2004, GURPS 4e cost about 2 tanks of gas for a mid-sized sedan. That's the best way huh?

      What of those of us who don't drive, those that use mass transit or our own two legs? Can you do the math in bus tickets? Or light rail tokens? Or calories?

      ;)
      --
      On the Oregon Cost born and raised, On the beach is where I spent most of my days
    11. Re:It is great by Veggiesama · · Score: 1

      $100? Try Amazon. I'm getting it there for $57, free shipping.

    12. Re:It is great by boyko.at.netqos · · Score: 4, Insightful

      Well, personally, I don't think Evil Steve sees a lot of hope for GURPS as a line and think that taking the time to invest in forwarding it might be refurbishing a sinking ship. I think he'd rather focus on the next Munchkin or Chez Geek/Greek/Punk/Goth. Maybe relaunch Car Wars. Again.

      Back in the 3e salad days, there was a new GURPS suppliment released each month (leading some to remark, not entirely inaccurately that GURPS was less a game and more a gaming magazine.) 4th edition saw that brought down to a suppliment a quarter. (And a few PDF suppliments. Not that they don't count, but... they don't count.)

      There has not yet been a print release for any new GURPS 4th edition product in the entire year of 2008 so far. The next product in the queue is GURPS Thaumaturgy.

      Munchkin is on it's 6th expansion of the -core- rules which does not include all if it's spinoffs (Star Munchkin, Munchkin Bites, Munchkin Cthulu, Munchkin Fu, Super Munchkin, Munchkin Impossible, The Good, The Bad, and the Munchkin, etc.)

      I'm not saying that GURPS will be unsupported, but it is Munchkin, not GURPS that pays the bills - GURPS is the labour of love.

      --
      I used to work for NetQoS. I no longer do, but want to keep the excellent karma attached to this account.
    13. Re:It is great by deathy_epl+ccs · · Score: 4, Informative

      Doesn't WoW fill this need? Putting DnD online would invite unfavorable comparisons to Blizzard's juggernaut.

      Not really... the tool they're releasing for D&D isn't an MMO, nor anything like it. It's more like having a digital tabletop that you can draw maps on, but you're still moving around miniatures on it, and the DM still makes the adventure and actually tells a story.

      That last bit is what I find to make it completely unlike WoW or any other MMO. The human element of somebody actively running the game you're playing. It is a vastly different experience.

      I personally would love to be able to play that way with my friends that are no longer local to me.

    14. Re:It is great by deathy_epl+ccs · · Score: 1

      I'm not sure that I agree that Steve feels that way... if he did, I'm not so sure he'd be as tight fisted with it as he is. He probably wouldn't care if someone wanted to make a combat calculator or online tabletop software for it.

    15. Re:It is great by DarkKnightRadick · · Score: 1

      That said, D&D 4E is very much still the quick hack'n'slash ruleset. Of course, it doesn't have to be, but it certainly doesn't have the attention to character personality advantages/disadvantages and all the non-combat skills that GURPS does. But then not much else does, and that's why we all love GURPS, isn't it. ;-)


      WTF are you talking about? I play Rifts.
      --
      "There is a way that seems right to a man, but its end is the way of death." Proverbs 16:25 (NKJV)
    16. Re:It is great by DarkKnightRadick · · Score: 1

      And of course I need to check my links before posting. Damnit bobby.

      I play Rifts, not what-ever-the-fuck that website I accidentally linked to is (although I'm sure they'll enjoy the /.ing they might get).

      --
      "There is a way that seems right to a man, but its end is the way of death." Proverbs 16:25 (NKJV)
    17. Re:It is great by ravenshrike · · Score: 1

      You do for mechanical combat disadvantages, in the form of feats at least, but only as an alternate ruleset.

    18. Re:It is great by drsquare · · Score: 1

      Even if you use the bus, that needs gas to move around. So do the trucks that bring all the stuff you buy. As do the farming vehicles which produce your food, and the factories which produce your goods.

    19. Re:It is great by NuclearDog · · Score: 5, Funny

      Well:

      From this graph, the price of corn in 2004 peaked at approximately $3.35/bushel. The latest price of corn on there was approximately $4.30/bushel.

      From this site, the approximate weight of one bushel of corn is 56 lbs. According to Google that's 25'401 grams.

      If you cut all of the kernels off of the cob, boil them, and eat them without salt or any other seasonings, according to this chart, it will contain 66 calories per 82 grams.

      This means one bushel contains approximately 20'445 calories.

      According to this list, a 190 lb person running at 10mph (6 minute mile) will burn 1380 calories.

      So, you'll get 14.8 miles worth of calories out of one bushel of corn.

      So, in 2004 you'd be paying $0.226 per mile. Today you'd be paying $0.291 per mile. That's an increase of about 22.3%.

      An increase from $75 (GURPS 4e, 2004) to $105 (D&D 4e, 2008) is 28.6%.

      So given the questionable sources, estimations, etc I've used, I'd say that those numbers are close enough to conclude that the cost of the books has approximately followed the market.

      ND

      --
      This statement is forty-five characters long.
    20. Re:It is great by Sosarian · · Score: 1

      Where you buying D&D 4e, it's like $57 on Amazon.com

      http://www.amazon.com/Dungeons-Dragons-Core-Rulebook-Gift/dp/0786950633

    21. Re:It is great by h4rm0ny · · Score: 3, Interesting


      Unfortunately the tools are Windows only. That's me out, and it's also lost sales to any groups that have Mac and Linux users amongst them. Bad move on WotC's part.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    22. Re:It is great by h4rm0ny · · Score: 3, Interesting


      Actually, in 4e there is a mechanical thing that prevents you have flaws. The skill system takes account of your level and you also don't invest points in skills, you just are trained or not. If you're a Level 10 Wizard, you're a better blacksmith than any level 1 villiage blacksmith. There's no way you can't swim, or rope-climb or dance. 4e characters can do just about anything. And the difference between trained and untrained is a on / off thing. Two Level 10 characters who are both trained in "Athletics" are equally perfect in simming, climbing and running. There's no differentiation.

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    23. Re:It is great by deathy_epl+ccs · · Score: 4, Insightful

      Bad move, yes... uncommon move? No.

    24. Re:It is great by Macthorpe · · Score: 2, Insightful

      Why is it a bad move? They would have to decide whether reaching another 6% of the audience is worth however much they'd have to spend porting their product. I would wager that they realised that it would cost far more to make it available for Mac and Linux than they'd ever get in sales.

      Sounds like a pretty good move, to me.

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    25. Re:It is great by Anonymous Coward · · Score: 0

      On the other hand, many people have been doing this exact same thing for years in the form of Neverwinter Nights, and it still hasn't really caught on.

      Personally, I don't see WotC doing this so much better that it does work this time.

    26. Re:It is great by deathy_epl+ccs · · Score: 2, Insightful

      On the other hand, many people have been doing this exact same thing for years in the form of Neverwinter Nights, and it still hasn't really caught on.

      I think that you either misunderstand the concept behind a virtual tabletop, or you've not played Neverwinter Nights. Neverwinter Nights is more like being able to create your own D&D based computer role playing game. A virtual tabletop is more like having a map that you can put minis on, move them around, and play D&D like you would at the table.

      As an aside, I'm not sure I agree with your statement that Neverwinter Nights never caught on... There are thousands of adventures available for it, more persistent worlds than you can shake a stick at, and at it's peak of popularity had as many people playing it online at most times as most MMOs. It sold 2 million copies, so I imagine neither Bioware nor Atari were at all disappointed nor would they say it didn't catch on.

    27. Re:It is great by h4rm0ny · · Score: 3, Insightful


      It's a bad move for a number of reasons. The first is the demographic they are targeting. Whilst Windows has a very high share of the market, that's taking into account business use as well as the trends of the overall population. I would say that the young and generally better than averagely educated demographic that make up D&D players is going to have a much greater proportion of Linux and Mac users. Secondly, it is a group activity, so whilst 4 out of 5 potential customers might be Windows users, it is still a big problem if one or two members of a group are not. When you need everyone in a group to be a Windows user, then suddenly that four out of five statistic looks like a serious issue. Thirdly is long term planning. Windows isn't going away in this year, but uptake of rival OS's is rising and this is especially the case in the home market where people can do what they like. Windows will hold on very well in the business world for quite some time, but that's again not the market WotC are after. They really have to think about the future here. Fourthly is the assumption that you make about the cost of porting their product to other OS's. If they had planned for this from the start they could have (a) taken a cross-platform approach (does DirectX 10 really offer that irresistable advantage to an application that moves static 3d figures around a board?) and (b) looked at a more web-based approach to their offering which would be better in any case. If they had set out to create a cross-platform solution they would have found the additional cost was not so great and certainly worth their while in terms of return.

      I suspect WotC management were victims of listening to one individual with one way of doing things. It's all too easy to hire someone, even a very senior person, and have them tell you it should be done in way X and not know any better. It's a shame they didn't consult me, eh?

      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    28. Re:It is great by Haeleth · · Score: 2, Insightful

      Doesn't WoW fill this need? Putting DnD online would invite unfavorable comparisons to Blizzard's juggernaut.
      An online DnD would be incomparable to WoW, in the apples-and-oranges sense. I mean a real online DnD, by the way -- that is, with a human GM running a campaign for a small party of players -- not just a WoW clone using a DnD setting and rules.

      Or did your DnD campaigns really involve grinding for 60 levels, then raiding the same dungeon -- and killing the same villain! -- possibly hundreds of times, in order to collect a full set of epic gear?
    29. Re:It is great by Macthorpe · · Score: 3, Interesting

      I would say that the young and generally better than averagely educated demographic that make up D&D players is going to have a much greater proportion of Linux and Mac users. Do you have any figures to back that up?

      Secondly, it is a group activity, so whilst 4 out of 5 potential customers might be Windows users, it is still a big problem if one or two members of a group are not. When you need everyone in a group to be a Windows user, then suddenly that four out of five statistic looks like a serious issue. It's currently just over 4.5 out of 5. When you use the actual proportion of users it doesn't look quite as clear cut as you'd like it to be.

      Windows isn't going away in this year, but uptake of rival OS's is rising The difference amounts to around percentage point or two over the last year, and that's pretty much all to Macs. Linux has gone from 0.4% to 0.6%, Mac up to 7%.

      Fourthly is the assumption that you make about the cost of porting their product to other OS's. A cursory analysis would show that the costs of porting to Mac, or starting with a cross-platform solution, would have to be no more than 7% higher in order to be viable, which I don't find very likely.

      It's a shame they didn't consult me, eh? I'm sure they're kicking themselves.
      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    30. Re:It is great by Haeleth · · Score: 4, Interesting

      Why is it a bad move?
      Because it limits their market.

      They would have to decide whether reaching another 6% of the audience is worth however much they'd have to spend porting their product.
      I find that 6% figure highly dubious in the inherently geeky D&D-playing demographic, but that isn't really the point.

      See, this isn't the 1990s any more. Nowadays, making a Windows-only desktop app limits your userbase even among people who run Windows on their computer at home. Because they aren't always at home. Maybe they want to play D&D on their iPhone, had you thought of that? Or on their Windows Mobile phone, if that's what they prefer. If it was a web app, they could play it on any kind of device that has an internet connection.

      Is that worth how much it would cost to port it? Oh, wait, if it was a web app, porting it would cost a whopping $0.00.

      That's why developing a Windows-only desktop app is stupid, unless your app actually requires the kind of things that web apps don't do well, like real-time 3D graphics. Which D&D totally doesn't.
    31. Re:It is great by Haeleth · · Score: 3, Insightful

      Do you have any figures to back that up?
      That's rich. Where are your figures to back up your precious 6%?

      Current estimates of overall Windows market share range from 91% to 96%, but that includes a heck of a lot of computers that are not owned by D&D players.
    32. Re:It is great by DuckDodgers · · Score: 3, Interesting

      Some of the flaws the parent post mentioned revolved about poetry, addictions, codes of behavior, and phobias. Nothing prevents you from roleplaying those in Dungeons and Dragons.

      As I mentioned in other posts, the skill change was done to keep skill management simpler and give the game a more pulp and epic fantasy feel. Conan, Doc Savage, Aragorn, Gandalf, and most experienced characters in, for example, Jack Vance's Dying Earth books had a huge realm of competencies.

      The two 10th level characters trained in Athletics are still differentiated by their Dexterity modifier (or whichever modifier affects the Athletics skill check).

    33. Re:It is great by Macthorpe · · Score: 1

      Here.

      Anything else?

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    34. Re:It is great by Macthorpe · · Score: 1

      Have a screenshot from the actual application. Please give me a way that you could produce something like that in a web application.

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    35. Re:It is great by Anonymous Coward · · Score: 0

      Why is it a bad move? They would have to decide whether reaching another 6% of the audience is worth however much they'd have to spend porting their product. I would wager that they realised that it would cost far more to make it available for Mac and Linux than they'd ever get in sales.

      This is an interesting point. I know a lot of D&D players, and very few of them are GNU/Linux users, and yet Linux is quite commonly used among the other role players I know. In particular, very few Linux users I know play D&D. I would have thought the geek factor would make it common among both.

      Still, this is entirely anecdotal, and I suspect a higher proportion worldwide of D&D players are likely to use Mac and Linux. And 6% (the value you quote) is nothing to be sniffed at for a business.

      --spaceLem

    36. Re:It is great by Anonymous Coward · · Score: 0

      The difference amounts to around percentage point or two over the last year, and that's pretty much all to Macs. Linux has gone from 0.4% to 0.6%, Mac up to 7%.

      Macs I can believe make up 7%, but the fact that it is so difficult to calculate exact numbers makes me think that the number of GNU/Linux users is vastly underestimated.

      How do they get these statistics? The number of PC sales? The number of people online? Don't forget how many people buy Windows with their computer, and then put Linux on, are they counted as Windows users from a sales point of view? People who built their own computer from scratch, is their computer counted? Linux users are much more likely to build their own desktop.

      Anecdotally, I can say the number of Linux users among people I know is very high, but then I'm a maths student, and I attend a lot of 'geek' societies. And I believe there may well be a positive correlation between people who role players and who use Linux.

      --Jamie

    37. Re:It is great by wrook · · Score: 1

      OK. It doesn't change your ratio, but the cost of running seemed to be way more expensive than I would have anticipated. And then I realized that cooked corn is considerably heavier than dried corn (which is what they are quoting for bushels).

      According the the USDA nutrient database (http://www.nal.usda.gov/fnic/foodcomp/cgi-bin/list_nut_edit.pl), whole grain cornmeal is 362 kcal per 100g, or about 91952 kcal per bushel. This gives 66.6 miles per bushel or about 6.4 cents per mile. That seems a bit more reasonable, but still bigger than I expected.

      I'd hate to think that running was more expensive than driving (which seems to be about 10 cents a mile in the US, from what I can tell...)

    38. Re:It is great by Yosho · · Score: 2, Insightful

      You realize that the link you provided says that non-Windows OS's take up 8.87% of the market, right? Not 6%? Windows' market share has dropped over 2% in the last year, which is honestly pretty significant.

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    39. Re:It is great by Chris+Mattern · · Score: 1

      Which is what prevents D&D characters from having weaknesses. If characters can't get some sort of advantage from having weaknesses, they won't have them.

    40. Re:It is great by Macthorpe · · Score: 1

      I revised my figures in my second post. Anyway, if you honestly think that the difference between 6% and 8% is completely critical to my point, then I don't think you understood it.

      I love the fact that everyone's playing the numbers game and trying to ignore the real issue - Mac and Linux is a tiny market for games.

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    41. Re:It is great by Devout_IPUite · · Score: 1

      I was in college recently. A lot of kids are getting Macs these days. Like a lot. Anecdotal, I know, but something to back up that observation.

      4.5/5 is the ratio if you dispute the first point. 4/5 or even 3/5 might be a realistic number for geeks.

      GWTK, Flex, Java, Air, there's plenty of things they can use to make cross platform easily, and like h4rm pointed out, the graphics it uses are pretty primitive.

    42. Re:It is great by Macthorpe · · Score: 1

      On the flip side of your evidence, we've just started an RPG group here, and none of the members have Linux or Macs. It's a dead on 50/50 split between XP and Vista.

      --
      "It does not do to leave a live dragon out of your calculations, if you live near him." - Tolkien
    43. Re:It is great by drinkypoo · · Score: 1

      Java and Flash both provide relatively cross-platform 3d APIs. Then you provide a simpler interface for simpler devices which cannot support it - which will be appreciated by players whose computing devices currently can't operate the software at all. Let's face it, it would be a lot more useful if you could play from your cellphone. The beauty is that with a web app you can add all this functionality incrementally.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    44. Re:It is great by drinkypoo · · Score: 1

      Seems like everyone has forgotten about Central Casting. I should have bought that one back when it was, you know, still available. Anybody have a PDF? :P

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    45. Re:It is great by DuckDodgers · · Score: 4, Insightful

      I argue the opposite. GURPS players only take character weaknesses for a mechanical advantage, whereas Dungeons and Dragons players that take addictions, phobias, codes of conduct, or hobbies for their PCs are doing it strictly for roleplaying reasons.

      To my mind, the latter is superior to the former from the angle of interesting storytelling.

    46. Re:It is great by Devout_IPUite · · Score: 1

      One group having a few more or less than perfect statistical average is really no surprise. Anywhoo, it'd be interesting to ask Slashdot and news.google for their user stats and see if geeks really do use linux more than the general population.

      http://arstechnica.com/news.ars/post/20050327-4738.html

    47. Re:It is great by Mongoose+Disciple · · Score: 1

      Is that worth how much it would cost to port it? Oh, wait, if it was a web app, porting it would cost a whopping $0.00.

      The cost to port may be zero, but the cost to initially develop is much higher. (And now you're also dealing with cross-browser issues, unless you're going to run it in Flash or Silverlight.)

      Some things can be developed equally easily/quickly as an installed app or a web app. Anything with a complicated user interface or a lot of graphics is not in that list.

    48. Re:It is great by Mongoose+Disciple · · Score: 1

      The difference amounts to around percentage point or two over the last year, and that's pretty much all to Macs. Linux has gone from 0.4% to 0.6%, Mac up to 7%.

      Yup. Further: while not all Mac owners have a setup that lets them boot their system into Windows, nearly all Mac owners who intend to use their Macs for gaming do.

      Ditto for Linux, really, except swap WINE in there.

    49. Re:It is great by The+Spoonman · · Score: 1

      That's the beauty of choice: you get to make it, and then bitch about how it's everyone else's fault when it doesn't work out for you.

      --
      Which is more painful? Going to work or gouging your eye out with a spoon? Find out!
      http://www.workorspoon.com
    50. Re:It is great by Anonymous Coward · · Score: 0

      You're replying to a troll. Ignore him.

    51. Re:It is great by AP31R0N · · Score: 1

      It's about 60$ at Wal-mart or Amazon. Google shopping is your friend.

      This is from an email i sent to some gamer friends about at 4e demo:

      Speaking of 4.0, i played a demo at the RGP Gala last weekend. The Gala is a MeetUp.com group that gathers 30 or so players on the last
      Saturday of the month (usually). They had 5 or 6 tables with different games going. i hopped into the 4.0 demo.

      Overall, i really liked the changes. It's very easy to pick up, the learning curve is almost flat. You could take a person off the street
      and have them playing competently in just a few minutes. i was playing Fenslo, a human wizard.

      The trend to use the same process for more of the game continues. Saving throws are replaced with an attack roll against a target
      number, much like an attack. The character making the attack/doing the active part makes the roll. So you aim your Acid Arrow against
      the target's reflex save. Some spells do something even if you miss, Acid Arrow always does something.

      Everyone has powers, all abilities are spell like in how they work. Fighters don't just swing, they use powers. Powers are Daily,
      Encounter and At Will. Daily powers recharge after a 6 hour rest. Encounter powers recharge after a 5 minute breather. At Will powers
      are usable every round. Casters never run out of something to do. i figure powers shift in how often you can use them as you go up levels,
      Daily powers become per Encounter, per Encounter become At Will.

      Crits are automatic on a roll of 20, they do max damage. 20 always hits. This simplifies things, but also makes luck a bigger factor.

      My human mage had 23 HP, and that increase makes sense because crits are more common and everyone on the field can do *something* in every
      round. You need the HP. It's only inflation if you are looking at it from 3.5, instead of looking at the whole of 4.0.

      Minions are bad guys that are one hit kills. They fill up the field without requiring the DM to track HP. As you gain levels, what was a
      fully defined enemy will become a minion (to something nastier).

      Teamwork has more emphasis as the powers work off each other. The Warlord can allow you to shift (5 foot step) on his turn. There was a
      great deal of "If you can do this, then I can do that".

      Gnomes and halflings rock. They have some very cool special abilities. Kobolds are scary with their pots of flaming glue and
      frequent shifting.

      Characters can heal themselves by forgoing an action and spending a healing surge, you get X surges per day, a surge gives you 7 or so HP.
        Despite this, the cleric has plenty of work to do.

      Action types are Standard, Move and Minor. You can trade down, for instance you can move, then trade your standard away to move again.

      Action points give you an extra standard action. You start the day with 1 and gain and extra if you go for 2 encounters without a 6 hour
      rest. i didn't like that because you can't carry that point to the next day, so it's only useful in the 3rd fight of the day. Action
      points do more later in the game.

      At half HP, you are "Bloodied". This allows/prevents use of certain abilities. For instance you might have a to hit bonus against
      bloodied targets, or maybe you can't use ability X when you are down to half.

      AoOs are less common. The marking system seems to have replaced many of the old AoO triggers. A fighter type will mark an opponent, which
      means that if they don't attack you, they take some penalty. Not sure what that was because it never involved me. i guess it represents
      that the enemy knows you are attacking them and must focus on you or you'll take advantage of the distraction.

      The skill list is about half the length of the old.

      They broke magic missile. It no longer automatically hits, that is the trade off for it being at will. Methinks someone will write an
      olde school version of it.

      Overall, it was fun and fast. Combat moved smoothly unlike 3.5 which could take an hour or more for one fight.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    52. Re:It is great by AP31R0N · · Score: 0, Troll

      That leaves out vast dozens of players! You're the one who exiled yourself to the smugzone. Get a real computer. You've got no one to blame but yourself for paying extra for a machine that does less.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    53. Re:It is great by Llywelyn · · Score: 1

      The Windows game market is also more of a red ocean. The mac market has fewer games and, hence, less competition. There is also no telling what percentage of the marketshare of D&D users use which OS, but there does seem to be a significantly positive movement toward macs (or at least systems that run MacOS X) among individuals.

      Markets are substantially more complex than their marketshare would indicate. Attempting to say "the marketshare is small, therefore the market is small" is specious reasoning.

      --
      Integrate Keynote and LaTeX
    54. Re:It is great by Culture20 · · Score: 1

      I would say that the young and generally better than averagely educated demographic that make up D&D players is going to have a much greater proportion of Linux and Mac users. Do you have any figures to back that up? Anecdotal; My old gaming group has been shifting to *nix based systems, even the Windows Sysadmin uses Linux at home. All it takes is one *nix lover in a group of geeks (and several years) to cause a tidal swell. The Windows guy and I are the only two IT guys in the group, so finding out the others were using ubuntu or MacOSX was surprising.

      Also anecdotal: Amongst the *nix admins I know, at least 99% of them are tabletop RPGers to the point of buying plushy d20's for their offices. With Windows admins, the population of RPGers is about 50% (still respectable).
    55. Re:It is great by Culture20 · · Score: 1

      the real issue - Mac and Linux is a tiny market for games. I thought the real issue was whether Mac and Linux were heavily used at home by tabletop role playing gamers, not computer gamers? Computer game =/= RPG.
    56. Re:It is great by Omestes · · Score: 2, Interesting

      We are at a point where tabletopping is ready to evolve, and Steve's reluctance to step in that direction could ultimately doom our beloved GURPS.

      Why? I personally enjoy doing my paper and pen RPG thing with a group of real friends, located in a real room, drinking real beer, and eating real pizza. Its an excuse to have a social gathering. I don't see why it needs to, or should, "evolve" into another virtual thing, since that defeats the point to a large degree.

      Me and a bunch of friends used to play Shadowrun campaigns via IRC YEARS ago, so the "virtual tabletop" idea isn't even new, nor an evolutionary step. You don't need big software to do things for you either, you email your character to the DM, meet up at the specified IRC channel at the specified time, and, you know, play as usual.

      Why would it have to evolve? Is this one of those "we must utilize technology for its own sake" things, when it adds absolutely nothing to the experience, and subtracts a great deal.

      But then again on my gaming nights we generally spend about 60% doing things that have nothing to do with gaming.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    57. Re:It is great by CodeBuster · · Score: 1

      Everyone whined it was too expensive. Now D&D 4E is over $100 for the PHB/DMG/MM basic set (no pun intended), though of course you can find it online for cheaper. Well, with the weak US dollar, $100 isn't quite what it used to be or at least it sure seems like a lot less now than it did in 2004 when GURPS 4th edition was released.
    58. Re:It is great by Omestes · · Score: 2, Insightful

      I'm guessing the parent is right. DnD is the domain of nerds, as is alternative OSs. By marketing to the mainstream demographic, they forget that their product isn't mainstream, by any stretch. A higher percentage of DnD players will be using Linux or OS X than the average population, its rather hard to argue against this. If the new iteration of /. was IE only, would you be okay with that, since most people in the general population use IE? Or would you be mindful that most nerds use something else?

      The mainstream isn't useful when your dealing with small specialty groups.

      Though I'm guessing that the truly nerdy will just continue to use IRC for their gaming needs.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    59. Re:It is great by Ripit · · Score: 2, Insightful
      It seems many replies to my post missed my point. I'll take the blame for that.


      I think computerizing DnD is a bad development. The best part of DnD, for me, was hanging out at my friends' houses. DnD went with eating, drinking, and socializing. The social aspect came first, the game was second. If I'm going to play *computer* games with my friends, I'll choose a game made specifically for that.

      Even though I'm retired from WoW, too, I thought it was so well done, that any similar game would have to be almost indistinguishable from it. I thought Blizzard did an excellent job with the artwork, and the depth in character customization kept me playing for a long time.

      If I want to play DnD, I'll play face-to-face only. There are already options if I want to play games on a computer.

    60. Re:It is great by TeknoDragon · · Score: 1

      Did you play using those books?

      If so, well good! You were entertained and got some worth out of it.

      If you remember 2nd edition monster manual binder crap we were flooded with the 3.5e books are nothing.

    61. Re:It is great by Anonymous Coward · · Score: 0

      Those numbers are generally in line with my web stats from a major corporate e-comm site. (which is xhtml and QAed for Linux/Mac.)

      However, among a certain desirable demographic (young, wealthy home users and university students), Mac ownership is much higher than the general #s indicate. And perhaps you're right about "geeks", but nobody else uses Linux.

      Given that, I'm really surprised this thing isn't written in flash or some other cross-plat toolkit.

    62. Re:It is great by h4rm0ny · · Score: 2, Interesting

      I don't have concrete figures to support my impression, but I can say with great confidence that the proportion of Windows to non-Windoes installations amongst home users is *not* the same proportion as the total computers out there including all those work desktops. And this is important because the work machines are irrelevant to WotC's marketing. The only thing that matters is what the role-players have at home and that's going to be substantially higher. So lets round up the 8% overall figure to what is probably a conservative 10% to cover all the Macs and Linux boxes amongst this demographic. Does excluding these people mean reducing sales by 10%? No - as I've already explained, they have to market to groups. A group of five players, including DM is 50/50 going to have a non-Windows user in there. That's an instant disincentive to use WotC gaming tools (and they're not a monopoly - there are other virtual tables). If you're marketing to individuals, you can perhaps forego inter-operability. Market to groups, and it becomes hugely important.

      t's currently just over 4.5 out of 5. When you use the actual proportion of users it doesn't look quite as clear cut as you'd like it to be.
      I've addressed the fact that one member of a group who can't use your product scuppers the product for the whole group, so the only thing to comment on here is the "as you'd like it to be" line. Why you think I have a bias, I don't know. It *is* possible to simply state how things are, you know?

      A cursory analysis would show that the costs of porting to Mac, or starting with a cross-platform solution, would have to be no more than 7% higher in order to be viable, which I don't find very likely.

      That makes absolutely no sense at all. Are you seriously saying that if Mac users comprise 7%, that it would only justify a 7% increase in development costs? As a simple illustration of why your logic is wrong consider: If you make $100 for every unit sold and the total development costs were $100,000 (note there are no significant production costs per unit with software), and you sell perhaps 1,000,000 units, then you've made $100,000,000 gross. If your market share increases by 7% so that you sell 1,070,000 units then you've gained an extra $70,000,000. Do you see how that is worth far more than spending an extra 7% ($7,000) on your development costs? It's all about return on investment.

      I'm sure they're kicking themselves.

      Give them time. :)
      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    63. Re:It is great by h4rm0ny · · Score: 1

      That leaves out vast dozens of players! You're the one who exiled yourself to the smugzone. Get a real computer. You've got no one to blame but yourself for paying extra for a machine that does less.

      I have a Linux box - I paid less for it than I would have for an equivalent Windows machine and I get more performance out of it. You should join us. :)
      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    64. Re:It is great by PrimalChrome · · Score: 1
      You're being obtuse.

      Being a computer geek does not equate being a role player.
      Being a role player does not equate running a non-Windows OS.
      However, being a computer gamer generally does equate running Windows on at least one of your machines or partitions.

      Thanks to Slashdot's abundance of myopic codemonkeys there are a lot of posters generally unable to accept that quite a few geeks out there really don't find Linux to be the cat's meow and will refuse to run Windows due to some asinine 'geek in-crowd' groupthink. Windows dominates the overall market. Windows dominates the gaming market. Why waste cross platform dev costs on the release of your product which is designed to test the waters of virtual tabletop gaming?

      Don't waste your fingertips on building up an argument in favor of cross platform web based game... If it were such a viable choice, you would see a helluva lot more companies taking that route.

      Accept it. You are a geek. You know code. Just because you can brilliantly find an offending semicolon in two million lines of code does not grant you some kind of omnipotent understanding of real world business and marketing. If it did, I doubt you would be wasting your day accumulating 1000+ post counts on all your favorite geek boards.

    65. Re:It is great by deathy_epl+ccs · · Score: 1

      I personally enjoy doing my paper and pen RPG thing with a group of real friends, located in a real room, drinking real beer, and eating real pizza. Its an excuse to have a social gathering.

      I personally believe, based on what we've seen in the industry (both tabletop RPGs as well as computer RPGs), that you are the exception, not the rule.

    66. Re:It is great by Fulminata · · Score: 1

      It's currently just over 4.5 out of 5. When you use the actual proportion of users it doesn't look quite as clear cut as you'd like it to be.
      So, if the average gaming group has 5 people (a number that's actually less than their recommended number of 6), then 1 out of every 2 groups is going to have a player that doesn't use windows (and that's not even counting windows users that don't meet the minimum CPU specs, which at 2.6 GHz is higher than most non-FPS games I've seen lately).

      If gamers make the decision to participate as a group, and that seems highly likely, then they just cut half their potential market.
    67. Re:It is great by h4rm0ny · · Score: 1

      You're being obtuse. Being a computer geek does not equate being a role player. Being a role player does not equate running a non-Windows OS.

      And when did I say either of those things? I said (a) that an overall market share that included businesses will not be the same as a market share defined as only personal computers and it's the latter proportion that is relevant. And (b), that alternative O/S's are going to be more common amongst better educated demographics and people that play role-playing games tend to be more educated. Now which of those are you disputing?

      Why waste cross platform dev costs on the release of your product which is designed to test the waters of virtual tabletop gaming?

      As explained quite clearly, I thought, if one person in a gaming group has a Mac or Linux box, that's a disincentive for the whole group to use the product. They'll more likely go with a system that is cross-platform (which do exist). Furthermore, Linux and Macs are both gaining ground in the home use market which is where the market share matters (not work computers), so it's wise of a company to think about the long term. Finally, the largest costs are in porting software across to multiple systems. Planning to support multiple O/S's from the start is much easier. For example, if WotC had chosen to use OpenGL instead of DirectX 10, they'd now find it not that difficult at all to support Macs and Linux boxes. The increase in cost would be fairly small in comparison to the return on investment.

      Don't waste your fingertips on building up an argument in favor of cross platform web based game... If it were such a viable choice, you would see a helluva lot more companies taking that route.

      Like that little company Blizzard, you mean? They did a cross-platform game. World of something or other, I think. But anyway, that sort of argument doesn't really work as technology changes. Writing something like this cross-platform five years ago would be significantly harder than it is today. Practice lags behind Possibility. Saying if something were worthwhile it would be being done by others would have left mankind in the caves without fire or the wheel.

      Just because you can brilliantly find an offending semicolon in two million lines of code does not grant you some kind of omnipotent understanding of real world business and marketing.

      And just because I can brilliantly scan those two-million lines of code doesn't mean I can't have an understanding of the business world. Did I say that you should listen to my opinions because of my programming brilliance? No, I gave solid reasons why I thought the way I did which you are welcome to engage with if you wish. But you haven't, you've skipped my arguments and just gone for strawmen and sarcasm. It suggests you can't see actual problems with what I've said if those are your responses.
      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
    68. Re:It is great by lgw · · Score: 2, Interesting

      Moving the game mechanics into a computer will only enhance the "friends in a room" experience, because it both helps the casual player (don't have to read detailed rules until you care about optimizing outcome) and the rules lawyer problem (no more fights about rules interpretaitons: the software wins). This means you can spend more time role playing without moving to a "soft" system with no real combat rules.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    69. Re:It is great by bmcage · · Score: 2, Funny
      I'm the DM, I use Linux.

      Ah, windows user, are you now? A meteorite comes crashing down through the atmosphere, aimed straight at your head. How do you react?

    70. Re:It is great by IAmAMacOSXAddict · · Score: 1

      Total windows sales has always been a very gray area. Micro$oft has always included ALL their OSs as a single unit of "Windows". So the 90%+ of the "Windows" market share out there includes the Server population (And likely the hand held os also).

      If you really look at the numbers and look at the time that a particular purchase remains active it's clear that both Mac and Linux have had their market share vastly underrated. Most Windows PCs are no longer "usable" after about 2 years (a term based on the applications (in most cases Games) are working within functionality specifications). Matching that with Macs (and PCs using Linux) that typically stay "usable" for 4 years or more (I have a 13 year old mac 6100 working as a file server) and at the very least the Active computers out there have a much more equal footing between Mac Linux and Micro$oft...

      And this is just the Hardware, when we throw in the OS comparison, Mac and Linux get faster with each new version of the OS on the same hardware, Windows gets slower and requires you to change out your hardware much much more often.

      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    71. Re:It is great by IAmAMacOSXAddict · · Score: 1

      ROFLMAO

      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    72. Re:It is great by Anonymous Coward · · Score: 0

      That's why developing a Windows-only desktop app is stupid, unless your app actually requires the kind of things that web apps don't do well, like real-time 3D graphics. Which D&D totally doesn't. Sure, but this app does use 3D graphics. It doesn't matter what you think it should use; it uses them, so your point is moot.

      Not to mention, porting web applications does not cost anywhere near $0.00. You should probably try leaving sourceforge.net sometime.
    73. Re:It is great by CogDissident · · Score: 1

      Also, keep in mind, a significant portion of that 7% mac marketshare, also have a computer that boots to windows, either a dual boot mac, or another windows machine. The same for linux.

    74. Re:It is great by Yosho · · Score: 1

      Anyway, if you honestly think that the difference between 6% and 8% is completely critical to my point, then I don't think you understood it. So... look at it this way. Watching recent trends, there's no reason to believe that the drop isn't going to continue. Very soon it's going to be 10%. To put things in perspective, let's say that you owned a grocery store, and that every tenth person who comes in doesn't have cash, just a credit card. You tell them, sorry, you can't shop here, we don't want to buy credit card readers. Does turning away one out of every ten of your potential customers sound like a good business practice to you?
      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    75. Re:It is great by DrOct · · Score: 1

      I think you have some good points here but... Please NO ONE take anything from Palladium! At least mechanically... Palladium has some great flavor-content but good lord that rule system is terrible...

    76. Re:It is great by Anonymous Coward · · Score: 0

      I dont know about you guys, but I find this h4rm0ny character hilarious. I assert my conclusion based on the following well thought out points (a) this must be the most nerdy, long winded person I have seen on slashdot in a while and (b) secondly, i have the most perfect mental image of him and I'm laughing my ass off

    77. Re:It is great by Macgrrl · · Score: 1

      In our last D&D campaign, my druid character would show up in town in animal form, following the rest of the party like a familiar or pet, because she didn't 'get' human intereaction, and is was easier than dealing with all those strangers.

      Roleplaying is what *you* make of it.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    78. Re:It is great by PrimalChrome · · Score: 1

      I said (a) that an overall market share that included businesses will not be the same as a market share defined as only personal computers and it's the latter proportion that is relevant. And (b), that alternative O/S's are going to be more common amongst better educated demographics and people that play role-playing games tend to be more educated. Now which of those are you disputing?

      I'll dispute both of your suppositions. You're making wild assumptions in an effort to back your opinion and make youself feel superior. I'll try to avoid throwing questionable numbers about and address your two points with actuals. (a) Out of the people that I know, both in and out of the tech field, almost all (~85%) have windows installations at home. Out of all the gamers I know through local shops, with the exception of two zealots, they *all* have windows installations at home. That's not to say that I don't use my Mac and my MythTV box....but I have an XP install for gaming or particular applications. (b) Yes, more educated people roleplay than uneducated...which tends to be the case with just about anything involving written materials and gameplay based on individual imagination. Not all of those intelligent individuals are geeks....the last group I played regularly with included a coder, an engineer, a bookie, an architect, a network tech, an electrician, a retail sales, and a corporate sales guy. Once again, every gamer had a windows rig at home to be used for that purpose.

      As explained quite clearly, I thought, if one person in a gaming group has a Mac or Linux box, that's a disincentive for the whole group to use the product.

      And as I explained quite clearly, you're addressing the RARE exception. If home penetration were as high as you would like to believe, all major gaming software would have crossplatform releases. This is more the exception than the rule....because the crossplatform sales do not justify the dev and support expenses.

      Planning to support multiple O/S's from the start is much easier. For example, if WotC had chosen to use OpenGL instead of DirectX 10, they'd now find it not that difficult at all to support Macs and Linux boxes. The increase in cost would be fairly small in comparison to the return on investment.

      I agree wholeheartedly with this statement. They should have laid the groundwork for future cross platform support. If the product develops wings and the interest is there....push cross platform support as hard and fast as possible.

      Like that little company Blizzard, you mean?

      Bringing up Blizzard in this context is like referencing Nazis to try to prove a point in a forum. Blizzard had guaranteed sales in the hundreds of thousands, the internal staff to support the cycle, and the reserves to fund the development....and still their cross platform deployment included ONLY OSX. In this discussion, we are talking about having limited resources to test a tentative market by a company/brand with a bad software product track record. That is a totally different animal which would cause anyone with a hand on the purse strings to hesitate.

      Practice lags behind Possibility. Saying if something were worthwhile it would be being done by others would have left mankind in the caves without fire or the wheel.

      Yes, and I can throw out that just because we can do a thing does not mean that we should. If anything has proven this it would be the dotcom years. Fund projects that push the boundaries AND have a reasonable chance of returns.

      I gave solid reasons why I thought the way I did which you are welcome to engage with if you wish. But you haven't, you've skipped my arguments and just gone for strawmen and sarcasm. It suggests you can't see actual problems with what I've said if those are your responses.

      I thought I'd pretty much poked holes in most of your arguments. You believe that a cross platform product is what WotC should have pursued. You believe this beca

    79. Re:It is great by h4rm0ny · · Score: 1

      I'll dispute both of your suppositions. You're making wild assumptions in an effort to back your opinion and make youself feel superior.

      Motivations are irrelevant in an argument, only facts are. Let us be quite clear on the statements that you wish to dispute. A. That the percentage of Windows installations is lower when you consider only home machines than when you include business usage. B. Alternative OS's are going to be more common amongst better educated demographics. It's incredible that you actually think either of these statements is wrong. It's even more incredible when your counter-argument is "people you know." Both my statements seem pretty obviously correct seeing as the overwhelming majority of the business world uses Windows, I can't see how the first statement can be anything other than correct. Business machines are irrelevant to WotC's sales. Only figures for home users matter.As to education correlated with uptake of new technology, that is also beyond obvious. You're going to have to come up with something better than "people you know" to deal with this.

      And as I explained quite clearly, you're addressing the RARE exception. If home penetration were as high as you would like to believe, all major gaming software would have crossplatform releases. This is more the exception than the rule....because the crossplatform sales do not justify the dev and support expenses.

      I'll explain the point for a third time. This is different to selling games to individuals. WotC has to market to groups. If one in twenty potential customers has only a non-Windows machine, and each role-playing group consists of five people, then WotC is not losing 1 in 20 sales, they are losing 1 in 4. Got it? That is a very big difference.

      Regarding Blizzard, I was simply pointing out that successful cross-platform games are viable and exist. All your statements about the resources Blizzard have to show that they are that much better equipped than WotC, are a little undermined by the fact that WotC are attempting something not remotely as ambitious as Blizzard's projects. The userbase will be far smaller (I expect), the software far simpler and the usage much lower. It's a package that displays a 3D map with static tokens on it combined with a chat function and a dice roller tool. A weekend project - certainly not. World of Warcraft - not that either. If they took an organised approach to developing their system with cross-platform compatibility in mind from the start, it would not add greatly to their overheads.

      Yes, and I can throw out that just because we can do a thing does not mean that we should.

      And that statement is also true. However, where it differs to what I said is that my comment contradicted something you had said whereas yours is just an aphorism that doesn't actually reply to anything I have said.

      And just to match your anecdotal evidence with some of my own, my group of five contains two members (one player and the regular DM) without Windows at all. The group would certainly not start subscribing to a system that excluded anyone.
      --

      Aide-toi, le Ciel t'aidera - Jeanne D'Arc.
  2. It's only fun for me when by Anonymous Coward · · Score: 5, Funny

    I put on my robe and my wizard hat.

    1. Re:It's only fun for me when by OECD · · Score: 1

      I put on my robe and my wizard hat. I told you to leave me alone! (Mods, google Bloodninja)

      Anyway, Gabe and Tycho seem to like it.

      --
      One man's -1 Flamebait is another man's +5 Funny.
    2. Re:It's only fun for me when by bloodninja · · Score: 5, Funny

      I put on my robe and my wizard hat. I steal your soul and cast Lightning Level 1,000,000. Your body explodes into a fine bloody mist, because you are only a AC impostor.

      Now *I* put on my robe and wizard hat.
      --
      Lock the wife and the dog in the boot of the car.
      Return one hour later.
      Who's happy to see you?
    3. Re:It's only fun for me when by Anonymous Coward · · Score: 0

      You mean you take them off?

    4. Re:It's only fun for me when by CodeBuster · · Score: 1

      and run through the steam tunnels...

    5. Re:It's only fun for me when by Xyrus · · Score: 1

      You're standing in a room with your wizard hat and robe with a large strange man. You are likely to have a grue shoved up your ass. ....Roll bitch.

      From D&D4J: Jock edition.

      ~X~

      --
      ~X~
    6. Re:It's only fun for me when by Reservoir+Penguin · · Score: 1

      Are you a Lisp programmer?

      --
      US-UK-Israel: The real Axis of Evil
  3. Good ole D&D... by Upphew · · Score: 1

    I never played D&D, but it's still nice to read about true rpgs sometimes. Though I still would prefer Rune Quest or Rolemaster over DnD...

  4. Not for nothing, but... by J'ai+Friedpork · · Score: 3, Interesting

    ...having played less than 12 hours of DnD (or any tabletop game) in my life, this is the first time I've ever seen or heard something that made me want to sit down and play DnD.

    --
    Took this comment seriously, did you?
    1. Re:Not for nothing, but... by Anonymous Coward · · Score: 0

      Yea, last night I was listening to those Penny Arcade and PvP 4th Edition podcasts and while I have never played any tabletop game in my life, listening to that made it sound like a lot of fun. It's a damn pity that I don't know a single person that plays IRL and it seems that the majority of the online players play there own settings instead of classic Greyhawk.

    2. Re:Not for nothing, but... by gfxguy · · Score: 2, Interesting

      I remember when I first started with the "Red Box" way back when. All I can say is, simpler was better and more fun. When my DM started using all sorts of fancy hit charts and other things to add "realism," it took twice as long to do about the same amount of stuff as we had been doing before. I haven't played in like 25 years, now.

      Certainly not since WotC bought the rights. By now my son is just about the right age, and he's a nerd like his old man. I think, though, I'm going to wait until fall for the beginners set.

      --
      Stupid sexy Flanders.
    3. Re:Not for nothing, but... by Jardine · · Score: 1

      Yea, last night I was listening to those Penny Arcade and PvP 4th Edition podcasts and while I have never played any tabletop game in my life, listening to that made it sound like a lot of fun.

      I just wish they'd release them faster. I want to find out what happens to Jim Darkmagic (of the New Hampshire Darkmagics).

      "Can you have an atheist cleric? I guess not."

    4. Re:Not for nothing, but... by colmore · · Score: 0

      There are athiest Buddhists and Daoists. They use the spiritual practice and ignore the metaphysics. This isn't even a recent or particularly American development.

      Also, you could worship and draw power from the void. That would kind of be awesome.

      --
      In Capitalist America, bank robs you!
    5. Re:Not for nothing, but... by Mistshadow2k4 · · Score: 1
      I have to somewhat agree with this. I'd been playing since 1st Edition AD&D. Some of the the changes that WotC brought were just completely unnecessary. Sure, AD&D's combat system was a bit primitive, but 3rd Edition D&D's was so complex that it took three times as long to do anything, and it had a lot of unrealistic restrictions that were created to do nothing more than hinder the players. WotC threw the baby out with the bath water with 3rd Edition, and having looked at the 4th edition books at my local store, it looks that they did a lot of that again. There's a big difference between refining the rules and rewriting them for no good reason. No one at WotC seems to understand this. But then what did I expect? They've never known how to balance the powers players get against each other either; just compare the powers clerics of different religion would be receiving, for Christ's sake. Clerics of a religion that worship death would be significantly more powerful than those that worship, say, the moon.

      Do I sound bitter? Yeah, because I loved the game. I remember eagerly awaiting to see the new refinements that TSR was too stubborn to implement, only to wind up with a new system that kept that old and bad while getting rid of the old and good.

      --
      I dream of a better world... one in which chickens can cross roads without their motives being questioned.
    6. Re:Not for nothing, but... by Moridineas · · Score: 1, Informative

      There are athiest Buddhists and Daoists FWIW, neither Buddhism nor Taoism come remotely close to an "atheistic" religion--neither deny the existence of gods, and worship of gods is common in both religions. Some practitioners may IGNORE the existence of gods, or even not believe, but it's not, if you will, canonical. Roughly equivalent to our favorite American devout Christian atheists--unitarian universalists!
    7. Re:Not for nothing, but... by DuckDodgers · · Score: 2, Insightful

      "Simpler" stuff like: varying XP tables by class with; saving throw charts that didn't follow a simple arithmetic progression; hosts of magical spells to choose from; spell memorization and related spell slot management to contend with; totally random variance in spell ranges, areas of effect, and duration; simple character generation and hit point generation rules that boiled down to "invent your own more fair rules or else just pray you don't end up with a first level Fighter with 1 hit point"; a thieving skill progression chart that likewise didn't follow a fixed, intuitive progression; magic resistance that gave a flat chance to negate incoming spells regardless of whether the spellcaster was level 1 or 36; level drain from undead that meant you had to re-write half your character sheet if your PC got hit a few times.

      And of course, you were also much more limited in character and monster options unless your DM made his own rules. Want your Fighter to learn magic? Tough. Want an Orc that's also a thief? Too bad.

      I agree that newer editions are painfully complex. But I can't return to original Dungeons and Dragons either - it's simpler than the newer stuff, but even it has a ton of odd and unnecessary complexities and some limits that are very frustrating.

      There are many less popular RPGs that learned from older standards like Dungeons and Dragons, GURPS, and Vampire: the Masquerade and ended up being simpler, more intuitive, and just as fun.

    8. Re:Not for nothing, but... by antirelic · · Score: 1

      D&D is not for everyone. Its a hobby like any other hobby. And lets face it, not everyone has hobbies outside of drinking and trying to get laid, so on the whole, D&D is as appealing as any other hobby. What a lot of people fail to understand is that D&D is actually a "social" hobby that requires more than one person in order to participate in. Like any hobby, there are people who are very serious, very hard core, others treat it like an excuse to get together and just talk, and some yet that are somewhere in between.

      I've been playing D&D for 20+ years. Its never really been about the rules (though, it helps to have a solid, universally understood rule set) but more about getting together and doing something of mutual interest. Unfortunately, D&D has been portrayed in the popular media as cult for dorks. The irony is, most people who I've introduced D&D to who have heard nothing about it (aka. those born circa late 1980's), they tend to really enjoy it UNTIL they hear how "uncool" it is. Then they try to back pedal and say they dont like it... sheeple.... If you don't smoke Tarryltons... Fuck You!

      --
      20th century Marxism is not progress...
    9. Re:Not for nothing, but... by Escogido · · Score: 2, Informative

      "Can you have an atheist cleric? I guess not." Sure, you can - scroll down to Athar here: http://en.wikipedia.org/wiki/Faction_(Planescape) :p
    10. Re:Not for nothing, but... by rk · · Score: 2, Informative

      I'm not disputing your litany of complaints, but in true /. pedantic mode, I'm about to call you out on your 1e rules magic resistance comment :-). IIRC, if something was magic resistant, the percentage listed was for an 11th level magic user and you added 5% per level below that and subtracted 5% for every level above. E.g. if you had 50% MR, a first level MU couldn't touch you with spells at all, but a 21st level MU would go through it like an acetylene torch through warm butter.

    11. Re:Not for nothing, but... by Anonymous Coward · · Score: 0

      There are Atheistic Buddhists/Taoists... is NOT the same as saying Buddhism/Taoism is Atheistic. He basically said there are people who practice, without believing in 'the mumbo jumbo'. Christians, who don't believe in God the Father/Son/Spirit. Muslims who don't believe in Allah. Buddhists who don't believe in Shiva. Reading comprehension helps.

    12. Re:Not for nothing, but... by Anonymous Coward · · Score: 0

      Buddhists who don't believe in Shiva

      You are confusing Buddhism and Hinduism. According to Buddhism, belief in the existence of one or many divine beings is simply irrelevant.

      Saying that someone is an atheistic Buddhist is like saying that someone is a vegetarian engineer. The two facts are completely orthogonal.

    13. Re:Not for nothing, but... by DuckDodgers · · Score: 1

      Good catch. I never read that set of rules on magic resistance.

    14. Re:Not for nothing, but... by Moridineas · · Score: 1

      Reading comprehension helps. Facts help too--but the other AC already pointed out how your basic assumptions (Shiva as Buddhist?) are wrong.

      You'll also note that I specfically referenced a group of people who typically refer to themselves as Christians, many of whom are in fact atheists--unitarian universalists.
    15. Re:Not for nothing, but... by cnoocy · · Score: 1

      1. Very few Unitarian Universalists of my acquaintance (and I grew up UU) refer to themselves as Christians, and the ones who do are the ones who are Christians.

      2. I think that many theists would see my beliefs (which are within Taoism) as atheistic. I think that a lot of atheists (especially "New Atheists") would say that my beliefs are non-atheistic because they have too much higher power and magical thinking in them. It's really a matter of how you define "atheist".

      3. I've played in D&D games with atheist clerics. It's really up to the DM how and even whether to justify giving atheists access to god-granted powers. Maybe there is some force that contains these powers, and you don't actually need a god to access it. Maybe some god (probably a trickster god) finds atheism amusing and is granting powers to the cleric for fun. Maybe gods do not in fact exist at all, and the atheist cleric has simply learned how to dispense with the mumbo-jumbo. It's your world. Tell a good story.

      --
      This sig is not the Zahir. Lucky for you.
    16. Re:Not for nothing, but... by rk · · Score: 1

      No prob. Our 1e group noticed that high level wizards were almost overpowered, so we used magic resistance as "the great leveler". Many magic items in our universe would confer 5 or 10 percent MR, which was generally cumulative with other items. As a result, high level characters and intelligent monsters tended to all have enough MR to give the high level MUs a little something to worry about.

      We also had adapted a mana point system for MUs that kept things more flexible, and also allowed MUs to overspend to get to spells they ordinarily didn't have access to, with clearly defined rules for chances and effects of spell failure. Made for some fun role-playing mechanics when the party is in dire straits and their only hope is for a spell caster to reach a little beyond their grasp with no guarantees on the outcome. The mechanics as is in 1e (and in all other eds I've played) made spell casting a clear line, either you could or you couldn't. Whereas in a lot of fiction where magic use is highlighted there was almost always some uncertainly when a spell caster was operating at the edges of their talents. When a party needs (or thinks they need) a teleport and all they have is a 9th level wizard, with our rules it could happen, but it could be interesting. We also awarded XP for using magic on the fringe successfully, to encourage a little chaos. :-)

    17. Re:Not for nothing, but... by Moridineas · · Score: 1

      1. Very few Unitarian Universalists of my acquaintance (and I grew up UU) refer to themselves as Christians, and the ones who do are the ones who are Christians. Thanks for the info--my experience is limited to having a couple friends in a UU seminary in Chicago. I can't say I understand (or like!) much of anything about UU...it's a mystery to me.

      2. I think that many theists would see my beliefs (which are within Taoism) as atheistic. I think that a lot of atheists (especially "New Atheists") would say that my beliefs are non-atheistic because they have too much higher power and magical thinking in them. It's really a matter of how you define "atheist". I'm not terribly interested in getting into semantics at that level, though again, I appreciate your insight! It's simple to me--if you believe in god or gods (or spirits, etc) you are a theist. If you don't explicitly DISBELIEVE in god, gods, spirits, etc, you're an atheist. Traditional taoism does not deny gods, and very frequently involves god worship--can't really comment on western adaptations, or in general more "modern" adaption of buddhism/taoism/new age spirituality. I don't really "get" them either!

      This sig is not the Zahir. Lucky for you. I prefer the Zohar ;-)
    18. Re:Not for nothing, but... by DuckDodgers · · Score: 1

      I would prefer if the magic resistance was somehow innate to the characters instead of gear dependent, because it feels more heroic. But what you used certainly works.

      I know lots of people have problems with predictable, reproducible magic, but I don't. I look at it like technologies. When firearms were first invented they were inaccurate and often dangerous to the user. But now, the chance of a misfire or odd flight path with a properly cleaned gun is almost zero. Although to be fair, copy machines have been around for a long time now and they are as temperamental as ever, so maybe unpredictable magic is appropriate.

    19. Re:Not for nothing, but... by DrOct · · Score: 1

      That sounds like a fun magic mechanic. I might talk to my DM about trying to implement something like that in our current campaign. We already have some flexibility in creating our own spells and powers and such (with consulation of course) but that could make it even more interesting. Good idea, and something that can easily be appended onto nearly any game system or edition!

  5. An everyone game? by Zekeums · · Score: 5, Insightful

    It seems a bit funny to me that they are making it WoW-like in the "everybody can play easily" quality. I never liked that about WoW, because it just meant that a bunch of idiots could sign on and play, but in a tabletop game it will just make it easier for friends who thought it was too complicated before to get into it. Hearing this about it makes me happy.

    1. Re:An everyone game? by Lendrick · · Score: 4, Insightful

      Yes, fortunately you don't have to invite a bunch of idiots to your table in order to get a D&D game going (although in my experience, the complexity of the game never kept the idiots out anyway).

    2. Re:An everyone game? by Anonymous Coward · · Score: 0

      IMHO the computer based games aren't quite up to old "table top" frp's.
      They (at least the ones I played in) were less hack and slash.
      Oh, and in the days before PC's I was the GM in a Traveler campaign.

    3. Re:An everyone game? by Anonymous Coward · · Score: 1, Insightful

      what does loving metal have to do with it. There are idiots in all music loving groups.

      the game has been about mass market appeal since 3.0 so we will get a wide spectrum of the general population with it. It is a give and take.

    4. Re:An everyone game? by GoodNicksAreTaken · · Score: 1

      I really hated the rules and rolls of D&D. When I used to play it hardly was D&D and more a bunch of guys getting together and collectively writing a fantasy novel than it was a traditional RPG. The emotions and nuances of each person as they acted out the part were a part of that character. We all still keep in touch. Our DM teaches English and Fantasy Writing in Montana. You just can't have the interaction and creativity online that you do in person though. For those reasons I've never really enjoyed electronic RPGs.

      Apropos, contact me if the more free form creative collective interests you and you are in the Willamette Valley.

    5. Re:An everyone game? by Zekeums · · Score: 1

      Yeah, the roleplaying gets lost in D&D because of all the rules. I've recently been playing games in the d10 system, and its a lot easier and more fun, with more actual story and character based stuff than rules to hold you back.

    6. Re:An everyone game? by Ambiguous+Puzuma · · Score: 1

      A group of us tried a "ruleless" session once. The only person that used dice was the DM, who occasionally made quick hidden rolls to choose from a few plausible outcomes of an action. There were otherwise no stats or rules; everything came down to either the DM's or our collective judgement. It was quite fun, and friendly to beginners like me due to the lack of rules, though I imagine it required a bit more skill on the part of the DM to pull it off.

    7. Re:An everyone game? by Lendrick · · Score: 2, Interesting

      Our DM teaches English and Fantasy Writing in Montana. You just can't have the interaction and creativity online that you do in person though. For those reasons I've never really enjoyed electronic RPGs. Really?

      I find it easier. I've got a bunch of friends who play D&D via IRC (which, for the uninitiated, is a text-only internet chat system similar to instant messaging). In text only, I find it's a lot easier to suspend disbelief and see the characters instead of the people playing them. Imagination is a good thing. :)

      Of course, by online, you may mean in MMORPGs, in which case I'd have to agree with you.
    8. Re:An everyone game? by Ribbo.com · · Score: 3, Funny

      Yes, fortunately you don't have to invite a bunch of idiots to your table in order to get a D&D game going (although in my experience, the complexity of the game never kept the idiots out anyway). Given most of the D&D brigade I knew are stoners, simplifying things is a huge bonus.
    9. Re:An everyone game? by Carewolf · · Score: 1

      Well, I think many of the new MMORPG like features are extremely silly, like aggro??? This smells like a rule set for D&D online, not for a pen'n'paper RPG.

    10. Re:An everyone game? by Rogerborg · · Score: 1

      Speaking of idiots, the only mention of "aggro" that I can find in the review is that 4e doesn't have it.

      --
      If you were blocking sigs, you wouldn't have to read this.
    11. Re:An everyone game? by Schadrach · · Score: 1

      4e doesn't have "aggro" whatsoever. The closest thing it does have are some abilities that say "if you attack someone other than me, you'll pay for it". It doesn't force them to attack you, they can choose to either take the penalty for attacking someone else, or perform a non-attack action of some kind.

      Twiddling your thumbs until it wears off is fine, taking the opportunity to drink a healing potion is fine, teleporting, flying, or running away is fine. None of those would provide any kind of penalty.

      Honestly the most aggro-like thing I have ever seen in D&D was in 3.5 -- the Knight from PHB2.

    12. Re:An everyone game? by grm_wnr · · Score: 1

      But most other musical styles don't have album covers that look like they're straight out of a DnD sourcebook. Mind you, in my experience most non-idiotic DnDers are metal fans as well.

    13. Re:An everyone game? by Anonymous Coward · · Score: 0

      It seems a bit funny to me that they are making it WoW-like in the "everybody can play easily" quality. I never liked that about WoW

      Dastardly of them to try to make the game commercially successful. Why don't they stay in their obscure niche until they die like every other RPG?
    14. Re:An everyone game? by Carewolf · · Score: 1

      Okay, I saw it in an earlier preview. I am glad if it has been removed or turned out to be false.

    15. Re:An everyone game? by psychicninja · · Score: 1

      Speaking of idiots, the only mention of "aggro" that I can find in the review is that 4e doesn't have it.
      It's called "marking". You target (usually) one monster, and they take penalties/damage if they attack anyone else, depending on the skill you used to mark them. It isn't exactly like aggro, but it feels the same way to me.
  6. Wait until you've played it by Andtalath · · Score: 5, Informative

    Reading it only says so much. I had my first session today, and I must say that I found it less MMO:ish once you actually started playing it. Sure, some fundamental rules use the same ideas, but, that is in no way an issue when actually playing. I must say I liked DM:ing it, but it will be a while before I learn the mechanics, they are far less intuitive past a certain level since every power is an exception to the very bare core. So, a lot more "studying" is necessary than previous editions if you want to learn it all, but there is a shorter span until you can start playing your first game and understand what you are doing.

    1. Re:Wait until you've played it by Anonymous Coward · · Score: 2, Funny

      Your usage of colons makes no sense.

    2. Re:Wait until you've played it by Ripit · · Score: 5, Funny

      Looks like Englishv6.

    3. Re:Wait until you've played it by bloodninja · · Score: 1

      Looks like Englishv6. That's actually the eleventh edition, which will not contain a single word that will be obsolete before 2050.
      --
      Lock the wife and the dog in the boot of the car.
      Return one hour later.
      Who's happy to see you?
    4. Re:Wait until you've played it by Ripit · · Score: 1

      Whoosh.

    5. Re:Wait until you've played it by lawpoop · · Score: 1

      Grandparent is probably Finnish. In Finnish, the colon serves as the contraction marker, like the apostrophe in English.

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
  7. Just went to a local Game Day event... by Anonymous Coward · · Score: 5, Interesting

    ...and had a blast. My brother and I have never played D&D, but I have been listening to podcasts and reading about it for the past few months and definitely wanted to give it a try with someone who knew what they were doing.

    We had a great time, especially when we essentially tied down an Ice Dragon and our main Fighter intimidated the Dragon into giving up (even without knowing the Dragon's language!) and we won the encounter without even killing it! It was so much more fun than raiding Onyxia, especially given all the freedom you have in D&D. I bought a book and can't wait to rope all my friends into it.

    1. Re:Just went to a local Game Day event... by Anonymous Coward · · Score: 0

      Good to see Wizard's marketing department has such a strong presence on slashdot.

  8. Money is changing hands. by Anonymous Coward · · Score: 1, Insightful

    There's no other explanation for a review this positive to:
    a) exist
    b) get a slashdot front page story

    The 4e books have about 1/4 the content of previous edition books. They have large type, a lot of whitespace, and hell of a lot of repetition and iteration through trivial variants.

    Every new power or creature has an embarassingly bad "Magic: The Gathering" style name, which often has only a slight connection to the game mechanic it represents. Many of the powers have rules that only make sense in combat, and the ones that are designed to be done outside of combat are slapdash.

    It's all designed around "game balance" (i.e. balance as a competitive tactics boardgame, not as a cooperative role-playing game) to the point of continual absurdity.

    I could go on and on, but there is a lot to hate in 4e, and anyone who gives it an entirely uncritical review is either taking money or ignorant of previous editions.

    1. Re:Money is changing hands. by pdusen · · Score: 1

      They have large type, a lot of whitespace, and hell of a lot of repetition and iteration through trivial variants. The type is the same size, the white space is where all of the unnecessary extraneous artwork was before, and the repetition makes it ten times easier to find a given rule.
    2. Re:Money is changing hands. by Valdrax · · Score: 1

      There's no other explanation for a review this positive to:
      a) exist You lost me right at the point where you insinuated that your tastes are the only valid ones and that any and all fans of a product you don't like are all shills.

      Get over yourself.
      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    3. Re:Money is changing hands. by Culture20 · · Score: 1

      the white space is where all of the unnecessary extraneous artwork was before The artwork in previous editions was a great signpost for flipping to rules in a hurry. Absolutely need a morale chart in AD&D 2nd edition? Look for the full-page picture of a cleric turning some undead in a graveyard. Sure, you can always fudge morale, but sometimes when the players are _trying_ to scare the enemy, you want to get into the dirty details.
    4. Re:Money is changing hands. by pdusen · · Score: 1

      There's still plenty of art, including full-page art. By extraneous, I meant all of the brownish full-page background art that would have black text printed in front of it, for easy non-readability.

  9. UserFriendly's take on the topic by Anonymous Coward · · Score: 0
    1. Re:UserFriendly's take on the topic by kionel · · Score: 1

      Wow, User Friendly still exists? Talk about a blast from the past.

      That being said, having played GURPS, and now tried 4E, I can say that 4E is closer in spirit and gameflow to my ill-spent youth with the pre-2nd Edition D&D rules than any RPG has been in a looooooong time. And this comes from a guy who was annoyed by the idea of 4E for a while, too.

      Good job, WotC.

      --
      "'My Country Right or Wrong'is like saying 'My mother, drunk or sober,'" -- Chesterton
  10. My impressions by Anthony+Boyd · · Score: 4, Informative

    I posted my review at here. It seems to be unapologetic in imitating many aspects of MMORPGs. So you can like that or not, but its there. The good news is that unlike previous editions, when 3.5 goes out of print, there will still be many ways to get the rules. 3.5 is open-sourced (kinda). See d20srd.org. Also Pathfinder will provide new 3.6-ish books for new players wanting to try the old edition. Overall it's going to be a better time for all RPGers, even if you don't like 4th edition.

    1. Re:My impressions by Koiu+Lpoi · · Score: 1

      Just for your knowledge, people are calling Pathfinder "3.75".

    2. Re:My impressions by DuckDodgers · · Score: 1

      I think several differences between 4e and MMORPGs are crucial:

      - 4e PCs are limited in the amount of magical gear they can use compared to earlier editions of Dungeons and Dragons, and (in theory, I haven't read the books yet) less dependent upon their magical gear to be effective. I don't want my high level tabletop character or fantasy MMORPG character to be completely and utterly useless without 2 magic rings, a magic belt, some special magic weapon, and 4 other magic items on his person.

      - 4e Fighters and other "tank" roles in the party can deal tremendous damage on their own. In earlier editions of Dungeons and Dragons and in MMORPGs at high levels the "tank" classes were meat shields while the other classes did all of the serious damage to opponents.

      - 4e Fighters do not "hold aggro". I think that's one of the most boring roles in MMORPGs, no matter how crucial. A 4e Fighter can do some extra damage to opponents that ignore him (which makes sense - if I'm swinging at a guy who tries to ignore me to fight someone else, it's easier for me to get past his guard). A Fighter cannot force opponents to engage him over other members of the party.

      - 4e special abilities do not "charge up" like in MMORPGs. That MMORPG feature is actually nice in my book, but adds too much bookeeping for a tabletop RPG. 4e doesn't use it.

      - 4e dramatically reduces "Buff" spells, potions, and magical items. Some MMORPGs get bogged down with PCs casting a whole host of spells in preparation for combat. 3rd edition Dungeons and Dragons lent itself to that style of play, and it was tedious and a bookeeping headache.


      All in all, 4e looks to adapt some good elements from MMORPGs but skips almost all of the elements I dislike.

    3. Re:My impressions by Anonymous Coward · · Score: 0

      4e PCs are limited in the amount of magical gear they can use compared to earlier editions of Dungeons and Dragons,

      It'd be more appropriate to say "compared to 3rd edition." It was really 3rd edition that introduced the concept of characters being lit up like magical Christmas trees; prior editions had far fewer magical items being casually handed out. I recall that when 3rd ed came out, several people in my group were revolted at the very idea of players being able to just casually buy magical equipment at standardized prices...

      In earlier editions of Dungeons and Dragons and in MMORPGs at high levels the "tank" classes were meat shields while the other classes did all of the serious damage to opponents.

      Not really. At high levels, the melee characters were just useless. A druid wild shaped into a dire polar bear, a cleric with Divine Power and Bear's Endurance up, or a wizard with Stoneskin and Mirror Image can all equal or beat your average fighter when it comes to taking damage. By all accounts, 4e fighters actually will be better at this sort of thing.

    4. Re:My impressions by DuckDodgers · · Score: 1

      Nothing in earlier editions prevented characters from accumulating lots of magical gear. But I agree, 3rd edition was the first one that was explicitly designed to assume that was the case. Past level 5 or so, if your PCs weren't loaded with magical gear you needed to weaken planned enemies from the defaults.

      I agree with your clarification on melee classes. At high levels, they were useless.

    5. Re:My impressions by Anonymous Coward · · Score: 3, Informative

      Actually it's quite easy to get ahold of previous editions as well. Google the following projects:
      - OSRIC (AD&D 1e)
      - BFRPG (Basic D&D w/ some mods)
      - Labyrinth Lord (Basic D&D)
      - Mazes & Minotaurs (1974 D&D with a Greek mythology flavour)
      - Swords & Wizardry (1974 D&D - brand new project)
      Some of these aren't just PDFs either. They publish actual books via retailers and/or lulu.com.
      Additionally I'd suggest looking into Castles & Crusades, with is a much bigger commercial project that any of the above, and is somewhat of a meld between old-school D&D and d20.
      Also, if you like simpler games, check out Dungeon Squad (and its many variants).
      Also, head on over to dragonsfoot.org if you want to learn more about the old editions and find lots of new material (modules, zines, etc.)
      There's something for everyone out there, no matter what Hasbro happens to publish. It's a good time for D&D players!

  11. Is the title correct? by HungSoLow · · Score: 2

    A Veteran GM's First Impressions of D&D 4th Edition

    Should it be DM, or do I not know what GM stands for...

    1. Re:Is the title correct? by Alotau · · Score: 5, Informative

      Should it be DM, or do I not know what GM stands for... "GM" is a "Game Master." So a DM is a GM for D&D. GM is just more generic and doesn't have to be associated with D&D or even this genre of role-playing games.
    2. Re:Is the title correct? by Anonymous Coward · · Score: 0

      DM is the DnD specific term - GM stands for Game Master, and is used in all manner of tabletop role playing games.

    3. Re:Is the title correct? by glitch23 · · Score: 1, Redundant

      Should it be DM, or do I not know what GM stands for...

      Game Manager?

      --
      this nation, under God, shall have a new birth of freedom. -- Lincoln, Gettysburg Address
    4. Re:Is the title correct? by Anonymous Coward · · Score: 0

      GameMaster

    5. Re:Is the title correct? by Z34107 · · Score: 2, Funny

      DM is an acronym for, "Downstairs, Mom!" in reference to one's basement dwelling.

      GM is obviously a clerical error, as the "G" is only two spaces over from the "D" on a QWERTY keyboard. It would also be a different dialect.

      I kid, I kid. But I don't like the 4th edition rules. They simplify things that are handled transparently by a good DM anyway, and it seems to remove a lot of depth.

      --
      DATABASE WOW WOW
    6. Re:Is the title correct? by Magdalene · · Score: 2, Interesting

      You know its time to hang up the little purple Crown Royal sack-o-dice when people start arguing what the canonical term for Master/Ref is.

      I have said this before, but the amount of time one devotes to RPGs is inversely perportional to the time one spends on real 'dates'.

      *grin*

      --
      -Magdalene --"there are 10 types of people in the world, those who read binary, and those who don't"
    7. Re:Is the title correct? by gfxguy · · Score: 4, Funny

      That explains why I stopped playing in my teens, and now that I'm married with a couple of kids, I'm interesting in playing again...

      --
      Stupid sexy Flanders.
    8. Re:Is the title correct? by Anonymous Coward · · Score: 0

      Nobody's arguing about it. IIRC the D&D people trademarked "dungeon master" way back when, so everyone else had to use "game master".

    9. Re:Is the title correct? by Hugues999 · · Score: 1

      You're married with not only one, but a couple of kids? You, sir, disgust me!

    10. Re:Is the title correct? by Anonymous Coward · · Score: 0

      Saying "GM" and claiming "played since Red Box" suggests to me the guy is a true veteran. I started playing back in '81, and even when playing other RPGs I still say "DM." The entire article is a praise piece.

      As for alternating he and she between paragraphs, that is not the "most logical" approach. To even cite this as an issue suggests the author is shilling for the vendor. First, to follow the language structure is more logical. "He" is the third-person animate singular pronoun (as "it" is the inanimate pronoun). The use of "She" is a liberal shibboleth; and is also a blatant attempt at Newspeak.

      The "more logical" approach is that used in Fudge. The DM or NPC is "she" and the non-gender specified player or PC is "he." Thus, when discussing an exchange between both, the pronoun becomes a helpful marker to identify both participants.

    11. Re:Is the title correct? by Anonymous Coward · · Score: 0

      and now that I'm married with a couple of kids,
      poligamy and pedophilia in one!

    12. Re:Is the title correct? by LurkerXD · · Score: 1

      What if you're dating your DungeonMaster? Serious, you'd be surprised how many game hints you can weasel out of them ;)

    13. Re:Is the title correct? by Magdalene · · Score: 2, Interesting

      ug, it turns into a dogs breakfast in the end. I speak from personal experience, dating the dm/gm might seem like a nice idea for bonus character perks etc, in the beginning-- but in a long campaign, any little rl disagreement, squabble or =(heaven forbid)= downright pull out all the stops, china-flinging, insult-exchanging, mutual-scratching-up-of-their-LPs, tearing-the-other-one-out-of-the-*amusing*-photograph-you-took-while-on-vacation-last-summer, break ups, can put a tiny strain on the continued harmony / luck of the party.

      Let me give you a real life example, which I am NOT making up:

      DM: Let me see, last time we met you guys had just successfully raided and killed the ogre hoarde that had been threatening the kingdom....hmmm... King Canute had sent you guys on that one didn't he?

      ME: Yes, He had said he was going to..

      DM: (feigning deafness, Louder, meanacingly to another player:) KING CANUTE SENT YOU ON THAT ONE DIDN'T HE?

      Tolken Elf: (glancing awkwardly sideways at me before answering, not wanting to incur a save vs death)um, yeah Kev, he told us that after we had done that we could come back and he would not only forgive us but would pay us 10,000 gp and give us the 'Bastard Bow of..' .. um, lemme check..

      ME: 'Blackburn' (DM glares at me and disappears behind the screen, the sound of many dice being dropped is the only sound we hear.)

      DM: Well, you get back to his castle all right and tell him the news, but it seems the news doesn't sit well on his magnificance. He informs your party that he has had time to concider his offer in your absence and has decided to alter it, instead (*roll*roll*roll*) instead, he decides to throw you all to his dungeons to rot for eternity, you at once are all overtaken by his guards, as you wouldn't think of showing up to your honarary banquet armed, and thrown into the pit. by the way, save vs. death.

      As all the proceeding dialog had been happening, the DM had been glaring menacingly in my direction until he got to 'by the way' at which point, his face broke into the widest evil grin I had ever seen. Let me point out that this campaign had been going on for months and had expected to continue for at least another year before this little coup. No one else in the party knew much about our relationship. No one up to this point had suspected that we had had an arguement, at least up to this point of course.

      So to sum up, dating DM *BAD* no matter how good the bonuses, you WILL have at least one disagreement.

      --
      -Magdalene --"there are 10 types of people in the world, those who read binary, and those who don't"
  12. Pro-Tip by bk_veggie · · Score: 0, Offtopic

    When you use acronyms, make sure you spell out the word and then associate it. It wasn't rocket science, but I had to figure out what the heck a PHB was.

    1. Re:Pro-Tip by Anonymous Coward · · Score: 0

      ha! a nerd not knowing what a PHB is? for once an app is really well documented...
      they should make things harder, THEN a nerd will understand in a beat and be happy.

  13. There's no reason not to like 'em all by Crash+Culligan · · Score: 3, Insightful

    Each system has its own flavor of system and setting, and quirks as well. It's possible to like some and hate others, like them all, or be cold on all.

    Some may like Rolemaster (and/or SpaceMaster), but others may find its reliance on entire books of tables somewhat daunting. Likewise, Runequest has a very loyal following, although the latest incarnation from Mongoose Publishing just kind of lies there; they focused a little too much on system and not enough on the setting that had been assembled over the course of a decade or two. (Incidentally, I consider HeroQuest to be a worthy spiritual successor to Chaosium's Runequest, moreso than Mongoose's.) D&D has certain strengths over both of them

    There's no reason you can't appreciate each system for what it is.

    --
    You cannot truly appreciate Dilbert until you read it in the original Klingon.
    1. Re:There's no reason not to like 'em all by Upphew · · Score: 1
      You got it wrong. I have no hate for any system, because I don't have to play those I don't like. And my preference to other systems stems from history: I played them before I played DnD and found DnD lacking to them. I preferred RQ's world and RM's system over DnD. Just like I appreciate DnD for being first RPG (?), I appreciate RQ and RM more, because they were first RPG's that I played.

      Having said that, I really haven't played or DM'd game for... over ten years! Shees, now I feel old!

    2. Re:There's no reason not to like 'em all by drinkypoo · · Score: 1

      Rollmaster is the best VRPG engine disguised as a pencil-and-paper RPG ever! I got more enjoyment out of reading the tops and bottoms of the critical tables than I ever got out of playing anything using this system.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:There's no reason not to like 'em all by cthellis · · Score: 1

      Certainly speeds up encounters, tho, don't it? ;-) "Oops, they're dead." "Oops, you're knocked unconscious for 6 hours."

      I dropped AD&D like a rock when I discovered Rolemaster back in the day, but later on in life went back to D&D (after 3rd) because it was just easier to get groups together who were interested. 3.5e started getting queerly complicated as well, though, so we're more apt to move to 4th.

      A group started up in Rolemaster again recently, though, so I'm pleased as punch right now to be firmly embedded with my FRPG love. ^_^ Obviously to celebrate, I made the strangest, skill-heavy genre-bending, unconventional character I could. Mwa-ha!

  14. Fear of Girls.... by HockeyPuck · · Score: 1

    As a former player when I was a kid, I recently saw these two videos on youtube and think it's a great parody of the stereotypical DND player:

    Episode 1: http://youtube.com/watch?v=7Mp7Ikko8SI
    Episode 2: http://youtube.com/watch?v=bP3GYdrW450

  15. Something is fishy about this "review" by Anonymous Coward · · Score: 5, Insightful

    The 4e books have about 1/4 the content of previous edition books. They have large type, a lot of whitespace, and hell of a lot of repetition and iteration through trivial variants.

    Every new power or creature has an embarassingly bad "Magic: The Gathering" style name, which often has only a slight connection to the game mechanic it represents. Many of the powers have rules that only make sense in combat, and the ones that are designed to be done outside of combat are slapdash.

    It's all designed around "game balance" (i.e. balance as a competitive tactics boardgame, not as a cooperative role-playing game) to the point of continual absurdity.

    I could go on and on, but there is a lot to hate in 4e, and anyone who gives it an entirely uncritical review is either taking money or ignorant of previous editions.

    1. Re:Something is fishy about this "review" by Anonymous Coward · · Score: 3, Insightful

      Or...they simply feel differently about it than you do.

      Why is it relevant that the books have 1/4th the content of previous editions? Is volume of content relevant to the playability or enjoyability of a game system?

    2. Re:Something is fishy about this "review" by Anonymous Coward · · Score: 0

      Is volume of content relevant to the playability or enjoyability of a game system? Of course not. What a silly thought!

      By the way, try my new game:

      You are on a quest. Flip a coin. Heads, you win. Tails you lose. Make up a story for how that works out.

      BTW, you owe me $100 for my new streamlined game system which is easy to get into and features amazing potential for epic fantasy adventures. For an extra $10, I'll print it on a card and put it in a "slipcase".

      Take out the cointoss, and you've got a game that people probably play and enjoy more often than D&D. It's playable, it's fun.

      Surely the volume of content won't affect your choice of whether to pay me $100 for it.
    3. Re:Something is fishy about this "review" by Anonymous Coward · · Score: 0

      GO CHOKE ON A BUCKET OF COCKS

    4. Re:Something is fishy about this "review" by Llywelyn · · Score: 1

      For example: The rule book for Kobolds Ate My Baby is 48 pages long with no supplements or extensions I'm aware of. Still a lot of fun ^_^

      --
      Integrate Keynote and LaTeX
    5. Re:Something is fishy about this "review" by Anonymous Coward · · Score: 0

      So if they disagree with you, they're clearly on the take. But if they agree with your unrelenting bile, then the review is fair and balanced?

      I'm somewhat confused by your comment on the content volume. The entire focus to 4e seems to be 'simplify, simplify, simplify'. As a result of that project, a lot of the weird stupid rules (combat maneuvers, I'm looking at you) got removed because they aren't needed anymore. Should they have backfilled with more content?

    6. Re:Something is fishy about this "review" by Anonymous Coward · · Score: 0

      I could go on and on, but there is a lot to hate in 4e

      Hate? What?

      Sure, I get that there's a lot in 4e that you don't like, but did Wizards come to your house and burn all your old books or something? 4e is in full market competition with every previous edition and all the competing systems. Where does hate come into it? If you don't want to play 4e, if you don't like that game, why not play one of the other editions?

      I suspect that all the stuff you hate is all the stuff that I'm going to like, all the stuff that's going to fix the major problems and obstacles to fun that 3.5e is throwing up for my campaign, now. And I'm fine with that. Who says we have to play the same game?

      That said I'm super-pissed that the launch of the online tools (by which I mean, the lack of any launching) has been such a cock-up.

  16. Does anybody see the irony? by mark-t · · Score: 4, Insightful

    Fantasy-oriented computer games started out by trying to imitate games like D&D, and now D&D is trying to imitate them.

    1. Re:Does anybody see the irony? by MrAnnoyanceToYou · · Score: 4, Interesting

      See, I want to take this another level. There was a tremendous amount of experimentation done with online games. How many MUD's are there? I'd bet the best of those MUD's ended up giving their best programmers / designers to online gaming. And so the stuff people liked about MUD'ding got pushed into the online games, and the online games cross-pollinated. This, indeed, has nothing to do with what happened with tabletop games. I've met many, many people with custom systems.... And they didn't cross-pollinate as much. It's just harder to do. So computers made making the game a better process.

    2. Re:Does anybody see the irony? by Anonymous Coward · · Score: 0

      Not at all. Chevy imitates Ford, Ford imitates Chevy. Linux imitates Windows, Windows imitates Linux. That's how progress is made. (At least until the lawyers get involved.)

  17. her? by Anonymous Coward · · Score: 0

    "If a new GM asked me to recommend a book that would teach her the basics, Iâ(TM)d hand her the 4e DMG."

    If a new GM was actually a "her", I'd be shocked.

    1. Re:her? by moderatorrater · · Score: 2, Informative

      My friend's wife is GM-ing for the first time, having only played two roleplaying games previous to this one. It happens, and it's getting more frequent as nerds are becoming more mainstream.

    2. Re:her? by Mongoose+Disciple · · Score: 2, Informative

      If a new GM was actually a "her", I'd be shocked.

      For what it's worth, my wife had been DMing at gaming conventions for years before I met her.

      Strangely, she has a (I say deserved, she disagrees) reputation as a killer DM. I think she can get away with it more than a guy can because of the boobs. Even most socially retarded geeks manage to not throw a tantrum when a cute girl kills them.

    3. Re:her? by kria · · Score: 1

      I'm a woman. I admit, the first game I ever ran was an Amber Diceless Campaign (coincidentally the first game I ever played, as well), but we do exist. In fact, in some campaigns, there are a decent amount of us, like Living Arcanis, or the non-D&D game from the same company, Witchhunter. Or anything White Wolf.

      I'll just throw in, to be slightly more on topic, that Living Arcanis is closing out it's current story arc with 3.5, and then starting out the new one with it's own system. So that's another fantasy game system coming out for those that don't care for 4th ed.

  18. Start Reprinting AD&D v2.0 Please by deweycheetham · · Score: 2, Informative

    Sorry I don't care about your revenue streams generated by D&D v4.0. It doesn't make the game more playable to me. 4.0 D&D is targeting the computer gamers not the 25 year "ONGOING" campaign running DM and Gamers of the past. It's not the same game it was 25 years ago and they're just capitalizing on the old TRS Trade Mark and branding. Just call it something else and leave the Classics alone, instead of improving it to the point that it evolves in to something entirely else at the lowest of standards of mediocrity. You could have named it something more fitting like - "War Craft", "Everquest" or something, but I guess those are taken.

    If I wanted to run D&D on the computer with my friends I have lots of options with a hugh variety of choices, and there has been lots of software over the years to do just that. If I want to run a fast moving pen and paper well balanced D&D type game the options tend to get poorer the farther I seem to move farther from AD&D v2.0.

    BTW, WTF is wrong with GNOMES? Who was the genius that thought that one up? What's next Orcs? (What a bunch of Stereotypical team of writers and computer jockeys.)

    1. Re:Start Reprinting AD&D v2.0 Please by bigstrat2003 · · Score: 4, Insightful

      It doesn't make the game more playable to me. Hey now... anything makes the game more playable than 2.0. I've seen bricks that were more playable games than D&D 2.0.
      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    2. Re:Start Reprinting AD&D v2.0 Please by Koiu+Lpoi · · Score: 1

      If I want to run a fast moving pen and paper well balanced D&D type game the options tend to get poorer the farther I seem to move farther from AD&D v2.0.
      That's odd, because every review I've read of D&D 4th says that it's very balanced, very easy to get into, and the game moves quickly and smoothly. Then again, the reviews I read were saying that the game is made more for the common person (what do you know, a company trying to sell their product to as many people as possible) and not the people who still enjoy THAC0.
    3. Re:Start Reprinting AD&D v2.0 Please by dr00g911 · · Score: 4, Funny

      I spent the day hashing over the 4E rules, and I must say that just about all the changes I see are very good from a real-world, let's get 5 people together and have fun for 3 hours kinda way.

      One of the reasons that I've clung to my original 1E rules over the years (I've got the '70s version and an early '80s reprint of the 3 core books) is that 2E and 3E just seemed to needlessly complicate the hell out of everything. Instead of 15 minutes to fight a party of Orcs, the encounters started taking an hour or more -- OMG skill check, fortitude check, balance check, grapple check, sphincter check. Every single 2E or 3.xE game that I've participated in had house rules to bring combat closer to 1E just so your 3 hour gaming session had some actual progress instead of 2 encounters, loot, nite guys!

      Maybe I'm in the minority here, but I really think the rules are a basic framework within which to enjoy making a story with friends. I've never really played D&D with any powergamer or rules lawyer types, and to be honest, I'm thankful.

      If you want sim-style combat, and save/skill checks out the ass, make house rules. Just don't overcomplicate the core rulebooks!

      To sum up: I'm very happy with almost everything I've seen in the 4E rules so far. They mean that I can get buddies and their wives together on short notice and have a game up and running in an hour. Character development is quite a bit more like CRPGs and WoW, which is fine by me! Most people who'd play at my table already understand spec/talent systems from WoW or wherever -- it just means there's less to explain, and it prompts characters to think about goals from the beginning (I love the destiny bit -- getting players to think about their character as part of an enormous story arc is great!).

      I've heard a lot about the loss of Chaotic Good and Lawful Evil, but they're honestly still there -- just called Good and Evil now. Part of me misses the old-style 9 grid alignment diagram, but I definitely won't miss having to explain those two apparent oxymorons to new players. I also *quite* like the new Unaligned (instead of true neutral) alignment -- far less restrictive than true neutral used to be. No druids in PHB1, alas, but I'm sure they'll be in PHB2. All of the starting classes are full-on archetypes, and there are none of what MMO types would call "hybrid classes".

      The only things I truly dislike about the 4E rules so far is that it seems impossible to do combat without a minigrid. Again, I'm probably in the minority here, but I've always preferred more storytelling-style combat instead of sim/wargame style. It made gaming sessions move much more quickly. We'll see if I end up house-ruling over that after trying it out. I doubt seriously that I'd ever use the loot parcel rule. Magic items in my games are very few and very far between, mostly because the games are about the story, not lewts + power.

      Anyhow, this is the first edition since the original that I think I'll adopt. I like the organization of the books, the playing advice/primers and even the DMing advice.

    4. Re:Start Reprinting AD&D v2.0 Please by Zephyr14z · · Score: 1

      AD&D wasn't that hard to figure it out. However, bricks were necessary. You need something to hit yourself in the head with until the ridiculously counter-intuitive rules started making sense. I still haven't fully recovered.

    5. Re:Start Reprinting AD&D v2.0 Please by menace3society · · Score: 1

      I'll one up you, I actually use a hybrid early D&D/AD&D 1e system (I also ditched a bunch of rules just to reduce book-keeping). The main thing I like about the original D&D is rules is that they were way, way, way less stat-focused. +1 bonuses started at 13 and maxed out with +3 at 18. No clerics starting out with three times as many spells, no monstrous dwarf fighters with 40hp at fourth level, and consequently no need for the ridiculously elaborate character-rolling rules to make sure everyone gets a couple of decent stats. If you're a fighter with 13 strength, that's not so bad, you're only two points of damage per blow behind someone with an 18 (as opposed to being six points behind someone with 18/00).

      What I don't think WotC has figured, and I know TSR never figured it out, is that less is usually more when it comes to gameplay. Having tables to roll up monsters and treasure is great for days when you don't feel like doing a lot of planning, but when it comes to moment of tension like combat or disarming traps, more die rolls and table look-ups mean less excitement and fun.

      KISS, guys. KISS

    6. Re:Start Reprinting AD&D v2.0 Please by Seraphim_72 · · Score: 1

      but I definitely won't miss having to explain those two apparent oxymorons to new players
      Huh? I guess I dont get it, Robin Hood=CG Machiavelli=LE

      CG=The end justifies the means LE=The means justify the end.

      All you have now is a continuum from Law to Chaos with Law being Good. I hate to be political but isn't that what half the issues in this country are about? Law=Good?
      --
      Slashdot, where armchair scientists get shouted down and armchair theologians get modded up.
    7. Re:Start Reprinting AD&D v2.0 Please by dr00g911 · · Score: 1

      No, the continuum is Lawful Good, Good, Unaligned, Evil and Chaotic Evil.

      Basically, Good to Unaligned are the old Chaotic Good area, and Evil is the old Lawful Evil.

      And yeah, I agree with you on your two examples. They fit into the continuum still -- it's just semantics.

      I prefer my world with a little more gray as well.

    8. Re:Start Reprinting AD&D v2.0 Please by Keebler71 · · Score: 1

      I'm surprised that no one has mentioned this yet. Essentially an open source version of the D&D boxed sets from my youth. While I haven't played D&D for about 25 years, it was still fun to flip through those pdfs...

      --
      "It takes considerable knowledge just to realize the extent of your own ignorance." - Thomas Sowell
    9. Re:Start Reprinting AD&D v2.0 Please by cthellis · · Score: 1

      I'll give you my sphincter check when you pry it from my cold, undead hands!

    10. Re:Start Reprinting AD&D v2.0 Please by cthellis · · Score: 1

      Here, have another brick...

    11. Re:Start Reprinting AD&D v2.0 Please by Anonymous Coward · · Score: 0
      Do you.. actually know anything about 3rd ed, or 4th? Because the problems you're describing don't apply to it. +1 bonuses start at 12 and max out at +4 at 18, so that's a whole max one point in difference. A cleric with a wisdom of 18 -- which is damn high at first level -- will have a total of one more first-level spell per day than a cleric with a wisdom of 11. A fourth-level fighter with a con of 16 -- pretty good, not all fighters will have that -- will have an average HP max of 38. That might seem "monstrous" compared to 1st ed, but honestly, it's nothing too great when you compare it against the damage that a 4th-level monster can do. And percentile strength? Seriously... no. That died with 2e, and with good reason.

      What I don't think WotC has figured, and I know TSR never figured it out, is that less is usually more when it comes to gameplay. Actually, they have figured that out. 4e is all about removing unnecessary, pointless complexity, and keeping just enough of the complexity to make tactical combat fun.
    12. Re:Start Reprinting AD&D v2.0 Please by DrOct · · Score: 1

      This has been my impression as well. I do play 3.5 which I think is generally more fun than 2nd edition, but I'm really looking forward to much faster and ideally more fun combat, sometimes 3.5 battles could take multiple hours if things go complicated, and that is probably my biggest problem with 3/3.5, how often everything stops while everyone tries to look up a rule and then try to figure out how to apply it to the current situation. This is not just in combat, it pops up in plenty of other situations too. I'm really looking forward to the simplified rules in 4th edition so we can get one with telling the story, and still have fun and exciting combat.

  19. Propoganda much? by bekeleven · · Score: 4, Informative

    This "article" is sad in its unapologetic sycophanty. It says that everything in hte book is good.
    - Spells are called "powers" (goodbye psionics?) and are detailed in the class section; there is no other"magic" area in the book. Great for a person only playing a wizard, ever, but wtf for people making classes. Horrible.
    - No confirm criticals, criticals are just max damage on a 20. Goodbye dramatic tension as you bunch over the faded die, figuring out if you got a 7 or 17 on that confirm roll. Goodbye variability. Goodbye fight-ending strike.
    - Most rolls 1d20+1/2 character level+other. Wow, that means that high level people will be able to do everything better than 1st level players! Horrible.
    - They increased type size AND whitespace in the books. Yep, less content.
    - The PHB tells players how to play AND the GM how to gm. No dice.
    - They still didn't simplifiy combat. Good god, I thought that was the reason they made another edition.
    - No ranks in skills. So much for making a detailed and unique character, huh? Cookie-cutter it is then.
    - Attackers roll saves instead of defenders. Stupid. It takes the fate out of your hands and into mine, not to mention I have to look up the bonus a cliff gets to its reflex attack. wtf?
    - No strategy. Instead of having to rest and pray (or study) to gain spells back, they have the equivalent of "cooldown" (which I can forgive in an MMO, but makes no real-world sense). Basically your players can use their best spells every fight. No strategy, no need for lower-level spells at all. Why do they even exist once you pass 5th level (or whatever level it is you get fireball now)?
    -On that subject, he makes a big deal of how there is only ONE CHART!!!!! LOL for all classes, and says it is simplifying. Then he says you slip to the section on your class to get, essentially, your unique "key" to help you read the chart. GG.
    -"There are fewer types of action, standard, move, minor and free." Given that that's about the same as 3.5 core (full-round, standard, move and free), I wonder about this guy's mental health exclaiming its virtues.
    -Diagonal movement works the same as lateral movement". I assume this means they moved to hexes? no? Then I guess you can move faster by moving diagonally in about ANY circumstance. Once again, way to break the world.
    -Every class has two suggested "builds". What did I say before about telling us how to play? Honestly, at least leave WHO we play up to us. Similarly, each class has a "role". Not that they are customizable or anything. Nope, it's just like "Do you want a DD or a tank?" all over again.
    -Retraining is now not only core, but really basic. So in other words, feel free not to put thought into what skills and feats you take, just get the shiniest ones and clean up later.
    - His section on the DMG made me just a little bit nauseous. He was all, "saying that people have to cooperate?! Not only is this idea foreign to the other Dungeon Master's Guides, but nobody but those savants at WotC would've thought of it! I thank them for imparting this knowledge into my undeserving hands."
    -Treasure parcels. It's where you get 4 magic items and some money. Before I decided treasure by what the villain would have; how foolish! Now I have learned to make sure everyone gets a magical item every encounter!
    -MM has 1 monster per page. In other words, say goodbye to all of the lesser-used guys: lantern archons, rasts, all them things my players would always scratch their heads about when they first appeared. Say hello to there being monsters someone with any time could easily memorize all the weak points to, and just plain not enough to make dungeons flarvorfully unique.
    -In the MM section he makes deals over things that ALREADY existed, like a picture for each monster.
    -Replaced DR with something that means the same. This guy loves it.
    - Everything is just to explain to newbies how to play. No advanced mechanics. No strategy. No fun.

    I think you can tell about everything you need about this reviewer when

    1. Re:Propoganda much? by Koiu+Lpoi · · Score: 5, Informative

      - No strategy. Instead of having to rest and pray (or study) to gain spells back, they have the equivalent of "cooldown" (which I can forgive in an MMO, but makes no real-world sense). Basically your players can use their best spells every fight. No strategy, no need for lower-level spells at all. Why do they even exist once you pass 5th level (or whatever level it is you get fireball now)?
      You haven't even read the books at ALL, have you? There's 3 kinds of powers - at will (you can do them whenever, all day, usually low damage/low utility), 1/encounter (you can use these once per battle, and you have to take a 5 minute rest before you can use them again), and 1/day (you have to sleep for 6 hours to get them back). There's also a good deal of variety in the abilities, and yes, there is reason to use Magic Missile after you get Fireball. The system works great, and there is a HUGE amount of strategy involved, it's just very different from 3.5's "everything is x/day". And, come on, did you just try to argue that having SPELLS work on a cooldown system makes no REAL WORLD sense?

      I really don't feel like refuting the rest of your post, but mods, note that this guy has never seen the books himself, has never played with the system, and is knee-jerking at it without knowing what he's talking about.
    2. Re:Propoganda much? by /dev/trash · · Score: 1

      3. .....
      4 Go outside. it's nice there.

    3. Re:Propoganda much? by PrimalChrome · · Score: 3, Insightful
      I get the impression that the poster was addressing the fanboi aspect of the 'review' as much as the odd new edition features he was championing.

      The fact that the 'veteran DM' only dated back to AD&D2.0 and his review read like it was written by a dim witted cheerleader made it useless to most readers.

      I'd debated buying all the 4.0 books to read through and develop an educated opinion....but most of the reviews I've read so far (particularly those written by fanbois) has totally turned me off of this edition. Maybe there will be a gameshop running a demo that I can watch and get an actual experience without having to spend a few duckets.

    4. Re:Propoganda much? by Yosho · · Score: 4, Insightful
      Honestly, most of your post shows that you don't know anything about 4e and are just having a gut reaction based on opinions you've heard. But, I'll go ahead and refute a few of your more blatantly wrong points...

      Spells are called "powers" (goodbye psionics?) and are detailed in the class section; there is no other"magic" area in the book. Great for a person only playing a wizard, ever, but wtf for people making classes. Horrible.

      Psionics will be in the PHB2. If you're making your own class, you can either steal the wizard's power list (which is what everybody did in 3rd ed) or make your own. No problems there, that's exactly how it's always been -- the only difference is that the wizard's abilities are listed with him rather than in their own chapter.

      - No confirm criticals, criticals are just max damage on a 20. Goodbye dramatic tension as you bunch over the faded die, figuring out if you got a 7 or 17 on that confirm roll. Goodbye variability. Goodbye fight-ending strike.

      I'm really sorry if the most exciting part of your game is trying to figure out whether you rolled a 7 or 17. Also, you might be interested to know that this was something that was new in 3rd ed, anyway.

      - Most rolls 1d20+1/2 character level+other. Wow, that means that high level people will be able to do everything better than 1st level players! Horrible.
      - No ranks in skills. So much for making a detailed and unique character, huh? Cookie-cutter it is then.

      High level characters are already capable of doing everything better than low-level characters, if they put their minds to it. Also, proficiency and skill focus still factor into your die rolls, so it'll take a very significant difference in levels before a high-level character who focuses on a skill will be able to easily beat a low-level character who focuses on it. Besides, since when have skill ranks made anybody unique? Unless you were intentionally crippling yourself for roleplaying flavor, every class basically had a few skills that they'd keep maxed out and never put points in any others. Dropping skill ranks and making rolls 1d20 + 1/2 level + other effectively produces the same results and eliminates one of the most tedious parts of writing up the stats for a new character.

      - Attackers roll saves instead of defenders. Stupid. It takes the fate out of your hands and into mine, not to mention I have to look up the bonus a cliff gets to its reflex attack. wtf?

      All they're doing is making things consistent. In 3rd ed, when you make a melee attack, you roll, add your attack bonus, and if you beat the opponent's AC, you hit them. When you made a magical attack, though, the DM got to roll, add the attack bonus (the monster's save), and compare it to the target AC (your save DC). Now it works exactly the same way for spells, too; the attacker is in control of the "fate" of their attacks.

      - No strategy. Instead of having to rest and pray (or study) to gain spells back, they have the equivalent of "cooldown" (which I can forgive in an MMO, but makes no real-world sense). Basically your players can use their best spells every fight. No strategy, no need for lower-level spells at all. Why do they even exist once you pass 5th level (or whatever level it is you get fireball now)?

      This is so completely wrong that I won't even bother, other than saying that you need to read the book.

      -"There are fewer types of action, standard, move, minor and free." Given that that's about the same as 3.5 core (full-round, standard, move and free), I wonder about this guy's mental health exclaiming its virtues.

      3rd ed had full round, standard, move, free, swift, and immediate actions. Further complicating things was the fact that you had to combine your standard and move for a full round, and you could trade your standard down for a move action, but couldn't trade anything down for a swift action. 4e removed the full round action and renam

      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    5. Re:Propoganda much? by Anonymous Coward · · Score: 1, Funny

      Holy Crap! You need to warn people before you go ranting like that. Your post leaked vitriol all over my desk!

      I shit you not. As I read it, your vitriol spilled out of the monitor, ate a hole in the table, then the floor, and finally the concrete floor of my basement. I think It still going - slowly eating its way towards the center of the earth. I better go fill that hole with old newspapers so that they can soak up all the lava. I wouldn't want the molten core of the Earth to leak into my basement.

      It almost like you believe you won't be allowed to play 3rd edition D&D any more. Are the WoTC police going to come stop you? Did you receive a C&D letter? "Dear Hard Core D&Dr, stop playing 3rd edition NOW. 4th edition is out. 3rd edition so OB-SO-!l33t. We will totally sue you and take all ur away all your funz". Come on man! take a step back. 3rd edition D&D sucked. It was the Star Fleet Battles of Role Playing Games. You should be glad its dead. The only positive thing to come out of it was the OGL.

      Here's how I see the new edition. More Beer and Pretzels + Less thumbing thumbing through source books = more fun.

      Dear Mods. Please mod the parent up. His post is what Slashdot should be all about. People should be encouraged to post with such boldness.

    6. Re:Propoganda much? by Koiu+Lpoi · · Score: 2, Insightful

      While he was arguing against the fanboy aspect of the article, almost all his points are about how ridiculous he thinks 4th edition is.

      As for D&D 4th, not to point anyone in the direction of anything illegal, but there might have been a leak of the books you can peruse. Personally, I think it was intentional, as people will be able to read over the books online this way, and then they will be more likely to buy the books (and their friends...) when they see what it's really all about.

      I'm no 4th edition fanboy, but I find the system to be very enjoyable - a breath of fresh air, if you will. Just be prepared for some major differences - it is far and away NOT 3.5. It's a "re-envisioning" of D&D. I find many people are already disliking it because they wanted a slight update to the D&D they know, not a full new game. In a few aspects (nothing concrete, this is just a "feeling" for me) it seems to hearken back to 2E.

    7. Re:Propoganda much? by Randwulf · · Score: 2, Interesting

      D&D 4E seems more of a miniatures combat game (with computer friendly rules) than a true roleplaying game. It is very much designed to sell 'Core' books, Miniatures, and subscriptions to D&D Insider -- roleplaying almost seems an afterthought. D&D 3.x had it's flaws but I could design a character I wanted to play. 4E gives a bunch of options, but isn't really flexible -- try designing a pacifist cleric of a god of love with 4E rules to see what I mean. I think if designing a truly awesome RPG was the goal they could have fixed the problems with 3.5 with some of the good ideas of 4E without reducing the roleplaying potential. Oh, and the multiclassing rules royally suck.

    8. Re:Propoganda much? by aarku · · Score: 1

      And as for 4e, sounds like they That about sums it up. Pretty please don't ever give 4e a try so you don't ever form an opinion grounded in your experiences.
    9. Re:Propoganda much? by Yosho · · Score: 1

      so it'll take a very significant difference in levels before a high-level character who focuses on a skill will be able to easily beat a low-level character who focuses on it. Oops -- of course, I meant to say a high-level character who doesn't focus on a skill won't beat a low-level character who focuses on it.
      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    10. Re:Propoganda much? by Tokah · · Score: 1

      The only 2e-esque thing to me seems the skill system. It seems a lot like proficiencies with a roll high rather than roll low system.

    11. Re:Propoganda much? by Anonymous Coward · · Score: 1, Insightful

      I've never played D&D, so forgive my ignorance...

      But I just don't understand all the hoopla over the 4e rule changes. What's the big deal? If someone doesn't like a new rule, can't they just ignore it or use an old 3.5 rule?

      Again, I've never played, but as far as I can tell, D&D is about getting together with your friends, having a good time, and taking part in an adventure in compelling setting. It's your game, so use the rules/classes/monster/etc. that you want.

    12. Re:Propoganda much? by KermodeBear · · Score: 1

      They still didn't simplify combat. Good god, I thought that was the reason they made another edition.
      I find this particular comment funny, since you are complaining about how they have simplified everything else.

      By the way: Nobody is forcing you to use the new edition.
      --
      Love sees no species.
    13. Re:Propoganda much? by DuckDodgers · · Score: 1

      Spells are called "powers" (goodbye psionics?) and are detailed in the class section; there is no other"magic" area in the book. Great for a person only playing a wizard, ever, but wtf for people making classes. Horrible.
      There are spell rituals any class can learn that replace most of the non-combat spells from earlier editions.
      No confirm criticals, criticals are just max damage on a 20. Goodbye dramatic tension as you bunch over the faded die, figuring out if you got a 7 or 17 on that confirm roll. Goodbye variability. Goodbye fight-ending strike.
      It can still be a fight-ending strike. And it speeds gameplay.
      Most rolls 1d20+1/2 character level+other. Wow, that means that high level people will be able to do everything better than 1st level players! Horrible. and No ranks in skills. So much for making a detailed and unique character, huh? Cookie-cutter it is then.
      It fits pulp fantasy - Doc Savage and his band of heroes, Tolkien's characters, Conan, and the characters of Jack Vance's Dying Earth were mostly men and women of many talents. "Realism" is subjective in a land where people toss magic fire and wield magic swords.
      They still didn't simplifiy combat. Good god, I thought that was the reason they made another edition.
      Players can wear less magical items, the items are less powerful, buff spells and potions are almost totally gone and the buffs that remain last one round, multiple attacks are gone, saving throws become defenses against attacks (e.g. a spell that used to trigger a reflex save is now an attack against a reflex defense), there are also Minion rules for unimportant lesser adversaries, so you don't need to track hit points for the 6 Goblins in the back of the raiding party (or whatever) ... So you have far fewer magical ongoing effects to track, far fewer magical items to track, less attacks, less hit points to track, and a simpler mechanic for special attacks that makes them use the same rules as a standard melee attack against an armor class. That looks a lot simpler to me.
      There are fewer types of action, standard, move, minor and free." Given that that's about the same as 3.5 core (full-round, standard, move and free), I wonder about this guy's mental health exclaiming its virtues.
      3.5 added "swift" actions at some point in its life, which are like "free" actions but you only get 1 per round. And naturally, there's tedious and irritating rules for the distinctions between the two. Also, 4e removes the 3/3.5 mechanic for multiple attacks, so that also simplifies things.
      Retraining is now not only core, but really basic. So in other words, feel free not to put thought into what skills and feats you take, just get the shiniest ones and clean up later.
      Blocking retraining is a major factor making 3/3.5 unattractive to newbies. "You forgot to take feat X? Why, your character is basically useless. You're fucked." Retraining lets people try things without having to waste hours studying the rules to make sure there aren't better options.
      Treasure parcels. It's where you get 4 magic items and some money. Before I decided treasure by what the villain would have; how foolish! Now I have learned to make sure everyone gets a magical item every encounter!
      Point to you. I can see how this makes sense from a DM perspective, because DMs don't need to pick opponents for the party based on the gear they want the PCs to have. But in-game, it just doesn't make sense. If the group would benefit from a stash of healing potions, that doesn't mean it makes sense for a Griffon to have them.

      The review was light on details. I definitely think you're right about that. But if you read the books themselves or even just some of the detailed previews, I think a huge number of the changes make good sense.

    14. Re:Propoganda much? by physicsnick · · Score: 1
      Strange. Most of the things you said about 4e are flat out incorrect, which you'd realize if you read the books. But the things you said that are actually correct about 4e, I think really are improvements. Points of note:

      - No confirm criticals, criticals are just max damage on a 20. Goodbye dramatic tension as you bunch over the faded die, figuring out if you got a 7 or 17 on that confirm roll. Goodbye variability. Goodbye fight-ending strike. Critical hits were stupid in 3e. Getting within crit range quadrupled the number of dice you had to roll, and the vast majority of the time you ended up just doing maximum normal damage anyway (since that's what double dice averages to on a bell-curve with a very high standard deviation).

      - Attackers roll saves instead of defenders. Stupid. It takes the fate out of your hands and into mine, not to mention I have to look up the bonus a cliff gets to its reflex attack. wtf? On physical attack rolls, fate has *always* been in the hands of the attacker; you roll against the opponent's AC. Why should spells be different? Why should traps or any other obstacles be different? More importantly, rolling against a fixed number is much more powerful and flexible; for instance it allows crits on spells. Crit fireball!

      -Diagonal movement works the same as lateral movement". I assume this means they moved to hexes? no? Then I guess you can move faster by moving diagonally in about ANY circumstance. Once again, way to break the world. Yes, you move faster on a diagonal, but so what? It's not like you get to choose whether or not you approach a monster diagonally; he's either on a diagonal away from you, or he's not.

      -Every class has two suggested "builds". What did I say before about telling us how to play? Honestly, at least leave WHO we play up to us. Similarly, each class has a "role". Not that they are customizable or anything. Nope, it's just like "Do you want a DD or a tank?" all over again. You're kidding, right? Tell me what decisions you make in the development of, say, a monk in 3e. It's listed right in the PHB exactly at what levels your abilities improve. Every monk is the damn same. There is far more customizability now than in 3e.

      What really bugs me about your post is that you didn't seem to complain about any of the real problems with 4th edition. Like getting to full hit points in 6 hours sleep. I think that's a real problem; it very much breaks attrition damage in a dungeon crawl. It's probably something our party will house-rule when we play 4e; like for instance, you only heal to full if you sleep in a town. Or the drastically culled list of wondrous items. That's a very big problem, and we will probably keep our 2e and 3e DMGs around just to use their wondrous items in 4e. Still, I am very excited about 4e, and will probably pick it up the next time we get party-wiped.
    15. Re:Propoganda much? by Anonymous Coward · · Score: 0

      In 3rd ed, when you make a melee attack, you roll, add your attack bonus, and if you beat the opponent's AC, you hit them. When you made a magical attack, though, the DM got to roll, add the attack bonus (the monster's save), and compare it to the target AC (your save DC).

      And thank god. Around my gaming table, where three out of three players have played magic users with attack spells for almost a year, now, you can reliably hear this conversation at least once a session:

      "I hit him with Fireball."
      "Spell Save DC?"
      "Spell what? Uh, 10d6?"
      "No, not damage; spell save DC"
      "....is that on my character sheet, somewhere?"
      "Yes, on the back... you haven't filled it in, I see. What's the spell level?"
      "3rd level...?"
      "And your key ability modifier?"
      "My what? Is that on my character sheet somewhere?"
      "Christ, this is why I ask you guys to fill out the Save DC's for your spells. Give me your goddamned character sheet already."
      "..."
      "Ok, spell save DC is 17. The orc fails a reflex save. Roll damage."
      "Ok... wait, what spell was that?"
      "Jesus!"

    16. Re:Propoganda much? by Swordsmanus · · Score: 1

      3rd ed had full round, standard, move, free, swift, and immediate actions. Further complicating things was the fact that you had to combine your standard and move for a full round, and you could trade your standard down for a move action, but couldn't trade anything down for a swift action. 4e removed the full round action and renamed swift and immediate to minor. No more combining, and you can always trade down.

      Um, to be fair, 3.x only added swift and immediate actions with splatbooks. In core, there was just standard, move, full, and free. The closest thing to a swift action in core was in the quicken spell feat, which used the free action terminology with an added exception as part of the feat. Taken from the 3.5 SRD...

      QUICKEN SPELL [METAMAGIC] Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spellâ(TM)s actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
    17. Re:Propoganda much? by Hektor_Troy · · Score: 1

      -In the MM section he makes deals over things that ALREADY existed, like a picture for each monster.
      That's odd ... granted, I only have the 2nd ed. MM, but I could swear they left out the picture for Invisible Stalker. Why the hell would they put that in the newer ones?
      --
      We do not live in the 21st century. We live in the 20 second century.
    18. Re:Propoganda much? by Invidious · · Score: 1

      Except, no, most of the stuff you mention is incorrect or misleading. In fact, I can tell that you haven't even cracked the books.

    19. Re:Propoganda much? by Invidious · · Score: 2, Informative

      I think the reason that people are fanboying about this edition is because it's introduced some really great changes, from a gameplay and game design point of view. It's definitely worth checking out.

    20. Re:Propoganda much? by Devout_IPUite · · Score: 1

      The thing that killed it for me (was reading the books before buying them), wasn't Eladrin or Dragonborn, wasn't removal of Gnomes or Half-Orcs, wasn't removal of the bard, barbarian, and monk, wasn't the new stupid 5 point alignment... It was the cool-downs on fighter abilities....

      WTF? Seriously? WTF!? Since when does any reasonably intelligent maneuver (read something where you're not hamstringing yourself) leave you unable to perform it again? Shield Wall or Last Stand or Shield Slam or Revenge or Blood Fury or Mortal Strike or Rampage or any other cooldown ability for warriors in WoW makes some level of sense because it's a video game and you really don't want to spam the same button forever, but in D&D? WTF? That was when I closed the book and walked away.

    21. Re:Propoganda much? by Devout_IPUite · · Score: 1

      Wizard cool-downs makes sense. Fighter cool-downs... Eh... Not so much.

    22. Re:Propoganda much? by Schadrach · · Score: 1

      Yeah, being "trained" is equivalent to 10 character levels worth of skill modifier, and skill focus (which requires the skill be trained) is worth another 6. So a level 2 character trained in a skill with skill focus (and presuming an equal ability modifier) has the same modifier as an untrained level 18 character. More realistically, unless that ability score is a "dump stat" for the untrained higher-level character, it'll be closer to 14 when they meet parity (do to ability score increases from character level).

    23. Re:Propoganda much? by Mongoose+Disciple · · Score: 2, Informative

      What's the big deal? If someone doesn't like a new rule, can't they just ignore it or use an old 3.5 rule?

      It depends.

      If you're playing with a bunch of your friends at home and you can all agree on how the rules should be changed, you absolutely can. (Although 3.5 and 4 are different enough that in most cases it'd be hard to mix and match.)

      If you do a fair amount of tournament or convention gaming, you're pretty much stuck with the rules as written. They've got what they call "living campaigns" where hundreds or thousands of people will be playing the same adventures together, usually in tables of six or so at a time. I can play one adventure with my buddies at home, then the next with five strangers at a convention, and I keep the same character and it's following the same story. Sometimes they'll do big interactive events at a gaming convention where bunches of tables of half a dozen or so players each will be running concurrently and effecting each other -- maybe the interactive is about orcish forces sieging a keep in elven lands, and a big table of a dozen characters are manning the walls by the front gate, other tables have other parts of the wall, another table is trying to stealth out to get the message to the keep's allies, another table of higher level characters is trying to sneak out and assassinate the orcish chief, and so on. What the characters are doing effects each other; if that last table fails to kill the orcish chief, maybe he'll come charging at the front gate with his lieutenants later on, making more trouble for those folks.

      Playing a game like that, you're pretty much stuck with the most current version of the rules as written. I'm not saying a game like that is strictly better than a home game with your friends, but it's pretty different, and if you enjoy that kind of gaming you're stuck.

    24. Re:Propoganda much? by Mongoose+Disciple · · Score: 1

      There is far more customizability now than in 3e.

      I think this is pretty hard to argue, honestly.

      First, there's the whole multiclassing issue. 4E has seriously pared this down, and while you could crunch out 3/3.5E multiclassing to do some broken things and it needed some fixing, IMHO they threw the baby out with the bathwater on that one. Sure, the core fighter and barbarian classes were relatively boring, but there were so many great prestige classes or alternate base classes for those kinds of characters that you could mutt together something cool that fit exactly what you wanted. The way 4E does multiclassing means that, no matter how many more books they print, this won't change. (Unless they drastically change their multiclassing rules.)

      Second: While 4E characters get more choices in terms of powers, these choices don't feel as weighty to me as the choices 3/3.5E characters did get to make. For example, in 3.XE, a spiked chain based fighter built to trip and disarm plays drastically differently from one built to power things down with a greataxe, plays drastically differently again from one built to be an archer, one built for mounted combat, one built to dual wield, one made for grappling, etc. etc. etc. -- and that's even without getting multiclassing into the mix. The powers choices a 4E fighter makes by comparison don't seem to add that level of play variation.

    25. Re:Propoganda much? by Schadrach · · Score: 1

      On the treasure parcel thing, the entries for a group aren't what should be handed out per encounter (which GP made it sound like), the intent is that for a group of 5 (standard group size) to be roughly on track w.r.t. wealth, that is the total wealth that should be handed out across a given level, and not necessarily everything should have treasure on it (i.e. parcel 5 [generally the largest straight cash parcel] is not appropriate for, say, a goblin raiding party to have [unless you're catching them on return from a very successful raid]).

    26. Re:Propoganda much? by Schadrach · · Score: 1

      "-Every class has two suggested "builds". What did I say before about telling us how to play? Honestly, at least leave WHO we play up to us. Similarly, each class has a "role". Not that they are customizable or anything. Nope, it's just like "Do you want a DD or a tank?" all over again."

      Of course, if you added a race and starting gear to a 4e "build" what do you get? Oh, yeah, we called them "Starting Packages" in 3e except they were seen as a boon to new players and had a lot less vitriol spewed at them...

    27. Re:Propoganda much? by tarlong · · Score: 1
      Although I hate D&D since it went to third ed. I have to say that I have played many variants of the fantasy genre rpg's out there and I have yet to find a better set of rules than the core AD&D 2nd ed books along with the first line of supplemental handbooks. No setting as cool as Ravenloft or as challenging as Dark Sun. Some cleric spells and Wizard spells overlapped, true, but mainly if you had a cleric you KNEW you were different from, say, a mage, bard or psionicist. On the subject of psionics, a much debated area, you had a completely Unique and Different kind of character; in many ways more difficult than a mage yet much more versatile. If you had the patience it could grow into a very powerful character. Rogues were supper fun. You were the all around jack of all trades in a party... and fighters, well fighters had distinctions between paladin, ranger and pure fighter. it was the fighter the only one who could actually FIGHT, I mean the proficiencies, the specializations, the improved attacks, the improved attack probability; if you wanted a monster basher, you were not far too wrong by choosing a fighter.

      3rd edition left all that out. Yes you could customize more, I can understand the urge to make the uber-i-can-bake-bread-kill-dragons-talk-to-gods-and-zapp-your-arse-with-my-eye-emitted-death-ray-lighting-bolt-while-hidding-in-shadows-and-reading-your-mind kind of character with almost the same effort you could just make a giga-unbeatable-all-weapon-wielder-and-enemy-of-all-monsters-basher. I have played many muds too, yet I have found that the more playable kinds are those that force you to act in concert with others. Giving a character access to other skills and powers, although much more versatile, will make to a less challenging game. Multiclassing was a bitch, but controlled those characters with such needs/wants. A 15th level fighter, in a well designed and played situation, have much better chances at defeating a 15 level wizard than a 6/6/6 level fighter/mage/thief had. We tried and the chances always came to around 6 out of 10 for the purist versus the 4-5 to 10 for the multiclass.

      I hate uberchars, not because I can't handle them (since I am THE GOD of the world, I can do as I want) but because players get too fearless. It takes much of the fun out of the game. If there is no challenge, well, what is the point?

      As to wanting my RPG to look and feel more like an online or computer game, well that is what I have a computer for. In a world where you cannot argue with the DM and most of the highbies are 10 year olders with absolutely no sense of etiquette (since they have never been in the playground or are constantly bullied there), you want to be able to make uber characters so that you can defend yourself from the bullies.

      I hate over complications, which is why I ignored or modified must of the stupid AD&D 2nd Ed. rules and I hate oversimplifications like 3rd ed. rules which are the equivalent of the no child left behind strategy of our glorious president. It just lowers the bar of excellence so much that you could do away with the heavy books and just write simple pamphlet up on how to shake your hand and throw dice, choose a template and follow these three simple game rules:
      • Choose uber template
      • Customize with the 100 freebie points
      • Rule the game by killing all with your uber 2-handed-+10-avenger-sword-of-shaprness!

      I don't see the need to buy/have a set of books that make stuff the way YOU wanted the game to run like in the first place. Be a man (sorry, I forgot politically correct, be a PERSON) and be a DM, take what you like from a working system and the rest is up to you... sheesh... I swear that GMs these days are just like VB programmers...

      Saludos,

      Albert (35 and DM since I was 17)
      --
      What? A beutiful butterfly you say? And how exactly are you going to turn into a beutiful butterfly then?
    28. Re:Propoganda much? by Anonymous Coward · · Score: 0

      -Diagonal movement works the same as lateral movement". I assume this means they moved to hexes? no? Then I guess you can move faster by moving diagonally in about ANY circumstance. Once again, way to break the world.
      I will agree that that's stupid, and it's also super-easy to houserule it away. Or just play on a hex grid.

      I'd like to refute this myself, yes, you can move faster diagonally, but so can the monsters. Not everyone at your table is super smart and it's always a pain in the ass explaining to the 1 or 2 who can't seem to fathom 5 10 20 25 diagonal movement. It's just simpler to say 1,2,3,4 and be done with it. Not to mention we DO play on a hex and it's taken me several game sessions to properly write down a square map onto a hex grid.

    29. Re:Propoganda much? by Anonymous Coward · · Score: 0

      This "article" is sad in its unapologetic sycophanty. It says that everything in hte book is good.

      While his analysis comes off as quite uncritical, yours seems to come off as quite un-analytical.

      - Spells are called "powers" (goodbye psionics?) and are detailed in the class section; there is no other"magic" area in the book. Great for a person only playing a wizard, ever, but wtf for people making classes. Horrible.

      Arbitrary much? Just how does the name alone mean anything? Why did sorcerers and those spell-users who were sorcerer-like wield "spells," when--in the end--the functioned more like psionicist powers anyway? Likely the psi--along with many, many others--will come along eventually. They, too, will have "Powers." OH NOES!

      - No confirm criticals, criticals are just max damage on a 20. Goodbye dramatic tension as you bunch over the faded die, figuring out if you got a 7 or 17 on that confirm roll. Goodbye variability. Goodbye fight-ending strike.

      How was confirming criticals a fun, useful, or meaningful thing? What did 3.5e critting do except tend to contour characters down to weapon choices which had the better crit range that they could then enhance better with feats?

      While the old crit system was "neat," it involved multiple levels of surplus data tracking and rerolling to do, which can get irritating quickly. "Streamlining" is what they're up to in 4th (you're under no obligation to switch, after all, and 3.5e has enough material out for it to last you decades), so it's obvious the crit system would be affected.

      Personally, my biggest issue with the crit system full well includes 3.5e too... It's just boring. "Extra damage." And heck, in 3.5e you weren't assured to get any damage more than normal either! Certainly you COULD, but a poor roll could score under a good normal roll. That, like 4e's system, doesn't feel much like "critting." Personally, I think 4e should have just turned it into "weapon damage + max damage" so you ALWAYS do more damage than normal, and have a better "fight-ending strike" (as if crits really made that much difference) capability than 3.5e.

      Of course I'd RATHER the whole thing instead have a more interesting and attritioning feel to it, but D&D has always been loathe to step away from the HP number crunching for things like that.

      - Most rolls 1d20+1/2 character level+other. Wow, that means that high level people will be able to do everything better than 1st level players! Horrible.

      D&D and many/most other gaves have always represented a "high level > low level" mentality, and in this case it's just simplified. The training reflects effectively a 9-10 level difference with an untrained opponent, which is a pretty damn steep level skew to be getting your panties in a twist about. And I rather imagine there will be plenty of situational and even Power-based modifiers to take advantage of that can tip the situation much more in your favor. Not to mention the current "noncombat encounter" mechanic reflects even a slight numerical advantage into something much more favorable. Whereas before you really wanted a good 8 points on your opponent before you breathed easier about dumb luck on one die roll screwing you over, now even a 2 point advantage in your favor can factor in better on an extended encounter challenge.

      Meanwhile, people already did tend to reflect simple training. The old system, combined with the general usefulness of only a few "class" skills and few skill points for many builds basically meant they'd be "trained" in the exact same things, with MAAAAYBE one odd cross-class (or "developed a whole bunch of ranks of when I took a level of that other thing that had it as a class skill") skill for flavor. Rogues and Bards had more room to play, but even they were nigh-universally expected to take "a bunch of skills only they can get," thereby using up much of their total pool. I'd be much happier if skills are mor

    30. Re:Propoganda much? by Koiu+Lpoi · · Score: 1

      That bothers you, yet does D&D 3.5 abilities all being "at will all god damn day long" or "x/day" bother you? You think it makes more sense for a fighter to be able to execute his signature ultra-draining power slash 3 times in a row and then not again for 23.9 hours, or for him to be able to do it once every 5 minutes or so? For some reason, the second works better and makes more sense to me.

      I suppose a better system would be allowing per-encounter and per-day abilities to be repeated at the cost of some kind of resource (stat drain, healing surge drain, hit points, debuff, whatever), but they probably already thought of that and decided against it.

    31. Re:Propoganda much? by Koiu+Lpoi · · Score: 1

      Funnily enough, my personal experience shows that companies that spend millions on R&D for a system end up with something much more balanced, coherent, and fun than Joe DM smacking together his own system.

    32. Re:Propoganda much? by Koiu+Lpoi · · Score: 1

      Try designing the same character in core (PHB/MM/DMG only) 3.5. You'll get just as far. That type of character didn't exist until the Book of Exalted Deeds, unless you decided to make a Cleric 20 that just roleplayed as a pacifist - which you can do just as well in 4E. So, isn't your problem really rooted in "4E only has core material; it needs splats!"?

    33. Re:Propoganda much? by Koiu+Lpoi · · Score: 1

      [snip]that level of play variation.
      Yes, the "I roll to hit the [enemy]. Wizard's turn!" level of play variation. They've really gone downhill from there, into the "fun, varied abilities" level.
    34. Re:Propoganda much? by Yosho · · Score: 1

      I'd like to refute this myself, yes, you can move faster diagonally, but so can the monsters. Not everyone at your table is super smart and it's always a pain in the ass explaining to the 1 or 2 who can't seem to fathom 5 10 20 25 diagonal movement. It's just simpler to say 1,2,3,4 and be done with it. Not to mention we DO play on a hex and it's taken me several game sessions to properly write down a square map onto a hex grid. It's simpler, yes, but it's also completely unrealistic. I understand some unrealism is necessary in a fantasy game, but this is such a huge flaw vs. how complicated it is that neither I nor anybody else in my group thinks it's worth it. You're saying that a character can run zig-zag back and forth across a football field and reach the opposite end at exactly the same time as somebody who runs straight. It's not hard, it's just 1-2-1-2. It's not any more complex than adding up everything that goes into your attack bonus or calculating your penalty due to range increments for ranged weapons.
      --
      Karma: Terrifying (mostly affected by atrocities you've committed)
    35. Re:Propoganda much? by ksm2552 · · Score: 1

      I agree with pretty much everything you say, but I have a further rant about the wizards. You get the same amount of powers per day and you can even use the same twice?? I can't take TWO fireballs?? WTF!! And its damage it pathetic. It just seems like it makes wizards damn near useless. Oh yeah, scrying cost 13000gp for up to 5 rounds? Are you kidding me? WTF!!!!

    36. Re:Propoganda much? by kria · · Score: 1

      I cannot comment too much on how the powers thing will work out. I'm cautiously opposed.

      The skill thing irritates me to no end, though. One of the things I mentioned to sell people on 3.x vs 2nd ed was that ranks meant you could be good at something, and someone else could be good at something, at yet not identical. (ie, I am an angler, my dad is an angler. My dad is a MUCH better fisherman than I am, though.) And that's gone, except in regard to one of you being higher level.

    37. Re:Propoganda much? by DrOct · · Score: 1

      Thanks for doing this. Saves me a lot of time trying to do it. Only I probably wouldn't have done it as elegantly.

    38. Re:Propoganda much? by Kilroy · · Score: 1

      You're missing the "one round" vs "full round" action fun for stuff like summoning.

    39. Re:Propoganda much? by Kilroy · · Score: 1

      > There is far more customizability now than in 3e.

      You, sir, are out of your mind.

    40. Re:Propoganda much? by Kilroy · · Score: 1

      I'm sorry, the "Linux Sucks!" thread is over there.

    41. Re:Propoganda much? by Koiu+Lpoi · · Score: 1

      I was worried someone might make that comparison. Frankly, it doesn't hold, as most linux developers have some real, working knowledge of programming and its theory. I would argue that most DMs do not have equal knowledge of game systems and game balance.

      And in Microsoft's case, they might as well be just ignoring the R&D =].

    42. Re:Propoganda much? by Randwulf · · Score: 1

      What I meant by pacifist is that in 3.5E you could build a character without taking offensive/combat oriented feats and spells -- in 4E every class is a combat machine and you get combat abilities like it or not. You cannot swap out combat abilities for utility abilities. I'm not saying that combat balanced classes is necessarily a bad thing, but not everyone wants their character to kick butt. If combat heavy/balanced characters was an option and not hard coded into the system that would be great. I've seen (and played) a number of awesomely diverse characters over the years, and unfortunately, most cannot be replicated in 4E due to it's heavy combat bias and limited flexibility.

    43. Re:Propoganda much? by DuckDodgers · · Score: 1

      Ah. That makes more sense, thanks. I withdraw my criticism.

    44. Re:Propoganda much? by cthellis · · Score: 1

      Well, previously you also tended to suck at basically everything for a while. Now, through training and Skill Focus (either from your class or through additional feats spent), you can actually be very good at something straight away (training + Focus = +8 bonus by themselves), and only a staggering level discrepency would overcome that. A feat can even make you generically better at all untrained skills, if you'd like.

      Meanwhile, you even seem to be able to get cross-class flavor easier, because a single feat gives you training in any skill (or multiclassing into any class and getting one of their starting skills), instead of taking away skill points to support it. (And that majority of your points if you're trying to "catch it up.")

      As well, they seem to be emphasizing using other complimentary skills (either yours or of your allies) to create a whole situational challange (grabbing situational modifiers), rather than just emphasizing one roll of one skill each time it may come up.

      Adventurers simply seem to represent a quasi "pool of heroism" and generically get better in every way, rather than being Joe Schmoe from off the street who just decided to pick up a sword and whack a goblin with it.

      ...and it's not like "levels" weren't heavily weighted against you before, since they represented skill caps. A 1st level rogue trying to bluff a 10th level "whatever" was already at a disadvantage, since their skill was capped at 4 ranks, while the opponent could go to 13. (9, even if it wasn't a class skill.) You could use feats in 3.x to get bonuses before, and you can use feats in 4th for more bonuses now. There's still a lot of weight placed in "skill determination" if you've got it.

      Meanwhile, you'll have fewer fighters who are situationally klutzes because even though they've been adventuring for 20 levels, they were always expected to Intimidate, and they had to jump and swim more than they ever had to climb, so they still fall off ladders because they never had the spare points and rolled poorly.

      There's less arbitrariness about it than you'd think, and it's both a tighter skill system that flows faster, and is more fair in many ways. "Adventuring" normally reflects the accumulation of a little bit of everything from everyone in every situation that you run across, so the intrinsic level bonus reflects that. You're not going to be stymied every time you again run across a monster you've fought dozens of times before simply because you don't have the spare points to toss into the appropriate knowledge skill.

      It's not true to form, but then neither was 3.x, and 2nd Edition could get downright illogical. It's quicker, easier to compensate for a character lack if you want to (or add flavor you want to), you don't feel pretty useless for the first few levels, and dedication to a skill gives you a "15 level sway" against an untrained opponent, if you want to think of it that way. That and even your stat bonus is more heavily weighted in 4e multi-roll challenges, rather than the "make a lot of rolls, and if you have bad luck ones... SUCKS TO BE YOU!"

      Not everything will be answered yet, but while you may not like it conceptually, it's a lot better than you make it out to be.


      Also, your dad is a higher-level fisherman than you AND has more feats to dedicate to being Focused at it, so he's probably got a good 6 points on you right there, whether or not you have a stat advantage. ;-) Over a day's worth of extended casts... of COURSE he's going to be better! Hehe...

    45. Re:Propoganda much? by cthellis · · Score: 1

      Ravenloft was certainly interesting. Dark Sun was certainly cool and unique.

      ...but that does NOT by any stretch make 2nd Edition "the best."

  20. Failed Save by lww · · Score: 1, Offtopic

    Guess the server failed its Fortitude DC 150 save vs slashdotting...

  21. I for one welcome our... by csoto · · Score: 1

    twenty-sided-dice-throwing over... oh wait, that'll never happen!

    --
    There exists no way of exchanging information without making judgments. --Bene Gesserit Axiom
  22. So my group is moving to 4th ed... by afabbro · · Score: 1, Flamebait

    ...and I play a monk. No monks in 4th ed. Time for a new character.

    I know, I'll play a barbarian...ooops, no barbarians in 4th ed.

    Well, if I can't be a monk and I can't be a barbarian...how about the good ol' half-orc fighter. Nope. No half-orcs, either.

    I guess I could play a fey Eladrin Warlord. Except that I'm straight.

    --
    Advice: on VPS providers
    1. Re:So my group is moving to 4th ed... by Anonymous Coward · · Score: 0

      Patience young Padawan!

      Before you know it, there will be $40 expansion books flooding the shelves of your local hobby store. They will add countless classes, feats, and skills to the game. Soon even the most rabid fanboi will be unable to tell it from 3rd edition.

      For now, however, you'll just have to settle for playing a fighter or a ranger and then role-playing a monk or a barbarian. Yes, I know it sucks when game mechanics don't support the way you want to play your character (or your sexuality), but I'm sure you'll be able to adapt.

    2. Re:So my group is moving to 4th ed... by cthellis · · Score: 1

      Considering your sig, I think one might reasonably contest your ending declaration. ;-)

  23. Propoganda 2 ---SON OF PROPOGANDA--- by Magdalene · · Score: 1

    coming back like a bad B film of the 50s it seems.

    Review the system, leave your opinion of the other reviewer at the door.

    It reflects better on your review if you impart your knowledge/opinion of the new system without being judgemental or opinionated about the writer of the other review just because his review/opinion happens to differ from yours.

    Attacking the reviewer not only weakens your well reasoned arguement in the eyes of the reader, your judgemental attitude reflects poorly on your ability to offer a non-biased opinion in the future.

    If I had been modding your review I would have been willing to give you an informative until you started attacking the abilities/intelligence/person instead of sticking to what you were essentially attempting to do in the first place, which was, provide your opinion of the new system.

    after all, "better to remain silent and be thought a fool, than speak up and remove all doubts""better to remain silent and be thought a fool, than speak up and remove all doubts" -Galileo, Samuel Johnson, Abraham Lincoln, Queen Elizabeth the Second and a host of others throughout history.

    --
    -Magdalene --"there are 10 types of people in the world, those who read binary, and those who don't"
    1. Re:Propoganda 2 ---SON OF PROPOGANDA--- by Magdalene · · Score: 1

      and if you are wondering why the quote is in there twice, its just in case you missed it> :P

      --
      -Magdalene --"there are 10 types of people in the world, those who read binary, and those who don't"
  24. Starting playing in 89 does not make a "Veteran" by ed · · Score: 2, Interesting

    Original D&D, three white box set and suppluments such as Blackmoor and Gods Demigods and heroes in the 1970s

    THAT makes me a veteran

    I think I'll avoid this incarnation from everything that is being said

  25. MTV's Downtown FTW!!! by MsGeek · · Score: 1

    No, the best evocation of gamer geeks, ever, was in the late, lamented series MTV's Downtown.

    Here's a little taste...

    The two kinds of people in the world.

    If you want more, go to Chris Prynoski's blog and you will find instructions on how to see the entire series. Including the 5th episode, "The Con" which is what this clip I linked to is from.

    "NO! She's revealed the secret map!!! The campaign is ruined!!!"

    --
    Knowledge is power. Knowledge shared is power multiplied.
  26. Re:Starting playing in 89 does not make a "Veteran by Ripit · · Score: 3, Insightful
    and bragging about it makes you...

    ( ) 1) winner of the internets
    ( ) 2) respected and loved
    ( ) 3) appear intelligent
    (X) 4) an ass
    (X) 5) an even bigger dork than the OP

  27. Re:Starting playing in 89 does not make a "Veteran by MsGeek · · Score: 2, Informative

    No, that simply makes him someone who's been gaming for a while. Me, I started around '83. Traveller. AD&D. Good times. Yes, girls were playing back then. There just weren't a hell of a lot of us. Stopped playing back in '87 or so. Got reintroduced with BESM. Too bad Tri-Stat is pretty much dead...thanks a lot White Wolf. Very cool system of gameplay for "storyteller" kind of FRP campaigns, not so much for "dice weenie" kind of FRP campaigns.

    --
    Knowledge is power. Knowledge shared is power multiplied.
  28. Re:Starting playing in 89 does not make a "Veteran by Anonymous Coward · · Score: 0

    No, I've gotta agree with the parent poster. The original poster saying that somebody who began in 89 isn't a veteran just because the OP started with the original white box does, in fact, make him an ass.

  29. The largest thing I'm missing from 4e... by aarku · · Score: 1

    The largest thing I'm missing from 4e are lots of spells for the Wizard. Looking through them, the majority of them are boring XdY damage of Z type with some pretty lame names. Where's my Grease spell, or my Summon Monster spell, or Feather Fall, or Spider Climb, or that spell that creates a big talking sword to sit in front of me and fight? Did I miss something? I hope so! The wizard, it needs more flavor.

    1. Re:The largest thing I'm missing from 4e... by flymolo · · Score: 1

      There are less spells now, because powers for all the other classes took up page count.

      But there are 50 rituals in the last chapter that cover a bunch of divination, magic item crafting and weirdness(feather fall, tenser's floating disk)

      --
      "Sometimes it's hard to tell the dancer from the dance." --Corwin Of Amber in CoC
    2. Re:The largest thing I'm missing from 4e... by Zerth · · Score: 1

      It seems like all the noncombat spells have become "rituals", which aren't memorized and don't have per day limits, other than running out of $$ to cast them. On the other hand, most of them would be just about impossible to cast in combat.

      I imagine one of the first addons will be "The big book of rituals".

      On the plus side, rituals are a skill/feat so non-primary spellcasters can get some utility spells.

  30. Re:Starting playing in 89 does not make a "Veteran by Anonymous Coward · · Score: 2, Funny

    "THAT makes me a veteran"

    No, that just makes you old.

  31. Yet Another Way ... by Anonymous Coward · · Score: 0

    ... for Slashdotters not to get laid.

    1. Re:Yet Another Way ... by cthellis · · Score: 1

      ...as if we need any help.

  32. It's a collectable miniatures game in book form by Fractal+Dice · · Score: 3, Interesting

    Alas, it feels like the collectible craze has finally struck the heart of D&D.

    At the risk of sounding like I'm shaking my cane at those dratted kids (and maybe I am), this isn't a followup to the classic game, it's a repackaged version of the miniatures game. Look at the monsters ... they're essentially a card. The actual description, background and mythology of the creatures are negligible. The mechanics themselves are designed to be bound to a board, not played out in the imagination.

    On some level I guess I can't blame them. As a system linking MMORPGs, miniatures games and card games, it works. They look at the income of Magic the Gathering or WOW and say "why can't we get a piece of that?!" so they design a game that will allow them to leverage the different merchandise against each other. It's not a bad system if that's what you have in mind and I can see it being very successful in that Microsoft sort of way. I know a lot of people who wouldn't touch this system with a 10-foot pole if it didn't have the D & D name on it, but since it does, they probably won't want to play anything else.

    What's really sad to me is how hard it is to dig up any information on what can or cannot be created and distributed by players. They seemed to be starting to get the hang of it with opening the d20 system but this feels like a step in the opposite direction. It's becoming about leveraging their games onto players, not about empowering players to create their own games and worlds. I want tools to create stories with, to build worlds with ... as a gamer, I'm not a consumer of fantasy, I'm a creator of fantasy.

    1. Re:It's a collectable miniatures game in book form by Anonymous Coward · · Score: 0

      You do realize that D&D's lineage through Chainmail is to table top strategy war games? So I view 4e as a return to the true roots of D&D. Not that this is necessarily a good thing...

    2. Re:It's a collectable miniatures game in book form by Shadowin · · Score: 1

      "They look at the income of Magic the Gathering ... and say 'why can't we get a piece of that?!'"

      The project managers at Wizards must have such envy for each other.

  33. Umm, how about No? by Anonymous Coward · · Score: 1, Insightful

    How is this ironic? This manner of interchange of ideas is only natural.

    Mozart and Haydn found much inspiration in each others' work. I fail to see irony here.

    1. Re:Umm, how about No? by mark-t · · Score: 1
      It's not inspiration, it's imitation.

      It's like a parrot learning its vocabulary from a family.... then another child learning to speak from what he hears the parrot saying.

  34. 4E first impressions by Mongoose+Disciple · · Score: 3, Insightful

    Some friends of mine were running one of the D&D game days going on today to introduce 4th edition. Due to some unforeseen circumstances I wasn't able to make it in time to play, so when I did show up about an hour later I decided to just hang out and watch.

    What really surprised me and I totally did not expect from anything I'd heard about 4E is how much longer combats took to resolve. A little bit of that was clearly, okay, here are people are familiar with 3E and can play 3E fast and this is new so it takes longer, but... more, the amount of hit points everyone has have gone up a lot, the access to healing that everyone has has gone up a lot, characters can heal while doing other things, damage hasn't gone up a lot, and spells and powers that can really turn the momentum of a fight (e.g., 3E slow vs. creatures with a large number of weak attacks) have pretty much gone away.

    The D&D game day module was for pregenerated first level characters. In all earlier editions of the game, combat for first level characters will go pretty damn fast. No one has the hit points to take much of a beating, and maybe your cleric has 3 cure spells to throw around. In 4E, everyone at the table is getting healing surges for hit points back all over the place. No joke, in the middle of one combat I left to get some dinner and decided to have a sit-down meal at a restaurant about 15 minutes away. I got back around an hour and a half later and the same combat was still going and no end was in sight. In previous editions that would never, ever, happen with first level characters.

    Maybe I'll come around to thinking that's a good thing, but personally, I enjoyed the way 1-3E played at low levels, and the way they played at mid levels, and the ways in which those were different. (If 4E actually did successfully fix how much the game broke down at high levels, I may be able to make peace with this.)

    1. Re:4E first impressions by Anonymous Coward · · Score: 0

      Sounds like they missed the part where you can only use one healing surge on yourself per encounter (it's called a Second Wind). After combat, you can use as many as you like to heal up though.

    2. Re:4E first impressions by cthellis · · Score: 1

      My guess: 15 minutes of fighting, 75 minutes of arguing about rules.

  35. Computer Aided Roleplaying Game by billtom · · Score: 1

    I think that the time is right for what I'm calling a Computer Aided Roleplaying Game (CARPG).

    What this would be is a mostly traditional tabletop RPG (not a Computer RPG or MMORPG), but the game would be designed from the ground up with an accompanying computer program and you would be required to have at least one computer at the table to run the software. The system requirements would be very modest (no real-time 3D or the like), so I don't think that it is asking too much for 4+ geeks to scare up one old computer. (An optional form of play would have one computer per player, networked.)

    The point of all this is to have the computer take over all the boring game system stuff that computer are good at and let the player focus on the fun, creative stuff that humans are good at.

    I'm well aware that there are programs available for most of the major RPG systems that sort of do what I'm saying (and 4E will have some online software of this sort). But the point of a designed-from-the-ground-up CARPG is that you can design the rule systems to best take advantage of the availability of the software; rather than just writing a program that simply supports rules that were designed for humans to manage.

  36. Stop fighting the troll... by Lendrick · · Score: 1

    He'll just regenerate anyway. :)

    1. Re:Stop fighting the troll... by ildon · · Score: 1

      Not if you use flames.

  37. I played last night at a preview by Dripdry · · Score: 1

    ...and got some neat little schwag. Dice, a play matt, and free mountain dew!

    I'll tell you about the experience:

    There was myself, my girlfriend, two of my friends, and some guy that stepped in for another who dropped out.

    I am fairly analytical, my girlfriend is too although she hasn't really played much D&D despite being a big fantasy genre fan. The two friends have both enjoyed D&D over the years as I have (we're all mid-late 20's). The person we met up with seemed fairly analytical too.

    My first impression was how powered up everything seemed. Many more hitpoints at 1st level. Simplified skills list, although they seem to be so general now that it could hinder the long-term roleplaying viability here. For instance, Thievery encompasses all thief skills now. Athletics lumps together things like running and climbing, which are really two very different ideas (as a runner and climber myself). The ease of understanding and keeping track of all this was pleasant, though.

      Fairly easy to understand the rules, and with some GM prodding we were up and running quickly. I'm a 2nd Edition vet and so this was a breath of fresh air.

    Combat was MUCH more fun at first level. Our dice rolls were very bad, and it would have been nice to see the 3rd edition rerolls again. Mages seemed quite useful even at first level, already possessing melf's acid arrow and an ice blast spell that was pretty spiffy.

    The simplicity really helped the analytics move along for a change. The ease of getting into it made 4th much more fun than 2nd for the g-friend, and the other 2 vets seemed to enjoy the game system too. They had the rogue and wizard, and heartily enjoyed the powered-up aspects of those classes at 11st level.

    All in all, a breath of fresh air. Me? I didn't like 3rd edition. It seemed oddly clunky and unintuitive to me, perhaps I just prefer the detailed math rules of 2nd edition. Here, though, the races and classes have been turned on their heads in some cases, and new ideas brought in that really make me want to play D&D again. Skill rolls and saving throws were all simplified too, which was enjoyable, even if I did lik saving vs Death Magic.

    I went to Gary Gygax's funeral, and I have to say that I think as a story telling platform this is something he'd be very happy with if he were here. It's more acocesssible as many here have said, and since it lends itself to miniatures play, it will not only make the story more real to people, it will make Wizards more $$ as well :)

    --
    -
    1. Re:I played last night at a preview by Giant+Electronic+Bra · · Score: 1

      See, I don't find the new rules intuitive at all. It may actually be as you say that it isn't too hard to play IF you have a 4e guru for a GM. But after a read through of the manuals I found the explanations of how to determine what powers your character has to be quite muddled. It also seemed like most of them are endlessly minute variations of just 2 or 3 abilities with the only differences being which save you use or something like that.

      I cannot see any inexperienced players being able to pick this game up and play it. It seems to me it will cater only to experienced players that enjoy figuring out if a +2 save and +1 damage is a better option than a +2 save and +1 AC. I don't think that fosters good roleplay, just slows down the game and adds little. I expected better.

      --
      "Malo periculosam, libertatem quam quietam servitutem." -- Jefferson
    2. Re:I played last night at a preview by Dripdry · · Score: 1

      Our characters were pregenerated, so I haven't been through that process. There did seem to be some miscommunication on a few of the rules where the DM had to ask someone else about rules, but that seems to be expected. I haven't read through the books, I've just played the game. The experience was very enjoyable. Perhaps getting into the details will provde difficult, though.

      --
      -
    3. Re:I played last night at a preview by Giant+Electronic+Bra · · Score: 1

      Yeah, I'm coming at it from the opposite side, reading but not having played. I don't think 4e is TERRIBLE, and I think it could be pretty good, but the PHB at least needs a serious rewrite already.

      Truthfully the clarity issue would have been addressed by a few tables. As an exercise check the 1e PHB ranger class and the 4e PHB ranger class sections. In the 1e version there may be a BIT less variety of 'powers' to use the term loosely, but it is ENTIRELY clear what you have, just look at the level chart!

      In the 4e version even a careful reading of the text left me fairly uncertain what ability choices a new 1st level character would have and exactly what subtype of ability some of them would count as. A chart would have cleared that right up, and it could have replaced some of the text that wasn't so clear.

      2 pages of introduction to the game mechanics (what is a turn, what is an action, example of a round or two of combat) before character generation would also vastly clarify things for new players. As it I'm 200+ pages into the PHB and I still would have no idea what most stuff means if I hadn't been playing RPGs for 30+ years.

      (ouch, that's scary...) lol.

      --
      "Malo periculosam, libertatem quam quietam servitutem." -- Jefferson
    4. Re:I played last night at a preview by Dripdry · · Score: 1

      Wow. Thsi really seems contrary to what's been said about the DMG, which seems geared to first time DMs/GMs. I would think that the PHB would be similarly positioned, not for beginners necessarily but to at least facilitate newcomers and ease of understanding. If/When I get the chance to check out the book perhaps I'll be back here to post a reply. I believe your side of things, but it's also hard for me to believe that they've created such an easy DMG while completely ignoring that aspect in the PHB. I've only been playing D&D/RPGS for about 17 years or so. You've got me beat hands down! :) Have you heard similar rumblings as yours from others on the rules?

      --
      -
    5. Re:I played last night at a preview by Giant+Electronic+Bra · · Score: 1

      Well, I think the idea was to create a PHB that is friendly to new players. It certainly seems to be written with them in mind in terms of explaining the general concepts of RPG and giving a lot of role playing advice, etc. I'll give the PHB very good marks for that.

      I just don't think it explains game mechanics very well. In fact it seems to deliberately avoid all but the most superficial discussion of game mechanics. I think that was a deliberate 'lets not make the player's brains melt' decision. I just disagree with it. I think they would have done better to have had a full example of a couple rounds of combat. That would have put the various skills and whatnot into perspective for the players.

      The real beef I have with it though is that I think the class sections are really unclear about powers. The whole power/feat/feature/skill system is pretty complex. Again a couple of examples would have been nice. This is a general theme with the PHB. In a few places they have nice examples, such as in the sections on using skills, but there is no example of say determining what powers a character has. Given the way you can swap around things and some racial or class features allow substitutions etc it would have been good to have that.

      Overall I would say the game mechanics are far more consistent and better cover the majority of situations than in 2e for sure. So it isn't that it is a bad game system at all, just complex and not so easy for newbies to understand.

      --
      "Malo periculosam, libertatem quam quietam servitutem." -- Jefferson
  38. he claimed a complaint was a feature? by Anonymous Coward · · Score: 0

    As I read the article, I found myself wondering how much Hasbro payed him to write this.

  39. A different DM's take. by Anonymous Coward · · Score: 0

    I will start by saying that I love Star Wars Saga edition rules. Parts of that rule set are incorporated in 4E (or vice versa). I picked up the 4E box set from my local game store on Friday and spent the last couple of days reading through the books. Prior to that, I did go through the Keep on the Shadowfell quick start materials.

    A few big differences I have with general review comments:

    I am quite unhappy with the paper quality- the paper seems thinner than 3rd Ed, and both my PHB and DMG have "creases" in the page, which I find really annoying. The pages don't lay flat, either- they appear "warped" to a certain extent, most noticeably in the PHB.

    I'm not thrilled with the artwork. Part of this is raised expectations from the WotC blogs- I expected to be blown away. While I found the artwork more consistent, I'm not a fan of the art style that is the most consistent. ^^; That's a personal preference, and persons' opinions will vary there.

    I've got mixed feelings on the new character class layouts. On the one hand, I do like that most powers/abilities are in one place. On the other hand, it's still a pain to flip through a few pages to look for the exact powers that you need. I'm hoping that we get character sheet creators that do the same type of thing that the quick-start characters do from Keep of the Shadowfell- only put the powers you need in one place.

    I'm not as fond of the DMG. Yeah, it might be helpful for new DMs. For me, the only things I really found useful were towards the back, where it discussed conditions and certain types of actions.

    One elaboration on this review- criticals are auto-hit, but you still have to beat their AC to do max damage.

    Overall, I like some of the simplification- I'm pretty sure I'll like the new skill system when I really get to see it in action, especially since I've liked Saga skills so much. I like some of the streamlining and rules changes- movement, opportunity attacks, and the new role for saves. These aren't insignificant changes, and I think they'll change the game for the better.

    I'm not fond of some of the quote-unquote sacred cow removals- I liked familiars. I'm not fond of multiclassing in this system- basically using feats and abilities to take a couple of characteristics from other classes. I'm not fond of the role constraints- to me, it seems like you have far fewer options than you did in the past, and even when compared to Saga you seem to be more constrained to play a particular role.

    We'll be starting a campaign in a week or so, and from there we'll decide if we're going with 4E or focusing on Paizo's game. ^_^

  40. I don't like the MMO feel by Anonymous Coward · · Score: 0

    First, kudos to the designers for trying to change the game for the better in a substantial way, instead of making minor tweaks to the "tried and true". The effort is worth praise, even if I do not find myself at ease with the final product.

    The big problem I have with 4th ed is that it really feels more like playing an MMO than traditional D&D. Everything from the game mechanics to the art in the books feels more "World of Warcraft" like and less traditional swords and sorcery.

    The biggest game mechanic change, in a nutshell, is that every ability (whether it arises from racial, class, spell, or any other source) is now a "power". When a power is used, the rules describe a mechanism for resolving the power. The rules also describe when the power refreshes and can be used again: either your next action (at-will powers), after resting 5 minutes (encounter powers), or after getting a day's rest (daily powers). The system is designed so that players will tend use a reasonably small list of powers over and over again.

    Very streamlined, yes. But also appears very cookie-cutter. The computer game analogy is quite apt here: Imagine playing a game and on your screen is a bar of icons, with one icon for each power at your disposal as well as icons for standard actions (such as attacking or moving.) Each time your turn comes, you choose an icon from the list and click on it to execute the action or use the power. And once the action is resolved, the icon dims out and does not refresh until the action or power can be used again. Alternatively, I could write down each of my powers on a card before a game session and when I use each power, I can "tap" the card (in the MtG sense).

    When I play a computer game, I can tolerate an icon bar because computers are stupid and require a large degree of uniformity for resolving game actions. Also, players of a MMO computer game are often treated much more impersonally than players sitting at a common tabletop, where each participant can see the faces and expressions of the others. Given the impersonal nature of an MMO, a uniform system is also helpful to maintain fairness.

    But when I play a tabletop game, I don't want a game system that has been so streamlined that it appears impersonal. For all of the faults, inconsistencies, and complexity that is classic Dungeons and Dragons, the rules are presented in a way that highlights the distinctive features of the different classes and races and the player's role in controlling and nurturing a unique, individual being.

    Streamlining game mechanics is fine, but not when it takes away from distinction or appears to boil down a player's actions into a list of icons to click, or boils down a player/character's contribution into a role like "leader", "tank", "healer", etc. And in my opinion (and its only my opinion), Fourth edition has taken things down this route.

    I am mindful that D&D really isn't a computer game, and the dungeon master is still present and players have as much freedom to control their characters as any tabletop RPG. Thus, my feelings about Fourth Edition are mixed and not completely negative. Given the way that the game system has evolved, I think it is very reasonable to compare the presentation to a MMO, and that is distasteful to me.

    Cheers!

  41. Re:Starting playing in 89 does not make a "Veteran by Anonymous Coward · · Score: 0

    No, I've gotta agree with the parent poster. The original poster saying that somebody who began in 89 isn't a veteran just because the OP started with the original white box does, in fact, make him an ass.
    Seconded.
  42. RIP Dungeons and Dragons 1974-2008 by Daswolfen · · Score: 1

    Today is the day that Dungeons and Dragons died. This is it. The game system that survived Second Edition, the WOTC purchase, a collectible miniatures game, and not one but TWO horrid movies. I played in some games during beta testing and I can tell you, that as 30 year(well, 29 year if you want to be technical about it) veteran of D&D (ah... the basic box set with the Errol artwork.. classic) as well as countless other games that most of the gamers today have never heard of, I can say that this is the final nail in the coffin for such a beloved game system. Its a good thing that Gary did dye before this came out because he would keel over on the spot if I saw what had become of D&D.

    --
    Don't rush me, Sonny. You rush a miracle man, you get rotten miracles.
    1. Re: RIP Dungeons and Dragons 1974-2008 by cthellis · · Score: 1

      I know you'll be shocked to hear, but there's no DRM on your existing books, and there'll be plenty of third parties making standard d20 supplements for the forseeable future. You can still play what you like!

      Meanwhile, that exact comment gets restated every time a new edition comes out, and you'll freely shelve it the very moment you decide you like 5th Edition.

      That's just how it goes with any major revision. Some people hate. Some people like. (And usually the people who hate tend to like it when more manuals are released and the regain more of the options and resources they're used to, instead of feeling betrayed by some game mechanic changes, and having only bare bones to chew on right at launch.)

    2. Re: RIP Dungeons and Dragons 1974-2008 by Daswolfen · · Score: 1

      instead of feeling betrayed by some game mechanic changes Not just some game mechanics are changed, but the fundamental underlying structure of what the game system is.

      Its like when TSR had the Marvel Superheroes Roleplaying game. It started with the Basic system, was built upon with Advanced... and the rewritten for the 'Saga' edition, which killed it. Minor changes and refinements are great for a system. A major revamp to the rules system, kills games and game companies.

      This is why I made the statement I did. Yes, I am an 'old beard' and have played the game for a long damn time. Yes, I do prefer 1st Ed. AD&D. When 2E came out, we took a bit from it and shelved the rest (basically we played 1.5e). When 3E came out, I had largely moved on from D&D to Gurps and back to some old games like Traveller (which we later fused Gurps and Traveller LONG before SJG had the license), Aftermath, and Dardevils. There were things I liked about 3E when it came out, and I felt that while things were different with mechanics like feats and such, on the whole it still felt like 1E.

      This new system is just a MMORPG in pen and paper format. And yes, I play MMORPGs so I can recognize the same mechanics at work.

      4E is the Vista of the D&D line.
      --
      Don't rush me, Sonny. You rush a miracle man, you get rotten miracles.
    3. Re: RIP Dungeons and Dragons 1974-2008 by cthellis · · Score: 1

      I... um...

      I'm afraid I can't comprehend your comment after you toss out something like "3E still felt like 1E AD&D." Frankly, 3E felt more like playing Excel than AD&D.

    4. Re: RIP Dungeons and Dragons 1974-2008 by Daswolfen · · Score: 1

      Compared to 2E... its a spirt of the old game thing.

      --
      Don't rush me, Sonny. You rush a miracle man, you get rotten miracles.
    5. Re: RIP Dungeons and Dragons 1974-2008 by cthellis · · Score: 1

      Even "spirit"-wise, I find 3E a huge step away from AD&D, especially since you find you're missing out a whole lot if you aren't playing on a battle map.

      D&D might have come about from tabletop warfare origins, but it certainly didn't feel like it. (I mean, the DM read off a grid map, but he used it to describe the surroundings to the players.) 3rd edition was a HUGE step back to grid-based, tabletop play, and you really feel crimped if you're not able to take advantage of maneuvering and positioning... Your talents give you a ton of options in that vein.

      3rd edition introduces a HUGE amount of multiclassing versatility--for everyone--that AD&D had in very crimped and queer and unwieldy fashion. 3rd adds a lot of versatility within your class and even race, while AD&D's were extremely static. 3rd gave melee combat a lot of flesh and substance, while AD&D's was extremely bland.

      Frankly, 4th shares MUCH more with 3rd than third does with anything that came before it. Unless you were heavily in love with the spell system... Just what about it was keeping the "spirit?"

      I think you're making too much of... well... I'm not even sure what. Especially since there's almost NO chance that you've looked into or exerimented with 4th enough to have a very good feel.

  43. In WoW patch notes 2.4: by TheJerg · · Score: 1

    In Memoriam: Gary Gygax Blizzard Entertainment would like to dedicate the patch in memory of Gary Gygax. His work on D&D was an inspiration to us in many ways and helped spark our passion for creating games of our own. As avid D&D players and fellow game developers, we were all saddened by the news of his passing; we feel we've lost a true adventuring companion. Thanks for everything and farewell, Gary. You will be missed.

  44. Veteran GM by Anonymous Coward · · Score: 0

    Veteran GM?
    Is that like a really old Chevy?

    (before 1919)

  45. Re:Starting playing in 89 does not make a "Veteran by Anonymous Coward · · Score: 1, Insightful

    Original D&D, three white box set and suppluments such as Blackmoor and Gods Demigods and heroes in the 1970s THAT makes me a veteran I think I'll avoid this incarnation from everything that is being said 1 year of experience repeated almost 40 times does not make you a veteran.
  46. Every generation says this. by Capitalist+Piggy · · Score: 1

    Today is the day that Dungeons and Dragons died. This is it. The game system that survived Second Edition...

    Actually, this is something they run into with each edition. SE is what did it for my group of friends many years ago. They'll get enough younger gamers to hang onto the franchise. Then the next version will come along, those gamers will be grownups, move on, and new ones will come in to replace them.

    The great thing about paper role-playing systems is you don't have to run out and buy the latest version. Just find like-minded folks and keep playing by the rules you like for as long as you like and leave the new/stupid stuff for kids who don't know any better.
  47. Alternating Gender by crossmr · · Score: 1

    Alternating genders: Not just he, not "We say he but mean everyone," not he and she, not he/she (or worse yet, s/he), just the most logical approach: Use one gender in one discrete chunk of text (like a paragraph), the other in the next, etc. Thank you.

    (emphasis mine)

    Why? Why thank you? if you're going to be so turned off playing D&D because english doesn't have a proper gender neutral pronoun maybe move on. you got bigger things to occupy your time like being outraged over the fact that box of raisin bran which only has 1.97 scoops of raisins in it..
  48. Re:Starting playing in 89 does not make a "Veteran by Anonymous Coward · · Score: 0

    I remember Trav when it first came out. The Original one.

    I played more Space Opera and MegaTraveller

    CLassy, organised and professionally produced. It was amazing compared to the other games out at the time.

  49. If it's like WoW... by hyperz69 · · Score: 1

    Then I wonder if one of the Character Examples is LEROY JEEEEENNNKIIIINS!

  50. If I wanted to play a MMORPG or a TCG by analog_line · · Score: 1

    ...I'd be playing one of them instead of a tabletop RPG that's been warped into playing something like them.

    Everything I've seen about this seems like the system is just being loaded down with regressions. My impression from everything I have read of it is that the entire game has shed nearly everything that made it "Advanced" D&D, and now it's just back to plain, vanilla, 1980s D&D (aside from the total combat overhaul). The new alignment system is a direct throwback to the Basic Set era of non-Advanced D&D. The classectomy takes out a lot of the original complicated problem child classes leaving the list far more like the original D&D list of classes (hunt down an original copy of the AD&D 1st Edition rules and take a gander at what used to be required to be a bard, and druids were always a tortured rules situation in the default rules). Even the assumption of miniatures is a total throwback to original D&D (remember, this all started as a fantasy version of a wargame).

    I'm just glad I still have my old 2.x Core Rules CD-Rom. That was real Advanced D&D. Yes, there were big problems with it, but the system was impressively modular. You could lop huge chunks of it off, or beat parts you didn't like into a better shape, or attach new rules without needing to rework the entire system. The very first bit of text in the original 2nd Edition PHB was the editor's note telling you, explicitly to get rid of whatever rule in the game that you didn't like, though no one apparently read it, because people acted like the game was a straight-jacket, and bad DMs thought that just because player X bought crazy new supplement Y that it was official, and that they had to allow it in their game, whether it made sense or not.

    All they needed to do in 3.x was to make the good changes they did make (get the druid class under control, reform the experience/level system in general, and get rid of racial limits) and explicitly modularize every the system. What they didn't need to do is throw the baby out with the bathwater, but there was such a bad taste in people's mouths from the waning days of pre-WotC D&D, that I guess they felt they needed a wholesale, and obvious change to get people back to the game, and apparently surface regression to 1st edition (bringing back the Barbarian, monk, etc) and making it more super-powery (ie, feats) was the way to do it. Obviously worked well enough, since so many people play 3.x and more power to them. What I don't understand is why they thought a regression to the freaking Basic Set was going to go over well.

    I'm just glad I've got my copy of the Core Rules CD-ROM, and some PDFs of the most original RPG campaign settings ever thought up (Planescape, RIP. Dark Sun, why did they revise you? Wither Spelljammer?) and I'll cheerfully ignore all the crappy stuff (remember the "Shaman" supplement anyone?) like people should have done in the first place.

    1. Re:If I wanted to play a MMORPG or a TCG by cthellis · · Score: 1

      Seriously, dude... 3.x felt modular right from the start. If all you're talking about are a few house rules to control things you feel are too overpowered (be the class powers, prestige classes, feats, spells, or what have you...) you're already doing exactly what you said you'd do in 2nd AD&D. Toss out rules you don't like. Modify others.

      Just what about 3rd prohibited you from doing that? It seems your one sentence suggestion did exactly that.

      EVERY system is explicitly modularized. Hell, they sell modules. ;-) The GM chooses what materials to include and where to play, and the players all voluntarily back off certain bullshit or toss out a few house rules they can agree upon...

      End.

  51. Bah! by x_man · · Score: 1

    Bah! Real tabletop gamers don't use simplified rule systems and only one die. We want esoteric to-hit tables, armor charts, save modifiers out the ass, and most importantly, lots of dice rolls. When my warrior executes a jumping, 360 degree sword sweep while simultaneously imbibing a potion of gaseous form and making a rude gesture to the Supreme Overlord of the Undead, I expect to feel the beginnings of carpal tunnel!!!

    I fling my poo at the d20 system, WoTC, and especially D&D 4E with its new fangled, computer-artsy books and "prestige" classes. No good DM should be letting his players live past level 6 anyway.

    A pox on you WoTC!

    1. Re:Bah! by mujadaddy · · Score: 1

      No good DM should be letting his players live past level 6 anyway.
      ++
      --
      Populus vult decipi, ergo decipiatur...
      "Force shits upon Reason's back." - Poor Richard's Almanac
  52. I'm still stuck in Keep on the Borderlands! by MRe_nl · · Score: 1

    hiding from the stirges in room 3...

    veterans, pfft.

    --
    "Kill 'em all and let Root sort 'em out"
  53. Good review. by Anonymous Coward · · Score: 0

    Before reading this review, I was considering picking up the PHB, backporting the Paragon Paths and Epic Destinies rules to 3.5, and continuing on as I always have.

    Now I'll definitely be doing that. Video games and role-playing don't mix, and these new rules look even worse about that than I'd feared.

  54. Grognard Thoughts by fartrader · · Score: 1

    1. The basic philosophy of the game does seem to be "dumbing down" the core mechanics, as opposed to the rules-rich 3.5. While this makes the rules more accessible for the newbies it is also probably easier for the RPGA (the WoTC version of S.P.E.C.T.R.E :P) to build consistent scenarios and manage them at the tournament/global domination level. This RPGA angle is clearly stated in the rules where characteristics cannot be generated randomly for RPGA playable characters. The RPGA is a major growth area for WoTC - oddly enough 4e will probably end up alienating vast swathes of them.

    2. The players handbook clearly states that one of the core mechanics is that D&D is a game of "exceptions". This means that the various handbooks that you *know* will follow will be less of an optional luxury and more of a necessity. Adding feats, powers, classes and races that will make your character less cookie-cutter. No rule-rewriting just new "bolt ons". Thats also why the content is cut back. Core == Starter Set. Cha-Ching.

    3. Is it just me or are there just some odd fantasy "archetypes" in there? Tieflings, Dragonborn and Eladrin - where on Earth does the teleporting Noldor archetype fit into the traditional fantasy mold? ...or is it just cool for the kids...?

    4. I thought the whole alignment stuff in 4e is just a mess - making it simpler made it nonsensical. They should just dump it IMHO (but then I have never been a fan of them in the first place). Why not just say Lolth is Evil rather than enforce it with a game mechanic?

    I have no particular axe to grind against 4e - I haven't played it much yet, just read the rules so the jury is still out from my personal point of view. I'm sure its a fine game with slick mechanics and fun (which is the point), but have they thrown out the baby with the bathwater? XP versus Vista anyone?

    Fart.

    1. Re:Grognard Thoughts by tinkerghost · · Score: 1

      3. Is it just me or are there just some odd fantasy "archetypes" in there? Tieflings, Dragonborn and Eladrin - where on Earth does the teleporting Noldor archetype fit into the traditional fantasy mold? ...or is it just cool for the kids...?

      English Legend. The Sidhe were noted for that nasty little bit of witchery - stepping from the Fey world to ours & back again. They are in effect bringing back the original Elves, not the sweat Tolkeinized versions - watch out for them - they have very bad tempers & take offense quickly.

  55. Cross Platform DnD Program by Anonymous Coward · · Score: 1, Informative

    You should check out gametable.

    Pros:
    - It's FOSS
    - Written in java, so it runs on almost any computer
    - Can be used for almost any table-top game. (Square or hexagonal grids of any size available, and it doesn't enforce any rule set, though it does handle dice rolls)

    Cons:
    - 2d graphics (Though this might be better for people with finicky/slow graphics cards)
    - No built in VOIP (Does have text chat though)
    - DnD rules not built in (Though, as mentioned above, this lets it be used for other games)

  56. Slashdots slogan makes sense by Anonymous Coward · · Score: 0

    I always feel that the slogan "News for nerds, stuff that matters" makes very much sense when reading an article about D&D :)

  57. What irony? by Valdrax · · Score: 1

    Anyone who is a fan of any kind of creative work who bothers to read examples from before "their time" will see that derivative genres influence the future development of the genres they sprung from.

    Example: Jazz & Rock or Film & Theater.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
  58. 19 years isn't good enough for you? by Valdrax · · Score: 2, Insightful

    If you've been doing something for 19 years, you're a veteran at it by any sane standard. Gaming doesn't work on the seniority system. This is a hobby, not a union payscale.

    And frankly, if you've been doing the same thing for 30 years, and all you can do is flaunt close-mindedness on any new ideas and pooh-pooh the experience of anyone who came a few years after you that officially makes you an old fart, not a veteran.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
  59. D&D, the MS Windows of RPGs by Qbertino · · Score: 2, Informative

    I find it rather strange that in a community so bent on not being mainstream, only the prime mainstream RPG is discussed.
    Having played well over 20 RPG systems myself, I can safely say that D&D (no matter which edition) is one of the worst I've ever played. But that's just my impression. From a passionate RPG player, here are some alternatives to D&D Fantasy Roleplay:

    Palladium & Rifts
    Exalted
    Runequest
    Harnmaster
    GURPS
    Torg

    If you haven't played at least one of the above besides D&D, you should do it ASAP.

    --
    We suffer more in our imagination than in reality. - Seneca
    1. Re:D&D, the MS Windows of RPGs by cthellis · · Score: 1

      It's all about Rolemaster, baby!

    2. Re:D&D, the MS Windows of RPGs by Anonymous Coward · · Score: 0

      Oh god! If there's ever been a fantasy RPG system more awful than any version of D&D, it's Palladium. Half the classes are worthless and the other half all have to pick the same set of skills to have a chance to survive.

      Then again, the GMs I've had running it pretty much thought a series of random-monster battles constituted a campaign, so maybe the blame's not all on the system...

    3. Re:D&D, the MS Windows of RPGs by DrOct · · Score: 1

      I do think all of those systems sound pretty interesting, and I've looked into them some, but haven't actually played much with any but Palladium/Rifts. I love the "content" of Rifts and such, but man that rules system is BROKEN. Every time we tried to play things were just so horribly unbalanced and difficult to do that we generally gave up after a session or two. That being said I still love the Rifts world an campaign setting, and loved buying and reading the books, just not actually playing. If Palladium dramatically overhaul their rules and redo Rifts, I'd be pretty excited to try it out!

  60. Very much initial impressions by BDZ · · Score: 2, Interesting

    Kind of late to the game...nearly 24 hours after story posting. Was actually running my D&D campaign yesterday so no time for Slasdot.

    Up front, I was quite pessimistic about this new edition...and still not sure where my judgment will ultimately fall.

    However, after a bit of exposure to the three core books (they're up on bit torrent and better copies on that place that the first rule says you aren't supposed to speak of...). I'm guardedly excited. Enough so that I did allow myself to get caught up in the excitement of release day and picked my copy of the PHB up on the way home from work Friday evening.

    The book is quite lovely, and I have to say I'm really happy how clean the print is (I don't own 3.5 edition books, but my third edition ones have a horrid background that obscures the text). The artwork is nice and it's nice to see women adventurers depicted sensibly (no chainmail bikinis).

    I'm not versed enough on the rule set yet to say anything other than they look interesting. I could see playing them if I can twist my players arms harshly enough the next time we re-boot and start a new campaign (we are on second edition as of now).

    I am not happy with what appears to be very miniature focused tactical rules. However, perhaps ranges of "squares" can be easily converted. My group is darn cheap. We have a small collection of minatures...enough that all the current players have someone to depict their characters and there are some which are fitting enough for a few of the main NPC allies they have. For opponents we actually use hexagon tiles that I pencil something descriptive on...like orc 1, 2, 3...or NPC's names. We don't use a battle mat. I draw a rough map out on a white board laid flat on the table. I also write 'NTS' on my little maps as I have one jerk who will complain that the map is not to scale...

    Other than that possible concern about the role of miniatures in the game (and for my group it's more about some players being under financial constraints), the only other things I think that are worth pointing out are:

    1. The index (like most RPGs) is not very expansive.
    2. There is no appendix of important tables in the read of the PHB. I think that would have been handy to anyone using the book whether a player or the DM.
    3. The inclusion of a section detailing a great number of magic items. This was always something left to the DMG. I don't understand why it had to be put into the PHB. I would much more rather have seen those pages utilized with something like an appendix of useful tables, more spells, or, heck, even a more extensive listing along with descriptions of odd ball equipment.

    In summary, it looks promising and I'm looking forward to reading through my copy of the PHB in the next couple weeks. I don't know enough yet to recommend the game or not, but I would advise anyone to take a look online for the PDFs and take a gander first. If it looks cool to you then plop down your money and get a copy. (Same as I say to anyone who I tell about a good band...d/l some MP3's, check it out and if you dig it, buy it.

  61. It was nice while it lasted.. by docwatson223 · · Score: 1

    If I wanted to play WoW - I'd play WoW. If I wanted to play D20 WoW - I'd buy the books for it. 4e is WoTC's swan song. TSR gave me 30 good years and like most things after 30 years, one of us had to die of old age.

    1. Re:It was nice while it lasted.. by cthellis · · Score: 1

      Hi! It's not WoW. It's not even close to WoW. NO pencil and paper game is close to a MMORPG, because it's all about the effortless, personal, social dynamic and an arbiter that can think on the fly.

      It's just not 3.5e

  62. Take the time to play the game first! by cfury · · Score: 2, Insightful

    I am surprised by all of the complaining about how the mechanics of the game are all MMO based and RPG is left to the side.

    This is simply not true. My group just gave 4e a shot on Saturday, and I have to say that the general reaction from all 7 of us was that it is a fine gaming system... we still have a lot to learn about it, but it went well....

    We also had one of our best ROLEPLAYING sessions to date, and this group has been playing well in this regard for years. We spent TWO HOURS in non-combat situations, talking to the local townsfolk in our starting village and in Winterhaven. We learned a lot, and made a lot of friends in the town through some very savvy roleplaying (and our dwarves still got drunk and made an a** of themselves, but our wizard was savvy enough to make sure the barmaid was aware of the situation before hand... :)

    We had a great mixture of the serious and humorous aspects of the game, from all involved.

    The skill checks for diplomacy, and sense motive (insight) and the like were still there (when they needed to be)... all the options are still available, just condensed into more sensible skill check options.

    Can you pull off a roleplaying session like that in an MMO? Nope. It's still D&D folks. At it's heart, it is still a roleplaying game. Each group will roleplay to the extent that they want to. It's all in how the DM presents the material and how the players react to that material.

    This has ALWAYS been the case, regardless of edition. Roleplaying isn't a rule you can codify and enforce, at least well. It has to come from the players and the DM.

    Given the non-combat encounter system, I'd say this version even attempts to encourage this kind of thing, but I can't comment on it because we haven't tried that yet.

    We also fought in two encounters (about an hour each) The kobolds were tricky little guys, using their powers to shift all over the board. Even with our numbers, they were a threat, the wizard almost bought it, as did our dwarven fighter, even with healing surges and all the like (btw, you can use second wind only once per encounter... there is still a need for clerics (and warlords), their abilities came in very handy.

    Give the game a shot before you poo-poo it. I think it's quite interesting, and is still D&D. THe "powers" format will take a little getting used to, but I think it will ultimately simplify things while still giving characters enough rules-based flavor to allow people to roleplay their characters anyway they want.

    1. Re:Take the time to play the game first! by Unkyjar · · Score: 1

      I'm still waiting to play, and I believe you that it's going to be a fun system to try out, maybe participate in a campagin or a few one shots. But you seemed the most resonable person to ask my question, and maybe make a point to.

      You see I know there are plenty of good fantasy RPG systems out there, and I'm willing to bet 4e is a good fantasy RPG system. Heck, I may even enjoy it more than other D&D systems, but it seems to be so reworked (Saving Throws, Spell Memorization, etc., on top of the original 3e changes to Thac0, altering of proficiencies, etc...) into a fantasy gaming system that seems not to be tied in anyway mechanical way to D&D editions of the past. Now I'm certain I'll enjoy it like the first time I played Whitewolf or Cyberpunk, I'm sure I'll have fun, but what am I missing that's going to remind me this is a D&D Game and not a new fantasy RPG by a new company?

      Once again it's not a bad thing if there isn't anything to really harken back, but I'm just curious.

    2. Re:Take the time to play the game first! by cfury · · Score: 1

      That's a really good point. I do see a difference in flavor between old D&D and 4e, but I've seen those changes in each version. From what I can tell, this version is much more "balanced" in terms of the different class abilities. They have focused instead on roles.

      My most major concern is that they may have watered it down too much, making groups of classes too similar. I really haven't played it enough to know if that is a real concern as of yet.

      The verdict is still out, but I have hope that the new rules system will still retain that D&D flavor. So far, it has.... yet again, that is something the players and DM bring to the table....

  63. Re:Starting playing in 89 does not make a "Veteran by cthellis · · Score: 1

    Sorry, that doesn't make you a veteran. That makes you "an old-timer." ;-) I am one myself, but I played D&D only from 3rd to 6th grade, then abandoned it and didn't touch it again until I was in my 30's. Unless you fought in a war, you're "veterancy" comes much more from your frequency and length of playtime, not your "born on" date.

  64. 4e isn't bad, but it's limiting. by brother_b · · Score: 1

    Having made a 4e character and played through the combat system, and having played and DMed 3.0/3.5 since it was released, I think this is the best way of summing up my thoughts:

    4e is like getting a meal at a chain restaurant - it might taste good and always be consistent, but it won't have the unique attributes that can be given by a good cook at home. 3.5e is the home-cooked food - it can be good or bad depending on the cook, but the flavors can vary more widely.

    4e thus far is alost cookie-cutter in character generation. All first level characters of a particular class are practically identical. Skill-wize, almost anyone of a given level is identical. At least with the old skills system you could have, say, a specialist in something like knowledge(cartogaphy) or other random skill and were utterly clueless when it came to other skills. This actually came up in a campaign a while back - the party needed to figure out where we were going and make a map, and my wife's character had ranks in knowledge(cartography). This almost dumbfounded the DM, who had not expected that, and the map was created much easier than he expected.

    Also, I can't see any reason why a 4e 10th lvl wizard should be better than a lower-level trained fighter at athletic skills. Tying everything to level is just power inflation. Characters with weaknesses are the most fun to play, and no one should be uber at everything.

  65. I have issues... by Giant+Electronic+Bra · · Score: 2, Interesting

    Being one of the seriously way back original D&Ders and having run conservatively 1000's of RPG gaming sessions of all types and participated in the early playtest/development of GURPS etc. I have some real issues with the 4e PHB. Now I never played 3/3.5e, so I am really looking at this in comparison to 1e/2e "old style" AD&D.

    The game mechanics in the PHB are as clear as mud. This is a book only a rules lawyer who enjoys puzzling out the exact meaning of obscure paragraphs of rules text could love. It obviously never got run past anyone outside the design team and highly experienced players. I could never give this book to anyone who doesn't fall into that category and hope to end up with anything but a hopelessly confused player.

    I appreciate the thrust of what they were attempting to do with the game mechanics. They may well BE very good game mechanics, though I have a few thoughts about that as well (but not having played they are obviously only first thoughts). Obviously there was a concerted effort to do away with certain confusing and awkward terms and provide more consistent game mechanics. Unfortunately I believe what replaced them is no better and perhaps worse overall. There are other serious flaws as well.

    The 1st problem is that the game mechanics and terminology should have been explained in a much clearer and more thorough manner right from the start. Much of what you read is essentially unintelligible at first read due to that lack. A one page description of combat mechanics near the beginning of the PHB that explained turn structure, actions, and movement would have done wonders for clarity. Sadly this is lacking.

    Secondly the descriptions of classes leave a LOT to be desired. They are OK from an 'atmosphere' point of view. The text gives a pretty clear idea of what each class is intended to do and what sort of characters would be based on that class. The problem is trying to figure out the abilities your character has is a nightmare. The system for determining what the combination of race/class/build gives you for abilities is terribly disorganized. This aspect would have been 1000% better if only a few charts had been provided.

    The selection of powers for the various classes also leaves me feeling quite disappointed. Everything is purely combat-centric. Not only that but 90% of the powers read like infinitesimally minute variations of each other. Clerics have 18 different variations of basically the same thing 'smite the enemy and do extra damage'. Only the most extreme armchair game technicians are going to enjoy attempting to decide between them all. It feels like someone generated a lot of filler by a rather unimaginative process of slightly changing dice rolls, types of saves, etc between what are all essentially the same thing.

    Wizards seem to have a slightly better time in this department, though the spell selections are still pretty anemic. It feels to me like the goal was to leave you needing to buy supplements to get some variety.

    The whole endlessly detailed subdividing of powers down into various subcategories also seems quite tedious. I can anticipate what will happen if I try to run this. 50% of game time will be burned just trying to explain to the players what choices they have to make and can they use this or that power now or is it used up or etc...

    This was compounded by the class descriptions where a class/build abilities choices are described in a fairly muddled fashion. A chart like those in the 1e PHB would have worked a lot better. Often it is not clear at all which powers are 'free', which ones take up slots, and exactly which type of slot they might take up. 1 chart is worth 1000 words...

    Overall this feels like a 'dice optimizer' style of game. The player type which will dig it is going to be the one that likes to spend 3 hours figuring out if the power that does +5 damage and gives you an extra saving throw is better than the one that does double damage and 'marks your enemy'. Blech! That sort of gaming i

    --
    "Malo periculosam, libertatem quam quietam servitutem." -- Jefferson
    1. Re:I have issues... by Giant+Electronic+Bra · · Score: 1

      In fact... What IMHO might be one way to address several of the issues would be a '0 level' type of option, which could be provided as a part of an introductory level product.

      Characters could start out as slightly hopped up normal humans (elves, etc) with just some basic non class abilities and maybe 1 or 2 powers. It could be designed to extend through say 3 gaming sessions with the result at the end being a 1st level character.

      That would kill several birds with one stone:

      1) It provides a framework for NPCs that bridges the gap between normal human and 1st level PC.

      2) It would be an environment inexperienced players could deal with, giving them a bit of gameplay without an inordinate amount of complexity.

      3) It would be useful in a few other situations, like handling unique nonclass NPCs that might get involved in an adventure. For example the budding apprentice whom you might take on as a henchman, but which would be hopeless by the existing mechanics.

      Granted a GM can always 'wing it' and create intermediate strength non-class NPCs on their own, but why not have a decent framework for that?

      --
      "Malo periculosam, libertatem quam quietam servitutem." -- Jefferson
  66. There's also the "offical or nothing" nature by Anonymous Coward · · Score: 0

    With D&D you had local rules, minor fiddles and twiddles and you used whatever form made sense for the way YOU played.

    As a closed source application, you only have the power the program gives you.

    Worse, what about ultraportables? Will it be released on N800? After all, these have enough power to help DMing, but no program to do it.

  67. So sad by Anonymous Coward · · Score: 0

    If you had ANY Geek cred at all, especially on slashdot, you would have at least mentioned

    Paranoia

    So sad.

  68. Re:Starting playing in 89 does not make a "Veteran by Anonymous Coward · · Score: 0

    Yeah, I guess 19 years experience isn't enough to be called a veteran.

  69. Re:Starting playing in 89 does not make a "Veteran by Macgrrl · · Score: 1

    My husband is from the same era of D&D gaming as you are claiming for yourself and he loves what he is seeing in the 4e materials (except that the online component is windows onlie - looks like we'll have to load bootcamp).

    You might want to wait for the hype to die down and make your own decision on whether it will be worthwhile or not.

    --
    Sara
    Designer, Gamer, Macgrrl in an XP World
  70. Re:Starting playing in 89 does not make a "Veteran by Anonymous Coward · · Score: 0

    (except that the online component is windows onlie - looks like we'll have to load bootcamp). My suggestion is -- please don't. As a fellow Mac user, I understand how you feel, but the sad truth is that WotC has shown only a tiny sliver of interest in porting their online component to any other operating system. The only way to convince them to do so is for them to realize that they're cutting off (at least) a tenth of their customer base. Instead, it's better to write them and let them know that you would have been willing to pay for their tool if they didn't require that you buy a Windows license and partition away a chunk of your hard drive in order to use it.
  71. Purist alert! by mujadaddy · · Score: 1

    varying XP tables by class
    -- Yes. Those are the XP tables. Use them.

    saving throw charts that didn't follow a simple arithmetic progression
    -- I think you'll find that although not "simple arithmetic progression," the saving throw charts followed a consistent progression.

    hosts of magical spells to choose from
    -- As opposed to no or few choices?

    spell memorization and related spell slot management to contend with
    -- That's how magic works, duh. It worked for my granddaddy, it worked for my daddy, and it worked for me.

    totally random variance in spell ranges, areas of effect, and duration
    -- Nooo, each spell has its own range/area/duration. You'd find that there are only about 4 different "kinds" of spell range, about 3 different areas of effect and I think 4 durations also, if you looked.

    simple character generation and hit point generation
    -- That sounds like a bonus.

    ...that boiled down to "invent your own more fair rules or else just pray you don't end up with a first level Fighter with 1 hit point"
    -- You have a Fighter with less than 12 Constitution? Did you read the rules? Did you understand them?

    a thieving skill progression chart that likewise didn't follow a fixed, intuitive progression
    -- Intuitive I might concede, but it was certainly fixed and consistent. Have you ever heard of a mathematical curve? Doesn't seem like it.

    magic resistance that gave a flat chance to negate incoming spells regardless of whether the spellcaster was level 1 or 36
    -- This is covered by another poster, but you do know that MR is a VERY rare attribute possessed only by monsters, right?

    level drain from undead that meant you had to re-write half your character sheet if your PC got hit a few times.
    -- Yeah, it's called a consequence. It was meant to fuck you up & over in order to make the monster feared.

    Honestly, it seems like you're whining about the wrong things.

    I can't return to original Dungeons and Dragons either - it's simpler than the newer stuff, but even it has a ton of odd and unnecessary complexities and some limits that are very frustrating.
    -- I agree that AD&D is probably not my first choice in a gaming system, but people tend to underestimate its strengths and overestimate its flaws.

    Pick up a few Level 4-6 modules from Ebay, get your DM to start you as a FIRST LEVEL party, do a test run, then jump into the module. The game is the opposite of fan service.
    --
    Populus vult decipi, ergo decipiatur...
    "Force shits upon Reason's back." - Poor Richard's Almanac
  72. Re: Play Time with cthellis by mujadaddy · · Score: 1

    I played D&D only from 3rd to 6th grade
    Yeah. Awesome. Some good campaigns, I bet. Who was your DM, Blossom? :|
    --
    Populus vult decipi, ergo decipiatur...
    "Force shits upon Reason's back." - Poor Richard's Almanac