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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."

8 of 330 comments (clear)

  1. 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.

  2. 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 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!

  3. 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.
  4. 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.
  5. 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.

  6. 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.