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."
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
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.