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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."

10 of 330 comments (clear)

  1. 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?
  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.
  7. 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.
  8. 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
  9. 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.
  10. 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).