Slashdot Mirror


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."

81 of 330 comments (clear)

  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 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
    7. 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.
    8. 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.

    9. 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.
    10. 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.
    11. 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.
    12. Re:It is great by deathy_epl+ccs · · Score: 4, Insightful

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

    13. 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
    14. 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.

    15. 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.
    16. 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?
    17. 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
    18. 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.
    19. 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.
    20. 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).

    21. 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)
    22. 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.

    23. 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
    24. 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
    25. 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.

    26. 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.
    27. 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.
    28. 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?

  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 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. 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 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.
    2. 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.

    3. 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
    4. 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.

  4. 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 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.
    3. 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.
  5. 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.

  6. 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.

  7. 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!

  8. 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 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
    3. 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"
    4. 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.
    5. 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"
  9. 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.
  10. 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?

  11. 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.

  12. 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 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.

  13. 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 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.

    3. 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)
    4. 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.

    5. 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.

    6. 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.

    7. 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.

  14. 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

  15. 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

  16. 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.
  17. 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.

  18. 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.

  19. 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.)

  20. 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.

  21. 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.

  22. 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").
  23. 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
  24. 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.

  25. 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.

  26. 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