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Co-op Neverwinter RPG Announced For 2011

Atari and Cryptic Studios are teaming up to make a new Dungeons & Dragons-based RPG called Neverwinter, planned for Q4 2011. Gameplay will center on five-person groups that can include other players and/or AI allies, and there will be an extensive content generation system. Gamespot spoke with Cryptic CEO Jack Emmert, who explained parts of the game in more depth: "I think there are two very unique gameplay elements in 4th Edition that we've done something interesting with: action points and healing surges. In the tabletop game, an action point lets a player perform a reroll or add an additional die to a roll. In our game, action points are earned through combat and spent to power special abilities called 'boons.' These boons give players special boosts, but only in certain circumstances. Healing surges represent the amount of times a player can heal himself before resting. In D&D and Neverwinter, various abilities let players use a surge immediately or perhaps replenish the number of surges available. It's a precious resource that players will need to husband as they adventure in the brave new world. Positioning, flanking, tactics, and using powers with your teammates are also all things that come from the 4th Edition that are interesting. Of course, we're using power names and trying to keep power behavior consistent with the pen-and-paper counterparts. Neverwinter will definitely feel familiar to anyone who has played the 4th Edition."

169 comments

  1. 4th Ed. by gmhowell · · Score: 3, Insightful

    You got your WoW in my D&D!

    or

    Can haz EZ-Mode?

    --
    Jesus was all right but his disciples were thick and ordinary. -John Lennon
    1. Re:4th Ed. by Corwn+of+Amber · · Score: 2, Interesting

      4th Ed... Oh please no. Just no.

      Same advancement tree for everyone ... content-free books ... no non-combat skills ... made for raiding ... no risk to die, at all, ever ... healing surges are like a zillion reserve HP ... second wind, half-health? poof! full health! ... every class plays the same way ... no longer D&D ... playing a bard makes you crazy ... so much less versatility ...

      --
      Making laws based on opinions that stem up from false informations leads to witch hunts.
    2. Re:4th Ed. by Abreu · · Score: 1

      ...and every time theres a D&D story in Slashdot, the edition war veterans come in again...

      C'mon guys, its been two years and D&D is as much D&D as it was before.

      --
      No sig for the moment.
    3. Re:4th Ed. by Rogerborg · · Score: 1

      Yup, all I'm reading here is "Just like WOW, except only 5-man instances, which will be fine, because nobody will play it anyway."

      --
      If you were blocking sigs, you wouldn't have to read this.
    4. Re:4th Ed. by PopeRatzo · · Score: 1

      Just like WOW, except only 5-man instances, which will be fine, because nobody will play it anyway.

      I know I can't. I don't have 4 friends who are interested in doing this stuff. That's the main reason I never get to play any co-op games. My friends are all a bunch of old stiffs.

      --
      You are welcome on my lawn.
    5. Re:4th Ed. by fedos · · Score: 2, Informative

      If you think that there's no risk of dying in 4th edition then you haven't played it. Healing surges heal you by a 1/4 your max hit points, not to full health, and you only get one second wind per encounter. Any additional healing must come from a healing surge activated by a power. Your total healing is limited to not just the number of healing spells possessed by the healer, but is also limited by your daily surges.

      The classes do not play the same. The powers and class features are varied and two characters with the same role, the same class even, will play very differently.

  2. Healing surges by Datamonstar · · Score: 0, Troll

    Gay as hell. The best part of D&D was the Slay Living spell on the front door handle to every dungeon. And the illusory floor/spike pit at the end of the first hallway. bring back that and stop letting character heal themselves for no damned reason!

    --
    The eternal struggle of good vs. evil begins within one's self.
    1. Re:Healing surges by TheThiefMaster · · Score: 1

      Hmm, illusionary spike pit...

      Might have to do something with that idea.

    2. Re:Healing surges by Datamonstar · · Score: 1

      Yep. You fall into one and you die.
      And it's not the pit that's illusory, but you'll wish it was.

      --
      The eternal struggle of good vs. evil begins within one's self.
    3. Re:Healing surges by TheThiefMaster · · Score: 1

      I meant to do something with the idea of the pit being illusionary. Or the spikes. I'm not saying the players wouldn't die, just that it wouldn't be straightforward :)

    4. Re:Healing surges by Anonymous Coward · · Score: 0

      Gay as hell.

      How would you know? And so what if it is?

    5. Re:Healing surges by Abstrackt · · Score: 3, Funny

      I meant to do something with the idea of the pit being illusionary. Or the spikes. I'm not saying the players wouldn't die, just that it wouldn't be straightforward :)

      We had a DM that loved fake traps. His best was a room where the ceiling was coming down towards the party, the door slammed shut behind us and wouldn't open, and there was a button next to it on the wall. Every time the button was pushed the ceiling would reset and start coming down again. It took about an hour and a half for everyone to figure out the solution. Turns out there was an invisible ledge with a pressure-sensitive switch that opened the door; the ceiling came to rest on it just outside everyone's reach. Every time someone hit the button they delayed getting out of the room.

      --
      They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
  3. Action points by riding_qwerty · · Score: 1

    Only played 4th Edition briefly, but I believe action points are used for an extra move, minor or standard action...

    1. Re:Action points by TheThiefMaster · · Score: 2, Informative

      Extra standard action, which can be substituted for a move or minor action as per the usual rules. Though you normally get some other effect with it, like temporary health, and some abilities allow for spending them to cause other effects (IIRC).

      I tend to play without them, because people always forget about them anyway, and it's hard to explain exactly what they're supposed to be.

    2. Re:Action points by Hardolaf · · Score: 1

      My weekly group doesn't forget about them! Our group mostly uses them to get the hell out of combat.

    3. Re:Action points by Asmor · · Score: 1

      Indeed, the action points they describe are pretty much identical to the original action points introduced in 3rd edition's Eberron (or possibly Unearthed Arcana? Whichever came first...). I don't recall them officially allowing you to reroll, but they were definitely used to add +1d6 to any roll (after you make the roll but before the DM tells you the results).

  4. 3.5 rules 4th Ed == MMORG. oh wait by Anonymous Coward · · Score: 0

    As far as tabletop 3.5 rules and 4th Ed feels like a MMORG ie all the classes are the same every class has a special ability that basically does the same thing but with a different effect, no characterization all the classes can do most things so whats the point in playing other classes.... all fighters, need a heal cast a spell... I'm so disillusioned by wizards and 4th ed

    1. Re:3.5 rules 4th Ed == MMORG. oh wait by Mycroft_VIII · · Score: 5, Insightful

      Try Pathfinder, it's basically what 4th should have been.
      The classes maintain their flavor while gaining options.
      They streamlined what needed it (NOTE streamlined what was needed. NOT made stupidly dumb everything)
      http://paizo.com/pathfinderRPG
      95%+ compatible with 3.5
          I've been playing since 1982 and pathfinder is the best version of AD&D I've seen yet, not perfect, but it's never been perfect.
            AD&D has a cycle to it, version, add on rules till it gets to be a mess to track them, then new version, lather rinse repeat. But it's still a lot of fun.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    2. Re:3.5 rules 4th Ed == MMORG. oh wait by kitsunewarlock · · Score: 4, Insightful

      I completely agree and really wish I had mod points to add to this. While I have a few balance gripes with anything d20 related, any tabletop RPG will inevitably have one thing that is 'better' than another in most situations. And when you really start to play a game with a competent GM and group of people you can call 'friends', balance should be maintained through social contract. Not through rules so simple that they cripple a character's ability to be unique.

      --
      Ginga no Rekshiya Mata Each page.
    3. Re:3.5 rules 4th Ed == MMORG. oh wait by Anonymous Coward · · Score: 0

      Try Pathfinder, it's basically what 4th should have been.

      A glorified re-writing of existing rules in an overpriced tome that repeats all the same mistakes, without actually doing anything new?

      No thanks!

      Don't like the style of 4th edition? Fine. But don't expect me to like you bashing it while you try to make me swallow your own hogwash.

    4. Re:3.5 rules 4th Ed == MMORG. oh wait by Anonymous Coward · · Score: 0

      And when you really start to play a game with a competent GM and group of people you can call 'friends', balance should be maintained through social contract. Not through rules so simple that they cripple a character's ability to be unique.

      Hmm...no thank you. I prefer to be able to play in a variety of groups, not just with a select group of people whose mindset and perspective is fortunate enough to gel well with my own.

      Certainly you could have great luck with this "social consensus" but you know what? You can have terrible luck with it too.

      If rule systems weren't viable, we'd still be playing Cowboy-and-Indians Style, rather than have any rule books at all.

  5. 4th Edition? by Haedrian · · Score: 1

    I read most of the 4E documentation - I feel that DnD went down a few notches, jumped down the ladder...

    Standard races include 3 'elves' and a creature which is recommended if "You want to look like a dragon".

    They pandered too much to the 'I like WoW' crowd.

    1. Re:4th Edition? by borizz · · Score: 2, Insightful

      On the other hand, 3rd ed was about "How much jerky did you bring when you went on this hike?", "Well, that's not enough jerky".

      4th Ed is the first one I can play with my friends where we spend more time playing than looking in damn books. Also, if you don't like Eladrin (basically High Elves) or Dragonborn, don't play them.

    2. Re:4th Edition? by Haedrian · · Score: 1

      On the other hand, 3rd ed was about "How much jerky did you bring when you went on this hike?", "Well, that's not enough jerky".

      I figured 'daily rations' were simple enough to calculate.
      -

      I dunno, I found the 4E documentation to be in a worse state than the 3E - they tried to make it more appealing to more people, and they kinda ruined its appeal. There are some rules which are just plain wierd (Astral Diamonds???), and the LIST of 'artifacts' or whatever in the player documentation is just a nono. And they removed druids - I'll never forgive them for that.

    3. Re:4th Edition? by N1AK · · Score: 1

      They pandered too much to the 'I like WoW' crowd.

      They made the game hoping to expand the range of people who would play the game. Personally, the split class, split race, items and skills picked from a dozen different expansions mentality of the 3rd ed groups I met meant I'd beat myself to death with my own arm before playing. I have however had a great time playing, then DMing in 4th. None of the people I played with were 'veteran' roleplayers, and half hadn't roleplayed before. Finally, I can't stand WoW, it doesn't mean I can't appreciate the ideas that Wizards pinched.

    4. Re:4th Edition? by Datamonstar · · Score: 1

      I'll forgive the Elves. And over look the Dragonborn. But if I want to play-by-the-book D&D as I've done for years, I can't play my goddamned drunkard Gnome fighter. And that irks me...

      On a somewhat more serious note, it's a hell of a lot easier stream-lining rules in 3rd than it is in 4th simply because of all the clunky rules that have been added. They did a good job getting rid of the roleplay, though. Which I guess is incentive to play 4th if that's what you're looking for.

      --
      The eternal struggle of good vs. evil begins within one's self.
    5. Re:4th Edition? by TheThiefMaster · · Score: 1

      And you don't have to look at a dragonborn and think "well they're only good for being a stupid fighter type", the classic "race that can only really be one class". I played a dragonborn wizard for a while, a character who could do as much damage hitting someone with his staff as he could with most of his spells. At one point he was chained up, and escaped by breaking the chains holding him through a sheer feat of strength. Not many wizards can claim to have done that XD

    6. Re:4th Edition? by Datamonstar · · Score: 1

      And you don't think that being able to so easily create a character that is equally good at everything is a bad thing? I really hope you're being sarcastic.

      --
      The eternal struggle of good vs. evil begins within one's self.
    7. Re:4th Edition? by Issarlk · · Score: 1

      It's pretty good if you want to play a team of superheroes. Or rather a group of superheroes, since apparently teamwork is not even needed.

    8. Re:4th Edition? by Dekker3D · · Score: 1

      Equally good at everything, but not equal to other adventurers of the same level. He probably lacks quite a few stats and maybe a level or two because of his choice of race, but he has some cool gimmicks from being physically strong.

    9. Re:4th Edition? by TheThiefMaster · · Score: 2, Insightful

      Equally good at everything != Awesome at everything.

      He absolutely sucked at a lot of non-combat skills, his AC wasn't great (wizard, can't use metal armour, though thick dragonborn skin helped) and combat wise he was much better used against swarms of minions than against stronger individual enemies (typical wizard). When I say hitting with his staff was as strong as most of his spells, that's ignoring the range and area effects on the spells, and I should be clear that hitting with his staff comes nowhere near what a true fighter is capable of.

      He wasn't some kind of super do-everything-awesome character, I'm just saying he had flavour, and you don't have to stick to the expected class for a race to get a good character.

    10. Re:4th Edition? by Heed00 · · Score: 1

      On the other hand, 3rd ed was about "How much jerky did you bring when you went on this hike?", "Well, that's not enough jerky". 4th Ed is the first one I can play with my friends where we spend more time playing than looking in damn books. Also, if you don't like Eladrin (basically High Elves) or Dragonborn, don't play them.

      That damnable old school D&D forcing people to read and remember things written in books! How very dare they!

      P.S. you could have taken your own advice with regard to ration rules if they annoyed you so much -- don't use them.

      --
      Thought thinks itself.
    11. Re:4th Edition? by TheThiefMaster · · Score: 5, Insightful

      Roleplay isn't something you can really put in or take out of the rules. Whether you get roleplay or not depends more on the group you're playing with. For example, one of the (4e) encounters I set up for a group recently went something like this:
      Party is doing the usual killing thing in a ruined keep, and finds a note in a chest revealing that someone is to meet with a cultist that night to hand over an artifact (elsewhere in the ruins was an excavation, down into a room below that was now empty. Hint hint.).
      They decide that the best way to proceed is to make a fake artifact (not knowing what it looks like didn't stop them), go to the meeting, and try to get some more information out of the cultist guy. They even try to get the reward for handing over their fake, but narrowly avoid being stabbed instead. Then they tie the cultist guy up, borrow his cloak and pretend to be him when the guy with the real artifact comes.

      They could have handled it several other ways, including attacking him to get the artifact, or following him back after he gets the artifact and stealing it, etc. but they chose the roleplaying route and it worked out amazingly well for them. The fact that it was 4e wasn't a barrier to the roleplaying at all, despite what people say about d&d having been made into a hack&slash.

    12. Re:4th Edition? by geminidomino · · Score: 3, Interesting

      I wish I still had people like that to game with.

      Every group I've been part of in the past decade or so (before I finally threw in the towel) would have just killed the cultist, stashed the body, and then killed the contact.

      And then demand extra XP for being "clever."

    13. Re:4th Edition? by deniable · · Score: 1

      4E is the first one I could read since AD&D. 3/3.5 should go into the design and readability hall of shame. That said, most of the gripes I hear about 4E are similar to the gripes I heard when 3 came out.

    14. Re:4th Edition? by deniable · · Score: 1

      Unfortunately the character from multiple splats is back. With 3 PHBs, 3 Martial Powers, Arcane, Divine, two race books and several others we're back to the problem I had with 3 and 3.5. Oh well, 4.5 is out next month, so we can start the treadmill again.

    15. Re:4th Edition? by Anonymous Coward · · Score: 0

      They pandered too much to the 'I like WoW' crowd.

      Good for them. They know how to run a business by targeting the largest possible market to make money from. Otherwise, goodbye to D&D.

      I'm not a particular D&D fan, I am playing 4E right now and I have a lot of issues with it. First, they've tried to make it "less complicated" but actually made it more complicated by having far more things to have to remember in a given round that I recall from 3rd edition. Marked, debuffed, on-going damage, buffed, range of buffs, end-of-next-turn powers, etc. etc. You really do need a computer to keep track of all the states in this game. Second, it really has taken a bit out of the "natural" feel of the game. Druids can shapeshift into any animal but with no difference because it's all based on the power you use.

      Anyways, WotC made a smart business move in targeting the much larger market that WoW has created for fantasy RPG games. It gives them the ability to make much more money and keep the franchise alive. But I think they still made it a little too difficult to pick-up-and-play. And I don't know now successful the strategy of having so many books will be. That'll come off as more price gouging than anything else, despite the nature of said target market wanting to "collect" things.

      Regardless, the criticism that just because the PHB1 has dragonborn and 3 elf-like races is a weak argument for comparing it to WoW. There's so many other, stronger, comparisons you could have pointed out.

    16. Re:4th Edition? by borizz · · Score: 1

      Ration rules were just an example. 4th Ed is streamlined in such a way that we're actually playing the game more than we are looking up rules. It's not about having to read, I've read it. It's about being tied up in details everytime something remotely unordinary props up.

      Sure, 4th ed has its faults, but at least its a lot easier for new guys like my group to pick up and, you know, play.

    17. Re:4th Edition? by Heed00 · · Score: 1

      Ration rules were just an example. 4th Ed is streamlined in such a way that we're actually playing the game more than we are looking up rules. It's not about having to read, I've read it. It's about being tied up in details everytime something remotely unordinary props up.

      You're not describing my experiences playing tabletop D&D using 1st ed. rules -- that's for sure:

      More time looking up rules than playing? Never had that experience. Sure, things have popped up from time to time that required a minute or two leafing through a text, but more time doing that than playing? -- has never happened to me.

      Being tied up in detail everytime something remotely unordinary happens? Again, can't say I've had that experience -- yes, sometimes unordinary situations require a reference or a minute or two of thought by the DM, but not all that often and not when something only somewhat out of the norm occurs.

      These things are part of the process of playing -- they're not necessarily antithetical to "play."

      --
      Thought thinks itself.
    18. Re:4th Edition? by Enderwiggin13 · · Score: 2, Insightful

      Agreed. I always like trying different combinations that may not be best suited for each other. For the last campaign I was in I rolled a minotaur bard - the DM normally doesn't allow monster classes but he made an exception since it wasn't a typical combination. The roleplay element alone made the character more than worth it.

      --
      This sig is in another castle.
    19. Re:4th Edition? by Anonymous Coward · · Score: 0

      I read most of the 4E documentation - I feel that DnD went down a few notches, jumped down the ladder...

      Standard races include 3 'elves' and a creature which is recommended if "You want to look like a dragon".

      They pandered too much to the 'I like WoW' crowd.

      Actually...the wanting to look like a dragon type pre-dated WOW. Had plenty of players wanting to play Dragon-like characters, with choices like the Half-Dragon or the Draconian. Or who just read certain fantasy books.

      Plus with the PHB2 and 3 out, not to mention races in the Realms, Eberron and Dark Sun, if you don't have enough choices...then eh, send Wizards a letter, because I can't help you. I tend to have human-only worlds anyway.

    20. Re:4th Edition? by woopate · · Score: 5, Funny

      Most of the time my party defined insanity in finding solutions. I recall one "boss" that we tried to avoid peacefully, and the resulting situation involved his horde of minions singing him Happy Birthday as he chased us out of his palace with a rather large hammer.

    21. Re:4th Edition? by Anonymous Coward · · Score: 0

      4th edition was hastily created when 3.5 edition was leaked in pdf format, and they were afraid no one would buy it.

    22. Re:4th Edition? by Ihmhi · · Score: 1

      The appeal of 3.5e to me was the complexity compared to the simplicity of modern games.

    23. Re:4th Edition? by Omestes · · Score: 1

      This is why I quit playing pen and paper RPGs. I had a series of awesome groups (meaning inventive, and somewhat strange), and then we all got old, moved, and generally have very rare opportunities to see each other in person, much less have a decent game. Later I tried some other groups, and they were generally completely serious about it, and never went for strange solutions just to see what happens and/or piss of the DM. It was very much like playing WoW, more of a fantasy combat simulator than a role playing game.

      But then again when I was a kid, our neighbor used to work for TSR and was close friends with Gary Gygax. He owned every single book (up until 2E, being that this was the 80s), he was the best DM I'm ever had, which, I suppose, is justifiable. I'm actually still shocked that the other parents in our group let a bunch of 8-14 year olds play DND all day. Oddly we also had someone on our block who, at one time, worked for Steve Jackson Games, and was selling pretty the whole company catalog at a yard sale. Why the same silly Phoenix suburb would attract so many RPG nerds, I have no clue.

      I tried to get back into it in college (I went late, well into my 20s), but it was a terrible flop. The only people we could get to play were drug addled goths/punks/subculture-of-the-day (who had no concept of the game: "I shoot it with atomic FIRE!" "Dude, your a level one fighter" "this sucks, I like pot") and semi-autistic engineering students who really didn't quite excel at the creativity bit of the game that makes it fun. Most random gaming store match-ups aren't much better.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    24. Re:4th Edition? by prograde · · Score: 2, Interesting

      Roleplay isn't something you can really put in or take out of the rules.

      White Wolf's Exalted handles this really, really well. For any action, you can try to get "stunt dice": basically, you describe what you are doing in a cool way and if it sounds creative, you get extra dice to roll.

      So, instead of, "I attack with my sword," you say, "I lunge over the table, uttering a blood-curdling war cry, and slash mightily at his mid-section."

      Even more extra dice if you cause the entire group of players to either laugh or gasp in amazement. It does a great job of keeping the players engaged and thinking creatively.

    25. Re:4th Edition? by Anonymous Coward · · Score: 0

      Biggest streamlining tricks we've used a lot in 4e:

      * Cards for status effects. Player is "Blinded" by soot thrown in his eyes at the start of an encoutner? Nobody remembers what that does, but it's OK, GM hands them the Blinded card, which clearly says the effects.

      * Status markers. Dozens of companies sell plastic tiles, paper stand-ups, and so on. Even bent paperclips will do if you assign colors to common effects like "red = bloodied"

      * Poker chips for values that fluctuate. Temporary hit points? White poker chips. Character class has a resource pool? Blue chips. Daily item uses (these prevent players owning six different swords with over-powered one-shot effects and using one per fight)? Black poker chips.

      Obviously we also use power cards (and flip them when used), we use plastic models (or sometimes Lego) and mapping paper.

      The latest trick we've discovered, which really just makes up for WOTC not always making power cards as informative as they should be, is to run the Compendium on a cheap Android tablet people can pass around. Do "Clown shoes of the apocalypse" allow your dwarf to teleport to any square he can see, or only ones he could walk to? The Android tablet can usually tell us.

      Someone elsewhere says its about the group. I partly agree, but roughly the same group plays two parties in my circle. The weekday play is very light-hearted, and IMO has more roleplaying, partly because the characters are extremes, crazy wizard, a cat-man, some kind of angel with a ridiculous accent, a tree, man of a thousand disguises. The other party are pretty conventional, more human and thus less interesting. It's often just more efficient for them to solve problems with brute violence.

    26. Re:4th Edition? by Ragun · · Score: 1

      Roleplay isn't something you can really put in or take out of the rules.

      Normally I would agree with this, yet I feel like lately DND has been trying to put far too much of their own setting into the rules. When 4th ed. was first coming out I read a booklet describing the design process. They apparently went though serval Gnome iterations, at first having them be advisers to elves, then tech-heads, but they decided that was too much like WoW and Dragon Lance, and decided to just scrap the race all together.

      All I could think was "Really?" Because they couldn't figure out how gnomes were supposed to be in their setting, we don't have gnomes anymore, for those of us who might have actually liked have the race and style it ourselves. When I first started playing 3rd I saw it as a framework for which you could design your own setting, but now Wizards has too much interest in telling us what the world is, instead of making core rules and setting separate.

    27. Re:4th Edition? by Anonymous Coward · · Score: 0

      All I could think was "Really?" Because they couldn't figure out how gnomes were supposed to be in their setting, we don't have gnomes anymore, for those of us who might have actually liked have the race and style it ourselves. When I first started playing 3rd I saw it as a framework for which you could design your own setting, but now Wizards has too much interest in telling us what the world is, instead of making core rules and setting separate.

      If you wanted Gnomes, you could have made them easily enough if you'd bothered to try. Or you could have noticed how they added Gnomes in quickly enough that...I doubt the faithfulness of your accounting of the development process.

      More like the shuffled them out of the initial book, but then added in a reasonably flavored kind in the second PHB.

      Hardly the great offense most people seem to make it out to be.

  6. Hope... by Anonymous Coward · · Score: 0

    Hope they don't manage to screw it up the way turbine has screwed up DDO lately. Turned into a money grab WoW wannabe.

    BUT.... atari is involved.. that's not a good sign.

    At least it's not sony i guess.

  7. Already an RPG with that name? by Bad+Ad · · Score: 1

    Surely bioware have reason to be annoyed with their Neverwinter Nights game being in the same genre?

    1. Re:Already an RPG with that name? by Bad+Ad · · Score: 1

      Should read the article :(

    2. Re:Already an RPG with that name? by Anonymous Coward · · Score: 0

      expanding on this guy (since I was curious too)

      Neverwinter Nights Reborn

      Continue the critically acclaimed adventure! The #1 best-selling Neverwinter Nights series of PC RPGs returns with an epic Dungeons & Dragons storyline, next-generation graphics, a persistent world, and accessible content creation tools.

    3. Re:Already an RPG with that name? by shutdown+-p+now · · Score: 3, Insightful

      accessible content creation tools

      If true, this one's the really big deal - it's what made NWN stand out originally. Its singleplayer was only so-so, but the ability for a relative newbie to easily create your own worlds and then DM a party (or just a bunch of randomly wandering players) in them was what made the game worthwhile.

    4. Re:Already an RPG with that name? by 0111+1110 · · Score: 2, Insightful

      I didn't know Neverwinter Nights even had single player. Oh wait. You mean the remake of NWN from Bioware? I don't know why everyone has so little imagination that they have to keep reusing the same name. It doesn't bode well for the games themselves.

      --
      Quite an experience to live in fear, isn't it? That's what it is to be a slave.
    5. Re:Already an RPG with that name? by Anonymous Coward · · Score: 1, Interesting

      Meh. The Reborn toolset will probably be easier to use and add some genuine innovations. I am not as quick to believe that it will be nearly as powerful as the Aurora toolset; I think only Bioware, Blizzard, Obsidian, or similar studios (SP-plus-big-content RPG developers) have the needed experience. Bioware had many years of prior history working with the predecessor to Aurora, Infinity. The underlying content support for both engines was nearly the same. The big difference with NWN was that Bioware released most of their internal tools, combined into one highly-polished toolset.

      I think the persistent world claim is interesting. Does this mean that Reborn will be a MMO-RPG hybrid? Multiplayer, 60-120 players, persistent? Groups that can travel anywhere in the world in isolation, players that can log on/off at any time, with a world that keeps on running? It's the best of both worlds: moddable servers, large player support, group oriented, but not fixed to one particular world area. I love the idea. NWN had (and still has) many fun PW servers.

    6. Re:Already an RPG with that name? by Anonymous Coward · · Score: 1, Informative
    7. Re:Already an RPG with that name? by mlts · · Score: 2, Informative

      What made NWN 1 a game where I bought multiple copies of (one per computer) were seven things:

      1: The DRM or lack thereof. The CD protection got patched out, and a valid and unique CD key was needed to play multiplayer. This by itself made the game worth installing and buying multiple copies of, because they actually considered gamers as (WTF) paying customers, and not potential thieves. What a concept that is unheard of these days. I use NWN1's implementation of DRM and its exceedingly low piracy statistics as an example of how a game should be shipped. Why spend time on local DRM when that will be cracked anyway? Just have a valid/unique key for the network stuff to ensure people who paid their tickets can access that and spend the money that would have gone for DRM on making the game better.

      2: The forums were not just active, but Bioware reps were very common and extremely helpful. Had a question about scripting? It was answered immediately with well thought out answers.

      3: The sheer amount of very well done player written modules. There were easily thousands of modules worth playing.

      4: Persistent worlds. This reminded me of the MUDs of yore, where they had a relatively small player base, but everyone knew each other and actually roleplayed. Newcomers were always welcome, and if they had any ability to interact with others, they usually found a place in the world.

      5: NWN1 did not feel as it was rushed out the door unlike modern games which feel like early betas. The campaigns were of a decent length, (although I miss the detailed story of Baldur's Gate 1 and 2,) the tools to build modules and/or a PW were well documented and very good, and it was easy to add "hackpacks" or additional models or tile sets. The expansions were well worth getting.

      6: NWN1 ran not just on Windows, but Mac and Linux. I had a PW server happily running on a Linux box for a long time. To boot, all three were patched at the same time, rather than having one platform languish. Other than Blizzard, every other game company gives lip service at best to Macs and just laughs loudly if asked for Linux support.

      7: NWN1 was constantly updated, even years after the expansions. These days, you might see *one* update to a game, then it is scooted to the wayside and all development effort put into making another sequel.

      My hope:

      Maybe I'm wishing on a star here, but I hope Neverwinter harkens back to NWN1 in being a game that is timeless in the sense that even years down the line, people still buy the game for the player written modules or the persistent worlds.

      If Neverwinter came out with only a CD key as copy protection, a good way to find player modules to download, a strong multiplayer server finder network, top notch editing tools for PWs and modules, vibrant game forums, and perhaps even some contests to get people to write modules, I'm sure it will do quite well over a long period of time, where other games would be long forgotten.

    8. Re:Already an RPG with that name? by Anonymous Coward · · Score: 0

      It's called "branding".

  8. Not that excited by RogueyWon · · Score: 5, Insightful

    I wish I could work up much interest in this announcement, but to be honest, I'm finding it hard.

    What is it with everybody going for a multiplayer focus these days? I mean, sure, I've no objection to having a co-operative mode in the game (indeed it's a positive boon), but I'm getting sick to death of games where the singleplayer campaign is rendered unnecessarily hard or boring due to pandering to co-op. Transformers: Revenge of the Fallen is probably the most recent example (there are sections which are a nightmare on any difficulty if you're on your own), but it's just one of many.

    Once upon a time, I'd have been more positive, I guess. Back when I was a student, or newly started working (and still relatively junior, at the point where I was working fairly sensible hours), myself and a bunch of friends would routinely play online co-op. But even then, it wasn't that easy, for a game that demanded a substantial number of people and a good chunk of time. I remember a theoretically 6-player co-op run we did through Baldur's Gate 2 and its expansion, where in reality, after the first session or two, we never seemed to have more than 3 or 4 people in-game at any one time (which BG2 was thankfully very good at adjusting for). We ended up running the first NWN with a 3 person party (as NWN was much less resilient if your group was missing a player) and felt like we were missing out on a lot, since you couldn't really get a properly balanced party with just 3 people. These days, after going through a MMORPG phase (which does help with the problem somewhat by increasing the pool of available players, at the expense of basically needing to devote 30+ hours a week to it to play sensibly) we just don't seem to bother. With the people I actually know and like well enough to want to play online regularly with all in the same situation as myself, working jobs with substantial degrees of responsibility and erratic hours, getting people together on any kind of schedule is just too difficult. Co-op gaming for me has basically come down to the odd Gears of War mission on a Sunday afternoon.

    Maybe it's just me being a Grumpy Old Man (TM). Maybe there is a huge market out there for games where the developers have cut loads of corners and justified it by saying "but it's multiplayer focussed". Oh well, at least Bioware still seem to be on my side (now when's Dragon Age 2 out?).

    1. Re:Not that excited by idle12 · · Score: 1

      I'm the other way. Every time I load up Witcher, Oblivion or Dragon Age I say to myself "this would be so much better if it had multiplayer". Specially co-op.

    2. Re:Not that excited by Anonymous Coward · · Score: 0

      Did no one pick up the Oblivion multiplayer hack project?

    3. Re:Not that excited by pandaman9000 · · Score: 1

      I did. After trying to play it for over 8 hours, my daughter and I decided that it was horrible, and a complete waste of time. We could not interact, and frequently had collision issues, client crashes, and AI issues. The hack was god-awful to implement, and insufferable to play.

    4. Re:Not that excited by Actually,+I+do+RTFA · · Score: 1

      What is it with everybody going for a multiplayer focus these days?

      Multiplayer requires either split-screen or a network connection. Split Screen means console. A network connection can run through their servers. Welcome to DRM2.

      --
      Your ad here. Ask me how!
    5. Re:Not that excited by Anonymous Coward · · Score: 0

      I meant pick up on the progress of it, not play with the current impl. :)

    6. Re:Not that excited by DeadDecoy · · Score: 1

      I think (good) rpg's are a tricky thing to get multiplayer right because there are a number of features which need to be turned on their head for balancing and story telling. I've found that unless people are in the same room, story-telling goes out the door in favor with just going on a quest romp with your friends.The reason being that in-game conversation can stray outside the bounds of the story to comments about game mechanics or life in general. This kind of breaks the suspension of disbelief, otherwise had in single player, when you start discussing skill-trees, min-maxing dps, etc. It becomes a problem for NWN team because their strength is in telling good stories more so than gameplay. The diablo series did it right for multiplayer more emphasis is on the gameplay.

      The facets which made diablo a good multiplayer and baulder's gate/nwn less so were:
      - Easy to hop into a pub with friends. Many coop games don't really have levels or stats (gear maybe). This allows a character who has been around for 40 game hours to pair up with a newly minted one.
      - Swapping out teammates has little to no impact on story. I remember, and perhaps wrongly, having to coordinate quests in Baulder's Gate. Basically if you're at some point in the quest, other players need to have some pre-requisite quests done. After all, it would be awkward to defeat the final boss if you haven't even left your home town yet.
      - Gaming session can scale from 15 minutes to several hours. Not everyone has the same amount of time so it can be important that they're not forced to trudge through an epic quest ferrying a chain of items or information between npcs all over the map. A good quest might have to be simple, like whaking a few monsters, killing a respawnable boss and moving on.

      The underlying problem is that the features which make a single player rpg good are quite the opposite of what make a multiplayer game good. So, when they produce the next neverwinter game, I suspect it'll either be an rpg or multiplayer, rather than both.

    7. Re:Not that excited by Chibi+Merrow · · Score: 1

      See, I was going to pre-order Dragon Age, but I put it back on the shelf when I saw it wasn't multiplayer. I have a stack of single player games waiting for me to finish. I want something to play with my wife, not something to sit alone and play by myself.

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
    8. Re:Not that excited by Anonymous Coward · · Score: 0

      What is it with everybody going for a multiplayer focus these days?

      With single player, they can't reasonably expect the users to log into a server in order to play the game. Every time they've tried, there's been backlash from the players.

      With multiplayer, it's much more reasonable for them to make you log into a server. Notice the trend away from LAN games (Blizzard, I'm talking about you!). It's all online now. And because they control the server, they can make sure you're not running 2 copies of the game from 1 purchase.

      In other words, DRM is no longer an afterthought. They're letting the bean counters have creative control over the game. Maybe it's always been that way, but now they're no longer trying to hide it. Is it any wonder that I don't buy recent games anymore?

      Let's face it; the golden age of computer games is over. It peaked with Morrowind and the original Neverwinter Nights, where you could buy the game then download community content for free to extend the gameplay indefinitely. Unfortunately, the game developers then decided to cash in on the "extra content" wave. In modern games, they took out the community content potential in favor of having you buy mini-additions to the game. There's less variety because it's all controlled by the developer, and to add insult to injury, it's no longer free.

      Then Steam came along and proved that people will give up control of what they purchase if it's easy enough. Why is it that otherwise reasonable people fall for a trap like Steam, where you can only be assured of being able to play your legitimately purchased games for as long as it's profitable for them to run their validation servers? As far as I'm concerned, that's not buying, that's renting.

      And now, as the final insult, the companies have decided to actually remove features from the game (e.g. single-player or LAN play) that they can't control. If you can play single-player, someone might be able to hack the game to get past the validation servers. So they'll just do away with those features and market the game as "focusing on multiplayer" which is market-speak for "we're watching you every time you play the game to make sure you don't do something we don't like, and we'll kick you off forever if you don't follow our arbitrary rules, with no refund and no recourse."

      In short, making a great game is no longer the goal. They'll do it as long as it coincides with their true goal, which is Profit Profit Profit, but if they have to sacrifice one at the expense of the other, guess which one they'll choose?

      Maybe it's just me being a Grumpy Old Man (TM)

      I guess I'm at least as grumpy as you are, although I don't consider myself particularly old. And yes, I still play the original Neverwinter Nights. I'm in the process of building a new module for it in fact.

  9. What happened to v1? by Lord+Cronos · · Score: 3, Insightful

    What happened to the days when all you needed were three books, (The DM's guide, player's handbook, and monster manual) and some imagination to play DnD? I'm not ever from that generation but I can see how v4 has taken all the creativity and original thought out of DnD. Instead of think up scenarios, worlds, and campaings for players. All DM's have to do is roll dice until their twenty-some books have told them what to say. The massive amounts of rules don't add to the gameplay, they just limit what you can do both as a DM and a character. I used to run v1 campaigns and can't do it anymore because any new players I get, (and most of them are older than me since I was born in 1993) can't understand its simplicity. I hope that at some point people will get fed up with having to keep track of tons of little things just to keep their character alive and go back to just making sure you had enough hit points kill the dragon before it cooked you and ate you for lunch.

    --
    It's exactly what it looks like
    1. Re:What happened to v1? by Lord+Cronos · · Score: 1

      By the way, I am aware that this is a video game. However with the release of the newest campaign setting and now this, it's really making me see how far DnD has fallen.

      --
      It's exactly what it looks like
    2. Re:What happened to v1? by homb · · Score: 4, Insightful

      Well I do have the 3 books of 4e and I don't think there's anything else that's necessary to have fun. Just ask my kids. Now of course considering that it's human nature to want more, people will flock to the additions and newest stuff that comes with more rules. But you really don't need it, and as you said in many ways just having HP, AC, To Hit and a couple of spells is more than enough to have a lot of fun with a well crafted story.

    3. Re:What happened to v1? by damnbunni · · Score: 2, Insightful

      I hate to tell you this, but I have well over 50 books for AD&D 2nd Edition, and there are at least as many in 1st Edition.

      There have ALWAYS been a zillion supplements for D&D/AD&D. It's how the publisher makes money. They make more books. If all they sold were the PHB, Monster Manual, and DMG no one would ever need more than those three volumes.

      There have _always_ been published adventures, campaign settings, and more optional rules than you can shake a quarterstaff at. At least with 3.5e/4e they tend to be reasonably consistant. (anyone remember when non-weapon proficiencies were introduced and one book said you had to roll _over_ the number and one said you had to roll _under_?)

    4. Re:What happened to v1? by Rogerborg · · Score: 1

      You'll be delighted to know that Penny Arcade just did a comic about you.

      --
      If you were blocking sigs, you wouldn't have to read this.
    5. Re:What happened to v1? by TheThiefMaster · · Score: 1

      For 4e I use the 3 core books, and the adventurer's vault for magic item ideas (the core books are a bit lacking on this). I got the first campaign (keep on the shadowfell, before the 4e core books were released?), but we never finished it. It's so much more satisfying to play a free-flowing campaign that the DM makes up, than a pre-written one.

      What would be really nice though, for when I run a minatures-based game, would be being able to buy a pack of e.g. "10 zombies", instead of those damn random packs. Especially with the "minion" monsters in 4e, that encourage larger encounters.

    6. Re:What happened to v1? by samael · · Score: 1

      You do only need the three books. Nobody is forcing you to buy any other books if you don't want them.

      And you can have just as much original thought and creativity in 4th edition as in any of the others.

    7. Re:What happened to v1? by curveclimber · · Score: 2, Interesting

      Check out Swords & Wizardry:
      http://www.swordsandwizardry.com/

      or
      Labyrinth Lord:
      http://www.goblinoidgames.com/products.html

      Either is 1 free book to get your oldschool game one.

      WoTC jumped the shark.

    8. Re:What happened to v1? by Richard_at_work · · Score: 2, Insightful

      Forget books, I used to routinely run RPG sessions in school with nothing but myself (GM), five or six friends, an empty room or space, pens and paper. No dice, no books, nothing.

      I ran the game and made the decisions, and because I was fair doing it no one ever complained about the lack of dice or adherence to rules - I made it fun to play and that is all you really need.

    9. Re:What happened to v1? by pandaman9000 · · Score: 1

      Actually, many of the other books include spells, rituals, and powers from level 1 on up. New classes and paths are also included.

      Oh, and just to make it more enticing, the added books of course will contain the "cool" (read as over powered) abilities and features.

    10. Re:What happened to v1? by pandaman9000 · · Score: 1

      Let's see:
      DM Guide
      Player's Handbook
      Monster Manual
      Monster Manual II

      Yep, that's it.
      The rest are modules, or TRULY optional, like Deities and Demigods.

      I don't know what 1st edition YOU played, but there weren't even 6 books in the first five years of the one I played's existence. Not sayong you are lying, but, well, okay, I AM saying you are lying. There were never 30 BOOKS for first edition, much less 50. GTFO.

    11. Re:What happened to v1? by homb · · Score: 4, Insightful

      Nothing is overpowered when you're playing against a live DM whose intelligence and creativity are on par with the player.

    12. Re:What happened to v1? by damnbunni · · Score: 1

      What, you never had the Wildnerness Survival Guide, or the Dungeoneer's Survival Guide, or the Manual of the Planes, or Oriental Adventures, or the Fiend Folio, or Unearthed Arcana?

      I never said there were 50+ books not counting adventures and flavor texts.

      Like most of the books for 4e are adventures and flavor texts.

      You know.

      Optional.

    13. Re:What happened to v1? by Anonymous Coward · · Score: 0

      What happened to the days when all you needed were three books, (The DM's guide, player's handbook, and monster manual) and some imagination to play DnD?

      You needed 3 books? I know people that did it with one. Guess which?

      But um...for 4th edition, everything essential is in those 3 books. Additional books add more, but nothing is required as such. Never was. Why do you think otherwise? I honestly don't understand this complaint, it doesn't even jive with the history of the game.

      I'm not ever from that generation but I can see how v4 has taken all the creativity and original thought out of DnD. Instead of think up scenarios, worlds, and campaings for players. All DM's have to do is roll dice until their twenty-some books have told them what to say.

      Uh-huh. Well, you know what? 4th edition has made thing less dicey. It was 1st edition that had a fetish for random generation. 4th gives examples and guidelines, not tables. It encourages you to make things up. Sorry, but you seem delusional to me.

      The massive amounts of rules don't add to the gameplay, they just limit what you can do both as a DM and a character.

      4th edition doesn't have a massive amount of rules. If anything, I'd say it's more streamlined than prior editions, especially 3rd.

      I used to run v1 campaigns and can't do it anymore because any new players I get, (and most of them are older than me since I was born in 1993) can't understand its simplicity.

      Because it's not simple. It's complex, it's inconsistent, and it's generally a mess.

      You're just so familiar with it over the years, that much like say, the English language, you think it's simple when it's not.

      I hope that at some point people will get fed up with having to keep track of tons of little things just to keep their character alive and go back to just making sure you had enough hit points kill the dragon before it cooked you and ate you for lunch.

      Well, let's see, there's keeping track of THAC0, Saving throws, what spells you had memorized...

    14. Re:What happened to v1? by Anonymous Coward · · Score: 0

      Not sayong you are lying, but, well, okay, I AM saying you are lying. There were never 30 BOOKS for first edition, much less 50. GTFO.

      Different publication styles, big deal?

      When 1st edition was new, they were trying to make money by branching out their product lines, and offered such wonders as choose your own adventure books and plastic toys. Oh and Children's audio books.

      Don't get me wrong, I love my Hook Horror toy, but I get more real use out of PHB2 and PHB3.

      YMMV.

    15. Re:What happened to v1? by Abstrackt · · Score: 2, Insightful

      Nothing is overpowered when you're playing against a live DM whose intelligence and creativity are on par with the player.

      If I had mod points you'd get them all. Though I admit I prefer when the DM can outsmart the players.

      Our former DM (fake trap guy I mentioned earlier) outsmarted one of our party in a way I will never forget. One of our members ended up with a monkey's paw with one wish left on it so he spent days crafting his wish to allow for any countereffects the DM would add. The gist of the wish was that he wanted to be able to cast meteor shower simply by saying "meteor shower". It took him several minutes to recite the full details of his wish. When he finished the DM granted the wish with two caveats: he was compelled to respond when anyone asked him a question and the only words the player was able to speak were "meteor shower".

      Naturally, the party didn't survive very long after this fiasco but it was well worth it having been a witness to such an epic battle of wills.

      --
      They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance. - Terry Pratchett
    16. Re:What happened to v1? by homb · · Score: 1

      When he finished the DM granted the wish with two caveats: he was compelled to respond when anyone asked him a question and the only words the player was able to speak were "meteor shower".

      That's really evil :) But I can think of a number of other "solutions" to this conundrum, least of which, assuming friendly fire on the meteor shower, the position of the meteor shower being.... centered around the player maybe?

    17. Re:What happened to v1? by pandaman9000 · · Score: 1

      I call B.S. I grew up with 1st edition. 4th has countless modifiers to every aspect. Another ridiculous characteristic is a large number of "powers" for melee classes. Give me a break. I look at my wizard, and see my daughter's Ranger has a similar number of powers. It's garbage. 4th edition is modeled closely to MMOs and similar games. Every one has a tray of "powers", and you are a striker, healer, aoe caster, or defender.

      Garbage.

    18. Re:What happened to v1? by TheThiefMaster · · Score: 1

      I call B.S. I grew up with 1st edition. 4th has countless modifiers to every aspect.

      It wouldn't be a new edition if it was the same...

      Another ridiculous characteristic is a large number of "powers" for melee classes. Give me a break. I look at my wizard, and see my daughter's Ranger has a similar number of powers. It's garbage.

      This is intentional. Spellcasters don't need to sleep after every encounter to recharge spells any more, weapon-focussed classes now have some choice about what they do each turn (instead of "I attack the closest guy" "I attack the closest guy again" "I attack again" "again" "again" "again"... "ok bored now"). It's a massive improvement. I'll grant you that some of the "powers" for melee classes are a bit dodgy, smelling suspiciously like magic, but mostly they're a welcome choice.

      4th edition is modeled closely to MMOs and similar games. Every one has a tray of "powers", and you are a striker, healer, aoe caster, or defender.

      Garbage.

      It's modelled closely on successful RPG systems. The fact that they are mostly computer games is beside the point. The "roles" are just guidelines, to help new players understand the classes, you can largely ignore them.

      I'm not trying to change your opinion of the edition, just stating the popular opinion about it. If you prefer 1st ed, feel free to keep playing that (if you can find anyone else who agrees with you).

    19. Re:What happened to v1? by TheThiefMaster · · Score: 1

      Oh and thank god it isn't based on the god-awful d&d MMO. Just saying.

    20. Re:What happened to v1? by Anonymous Coward · · Score: 0

      As a weekly 4E D&Der who started with AD&D in 1980, I can say that nothing in previous editions is missing in 4E, and 4E is no more or less automated than previous editions were. It still plays the same, as long as everyone at the table wants it to; I see plenty of good role playing in my tabletop games, because thats what my players want; only people who refuse to see it, or somehow believe that role playing can be codified in the rules, seem to have a problem here. I have one player on my other bi-weekly Saturday night group who hates 4E, so we play Pathfinder on those nights. Pathfinder is, of course, just a revised 3.5, but it's fun, too. I still prefer 4E, though, which has a more elegant design structure and is much more DM friendly....especially since I prefer less intrusion of the rules, and 4E offers that over 3.5; I will reference books for clarificationin 4E one tenth as often as I had to in 3.5/Pathfinder. Obviously, YMMV, but I really think dislike of 4E says much more about the person than the game, unfortunately.

    21. Re:What happened to v1? by camazotz · · Score: 1

      Well, that sounds good unless you are a regular player of 4E (or DM, in my case) who finds the system to be an elegant, tight refinement of the previous editions, one which fits well with my busy lifestyle, and which allows for exactly the same level of role playing as well as combat, despite assertions to the contrary by elitist old farts. And yes I am an old schooler, though I refuse to be called a grognard, having started with 1st edition AD&D in 1980 and not the original edition zero from 1974. And you can run 4E just fine with just the three core books....though yeah, I do own them all.

    22. Re:What happened to v1? by Mongoose+Disciple · · Score: 1

      I don't think 4E is exactly more complicated than 1E. In many ways it's a throwback. It's more that the complexity is in different areas.

      For example:

      1E fighter is a lot easier to play than 4E fighter, but 4E wizard is a lot simpler to play than 1E magic user.

      Look at the 1E hit charts (weapon type vs. AC) and tell me that mechanic isn't ridiculously complicated compared to every other edition. "Okay, I swing at the orc with my whip, and with this roll I can hit AC 10, 8, and 7 but not AC 9 or 6 or lower." (One of my most frequent DMs of the 2E era, incidentally, loved those f'ing charts and insisted on using them for 2E as well.) There's seriously nothing in the whole of 4E that I think is as hard to follow as that.

      Another favorite of mine from 1E is the class-based chart that you roll on each week to see if your guy comes down with a cold.

      I'm not arguing that you should love 4E (I don't), but I think you have to gloss over some of the rough spots of 1E to make the argument you're making.

  10. NWN + 4th edition = fail by Issarlk · · Score: 1

    The best NWN was number one, and the Horde of Underdark expansion.
    NWN2 was Ok I guess.

    This new one promises to be just another beat them all a la Diablo, with its 4th ed rules.

    1. Re:NWN + 4th edition = fail by moronoxyd · · Score: 1

      Actually, you're talking about the second NWN.
      The first one was an MMORPG in the early 90s: http://en.wikipedia.org/wiki/Neverwinter_Nights_(AOL_game)

  11. Magic system by Dancindan84 · · Score: 2, Interesting

    I like the way the combat system works for magic, as it alleviates the players trying a fight/rest/fight/rest type of dungeon crawl. Outside of that I much preferred 3.5. I was thinking of trying a hybrid campaign where we used the 3.5 rules for everything except magic, which would use the 4th ed turn/combat/daily magic use.

    --
    "Always forgive your enemies; nothing annoys them so much." - Oscar Wilde
    1. Re:Magic system by darkwing_bmf · · Score: 1

      I like the way the combat system works for magic and martial. Playing a barbarian in 4e is really a lot of fun. The rages give interesting and varied side effects and the bonuses for charging (with the appropriate build) make combats a lot more dynamic.

  12. Hurray linux! by xmorg · · Score: 1

    If its "neverwinter" then it will be released for linux! Hurray!!!

    1. Re:Hurray linux! by Anonymous Coward · · Score: 0

      Hope so!

    2. Re:Hurray linux! by nschubach · · Score: 1

      Neverwinter Nights 2 was not... and if it was, I must have missed that.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
  13. Ignore the rules you don't like by dreamchaser · · Score: 1

    The beauty of D&D is one is free to ignore the rules. I've never DM'd or played a campaign that didn't pick and choose and even customize with house rules.

    Haven't played in awhile but when we do it's usually 2nd Ed + house rules.

    That being said, I have seen nothing good at all about the 4th edition, and frankly no, it's not really D&D anymore other than the name. IMNSHO.

    1. Re:Ignore the rules you don't like by Rogerborg · · Score: 1, Interesting

      Well, we're talking about 4th Edition here, and I doubt that the game under discussion will have a "Use 2nd edition plus house rules" mode, so your crusty old reminiscences are about as relevant as elves-as-a-character-class - when y'all played D&D the first time it was called D&D, you get to yell at kobolds to get off your lawn.

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:Ignore the rules you don't like by dreamchaser · · Score: 1

      What's wrong, someone shit in your cereal this morning? I was merely pointing out that in the pen and paper game one is free to use what rules one wants. Relax :)

    3. Re:Ignore the rules you don't like by Mongoose+Disciple · · Score: 3, Informative

      That being said, I have seen nothing good at all about the 4th edition, and frankly no, it's not really D&D anymore other than the name. IMNSHO

      The great things about 4E are:

      1) It's extremely DM friendly, especially for making up adventures on the fly. To crunch out the stats for a fight that would be interesting and challenging to veteran 3/3.5E players would easily take an hour. 1/2E didn't have that level of complexity, but it was really easy to guess wrong about how tough a fight would be. (And sure, you could fudge it from there if you wanted -- *rolls behind the screen* "Damn, the terrasque rolled all 1s... again." but that's not particularly fun for anyone.) 4E makes it ridiculously easy to throw together an encounter on the spur of the moment that's actually interesting and balanced.

      2) It's actually pretty balanced. Earlier editions are fundamentally imbalanced even with just the basic books. For example, in 2E, dual classed humans are ridiculously more powerful than any other kind of character you could make. In 3E, wizard/cleric/druid are ridiculously more powerful than any other kind of character you could make. (People like to say that those caster classes were weak at first and grew strong over time, but as your players have a stronger grasp of the game, the level where the pure casters are equal to anyone else gets lower and lower. By the time we stopped playing 3E, it was about level 3.)

      And sure, you can just sort of agree amongst the players that you're not going to play anything especially powerful, but how fun is that? I think it's perfectly reasonable to say, we're not going to pick one level each of 10 different prestige classes from 8 different books, but how fun is it to say, no one can play a spellcaster?

      People sometimes turn that criticism into a strawman that I think D&D is about building the strongest character you can and how that's not the way the game's not meant to played. And that's true, it's not -- it's a team game. Team games are fun if everyone in terms of character strengths has something to contribute. It's not fun to be the 3.5E fighter in a party with a 3.5E cleric, who's a much better fighter than you and can cast a ton of spells. (On the other hand, you can have a lot of fun with 2E/3E/etc. until the point when the players start figuring these things out.)

      The bad thing about 4E is this:

      Sadly, it turns out that a rigorously balanced version of D&D isn't all that much fun to play if you're used to previous editions. Balance is achieved by making each character class fairly similar in, not every way, but a lot of ways.

      Additionally, the non-combat abilities of your character are drastically reduced. In a sense, this was necessary, because again, who wants to play a fighter (who has basically nothing other than a couple skills maybe to contribute mechanically outside of a fight) when there's the druid who's not only a much better combat character but also has 100 creative things he can do outside of combat.

    4. Re:Ignore the rules you don't like by Thangodin · · Score: 2, Interesting

      I have to disagree with just about everything you've said here... with the exception of 4th ed being not much fun.

      1) It's a drag for DM's because you can't do anything with the system but frustrate the players. Monster powers are arbitrary and often completely out of line with their challenge ratings, and there was often no logical or systematic reason for what monsters could do. At the same time, you couldn't actually tell an epic fantasy story in it because the high level free form magic was all gone, so even if you gave those abilities to your NPC's there was no way for the players to respond.

      2) Wizards have not ruled the game since 2nd ed, and clerics have never been other than a support class. Druids still kick ass, but everyone gets their moment to shine. Are you sure you played 3.5? A cleric who spends five full rounds buffing himself can be a mediocre fighter, but still can't beat a fighter two levels lower than he is (we put this to the test.) But a similar range of buffs on the tank can turn him into a Dragon slaying god. Spellcasters are good at taking out hordes of grunts, but for bosses, there's no saving throw against a good axe.

    5. Re:Ignore the rules you don't like by Mongoose+Disciple · · Score: 4, Insightful

      2) Wizards have not ruled the game since 2nd ed, and clerics have never been other than a support class. Druids still kick ass, but everyone gets their moment to shine. Are you sure you played 3.5? A cleric who spends five full rounds buffing himself can be a mediocre fighter, but still can't beat a fighter two levels lower than he is (we put this to the test.) But a similar range of buffs on the tank can turn him into a Dragon slaying god. Spellcasters are good at taking out hordes of grunts, but for bosses, there's no saving throw against a good axe.

      With all due respect, your players are not very good at playing spellcasters. (You should be happy about this -- seriously, their incompetence makes the game more fun than it actually is.) Hell, if your clerics are even wasting rounds buffing they're not very good. One round of buffing (usually while closing in anyway) is pretty standard at the low-mid levels but that phase doesn't last very long, level-wise. You fix the buffing problem in a number of ways -- for example, spells that last either all day or plenty long to clear a dungeon or whatever, possibly with extend spell to turn hour/level durations into 'all damn day', quicken spell to get short-turn combat buffs out fast. Pearls of power allow throwing the 10 minutes/level spells like barkskin (plant domain as one example -- there's good stuff for other domains as well, of course) as many times as you need to. Bead of karma and other casting-level mods to jack up the casting level of buffs, increasing their bonuses, increasing their duration, and making them harder to dispel.

      It only even matters so much what items you even choose to let the players have because of craft wonderous item.

      That's all out of the core PHB/DMG. If you allow other books into play, it gets even worse fast. Divine metamagic is probably the most broken feat in the whole edition and drastically increases the cleric's ability to throw out big buff spells or combat spells while full attacking. Divine spell power makes the aforementioned casting level problem worse. Sudden metamagic feats make all of the above worse.

      A fighter is a better fighter than a cleric at very low levels. Get into the midlevels and it's over -- if your cleric gets into any fight without about 10 buff spells already up, he is doing something seriously wrong. Get into the high levels (16ish) and throwing out 500 melee damage in a round as a cleric with no combat feats, no magical weapons or especially combat-focused magic items, and a 10 strength is very possible with no prep time (outside of spells that last literally a day or longer.)

      I give you, the fighter always has feats on the cleric -- but that's about it. Divine power fixes the base attack deficit, and that's out at level 7. Past that point, it's not very satisfying to be the fighter when the cleric puts out twice the melee damage you do AND has the full wack of cleric things to do.

    6. Re:Ignore the rules you don't like by Mongoose+Disciple · · Score: 2, Informative

      Add to that giant rant:

      1) If a 3/3.5 druid is not the toughest character at the table at level 1, he is doing something wrong. It will just get worse from there. By level 7, the druid, played competently, is tougher than the other 5 guys in the party put together. The game devolves to watching the druid do everything.

      A genuinely well-played druid is even worse. I've seen a ~ level 10 druid (this is in regulation/tournament play -- no weird house rules in play, etc.) respond to the appearance of a pit fiend in an adventure that the players were clearly not meant to fight by grappling it and pinning it before it even got to go.

      2) 3/3.5E wizard is weak at level 1-2. By 3, it's pulling its own weight as a party member and it only gets stronger from there. One hint is: if your wizard is doing damage in combat, you're probably playing it wrong. Level 2 wizard damage spells kind of suck. Conversely, blindness (to pick one malediction/debuff style spell) is hugely crippling and permanent. A properly built wizard will already be throwing out spells at that level that will almost never have their saving throws made.

    7. Re:Ignore the rules you don't like by arth1 · · Score: 1

      It's actually pretty balanced.

      You're saying that is if it's a good thing. For role playing, it isn't.
      The challenge is to work with the lack of balance, protect the weaknesses and capitalize on any strengths, and really live the character and do the best with what you have -- especially when it's not fair.
      The 18/92 barbarian really is overly strong, and it's up to the 13 strength fighter to find a way to bring him down, through teamwork, outwitting him, making the story so good that even the gods get moved, or plain luck.

    8. Re:Ignore the rules you don't like by Mongoose+Disciple · · Score: 1

      But it's not fun to be the 13 strength fighter at the table with the 18/92 strength guy week after week, having to work twice as hard to contribute half as much.

      My point is that the various things a player can play are relatively balanced against each other in 4E -- they each have strong points and different things to contribute, but all around they're roughly "as good" as each other. That's not the case in previous editions -- there are always some player options, even in the core rules, that are much, much stronger than others. If D&D was football, it might be fun to be the running back or the lineman while another player at the table is the quarterback, but it's not fun to be the waterboy while other players are being quarterbacks and wide receivers. (The 3/3.5 druid, of course, breaks that analogy entirely, being so powerful that he's essentially a quarterback that simply cannot be tackled. He doesn't remotely need the rest of a team to win.)

    9. Re:Ignore the rules you don't like by JarinArenos · · Score: 1

      IANAPG (I am not a power gamer), however, I played a 3.5 wizard in a long-running campaign, and by level 10-12, most fights came down to "Calaten blasts the crap out of the enemy" or "Calaten sits back and throws a few random non-damage spells to let the party actually DO something". By the high-teens, I was capable of literally doing more than the rest of the party combined (which included a rather naively-played Druid, I would note).

    10. Re:Ignore the rules you don't like by Anonymous Coward · · Score: 0

      The beauty of D&D is not playing it, ever, because it's never been a quality game mechanic system. Fucking flat probability curves. Gimme a normal distribution, damnit.

    11. Re:Ignore the rules you don't like by GundamFan · · Score: 2, Insightful

      Fun is what you make it.

      I've been on both sides of this (being useless in combat and being the top damage) and I would rather be in a rag tag party of misfits and having fun any day of the week. As long as it is fun and the story is good who cares about balance, I play pen and paper RPGs to get away from that kind of drama.

      --
      I don't give a damn for a man that can only spell a word one way.
      Mark Twain
    12. Re:Ignore the rules you don't like by Anonymous Coward · · Score: 0

      I enjoy the role play aspect of D&D. Always have...

      3.5 pandered to the power gamer (IMHO) and I agree 100% with your assessment of spell casting vs melee.

      It also pigeonholed players too often. (No cleric? No adventure.) Once you reset your thinking of what 'powerful' is, 4e is great.

      As long as you think that clerics should be able to lay out 500 damage per round, and disjunction should render an ARMY of fighters without any magic so you can fireball them apart in 3 rounds while flying with protection from normal missiles, you won't like 4e.

    13. Re:Ignore the rules you don't like by Mongoose+Disciple · · Score: 1

      It depends on how you're playing the game, sure.

      If no one really knows what the rules are or is taking the mechanics of the game seriously, pretty much any RPG set of rules or lack thereof is fine.

      Personally, I spent a lot of the 3E/3.5E era going to gaming conventions, or playing home games with people who were also of that crowd. That kind of environment is a serious crucible for any rules set for a few reasons.

      First, because mechanically, adventures are written to standard and at least some significant percentage of your DMs will play the game fairly rather than charitably, which means that if you're the person who made the 8 con sorceress, you're probably going to die a lot.

      Second, because smart mechanical ideas spread like wildfire -- it only takes one person to realize how very powerful entangle is for a level 1 spell for most of the community to realize it, because that one person keeps playing with different people and as people see an effective idea they'll also incorporate it into their repetoires.

      Third, because the campaigns are locked to a fairly close read of the standard rules. There's (mostly) no personal DM to say: Thorn Spray as written is ridiculously broken, it's out of the campaign, or we're making X changes to it.

      I think you draw a false dichotomy between RP and fun on one side and mechanics and balance on the other. Some of the best RP I've seen in the game was in that convention environment. The best stories I've ever seen told using a pen and paper game were certainly in that environment. (Imagine an interactive event in which 50+ PCs are each pursuing their own unique goals, some at cross purposes with one another -- that's a kind of cool thing you just can't achieve in a normal game environment. Or an event in which 20 'tables' of a half-dozen PCs each are engaged in pieces of a mass battle, each affecting the others.) I had a lot of fun with all of that, too. But it's also mechanically more rigorous than most home games, and I think that enhances rather than detracts from the fun -- if you survive a tough adventure, you know there are other people who faced the very same thing and didn't, and in many cases you'll know you survived because you were clever and worked well together as a team, rather than because the DM just didn't want the campaign to end and felt sorry for you.

      A lot of the favorite characters I played with in that era, incidentally, were NOT numerically optimal and certainly would fit great in any rag-tag group of misfits -- I think having to exist against a somewhat unforgiving/unaccomodating backdrop made those characters greater and more vibrant exactly because the "bad" choices they made did have consequences.

    14. Re:Ignore the rules you don't like by Rogerborg · · Score: 1

      Oh, was this a story about pen and paper D&D, rather than a computer game? I guess one of us got out of the retarded side of bed this morning.

      --
      If you were blocking sigs, you wouldn't have to read this.
    15. Re:Ignore the rules you don't like by Thangodin · · Score: 1

      Okay, you were obviously playing a completely different game. You should have probably dropped your house rules.

      Metamagic feats only double the duration of spells, not make them last all day long. Divine Power and Righteous Might last one round per level. Unextended, this might last two fights. Extended, four fights... in both cases, if you're very lucky and the doors between them aren't locked, and you just keep running without searching, looting, or trap checking (just one trap can stymie the overzealous cleric). These will make you a mediocre fighter. Now, you can do this, and cast all the other buffs on yourself, or you can just cast the other buffs on the fighter as he fights--which is a good idea, because they will make him a better fighter than you'll ever be. And start with Protection vs. Evil, which makes him immune to mind affecting spells, and renders his poor Will save irrelevant. If you spend five or six rounds buffing yourself (or ten, as you suggest--what, you're buffing all your stats? Why?), most fights will be almost over by that point--and no, when I DM, I don't give players advance notice of the tough fights, as a rule, and they can happen hours apart. And even divine metamagic won't let you extend and quicken a spell at the same time. The best part of buffing the tank? Buffs don't get resisted. Meanwhile, all those buff spells you are putting on yourself mean you have fewer healing and curing spells to cast on your party. The object of the fight is for the party to do the most damage, not just you.

      Pearls of Power don't let you cast spells as many times as you need to. They let you cast one spell of that level twice, and we allowed casters only one per level (I believe this was in the errata.)

      As for Blindness, every Wizard I've ever played with has tried the spell and abandoned it in disgust. Turns out that tanks have monster fortitude saves (like saving on a 2 against a 2nd level spell). I've yet to see one land on a tank in play. They do, however, work very well against spellcasters (common in parties, rare amongst opponents--have you noticed how nearly all monsters have good fortitude saves?), and if I'm in a particularly mean mood, I can pretty much eliminate all the casters in the first couple of rounds. Maybe what you need is a new DM.

      And 500 points of damage in melee is pure fiction. I've just crunched the numbers, and the best a normal cleric (who hasn't sacrificed core stats for strength) fully buffed can hope for, regardless of levels and assuming he rolls three 20's (three is the clerical maximum) and confirms with maximum damage, is about 150. I had a 15th level fighter/barbarian who averaged 75, on normal rolls and without buffs and wielding an average weapon, and could do up to 175 with a bit of assistance and luck. And he could start fighting on the very first round, rather than spend most of the fight buffing.

      Mind you, if you're handing out artifacts like candy on Halloween, anything is possible. And the XP drain was enough to discourage our players from manufacturing high level items. Did you drop that too?

      Or are you just a paid 4th ed fanboy? I've met lots of those at the WotC site--or maybe it was just a couple with different aliases. Anyway, not one hardcore D&D player that I know (and I know quite a few) has any use for 4th ed. Too bad they bulked all those 3.5 books--those are worth a lot now.

      So, what game were you playing?

    16. Re:Ignore the rules you don't like by Mongoose+Disciple · · Score: 1

      Okay, you were obviously playing a completely different game. You should have probably dropped your house rules.

      Nope. I'm talking about core rule play. Most (but not all) of my 3/3.5E play was WotC-sanctioned convention / organized play -- Living Greyhawk, stuff like that. Because of the WotC involvement, these campaigns are typically constrained very closely to the rules as written -- I've never seen a home game that did not change more of the rules than LG did. Rule changes were limited to things like "This whole book is in play, except for this one feat or one spell we decided is too good.", because WotC likes to sell books.

      The main thing that was different is that a LG character will typically have less GP worth of magic items than the guidelines in the DMG.

      I'll try to break it all down for you.


      Metamagic feats only double the duration of spells, not make them last all day long.

      Sure. Unless we're talking about the 3.0 persistent spell feat which does exactly that, but I wasn't.

      There are a number of very useful spells that last an hour per level, for example magic vestment and greater magic weapon. Extend spell (feat and paying the level kick, or metamagic rod) can bump that to 2 hours per level. There are 24 hours in a day. Therefore, if your effective caster level is at least 12, an hour per level spell lasts all day long.

      There's a number of ways to juice your caster level; I mentioned a few upthread. It's very reasonable for an 8th or 9th level cleric to be able to make those full day spells if they really want to and it's certainly possible lower than that. Honestly, it usually isn't that important -- if a spell lasts even half the day, barring the occasional night watch ambush encounter it's going to last through all of the adventuring you're going to do 'on purpose' that day, and that's pretty good. (Of course, in the case of the two example spells, juicing your caster level up also juices the bonuses you get from those spells.)


      Divine Power and Righteous Might last one round per level. Unextended, this might last two fights. Extended, four fights... in both cases, if you're very lucky and the doors between them aren't locked, and you just keep running without searching, looting, or trap checking (just one trap can stymie the overzealous cleric). These will make you a mediocre fighter. Now, you can do this, and cast all the other buffs on yourself, or you can just cast the other buffs on the fighter as he fights--which is a good idea, because they will make him a better fighter than you'll ever be.

      The problems with your calculus are:

      1) There are too many great buff spells the cleric can only cast on themselves -- the two you mentioned, divine favor, and lots more. Some of these are only rounds/level and should be quickened (quickened divine power's out at level 7 without a level kick via divine metamagic, btw.) and would need to be cast multiple times for multiple fights. Others last a long time.

      2) The cleric is short fighter feats, sure. But he matches the fighter's base attack, he almost certainly has more +hit and +damage than the fighter, and his defense (not just AC, but that's the easiest case to make) is much stronger than a fighter's. A cleric is hanging around AC 40 without casting any rounds-duration spells in the midlevels -- a fighter's not really going to manage that unless they have a high int for some reason and want to sacrifice base attack for expertise.

      And start with Protection vs. Evil, which makes him immune to mind affecting spells, and renders his poor Will save irrelevant.

      There's an awful lot of very crippling will saves that don't have the mind-affecting descriptor. For example, glitterdust or slow.


      If you spend five or six rounds buffing yourself (or ten, as you suggest--what, you're buffing all your stats? Why?), most fights will be almost over by that point--and no, when I DM, I don't give players advanc

    17. Re:Ignore the rules you don't like by Thangodin · · Score: 1

      Okay, now I see where you're coming from.

      The difference, I think, is that you allow everything to stack--Magic Weapon and Magic Vestment add to a weapon's bonuses, rather than just top them up to a maximum, players can have and use endless Pearls of Power, etc. It's actually fairly easy to make the problem go away--don't allow essentially duplicate powers to stack. If two powers do the same thing by the same method, you just take the better one. So if you have +2 armor, and the 12th level cleric casts Magic Vestment on it, it now becomes +3 armor, not +5.

      I've been playing variations on 3.5 since it first came out with a lot of different DM's, and I've never encountered the Super Cleric in any group I've played with. It's not that the players were dumb, we just didn't let things stack like that. I suspect that this is how the game was meant to be played, because it gives you a nice mix of specialties, and the tank is always the best fighter. Played that way, the cleric's own buffs just bring him up a little short of what the tank already has, and the same buffs, cast on the tank, give a lot more benefit to the party.

    18. Re:Ignore the rules you don't like by Mongoose+Disciple · · Score: 1

      You're correct, the bonuses don't stack. If you cast magic vestment (+5) on +1 plate mail you end up with (temporarily) +5 plate mail, not +6 plate mail.

      But you don't actually need them to:

      1) Being able to skip having pluses on weapons/armor frees you up to dedicate resources elsewhere. For example, you're crafting wonderous items instead of magic arms and armor. Instead of being excited that you found +2 full plate you're trying to sell or barter it for just about anything else.

      2) Being able to skip having pluses on weapons/armor frees you up to throw other enchantments on them, or makes having those enchantments better. For example, take a +1 flaming (+1 value enchantment) holy (+2 value enchantment) bane vs. undead (+1 value enchantment -- I could be off on all of these, I don't have the book in front of me, but I think the math/values are correct.) Value-wise, that's a +5 sword, in terms of what it would cost to craft, how it stacks up as part of the value of magic treasure you 'should' have according to the DMG (and I think you could make an excellent argument that the DMG wants you to have too much treasure, but that's how the game is designed/balanced), etc. Throw greater magic weapon (+5) on that sword and now it's a +5 flaming holy bane sword -- effectively a +9 weapon by value.

      Obviously, you also can stack in non-plus-ish weapon enhancement spells like a Spikes, too. I don't know why anyone thought that spell was a good idea. Along similar lines, align weapon allows the cleric at least the option of skipping something like a holy enchantment on a weapon for the purposes of bypassing good DR on demons etc., although he still probably should want it since it's good in other ways and is short enough that there's value in not having to waste a round casting it.

      Armor's kind of the same thing; instead of prizing +5 armor you more want something like +1 heavy fortification.

      I agree with you, incidentally, on the way the game is meant to be played -- but once you see it played by the rules by alpha nerds who have figured out the best way to crank everything out, it's really hard (at least, for myself and the people I played with) to back to pretending that fighter, for example, is anywhere near as powerful as a full caster, even within its niche. Something else I should point out about convention play is that typically you're playing with at least some different people for each adventure, so if you build a cleric with the intention of playing a support caster to a serious fighter, you're running a real risk of not having that kind of fighter at your table -- thus the "alpha" players have an extra incentive to figure out a way to contribute a lot to a table without counting on any specific party composition. In a normal game you wouldn't have that.

      Probably, these kinds of flaws exist in almost every gaming system, and if you play the hell out of them for most of a decade they become apparent. My friends and I at least as much fun with 3/3.5E D&D than any other edition, but at the same time, once you see where the fault lines are it gets harder and harder to have fun with. (We had almost the same exact fun and then problem with 2E, a decade or so before.)

    19. Re:Ignore the rules you don't like by GundamFan · · Score: 1

      You make some good points. I never tried to speak for everyone with my opinions certainly and I will admit that I play with some people who feel that balance is important to a fun play experience.

      All I'm saying is that there is a point at which you stop playing and start rules lawyering and that an overwhelming focus on balance at an ability by ability level leads to generic boring game play (a major complaint with 4e and for that matter many MMORPGs). As long as everyone realizes that it's about having fun how exactly you play is irrelevant though and it sounds like you've had some good times.

      --
      I don't give a damn for a man that can only spell a word one way.
      Mark Twain
    20. Re:Ignore the rules you don't like by dreamchaser · · Score: 1

      No I was responding to a comment about the rules wars, but you'd know that if you actually read the chain of comments.

      I expect grammar nazis on Slashdot but not 'on-topic' nazis, especially when it's a tangentially related discussion chain. I think you took a wrong turn at the Yahoo discussion groups or something.

    21. Re:Ignore the rules you don't like by darkwing_bmf · · Score: 1

      Balance is objectively a "good thing" for games with multiple players who each want to contribute. This isn't a movie script, it is a game. If you want the party to have challenges then it will be a lot more fun for all the participants if the challenge is some outside force against a balanced party rather than a challenge for sub-par party members to meaningfully contribute in relation to their mechanically superior teammates in each encounter or for an overpowered party member to keep from being bored.

  14. Cooperative D&D game? Yay! ... Ohwait... by Chibi+Merrow · · Score: 1

    I was pretty excited at the opportunity to have another D&D-based PC game to play w/ my wife and friends...

    I think there are two very unique gameplay elements in 4th Edition that

    Then I read that... :(

    --
    Maxim: People cannot follow directions.
    Increases in truth directly with the length of time spent explaining them
  15. pdf problems? by nten · · Score: 3, Funny

    Are your gripes related to the PDF of a d20? I liked rolling three d6 etc. The combination was decently close to a normal distribution which seems more realistic. And realism in simulating my attacks on gazebos is important to me.

    --
    refactor the law, its bloated, confusing and unmaintainable.
  16. My edition is superior to your edition by Pond823 · · Score: 2, Interesting

    OD&D - The perfect dungeon based roleplaying game, with dungeons. Just where the hell can I buy Chainmail?!
    BD&D - Pandering to the Rogue-like crowd. Also, when my DM's in a bad mood with me and make up biased rules.
    AD&D - Pandering to the Dungeon Master crowd. Also, can we not start at 5th level and I play a Wizard? With psionics?
    2D&D - Pandering to Diablo crowd. Also, whoo, this all tastes a little Vanilla.
    3D&D - Pandering to the Ultima Online crowd. Also, while I've spent 40 hours perfecting my NPC liche, it's too complicated to actually run.
    4D&D - Pandering to the WOW crowd. Also, it's only fun when actually, you know, playing the game.

    Now T&T, there is a game.

    1. Re:My edition is superior to your edition by Yuioup · · Score: 4, Informative

      2D&D - Pandering to Diablo crowd. Also, whoo, this all tastes a little Vanilla.
            ---> 2nd Edition D&D (1989) predates Diablo (1997) by at least 7 years ...

    2. Re:My edition is superior to your edition by Pond823 · · Score: 1

      Your wrong in my revised world view. I have a point to prove and therefore can twist history as much as I need to make it. ;)

    3. Re:My edition is superior to your edition by Anonymous Coward · · Score: 0

      Heh, now that you mentioned it: AD&D originally came out ten years before Dungeon Master.

    4. Re:My edition is superior to your edition by Fross · · Score: 1

      If you mean the Amiga / ST game "Dungeon Master" in reference to your comment about AD&D, suffice to say AD&D came out 1979, and Dungeon Master was what, 1988?

      Not sure exactly what you're trying to describe here but you're a decade out in many of them.

    5. Re:My edition is superior to your edition by Rogerborg · · Score: 1

      AD&D - Pandering to the Dungeon Master crowd. Also, can we not start at 5th level and I play a Wizard? With psionics?

      AD&D 1st edition had magic users, not "wizards". Ego Whip to the max, bitch.

      I'm kidding, you're all right. We should crawl out some time - I'll bring my elf. What character class? I said "elf".

      --
      If you were blocking sigs, you wouldn't have to read this.
    6. Re:My edition is superior to your edition by Anonymous Coward · · Score: 0

      and it makes you an asshole

    7. Re:My edition is superior to your edition by CronoCloud · · Score: 1

      What you're referring to as BD&D, if you mean the Basic through Immortals boxed sets (or the Rules Cyclopedia compilation + Wrath of the Immortals) catered to those who preferred High Fantasy High Magic Worlds with balanced high-level play.

      It's the only variant that included mass-combat and dominion rules in the main ruleset. It's also the only variant with a world that's understandable and accesible to players because Mystaran cultures are based on ones in our history. Unlike say Greyhawk which had a bunch of funny names with too many consonants masquerading as names of people and places. Can you explain what Furyondy is like to a newbie? I can explain Karameikos in a minute: Medievalized Byzantine Greek ruling class of expatriate Thyatians running a nation populated by Romanian-ish Traladarans

    8. Re:My edition is superior to your edition by Pond823 · · Score: 1

      Can you cut and paste this into all those forum comments who do this routinely. I was making a point about making a point.

    9. Re:My edition is superior to your edition by Pond823 · · Score: 1

      Only if I can be a fighting-man?

    10. Re:My edition is superior to your edition by mlts · · Score: 1

      Wasn't elf/halfling/dwarf as a class in the original D&D, as opposed to the Advanced rules? The original D&D came as boxes with softcover books, while the AD&D rules were hardbound. Then between 1 and 2ed AD&D, another release of the D&D rules came out that split things up into basic (levels 1-3), intermediate (4-6), etc.

      The way to tell the difference between D&D and AD&D was alignment. If someone was lawful, that was D&D. If they were lawful-good, or chaotic-neutral, that was AD&D.

      I still have the 1st ed AD&D books (somewhere), and there, other races could have classes, except there were level caps on everyone but humans, and half-elves.

      The cool thing about 1E AD&D... there were no punches pulled. Death was common, and pretty much, death was permanent [1], and stupidity was lethal. You would be lucky if you "just" ran into a basilisk and the cleric could drag the statues out and then cast stone to flesh. Each room you advanced into, you had the thief scan for traps (using a mirror to check first for the gorgon). One mistake here and everyone would end up dead or captured (and the DM fires up his "party is captured" campaign.)

      [1] Unless everyone was high level and had either a magic-user that could cast wish or alter reality (aging that magic-user a year or two), or a high level cleric that could cast resurrection. The wish was better because it meant no permanent loss on the CON stat, but one had to be VERY good at wording the wish spell, especially with a DM who would twist it any way possible.

    11. Re:My edition is superior to your edition by camazotz · · Score: 1

      OD&D - The perfect dungeon based roleplaying game, with dungeons. Just where the hell can I buy Chainmail?! BD&D - Pandering to the Rogue-like crowd. Also, when my DM's in a bad mood with me and make up biased rules. AD&D - Pandering to the Dungeon Master crowd. Also, can we not start at 5th level and I play a Wizard? With psionics? 2D&D - Pandering to Diablo crowd. Also, whoo, this all tastes a little Vanilla. 3D&D - Pandering to the Ultima Online crowd. Also, while I've spent 40 hours perfecting my NPC liche, it's too complicated to actually run. 4D&D - Pandering to the WOW crowd. Also, it's only fun when actually, you know, playing the game. Now T&T, there is a game.

      LOL! Yesssss. All very true, although as pointed out below, 2E predated Diablo by quite a bit. Also, I wouldn't equate 3rd edition to Ultima Online....but the part about your 40 hour timesink lich that was too complicated almost made me spit my coffee!

  17. Ugh.... by CFBMoo1 · · Score: 1

    I really wish someone would take the code to Neverwinter Nights (Orig + SoU + HotU), clean it up, spruce up the graphic detail a bit and not change it completely, and re-release it with a whole new campaign. Outside of college Friday night lan fests, NWN1 was the best fun I've had both gaming as well as creating content.

    --
    ~~ Behold the flying cow with a rail gun! ~~
    1. Re:Ugh.... by mlts · · Score: 1

      I was thinking the same thing, but adding a couple things as well, other than sprucing the graphic tiles up:

      1: Ability to have a central character server and area servers. This way, a PW could be spread out on multiple machines, each serving up a lot of areas. This sort of can be done, but it essentially means exporting the characters to another PW, as opposed to being on the same PW and chatting with people, but in a different area.

      2: Ability to use a SQL backend natively. This was sort of grafted in, but it would be nice to have the ability to use dedicated MySQL or PostgreSQL servers for ease of backups, as well as ease of recovering in case the server crashes.

      3: Better control of doors. Once a door gets destroyed, it stays that way and can't respawn. Ideally, it would be nice to be able to repop items like that.

      4: Better ability to offer downloads and updates, such as custom tiles, movies, and such, while making sure to filter any content which could be turned into executable code for an exploit.

      5: A standard way of packaging client info for a PW in a non-executable format, preferably a ZIP file with an XML manifest, with the ability to PGP/gpg sign it. This way, the game can take the client data and store it without having to rely on potentially damaging executables.

  18. This should've come earlier by murpium · · Score: 1

    Won't this just conflict with Diablo III? If I had this game now, I'd have something to hold me and my friends until that came out.

  19. nwn by Knyterage · · Score: 1

    My THAC0 is 18, can I get some dorritos and Mountain Dew??? Please????

  20. Strong pass by Samy+Merchi · · Score: 2, Interesting

    4th Edition killed my interest in D&D. It's a shame that I will apparently never have a new D&D computer game to play ever again, but I'm sticking with 1st-3rd Editions and Pathfinder which feels far more D&D than 4e ever will.

    Forgotten Realms was one of my favorite fictional settings, but 4e killed that too, with the Spellplague and jump forward in time and everything, so again, 4e ruined not only D&D but also the Forgotten Realms.

    Furthermore, Cryptic is one of my least favorite developers. They make very simplistic games that are all about combat mechanics and hack and slash, with no good story or intriguing characters anywhere in sight.

    This is a strong pass. I'd *love* a good Forgotten Realms D&D game, but this provides for none of that. "good" is negated by Cryptic, "Forgotten Realms" is negated by 4e, and "D&D" is negated by 4e.

    1. Re:Strong pass by akinliat · · Score: 1

      You could always try the original Neverwinter Nights from Bioware. Though it doesn't feel as much like D&D as the Baldur's Gate Series (only the original AD&D rules feel right to me), NWN probably has the largest collection of user-generated modules you'll ever find outside a PnP campaign. Plus, the modules are all conveniently available for downloading thanks to IGN, which keeps an online vault service for them. NWN is old, and the graphics is nothing much compared to a modern game, but the gameplay is solid, singleplayer is a viable option for as long as you want to download new modules, Bioware still provides online forums for the game, and there are still a number of long-running multiplayer persistent worlds that have all the advantages of a MMORPG without the corporate involvement. IMHO, had it not been for the involvement of Atari, with it's gift for turning gold into lead, and WotC, who are your typical corporate slimeballs, the game could have been the best thing to happen to D&D since the release of the Advanced ruleset. As it is, the game is still fantastic, but it's future uncertain.

    2. Re:Strong pass by Anonymous Coward · · Score: 0

      4th Edition killed my interest in D&D. It's a shame that I will apparently never have a new D&D computer game to play ever again, but I'm sticking with 1st-3rd Editions and Pathfinder which feels far more D&D than 4e ever will.

      It feels more like a company deciding to exploit the stubbornness of a group of D&D players by pandering to their tendencies to resist change, which I suppose could be considered as just like T$R with its shameless grab for money under the mask of serving the playerbase.

      Me, I like that Wizards chose to move forward, but Paizo should thank their lucky stars that the OGL let them do it.

      Forgotten Realms was one of my favorite fictional settings, but 4e killed that too, with the Spellplague and jump forward in time and everything, so again, 4e ruined not only D&D but also the Forgotten Realms.

      Sing a song I didn't sing during the Time of Troubles. Grey box is still the best. Your Realms was sucky, full of over-powered garbage and just plain bland.

      Mine doesn't even have the Drizzt.

      This is a strong pass. I'd *love* a good Forgotten Realms D&D game, but this provides for none of that. "good" is negated by Cryptic, "Forgotten Realms" is negated by 4e, and "D&D" is negated by 4e.

      Well, I've passed on D&D online because I don't like 3rd edition, even though I like Eberron a bit more than the Realms.

    3. Re:Strong pass by Samy+Merchi · · Score: 1

      Oh, trust me -- Baldur's Gate and Icewind Dale and Neverwinter Nights series are some of my favorite CRPGs ever made, and I regularly replay them.

      It just makes me a little sad that there will never again be more. There's a difference between replaying a game you know how it will turn out, and playing a wholly new game with surprises.

    4. Re:Strong pass by 0111+1110 · · Score: 1

      So in your view then any change to the rules is a step forward? Is there any kind of change that you would consider a step backward?

      --
      Quite an experience to live in fear, isn't it? That's what it is to be a slave.
    5. Re:Strong pass by Chibi+Merrow · · Score: 2, Insightful

      It feels more like a company deciding to exploit the stubbornness of a group of D&D players by pandering to their tendencies to resist change, which I suppose could be considered as just like T$R with its shameless grab for money under the mask of serving the playerbase.

      I dunno. I liked the move from 2nd to 3rd (though I still have a special place in my heart for 2nd and recently started buying some books to rerun I6: Ravenloft this Halloween). And I really liked the move from 3rd to 3.5. To me, 2nd->3rd seemed more like house cleaning--creating unified systems instead of separate tables and rule sets for EVERYTHING. But I'm a computer scientist, I like consistency... So I'm biased.

      I don't think 4th Edition is a bad game, I just think its mechanics are too different to be considered D&D... But WotC's goal was to attract new players, they don't care about the old players, they already have our money. :)

      That, and WotC changing campaign settings to match the new rules really ticked me off...

      --
      Maxim: People cannot follow directions.
      Increases in truth directly with the length of time spent explaining them
    6. Re:Strong pass by Anonymous Coward · · Score: 0

      So in your view then any change to the rules is a step forward?

      Hmm, not sure how you got to that absolutely insane interpretation of my words.

      I'm quite unable to fathom why you'd even say that beyond a deliberate attempt at misrepresentation.

      If so, you should refrain from doing that.

      If not, then well, just accept that you were in no way close to understanding me, and go from there.

      Is there any kind of change that you would consider a step backward?

      Actually, I wouldn't say I really think of it terms of forward or backward. It's more that I think of it as "Is this something I like" and well, 3rd edition didn't measure up. Neither does Pathfinder, because it does everything 3rd edition did, except more HARDCORE! See, I saw them offering options, the lack of which was a common complaint in prior editions, and so fixing it was a genuinely well-meant intention, but they neglected correcting the imbalance of the game, so it was just a half-assed way of doing things. Then Paizo made it worse by amping up the discrepancies. So if we must think in terms of forward or backwards, then I suppose you could take it that way. But I don't think in those terms, so I'll just say...it made things worse.

      4th edition, by contrast, changes things for the better, by taking an approach that puts things in balance, so you can keep the characters in flavor, add options, but keep everybody on par.

      Perfect? No, but a far better idea than the prior mess. Because they at least tried to make it a workably game for the players. Instead of Joe Spellcaster doing everything while Bob Swordswinger sat on his ass and Fred Lockpicker waited to open the chest..

      And the work for the DM is...much improved.

    7. Re:Strong pass by Anonymous Coward · · Score: 0

      I dunno. I liked the move from 2nd to 3rd (though I still have a special place in my heart for 2nd and recently started buying some books to rerun I6: Ravenloft this Halloween). And I really liked the move from 3rd to 3.5. To me, 2nd->3rd seemed more like house cleaning--creating unified systems instead of separate tables and rule sets for EVERYTHING. But I'm a computer scientist, I like consistency... So I'm biased.

      I agree, they did try for more consistency. And more options. But they went only far enough to break things in new ways, not enough to make things better overall.

      Some people have fun with it, sure, but looking at 4th edition, I think they learned their lessons with 3rd/3.5 and moved on from there.

      Fair enough, can't expect them to be perfect. Sometimes it takes a few tries.

      I don't think 4th Edition is a bad game, I just think its mechanics are too different to be considered D&D...

      I don't, but I can respect this view as one of preference. I know people who feel similarly about Spelljammer, Dark Sun and Planescape. Even Al-Qadim. (And let's not even get into Eberron) To them, it's not D&D. To others...it's more fun!

      Sadly though, far too many people don't recognize the difference between preference and their choice of expression, which is disdain from choosing it.

      But WotC's goal was to attract new players, they don't care about the old players, they already have our money. :)

      Well, they weren't getting much of my money, so with 4th edition, their changes got them some they weren't getting before.

      That, and WotC changing campaign settings to match the new rules really ticked me off...

      Bit late to the party on that hate train. Take TSR. See Time of Troubles. See From the Ashes. See what they did to Dragonlance...several times over!

      Blech.

    8. Re:Strong pass by akinliat · · Score: 1

      Same here. That's what eventually led me (grumping and grousing the whole time about pointless 3D and lack of party control) to try NWN.

      It turned out to have most of the advantages of the Baldur's Gate games (good gameplay, interface, etc) and it was infinitely expandable. As long as IGN keeps the NWVault up, you literally have access to a lifetime's worth of new stories. There are still modules being added to this day, and the quality of the best is actually better than the stuff that Bioware wrote (though still short of BG)

    9. Re:Strong pass by darkwing_bmf · · Score: 1

      You sound bitter. You didn't even give reasons why 4e killed your interest (other than some Forgotten Realms lore). For what it's worth 4e is a lot more fun to play than it is to read about so if you've never actually played you might be missing out on some fun times. You won't really know if you'll like the games or not unless you play them. Even if you don't like 4e table top RPG you might unexpectedly like the CRPG. Who knows? But either way I'd advise against pre-judging.

    10. Re:Strong pass by Samy+Merchi · · Score: 1

      You didn't even give reasons why 4e killed your interest

      Because it isn't up to debate. If I started listing reasons why 4e killed my interest, all it would do is invite people to argue with each point, and say, "no, this was a *good* change", when none of it would make the game any less dead to me. You can't argue me into liking 4e by arguing each of the points why I dislike it. Hence, listing those points is a waste of time.

  21. 4e as a computer game - Yeah Right by dmgxmichael · · Score: 3, Interesting

    4e may copy the feel of WoW, but it's Magic: The Gathering at it's heart. As a foundation for a computer game it's a hopeless joke. Over a third of the powers in the game "interrupt" another power. That's great for a table top game, but every one of them will have to be rewritten for a computer game in real time. By the time they are done with it they're going to have a new system in place entirely.

    1. Re:4e as a computer game - Yeah Right by twoallbeefpatties · · Score: 1

      As a foundation for a computer game it's a hopeless joke.

      That's exactly how I felt about NWN1's attempt to cram 3rd edition rules into a Diablo-like computer game.

      --
      Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
    2. Re:4e as a computer game - Yeah Right by Anonymous Coward · · Score: 0

      I don't think NWN1 was very diablo-like at all.

      For instance, I *liked* NWN1.

  22. hmmmm by Anonymous Coward · · Score: 0

    sounds just like NWN!!!! now let me get back to slaying the damn beholders here!

  23. Big deal. Another announcement of a Cryptic flop. by rlp122 · · Score: 1

    Honestly, I feel that it will end up like half of the games Cryptic announces. Dead in the water. Emmert has too big of an ego and wants everything his way, regardless of what the playerbase wants. Citation: City of Heroes, Champions Online, Star Trek. Atari needs to wake up and fire this clown or at least move him out of the development process and put him in sales and marketing where he belongs.

  24. Thats Not An Action Point by Anonymous Coward · · Score: 0

    Well since action points are to take an extra action and not to add a die or re-roll like he says they are, I'm sort of wondering how it will fee familiar to 4E players when it's based on imaginary rules instead of the actual ones.

  25. too little too late by hesaigo999ca · · Score: 1

    This is coming after 5 years of when it should have, i remember getting winternights and thinking about something more like wow, and thinking i had been cheated a bit, now 5 years later they r thinking of catching up, sorry jedi knights is coming out and also have starcraft2 to deal with, i doubt i will have game playtime left...even if i give up wow.

  26. So Torchlight/Guild Wars, rather than NWN? by BobMcD · · Score: 1

    This is all really light on details, but Neverwinter Nights had a dungeon master client, a level generator, etc. None of that here, so I'm guessing we're looking at a Guild Wars clone based on the 4e ruleset?

    If not, I stand corrected. If so, a definitive meh.

  27. Cryptic? by Etrias · · Score: 2, Interesting

    I see a lot of the comments are taking sides on which rules edition is best and that's fine and to be expected. Problem is, the biggest issue on this is not that they're using the 4e rule set, but that they handed yet another beloved property to Cryptic. Y'know, the guys who took the Star Trek MMO license and took a big steamy dump on it. The guys who took their Champions Online engine and skinned it Star Trek then called it a days work. The company who innovated on how to nickel and dime their player base and laughed from their pile of money conned from a bunch of Trek fans. The company that promised Atari that it could publish a new MMO every year so they could rake in the cash.

    Yeah, this isn't Bioware doing Neverwinter Nights as an MMO, this is just Cryptic preparing to kick yet another nerd group right in the balls. My bet is that their precious "character customization" selling point, which they mention in every goddamn fluff piece from their marketing department is the same thing from when they were involved with City of Heroes/Villians which really amounts to your various options on a slider bar. Bah, I'm never giving Cryptic another damn dime. Gaming is better off if this company goes broke and folds.

    1. Re:Cryptic? by camazotz · · Score: 1

      This is the real issue here; not whether old grognards can suffer through a 4th edition rendering on PC, but the fact that Cryptic will be doing it. I eagerly await seeing how they shoehorn the Champions system in to a reskin of something that looks vaguely D&D-ish, in the same way that I stare in amazement at a rescue attempt on a bus full of orphans that jumped the rails and fell in to a deep ravine...and then caught fire...as packs of rabid starving coyotes descend on the remains.

  28. There are some existing tweaks to the 3.5 formula by Chibi+Merrow · · Score: 1

    Look at the Reserve Feats in Complete Mage if you want a 3.5 Wizard/Sorcerer with some more staying power. Gives you at-will abilities based on the spells you have memorized with the power of the ability determined by the level of the spell. For instance, a fire based attack that does 1d6 damage per level of the highest level fire spell you have memorized.

    Otherwise I'd suggest Tome of Battle: Book of Nine Swords, which is where they essentially prototyped the 4th edition rules in 3.5. Fair warning, though, the three classes in ToB are pretty overpowered compared to the base classes in PHB. There's practically no reason to ever play a Paladin when you could play a Crusader, or play a Fighter when you can play a Warblade, for instance...

    There's also the Warlock class (from Complete Arcane, I think?), which has a ridiculous ranged touch attack blast every round and a bunch of "invocation" spell-like abilities... I don't like the class, though, because a player in one of my groups always plays very munchkiny builds with it...

    --
    Maxim: People cannot follow directions.
    Increases in truth directly with the length of time spent explaining them
  29. I'm looking forward to this. by darkwing_bmf · · Score: 1

    I'd like a co-op version of Dragon Age. I also like 4e D&D. The premise is good. Will the game be good? No one knows yet so don't hate.

  30. D&D is turn-based by FoolishOwl · · Score: 1

    It sounds as if they're not going to fix the biggest problem with Neverwinter Nights 1 and 2: that they were not turn-based.

    Neverwinter Nights 1 was a really good game, surprisingly faithful to tabletop D&D. The modmaking community produced a lot of modules that were adaptations of classic tabletop D&D modules. There were a number of minor deviations from the tabletop rules, but the most serious deviation was that NWN 1 was not turn-based. Neverwinter Nights 2 worsened the problem.

    The turn-based mechanics of D&D are significant in all sorts of ways: it directly affects tactical gameplay, and indirectly affects the relationships between character classes. Spellcasting and archery work very differently in turn-based combat, spellcasting especially. In tabletop D&D, spellcasters can precisely target spells, at fixed locations, or at the current location of enemies. There are saving throws to resist spells, but most spells hit their targets automatically -- this is a significant advantage for spellcasters, offsetting the limitations of casting a limited number of spells. At low levels, spellcasting is much less effective than melee combat. At high levels, spellcasting determines control of the battlefield, and melee combat is used to guard the flanks of spellcasters.

    In NWN1, spellcasting was much reduced in effectiveness, because targets were still moving when spells were being cast. This meant that players of spellcasters had to lead their targets. Since the targets were only spotted at short range to begin with, this made area-of-effect spells of only limited usefulness. It also made spellcasting combat a matter of player reflexes, not player tactical acumen. It also lead to a lot of emphasis on spells to make spellcasters melee combatants, and on monster summoning spells, which made for a very different feel from tabletop gaming. Finally, it meant that the singleplayer game encouraged players to "rest" between each combat to recover spells, removing the strategic element of carefully selecting spells; the overuse of "rest" was very controversial among players, DMs, and modmakers, as various solutions to prevent the overuse of "rest" would cause other problems.

    NWN2 made things worse, as it shortened the viewable range, and shortened the range at which enemies were detected. On top of that, it made it take time for spells and missile weapons to reach their targets, rendering ranged combat and area-of-effect spells almost useless.

    It sounds as if the developers of this new game have learned nothing from these mistakes.

    The really sad thing is that, while D&D has had an incredibly large impact on computer games, most of those games, including the ones that claimed to be D&D itself, deviated significantly from the underlying mechanics of D&D. The Baldur's Gate series, and Neverwinter Nights 1, came closest, and NWN1 had an enormous community of modmakers. It seems as if the dream of a really faithful, playable online D&D is receding.

    1. Re:D&D is turn-based by camazotz · · Score: 1

      On the plus side, maybe they'll fix the horrendous camera system from NWN 1/2....2 being a worse offender arguably than 1. I figure this is a given, since they will in all likelihood be using the Champions/STO system reskinned, and the camera for Champions was about the least offensive component of the game.

    2. Re:D&D is turn-based by FoolishOwl · · Score: 1

      I think the NWN1 camera system was okay, but could have used improvement. NWN2, though, it's almost unbearable. It's like they forgot until the last moment that it isn't a first-person shooter.

  31. Anticlimactic by Ragun · · Score: 1

    Neverwinter! Like as in Neverwinter nights, the game I learned game modding on when I was young! Oh the Excitment! Oh the Joy! oh the... 4th edition. God Damn it. There goes my gnome.

    1. Re:Anticlimactic by borizz · · Score: 1

      4th Ed has gnomes, they're in PHB2 IIRC.

  32. Re:Big deal. Another announcement of a Cryptic flo by wynterwynd · · Score: 1

    This.

    I can't believe I had to wade through hundreds of arguments over 3.5 vs 4 and pages of twink guides and batman v. superman like discussion to get to what is the REAL heart of this story. Cryptic Studios and their history of shitting all over the franchises handed them.

    Cryptic hasn't gotten it right since City of Heroes, and honestly that was only good by comparison to all the other super hero games of the day (read: none). Quickly it turned into an EXTREMELY drab treadmill. Then once that horse was beaten to death with some really lackluster expansions ("We are out of good ideas and talent, so here's a dungeon toolkit!") they moved on to the Dew Chuggin', Snowboardin', Xtreme Sports version of CoH they called Champions Online. Leveraging the power of stolen ideas and artistic style, they managed to simultaneously dumb down and Lens Flare CoH into a true apex balance point of pointless flash and mindless gameplay.

    With the Superhero genre beaten down like the first Robin and vital juices all squeezed out to feed the money machine, Cryptic ran out of good ideas. So they bought one. Never mind that every Star Trek game with VERY few exceptions (Elite Force was surprisingly good, for a re-skinned Quake 3 Arena) has been a complete and utter failure. Never mind that they have no idea how to tell a cogent story or have anything but a comic-book (heh) grasp of the genre. Never mind that every other game they made was all sizzle and no steak. This will be different!

    It wasn't.

    And now they turn their sights on yet another pillar of nerd-dom to hump dollars out of. Fear not, fans of 4th edition, they will not desecrate the game you love because this will not resemble that game except in the most brief and fleeting ways. You'll still have the same DoTs, knockbacks, and DDs you have in every other game they make, they will now just be called Cone of Cold or Acid Arrow and will have 6 differently colored versions. Oh and a tied in series of "books" by Bob Salvatore since he's firmly chained to the Wizards Wheel of Woe and Profit by +4 Contracts of Binding (which honestly will probably be better than the game, he's a pulp fantasy writer but he is entertaining).

    In the end it will feel like someone spilled a sticky bucket of D&D on Champions Online and ultimately will go on the woodpile next to Temple of Elemental Evil and Iron & Blood to burn brightly, illuminating our map grids and figurines for a brief moment, a moment brighter than the spark of joy we felt hoping that someone would make a D&D game that was like the ones we fondly remember. (Silver Blades, Beholder, even the later Baldur's and Planescape - NWN was pretty close, but felt cheap somehow)

    Dragon Age was the closest to this that I've seen in recent years, but even it felt awkward - like it didn't want to acknowlege its turn-based roots and chose to hide this disfigurement behind a veil of shiny graphics. 4th ed, though, is TIED to a turn based grid, is balanced around it, and I totally see that being the first thing out the window. Strategy is anathema to RPGs for some reason these days, and yes you can blame WoW (yes, there is some strategy to WoW but not until you get 25 ppl together which takes a bigger time investment than my mortgage). Even Dragon Age is moving towards an action RPG genre style. I'm quite sure someone is trying to fit Halo or Gears of War qualities into the equation somewhere, like a set of tits on a chessboard.

    Woe be unto the traditionalist RPG turn-based gamer, I'll see you in the nursing home. I'll be the one in the back with the barium suppository debuff counters in the medicine cup figurines and the DM screen made out of old medical charts paper-clipped together. Now roll initiative before I poop myself.

    --
    "Not all who wander are lost" -- JRR Tolkien
  33. You guys suck by AP31R0N · · Score: 1

    The 4th edition hate is completely irrational and from reading these posts... uninformed. Instead of talking out of your asses about 4E, maybe you guys should play it and run it.

    News for cranky old nerds.

    --
    Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
  34. I guess you've never heard of the Old School Renai by Anonymous Coward · · Score: 0

    I ditched D&D in disgust during 3rd edition; manual bloat was too obviously a scam, not unlike the "cardboard crack" of MtG.

    I missed it, I longed for it. I was seeking. Reading tons of reviews for other RPGs and dungeon crawl focused board games. Nothing ever quite scratched my itch.

    Then I discovered the "retro clones". Now I'm running D&D with 1 manual, about 100 pages only and its a free legal PDF, printed it myself. Its like the Open Source of D&D! I'm playing again for the first time in forever and I thank the clones for existing.

    If its 1st edition you want, then your clone is OSRIC. The manual is a little thick (400 pages) but its 1st edition, in print, and only one book. If 2nd is more your cup of tea, then, well, there is no clone of 2nd. However, 1st and 2nd are so similar you probably want to go with OSRIC again.

    If you're a fan of "0th edition" (it predates even AD&D1), then you want Swords & Wizardry. "Basic D&D" is covered by Labyrinth Lord, Basic Fantasy and Dark Dungeons.

    -OSRIC-
    http://knights-n-knaves.com/
    -Swords & Wizardry-
    http://www.swordsandwizardry.com/?page_id=4

    Go kill some dragons.