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5th Edition of Dungeons & Dragons Announced

New submitter lrsach01 writes "Wizards of the Coast has announced a 'new iteration' of their Dungeons & Dragons role-playing game. Early information says the game will be more inclusive, with a basic rule set that 'builds out.' This Spring, WotC will be 'conducting ongoing open playtests with the gaming community to gather feedback on the new iteration of the game as we develop it.'"

309 comments

  1. exponential version growth by nitehawk214 · · Score: 5, Informative

    1974 - First edition
    1989 - Second edition
    2000 - Third edition
    2008 - Forth edition
    2012 - Fifth edition

    --
    I'm a good cook. I'm a fantastic eater. - Steven Brust
    1. Re:exponential version growth by nitehawk214 · · Score: 4, Funny

      2013 - SQL edition (based on Forth misspelling)

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    2. Re:exponential version growth by GuruBuckaroo · · Score: 3, Interesting

      And me still playing First Edition. Sheesh. I feel old (but well invested).

      --
      Poor means hoping the toothache goes away.
    3. Re:exponential version growth by Anonymous Coward · · Score: 3, Informative

      You forgot edition 3.5, with all new rulebooks in 2003.

    4. Re:exponential version growth by chilvence · · Score: 3, Insightful

      They can only wank people about so much before they get the picture though. I used to love how geeky all the dnd books were, now I wouldn't think twice before pirating them, if I even cared enough to keep up to date with what is so obviously a milking game.

    5. Re:exponential version growth by LWATCDR · · Score: 4, Funny

      They had to replace the Forth edition. It is an RPG people, RPN has no place in it.

      --
      See my blog http://ilovecookes.blogspot.com/ for light hearted technical information.
    6. Re:exponential version growth by elrous0 · · Score: 1

      Ah, that takes me back. I was such a pathetic nerd as a kid that I used to buy all the D&D guides and modules and read them even though I didn't have any friends to actually play it with. If there were any other kids at my school into D&D back in those early days, they certainly would never have publicly admitted it. I remember watching the movie Taps, and seeing the scene where the cadets are playing D&D and being so jealous that they had other people to play with.

      Needless to say, I got my ass kicked a lot as a kid.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    7. Re:exponential version growth by jimmerz28 · · Score: 1

      1970 - Waterfall
      2000 - Iterative

    8. Re:exponential version growth by Anonymous Coward · · Score: 1

      Ditto. Do they still use dice or are those too 'old school'?

    9. Re:exponential version growth by arcite · · Score: 1

      In that case I'll wait for the 6th edition so they can get the bugs out.

    10. Re:exponential version growth by wurp · · Score: 5, Interesting

      I'm running a 1st edition game for my 16 year old and five of his friends >:-)

      Shockingly, somehow one of the major factors in me being derided as a nerd in HS has turned me into "the cool dad" now that my kid's in HS.

    11. Re:exponential version growth by Darinbob · · Score: 1

      AD&D still best edition. Things went downhill with 3rd edition and each iteration has just made it worse. Class systems are archaic enough already and if you're going to stick with them you need to make them simple and not try some weird hybrid approach with feats and skills.

    12. Re:exponential version growth by jollyreaper · · Score: 4, Informative

      Ah, that takes me back. I was such a pathetic nerd as a kid that I used to buy all the D&D guides and modules and read them even though I didn't have any friends to actually play it with. If there were any other kids at my school into D&D back in those early days, they certainly would never have publicly admitted it. I remember watching the movie Taps [wikipedia.org], and seeing the scene where the cadets are playing D&D and being so jealous that they had other people to play with.

      Yeah. When other geeks would complain about only having their geek friends at school for company I was always like wow, I'm so jealous of your life. The only place I found fellow geeks was on the local BBS'. Yes, there were a number of us in the same area code but we didn't go to the same schools.

      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
    13. Re:exponential version growth by nitehawk214 · · Score: 4, Funny

      1970 - Waterfall

      2000 - Iterative

      2010 - Agile

      Actually this explains exponential version growth quite well.

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    14. Re:exponential version growth by camperdave · · Score: 1

      And me still playing First Edition. Sheesh. I feel old (but well invested).

      First edition? Wouldn't your chits have worn out by now?

      --
      When our name is on the back of your car, we're behind you all the way!
    15. Re:exponential version growth by Biff+Stu · · Score: 4, Funny

      OMG! It's just like Firefox!

    16. Re:exponential version growth by Talderas · · Score: 2

      To be fair, 3.5 fixed a lot of problems with 3rd edition, and is essentially a few rules tweaking with some major class overhaul. 3 and 3.5 are compatible with each other, for the most part. IIRC, the only books that were republished for 3.5 were the PHB, DMG, and MM. None of the supplment books released for 3.0 were reprinted.

      And that makes sense. If you make a lot of changes to the core books then running the changes in the new print cycle is a good idea.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    17. Re:exponential version growth by Anonymous Coward · · Score: 0

      They have also strategically separated the editions into multiple books (player handbook, DM handbook and I think monster handbook), so that DMs or advanced players can't get away with just one expensive book
      I am not old enough to have played 1st/2nd edition, but I believe it used to be a single book.

    18. Re:exponential version growth by Riceballsan · · Score: 2

      I'd say it is pretty obvious why they jumped so rapidly from 4th to 5th. Basically the 3.5 to 4th edition involved too many drastic simplifications to the game. (now admitted I'm a youngin so I can't really say much on 1st to second transition, but I have read over the 2nd ed rules), 2nd to 3rd while adding more rules they also added more in the way of character options, multiclassing etc.. became more streamlined etc... players liked this, 3.5 to 4th... was a rapid reduction of options, multiclassing removed etc... Almost everything was about simplifying concepts, and then there were a few things that I thought had no place in an P&P game, like level restrictions on gear etc... Paizo also didn't like the direction wizards of the coast went, in addition to changing the game, they also scrapped the OGL (Open gaming license Think open source for tabletop, it allowed 3rd parties to release extras). Paizo after being cut from the ability to develop content, developed their own system, pathfinder, based off of the OGL and 3.5 but expanding upon it, and the sales reflected that the market liked it better http://www.geeknative.com/24060/pathfinder-tops-summer-rpg-sales/ Pathfinder won more or less every quarter of 2010, WOTC is realizing, that dungeons and dragons can no longer be number 1, via name recognition alone.

    19. Re:exponential version growth by SJHillman · · Score: 5, Funny

      And being the cool dad has turned your kids into nerds :-p

    20. Re:exponential version growth by medv4380 · · Score: 1

      1974 First edition
      1989 Second edition
      2000 Third edition
      2008 Forth edition
      2012 Fifth edition

      2016 Sixth edition
      2020 Seventh Edition
      2023 Eighth Edition
      2026 Ninth Edition
      2029 Tenth Edition

    21. Re:exponential version growth by WankersRevenge · · Score: 1

      Nerd, no. Devi worshiper, yes :)

      I grew up on the game and my best friend bought all the books (1st edition rules, the monster manual, etc) so we played a lot.

      The problem was that he wasn't a very good storyteller, so one day, someone made the sly remark for him to start using one of his precooked modules.

      And when he did -- it was the most fun we had ever experienced. In retrospect, it was far better than any computer game if have played since. It's pretty awesome that your sixteen year old and his friends can experience it.
                 

    22. Re:exponential version growth by jimmerz28 · · Score: 1

      Indeed ;)

    23. Re:exponential version growth by gstoddart · · Score: 0

      Shockingly, somehow one of the major factors in me being derided as a nerd in HS has turned me into "the cool dad" now that my kid's in HS.

      Well, for the record, you're likely still a nerd. ;-)

      And, I fear your kid is now a nerd as well ... so him and his friends calling you a cool dad is just nerd worship. I'm sure they're still nerds in school.

      I'm not saying that's bad, I'm just saying that the fact that your kid plays D&D with you now doesn't lessen any of the nerd-ness you exhibited in high-school. ;-)

      --
      Lost at C:>. Found at C.
    24. Re:exponential version growth by pla · · Score: 0

      Bah... You whipper-snappers and your "Advanced" D&D. All the cool kids still play the original unmodified D&D rules.

      Well... No. The cool kids play Football. And they can have it. ;)

    25. Re:exponential version growth by operagost · · Score: 5, Funny

      In my day, we played the Zeroth Edition. In those days we created characters on parchment made from jaguar hides and used dice carved from the femur of a wooly mammoth. By the time I took the wooly mammoth with my trusty spear ("Katharina", I used to call her... although her real name was "Agnes"-- but that's another story), I was dead tired and needed a nap. By the time I woke up, the First Edition was out and I had missed my chance. I blame Richard Nixon, although I suspect James Knox Polk could also be implicated in this disaster.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    26. Re:exponential version growth by GuruBuckaroo · · Score: 1

      Unfortunately, I lost my blue-box B2 - Keep on the Borderlands, complete with D&D (not AD&D) Rule Book to the Flood of '93.

      --
      Poor means hoping the toothache goes away.
    27. Re:exponential version growth by Richard_at_work · · Score: 4, Insightful

      I never did get the "rigidity" a lot of AD&D hard core players had in their material - if it wasnt in the book, its not allowed, if it isnt done on a dice role, it isnt allowed etc. I walked away from a lot of groups between the ages of 16 and 22 or so because of that.

      Some of the best role playing I have ever done was with a DM who didn't use any books, didnt use any dice, and jotted rough layouts on paper when they were needed - everything came out of his mind, he made the decisions and the story.

      So, what I think I am trying to say, is that I agree with you in sticking to the 1st edition - and I hope you stick loosely to it ;)

    28. Re:exponential version growth by Anonymous Coward · · Score: 1

      There are a variety of "old school" versions out there that are much cleaner and easier to use than 1st edition, even though they are the equivalent.

      You want proof of how messed up 1st edition is? Read the DMG entry about initiative. Especially the part about weapons speeds and how you can get multiple attacks. Something every mage and thief/rogue should use & abuse when it comes up.

      I'm not saying 1st edition was bad, I loved it back then, it's just that it had a lot of inconsistencies and complications that needed to be smoothed over or trimmed out. (Or built up in some cases, like skills, it just wasn't sufficient for the non-combat stuff.)

    29. Re:exponential version growth by Anonymous Coward · · Score: 0

      15 .. 11 .. 8 .. 4 isn't exponential. Of course at this rate we'll see 6th ed. released in 2012 as well and 7th was actully created 4 years ago but nobody paid attention at the time...

    30. Re:exponential version growth by Anonymous Coward · · Score: 0

      No little brothers? That's how I got indoctrinated, whether I wanted to or not. The original module called for one more character than they had and I was nominated. Initially hated it b/c we were so inexperienced(us & the characters) and the DM(big bro) was green. Then came The Giants Series and I was sucked in, willingly. My forced inclusion quickly morphed into their reluctance to include me. Damn big brothers and their a55hole friends, lulz.

      *this was the early '80's, but big bro & buddies explored modules in order of release.

    31. Re:exponential version growth by catmistake · · Score: 1

      um... the "editions" suck... too much information, too many rules, not enough creative freedom for DM.

      And in my experience, the youngins, exclusively, are the ones with the editions... greybeards always play AD&D

      AD&D FTW

      AD&D or GTFO

    32. Re:exponential version growth by Anonymous Coward · · Score: 5, Funny

      As a high-school parent, doing anything that insures your teen's celibacy (like D&D) is advantageous.

    33. Re:exponential version growth by tilante · · Score: 5, Informative
      Umm, actually...

      1974 - Original D&D
      1977-9 - First Edition AD&D
      1985 - "Unearthed Arcana" - extensive changes and expansions to AD&D - arguably "AD&D 1.5"
      1989 - Second Edition AD&D
      1995-6 - "Skills & Powers", "Combat & Tactics", "Spells & Magic" - arguably "AD&D 2.5"
      2000 - Third Edition AD&D, "A" is dropped for marketing reasons
      2003 - 3.5 Edition AD&D
      2008 - 4th Edition AD&D
      2010-1 - "D&D Essentials" - arguably "AD&D 4.5"

      However, during the 80s and early 90s, TSR also kept developing "D&D" as a separate system, separated for legal reasons. This version is often called "Basic D&D".

      1977 - First Edition BD&D
      1981 - Second Edition BD&D
      1983-5 - Third Edition BD&D
      1991 - Fourth Edition BD&D

      Thus, new D&D rule sets came out the fastest during the late '70s and early '80s, but the average time period between new rule revisions has been 5 years or so. AD&D now moves faster, thanks to the dropping of the "BD&D" line in the '90s. 2nd, 3rd, and 4th edition AD&D were all announced 2-3 years before they actually came out. I'd expect to see 5th edition actually coming out late in 2013 at earliest.

    34. Re:exponential version growth by futuresheep · · Score: 1

      You make me feel very lucky then. A few of my D&D playing friends and I managed to convince a teacher at our middle school to sponsor a D&D club. He didn't care a bit about the game, he just did it because he was a good guy. So we met once a week and played for a few hours after school while he graded papers. It was good fun and one of my favorite memories of school. We even got our nerdy picture in the yearbook. :-)

    35. Re:exponential version growth by abe+ferlman · · Score: 1

      I wanted to start a 1ed game but we couldn't find enough player's handbooks, and ebay wanted too much. I understand they used to sell pdf's of the 1ed books but that practice must have let too many people enjoy the game without buying new books every year because they are no longer available.

      --
      microsoftword.mp3 - it doesn't care that they're not words...
    36. Re:exponential version growth by Nadaka · · Score: 2

      You would be wrong.

    37. Re:exponential version growth by Anonymous Coward · · Score: 0

      This is so hilarious because that's exactly what happened to me. You know what the biggest joke was though? 2 of the most popular kids in my grade school were into D&D as was one of them's brother. My problem? I couldn't afford *ANY* of the books, they wouldn't loan me any, and they said you couldn't play if you didn't as if the books were some form of gospel.

      Much like the grandparent I ended up picking them up in junior high/high school just to read (I skipped lunch for much of the first four years of jh/hs) in order to finance my gaming addiction. (2nd ed of D&D and like 4th ed of Battletech/2nd of Mechwarrior). I collected material wherever I could find it, which in those days included KB Toys. I never did figure out where they got all those supplements but they had Forgotten Realms, Dark Sun, Some Blood Coast thing (which I never did get the money to buy before it disappeared off their shelves.) and even at one point a reprint of the original non-AD&D package, in this really neat oversized box for like 5-10 bucks (Sadly destroyed in the mess of my room over the years.)

      I was a year or two into college when 3.0 came out. I picked up copies of the core rulebooks, but was pretty 'MEH' on the rule changes. All the feats crap (while cool in a CRPG) kinda turned me off since it directly messed with too many things that felt canon, between the novels and the plethora of previous supplments. Mechwarrior v3 from FASA did the same thing, breaking every weapon and armor item with no conversion rules (They pretty much said sort it out yourself or have fun buying the new books, most of which never came out and cost anywhere from 10-30 dollars more.) Their's was even worse since it split the rules conversion over the massive encyclopedia project they'd been doing of all the Nations of the Inner Sphere, so now suddenly any new items were only for either 2nd ed or 3rd ed without either duplicated stats or some other way to sort it out.
      The West End Games D6 to D20 Star Wars RPG was the final nail in the coffin. They'd lied for a long time about providing conversion capabilities from D6 to whatever the new SWRPG rules were going to be. Instead they literally ripped off D&D and moreover SpellJammer, crammed the rules onto a Star Wars RPG, then wondered why it didn't sell well enough. (Between it and the prequels I was *DONE*)

      That was the point at which I lost interest in RPGs. I've still played a few CRPGs over the years, including, amusingly both D&D and D20 SWRPG ones, but honestly the tacky grinding is really overshadowed by skill based grinding in other RPGs. While it didn't make sense in the Pen and Paper world due to the complexity of administration, when you've got a computer doing it for you, it provides a lot more immersive experience when you actually have to train a skill through use rather than 'Oh you killed 20 mobs! Level up! Look at all the new things you learned through murder!' (And yes, I know some games forgoe it, notably DDO, which still has it in limited fashion with 'slayer' quests on most levels.)

      Anyhow a bunch of people I know have been recently getting into it, but half are going v4 and the other half v2, and honestly it's such an ancient part of my past I can't see any reason to give it another chance.

    38. Re:exponential version growth by tilante · · Score: 2

      For just that reason, a group of people have re-created 1st edition AD&D under the Open Gaming License: http://www.knights-n-knaves.com/osric/

    39. Re:exponential version growth by tunapez · · Score: 1

      Haha, the Great Septic Pump Fail of '86 took all our D&D, Star Wars and Atari paraphernalia out while we were visiting our dad(divorced).
      Mom threw everything out before we returned. Sigh.

      --
      Imagination drew in bold strokes, instantly serving hopes and fears, while knowledge advanced by slow increments...
    40. Re:exponential version growth by nomadic · · Score: 2

      I had people to play with, and believe it or not I may have had more fun reading the rulebooks and sourcebooks. They were pretty fun.

    41. Re:exponential version growth by tunapez · · Score: 1

      Used book stores, the bigger the better. Our local Bookman's has many editions, new and originals. I discovered them them in the last 12 months, was so entranced browsing the good old days I forget to look at the price tags.

      --
      Imagination drew in bold strokes, instantly serving hopes and fears, while knowledge advanced by slow increments...
    42. Re:exponential version growth by bigredradio · · Score: 5, Funny

      Why is it reading your post, the voice I hear in my head is the comic book guy from the Simpsons. Just saying.

    43. Re:exponential version growth by tilante · · Score: 1

      As the Pythons might say, "Eh, it's a fair cop." Never actually worked in a comic or gaming store, but I've been "that guy" hanging out in RPG Usenet newsgroups, online discussions, etc. since about 1991.

    44. Re:exponential version growth by Hognoxious · · Score: 2

      2008 - Forth edition

      The condensed version, or the unabridged?

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    45. Re:exponential version growth by wurp · · Score: 2

      Yeah, I'm definitely not following all of those rules religiously. In fact, initiative is very simplified.

      The great things about 1st ed in my opinion is that
      * it is more about letting different playstyles have fun rather than pounding all the bumpy bits off of each choice (race, class, etc) until they're all homogeneous for the sake of "balance"
      * it explicitly points out that your game is your game. The DM is there to make sure the players are challenged and have fun, and the rules are there to help the DM meet that. If the DM decides that different rules will be more fun for his players, it is not just his right but his obligation to change them.

    46. Re:exponential version growth by wurp · · Score: 1

      Oh yeah, I'm a big nerd. But here (Seattle) & now it's apparently more acceptable to be a nerd.

      I certainly don't fool myself that I would be cool by the average HSer's standards. (Nor would I want to be.) In fact it quite surprised me to hear my son comment that his friends complained their parents weren't as cool as me ;-)

    47. Re:exponential version growth by Anonymous Coward · · Score: 0

      1974 was OD&D, you're missing AD&D 1st Ed. and the "basic D&D".

    48. Re:exponential version growth by Gavin+Scott · · Score: 1

      Don't you mean: RPN in it no place has?

      G.

    49. Re:exponential version growth by gorzek · · Score: 1, Insightful

      I think you missed the memo. Being a nerd is cool now. Turning your kids into nerds means they're gonna get laid more, not less.

      Obviously, the solution is to make sure your kids are jocks and as non-nerdy as possible.

    50. Re:exponential version growth by Hognoxious · · Score: 1

      Yeah, but there's a stack of them lying around.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    51. Re:exponential version growth by gstoddart · · Score: 2

      In fact it quite surprised me to hear my son comment that his friends complained their parents weren't as cool as me ;-)

      LOL, enjoy it while it lasts ... that can be fickle as I understand.

      But, I guess congrats: kids in high-school rarely think their parents are cool. :-P

      --
      Lost at C:>. Found at C.
    52. Re:exponential version growth by wurp · · Score: 1

      I have a copy of (most of) 0th edition at home (the "little brown books" that came out before Basic).

      And if it's made from animal hide, it's vellum, not parchment.

    53. Re:exponential version growth by Anonymous Coward · · Score: 0

      No, 1974 was the date of the original TSR D&D release, not AD&D.

      The AD&D rules first appeared with the Players Handbook in 1977, and the DMG and Monster Manual came in in 78-79.

      D&D games before that used a somewhat different rule set (e.g., Elves were a character class).

    54. Re:exponential version growth by squidflakes · · Score: 1

      See, I played in plenty of games where the DM just made crap up on the fly and they were terrible.

      I always liked a DM that hewed pretty close to the rules but was flexible enough to allow the players to do what the players did. He also rewarded good role playing rather than good roll playing.

    55. Re:exponential version growth by oreiasecaman · · Score: 1

      Yeah, same with me... bought every rulebook I could find, not just AD&D but Shadowrun, Cyberpunk 2020, GURPS... and I count the times I've actually played them with just the fingers of one hand!

      And another thing that pisses me off is that I was ALWAYS the GM, but just wanted to be a simple player! :)

      --
      This is a UDP joke, I don't care if you get it or not...
    56. Re:exponential version growth by squidflakes · · Score: 3, Insightful

      Have you seen 4th Edition? Too much information is exactly the opposite of what D&D has become. They list your "powers" on freaking cards for Bob's sake and part of the game mechanic is flipping your freaking cards over.

    57. Re:exponential version growth by Hognoxious · · Score: 1

      Actually this explains exponential version growth quite well.

      Does it? I don't see another variable there.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    58. Re:exponential version growth by wurp · · Score: 1

      Well, I said *his friends* said I was cool. I doubt he feels the same way ;-)

    59. Re:exponential version growth by Anonymous Coward · · Score: 0

      Nope, they reprinted all the supplemental books, with different names. "Tome and Blood", "Sword and Fist." etc. were reprinted as "Complete Arcane", "Complete Warrior", etc. There are also many 3.5-exclusive books - PHB II, DMG II, Tome of Battle, Tome of Magic, etc.

    60. Re:exponential version growth by Ihmhi · · Score: 5, Insightful

      2009 - Pathfinder

      Pathfinder (which was created by Paizo, the guys who used to do D&D Magazine) is called "D&D 3.75" by a lot of people in the community. It seems to take all of the good stuff from 3.5, get rid of a lot of the bad stuff, and keep the game very interesting without dumbing down any of the rules.

      Pathfinder is what should have happened to 4.0.

      In all honesty, can't they just make plenty of money off of campaign settings and miniatures? I don't really see the need to reset the rules every few years. You'd think they would have this shit down after 35+ years of D&D. =|

    61. Re:exponential version growth by Anonymous Coward · · Score: 1

      it explicitly points out that your game is your game.

      I doubt there is an edition of any major RPG that doesn't do this. I haven't gone through the 4E rulebook to confirm, but certainly 2E and 3E did.

    62. Re:exponential version growth by fadethepolice · · Score: 1

      3.5 bothered me because it always erred in decreasing power of spells. Wizards of the coast seem to consistently take the 'magic' out of any game they own with each edition. Compare spell listings of second editions with 3.0 then 3.5 and you will see this. That's why I don't trust them to maintain the flavor of AD&D IMHO Spell descriptions from second editions are definitive. Then compare the strength of early editions magic the gathering cards with leter editions.

    63. Re:exponential version growth by Elder+Entropist · · Score: 1

      Does BD&D require leather, handcuffs and whips?

    64. Re:exponential version growth by Anonymous+Freak · · Score: 1

      Wow. I never even got around to playing Fourth Edition... (Our gaming group was just finishing a 3.5E campaign when 4E came out - but we've played non-D&D since, and just haven't gotten back around to D&D yet.)

      --
      Another non-functioning site was "uncertainty.microsoft.com."
      The purpose of that site was not known.
    65. Re:exponential version growth by Anonymous Coward · · Score: 0

      if it isnt done on a dice role, it isnt allowed etc.

      Ugh. Yes. This describes every AD&D DM I ever played with.

      That attitude was especially annoying with the very limited selection of skills -- oh wait, non-weapon proficiencies, sorry -- that they had in 2nd edition.

    66. Re:exponential version growth by TaoPhoenix · · Score: 1

      And policy administrators wonder why "nothing ever lasts anymore".

      So in the fifth edition did they get around to making a "Firefox" or did someone not get around to the license rights? And what are the stats on a "Mozilla" and a "Bugzilla"?

      --
      My first Journal Entry ever, in 8 years! http://slashdot.org/journal/365947/aphelion-scifi-fantasy-horror-poetry-webzine
    67. Re:exponential version growth by rta · · Score: 1

      ha ha. nice! And yes it does... as i type this in Chrome 16.0.912.75 m

    68. Re:exponential version growth by wurp · · Score: 1

      Hrm, I don't remember that from 3e, or from 2e for that matter. In 1st, it was kind of hard to miss, because the rules were not complete, and in some cases sort of conflicted (see the other thread about initiative).

      I can point out explicitly where the 1st ed DMG said that the DM has final say, even when his say conflicts with the rules as written.

    69. Re:exponential version growth by Kiffer · · Score: 4, Informative

      I have a copy of (most of) 0th edition at home (the "little brown books" that came out before Basic).

      And if it's made from animal hide, it's vellum, not parchment.

      parchment = skin (of various animals).
      vellum = high quality skin (of various animals).

      http://en.wikipedia.org/wiki/Parchment
      http://en.wikipedia.org/wiki/Vellum

    70. Re:exponential version growth by Anonymous Coward · · Score: 0

      1974 - First edition
      1989 - Second edition
      2000 - Third edition
      2008 - Forth edition
      2012 - Fifth edition

      Did you forget 3.5????

      1974 - First edition
      1989 - Second edition
      2000 - Third edition
      2003 - Third.Five edition
      2008 - Fourth edition
      2012 - Fifth edition

    71. Re:exponential version growth by wurp · · Score: 1

      Wow, I'm out-pedanted.

      Well done! And thanks for the education.

    72. Re:exponential version growth by james_van · · Score: 1

      im so sorry for your loss, that would be devastating

    73. Re:exponential version growth by Fujisawa+Sensei · · Score: 1

      blue-box B2?

      My blue-box D&D game with B1, In Search of the Unknown.

      --
      If someone is passing you on the right, you are an asshole for driving in the wrong lane.
    74. Re:exponential version growth by Anonymous Coward · · Score: 0

      year=1973.4943613*(edition**1.21317767415e-2)

    75. Re:exponential version growth by Anonymous Coward · · Score: 0

      I dunno. Looks like the time between editions is linearly decreasing by approximately 4, each time. So, we should see edition six in 2012 as well, and edition seven in 2008.

    76. Re:exponential version growth by Wain13001 · · Score: 1

      4th ed D&D combat. The DM is no longer playing a game, he is following a wow-script.

    77. Re:exponential version growth by Libertarian001 · · Score: 1

      We had a D&D club recognized by the school. We had a formal place to play during lunch, support from the staff and even had multiple pics and a write-up in the yearbook.

      Damn public school.

    78. Re:exponential version growth by davewoods · · Score: 1

      Hahaha! Surprise! Turns out the release cycle was based on a parabolic curve.

    79. Re:exponential version growth by Maxo-Texas · · Score: 1

      1974 - First edition
      1989 - Second edition
      2000 - Third edition
      2008 - Forth edition
      2012 - Fifth edition
      2015 - Sixth Edition
      2017 - Seventh Edition
      2018 - Eight Edition
      2018 - Special Summer Edition
      2018 - Special Fall Edition
      2018 - Special December Edition
      2018 - Special Late December Edition
      2018 - Special Christmas Edition
      2018 - Special End of the Year Edition
      2018 - Special Last Day of the Year Edition
      2018 - Special Afternoon of the Last Day of the Year Edition
      2018 - Special Late Evening Edition
      2018 - Special Close to Midnight Edition
      2018 - Special special special special -D&D Singularity-

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    80. Re:exponential version growth by Maxo-Texas · · Score: 1

      If you were to combine weapon speed initiative with the turn system in the boardgame "Thebes", you would have a great system.

      The problem is that in the real world, weapons are about reach and who attacks first because just about any weapon can kill you in the real world, even a "churchkey".

      The faster person hits first in a killing blow and that's it. There are no hit points.

      That reality also leads to massive fatalities in the real world unless everyone mostly cowers and tries to avoid being hit.

      There is armor- and it helps. But people still die a lot and very fast. Not the best way to make a great campaign.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    81. Re:exponential version growth by PsychoSlashDot · · Score: 1

      In all honesty, can't they just make plenty of money off of campaign settings and miniatures? I don't really see the need to reset the rules every few years. You'd think they would have this shit down after 35+ years of D&D.

      They evidently can't. Paizo on the other hand somehow managed to go from a little company that put out two magazines to what they are today, with their bread and butter being adventures.

      A new line of licensed minis?
      A new licensed comic book?
      A new MMO video game?

      Seems to me there's plenty of room for profit in add-ons without screwing with the core rules. Hopefully 5e is good, because more good is better than less good, but my groups have all been happily satisfied by Paizo's Pathfinder. All the good we can manage to play, and plenty filling my shelves that there isn't enough time to get to.

      --
      "Oh no... he found the .sig setting."
    82. Re:exponential version growth by Maxo-Texas · · Score: 1

      I play a Cyclopedia based system myself. Game is 18 years old.

      However, I have lots of house rules... such as...
      Hit dice keep going (so a 25th level fighter might have 150 hit points without other house rules). Armor gives some hit point bonuses (like mmorgs) bringing that up to about 180. A mage has about 120.

      Which means the monsters average 30 points of damage a round. Since they miss about a third of the time, that means they hit for about 40 points of damage.

      I modified the deflect rules (deflects are 5,8,11, or 14 hp).

      I added spells which have negative saving throw modifiers. So a killing spell cast by a 25th level magician hits for about 80 points and has a -12 saving throw modifier.

      Have two sessions a month- 12 players. Plus special merged holiday games. About 60% hack and slash and 40% roleplaying. They long ago got tired of running dominions.

      The sheer amount of equipment accumulated over the years is an issue so I instituted a rule that equipment had a level and monsters six levels higher were immune to the equipment.

      Some folks are married- some folks have kids. They adventure "in game" only about a week a month- being retired most of the rest of the time.

      The cool times are when the players are completely connected to the world and reacting emotionally to things that only exist in my game. When they worry about awakening a "made" creature. When they talk about the timeless time before time began. When they negotiate with sylvan folk for memories.

      The main group is now in the third year of a quest I declared impossible (it was put there as an example of something more powerful groups gave up at- no intention to ever run it) They are about 60% done and likely to finish in 8 to 10 more months. It's going to change the game world permanently.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    83. Re:exponential version growth by Wraithlyn · · Score: 1

      I used to run a group where we hewed pretty close to the rules, but players could ask to do whatever they wanted at any time and I'd make up a percentage chance of success on the spot, and base results on how close they rolled to the target. Made for some truly awesome freeform combat.

      Player: "I want to leap up onto the table and take a flying leap at the Orc, drawing my dagger mid-air and planting it in his eye"
      Me: "What's your dexterity? OK, I'll give you a 40% chance of pulling off that maneuver, if successful you can roll a regular attack (with a damage bonus from your momentum), but you'll need a critical to hit him in the eye though"

      Player rolls a 40 or less, he pulls it off (with a 01 being an automatic critical, and 02-10 being an automatic hit). Player rolls reasonably close (say 40 - 60), he'll be semi-successful (eg he pulls off the flying leap attack but lands on his ass and has to spend time getting up next round), player rolls way off (say 60 - 90) he fails completely (eg trips over a chair and loses his round), player rolls exceptionally high (ie, 90s) he majorly screws up (eg crashes into a teammate taking them both down) and if he rolls 00, HILARIOUS EPIC FAIL TIME, his shoelaces get tangled and he crashes headfirst into the fireplace (d6 fire damage), and his dagger goes flying in a random direction.

      Man. Need to start playing again. ;)

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
    84. Re:exponential version growth by rsborg · · Score: 1

      I never did get the "rigidity" a lot of AD&D hard core players had in their material - if it wasnt in the book, its not allowed, if it isnt done on a dice role, it isnt allowed etc. I walked away from a lot of groups between the ages of 16 and 22 or so because of that.

      Some of the best role playing I have ever done was with a DM who didn't use any books, didnt use any dice, and jotted rough layouts on paper when they were needed - everything came out of his mind, he made the decisions and the story.

      So, what I think I am trying to say, is that I agree with you in sticking to the 1st edition - and I hope you stick loosely to it ;)

      Sounds like you would have loved to play the Amber role-playing game [1]. I only played once, and loved it (though it was just not well known enough to get multiple playings - and the requirements for a good GM were pretty harsh).

      The next best session I ever played was a live-action session (minimal dice/stats, but required multiple DMs with tight comms, played more like a mystery), and the best after that was a battle-royal with stock characters.

      [1] http://en.wikipedia.org/wiki/Amber_Diceless_Roleplaying_Game

      --
      Make sure everyone's vote counts: Verified Voting
    85. Re:exponential version growth by Macgrrl · · Score: 3, Interesting

      I've GMd rules heavy and rules light (and rules barely existant) games as both campaigns and tournament modules. There are pros and cons to each side of the coin. Personally I find that in an ongoing campaign, allowing the rules to decide 99+ of cases, with some pre-agreed house rules for the balance tends to result in less friction over time.

      Rules light games rely on GM fiat to determine outcomes, despite attempts to be fair, players will eventually build their own perception of whether they think your rulings are 'fair', and given it's human nature to remember when things go wrong more often than when things go right, they will decide that you are against them (usually them personally).

      The current campaigns I play, we do all dice rolls in the open, including GM rolls. We have house rules, such as if more than half the party dies in a single encounter it's a wipe and we reset and try it again.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    86. Re:exponential version growth by Anonymous Coward · · Score: 0

      I have to know... did you type that list from memory?

    87. Re:exponential version growth by rk · · Score: 4, Interesting

      I have GMed a lot in (holy cow) 30 years, and while I appreciate having a fundamental set of rules, I would always blithely ignore them if it helped me tell a better story. Some DMs take an adversarial role, but to me it was always an experience of shared story telling. I provide a greater framework, world, history and map building, provide some challenges with risks and rewards, and let the players fill in the detailed narrative. It keeps me improvising a lot, and it's tiring, but very rewarding. People seem to like my style, because when I call hiatus when real life gets busy, my friends/players start bugging me after a while: "Hey, when can we get back to playing that game?"

      I have an over-arching fairly typical "save the world" plotline, but how to do it is a matter of debate between three major factions, (and a couple of factions that don't want it saved) and the beauty of it is I designed it so I don't know the right answer either so I can't consciously or subconsciously steer the players or give them red herrings. And if the players want to ignore the big plot, after about 25 years in this world, there's about 100 sub-plots (I have a Rubbermaid file tote full of folders for everything going on in this world) they can engage or disengage in, and many times the players come up with nifty plot hooks all on their own that are generally pretty easy to tie into the broader narrative.

      It's good to let go and not control everything when you GM. And I've found that my flexibility has allowed me to transit between rule systems (OD&D, 1st to 2nd to 3.5 to Pathfinder currently) without too much difficulty. Add a bunch of creative players over the years who have added grist to my mill, and it's made it a fun pastime for almost everyone who's played in my group. And that's the primary objective: everyone should enjoy it and have a good time.

    88. Re:exponential version growth by Macgrrl · · Score: 1

      How is that different from checking off used spells you'd pre-prepared in 2nd or 3rd Edition?

      Personally I find 4th Ed quite smooth to play, having played since the early '80s and lots of other random systems in between.

      Combat resolves cleanly without all the arguments we used to have in 2nd Ed about who was standing where and whether you could see/reach your target. We have a couple of tubs of random minis of hero mobs and some jars of coloured glass beeds for packs of lower grade enemies. The battlemat doesn't detract from the storytelling and interesting terrain becomes a much more interactive part of the game. My rogue has developed a tendancy to jump off ledges/bridges/cliffs recently, not sure why, might be something to do with how I keep ending up surrounded by enemies when the rest of the party is still waiting to act.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    89. Re:exponential version growth by Macgrrl · · Score: 1

      I feel your pain. Back in the '90s my RPGA judge rank was 2 levels higher than my player rank.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    90. Re:exponential version growth by Macgrrl · · Score: 1

      No, but Tales of the Floating Vagabond had 'Whips and Chains' as a social skill and 'Target Vomitting' as a weapons skill.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    91. Re:exponential version growth by swillden · · Score: 1

      Rules light games rely on GM fiat to determine outcomes, despite attempts to be fair, players will eventually build their own perception of whether they think your rulings are 'fair'

      Very true, and even more so if your players are teens. Younger players tend to be less interested in the story and more interested in how cool their character is, so when things go badly for them they get upset... but you can't just give them a cakewalk either, because then they get bored. Give them encounters of the right level of difficulty and stick to the rules and the dice and everyone will have a good time.

      The current campaigns I play, we do all dice rolls in the open, including GM rolls.

      How do you do search and spot checks, etc.? I'm talking about rolls where there's no chance of success because there's nothing there to find, but the players shouldn't know that. If you roll in the open, and they see they got a 20, they know there just isn't anything there (or it's so hard to find they have no chance).

      --
      Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
    92. Re:exponential version growth by squidflakes · · Score: 1

      So uhhh, when are you running next...

    93. Re:exponential version growth by mad_ian · · Score: 1

      My D&D (well... Pathfinder now) group is made up of me, another guy, and 5 women.

      There's a group of ALL women that play at the brewery every week.

      Celibacy might be what happens in HS, but D&D in college will get you laid.

      --
      ~Donald / Just RTFM
    94. Re:exponential version growth by rk · · Score: 1

      LOL. Probably in the next couple of weeks. You live in the Phoenix, AZ area? :-)

    95. Re:exponential version growth by ShakaUVM · · Score: 1

      Yeah, you beat me to it. D&D has been on a 3-5 year cycle for quite a while now.

      I actually predicted 5th edition on New Year's Day on the WOTC boards (http://community.wizards.com/go/thread/view/75882/28811939/What_would_you_like_the_most_for_4E_in_2012&post_num=27#514478867) because of this cycle, and because they've been doing their characteristic drop in new material that preludes a new version coming out.

    96. Re:exponential version growth by Richard_at_work · · Score: 1

      Will a webcam do? ;)

    97. Re:exponential version growth by ShakaUVM · · Score: 1

      >>Some of the best role playing I have ever done was with a DM who didn't use any books, didnt use any dice, and jotted rough layouts on paper when they were needed - everything came out of his mind, he made the decisions and the story.

      Eh, in my group of friends, we like having a well-defined set of rules (and house rules if need be) so that we all know what the common ground is. Then we all try to optimize the shit out of it (players and DMs both, with the DM generally restricting his fiat priviledges to only things PCs can do within their toolbox).

      But, that's sort of what you get when you put a lot of computer science and math nerds into a game together.

    98. Re:exponential version growth by squidflakes · · Score: 1

      After the few games of 4th I played I found that they had seemed to step back in complexity and flavor from even third edition. I felt like the classes were becoming muddied an balanced to the point where it didn't really matter what you played as long as you flipped your card over at the right time. Of course that may be because of the DM quality or my own bias.

      As for the combat arguments, wasn't that the whole point?

      Seriously though, I had been using miniatures in D&D and many other games for years, so I don't see how that is something unique to 4ed.

      I am also fully willing to admit that I have become old and curmudgeonly in my game desires, and if I don't have to look up something on at least three charts then I don't see the value. You kids these days, having it so easy with your power cards and ipod apps. Back in my day, when the rocks fell EVERYONE died, and that's the way we liked it!

    99. Re:exponential version growth by ShakaUVM · · Score: 1

      >>Pathfinder is what should have happened to 4.0.

      Yep. 4e was a horrible monstrosity. It did a couple things right, but then again, Pathfinder tended to do those things right in the same way, too.

      I've been playing Pathfinder Society games recently, and enjoying it. (http://paizo.com/pathfinderSociety)

      I'm still active in the RPGA, just to hang out with friends I've had since the 90s, but pretty much everyone in it dislikes 4e to one degree or another. It wasn't like the 3e days where most people liked the new changes - I mean, really, the best defenders of it just say, "It's not that bad..." Skill challenges are one of the worst things, ever, in a RPG - they did more to destroy roleplaying in 4e than the miniatures-as-RPG model they used for its design.

      When I get a hunger for actual roleplaying, I like game systems like L5R. (Weekend in Rokugan is this weekend in Kansas City!)

    100. Re:exponential version growth by squidflakes · · Score: 1

      I... don't.

      dammit!

    101. Re:exponential version growth by Anonymous Coward · · Score: 0

      I lost all of my teenage gaming stuff (as well as books and computer games) when my Dad's warehouse was cleaned out.

    102. Re:exponential version growth by the_Bionic_lemming · · Score: 1

      1974 - First edition
      1989 - Second edition
      2000 - Third edition
      2008 - Forth edition
      2012 - Fifth edition

      Great - soon they'll be up to Mozilla speed and releasing a new edition every other day....

      --
      _ _ _ Go for the eyes Boo! GO FOR THE EYES!
    103. Re:exponential version growth by Anonymous Coward · · Score: 0

      Worst response ever...

    104. Re:exponential version growth by Anonymous Coward · · Score: 0

      2nd Edition: Page 9, Introduction.
      3.5 Edition: Page 6, Adjudicating.

    105. Re:exponential version growth by damiangerous · · Score: 1

      D&D has been multiple books since the first day it existed as little paperbacks.

    106. Re:exponential version growth by Anonymous Coward · · Score: 0

      This is a really good/informative post setting out the revisions over the years, thanks. Skills And Powers was when I jumped ship. Bleh.

    107. Re:exponential version growth by rk · · Score: 1

      I've tried that, and it doesn't seem to work quite as well as I'd hope. It doesn't help that one of my core players (and wife!) is hard of hearing, and she manages fine in-person with her hearing aids, but via video plus computer speakers makes it hard for her to comprehend the person playing remotely.

    108. Re:exponential version growth by Stormthirst · · Score: 1

      I still play SLA industries with my buddies via the net. Skype is a wonderful thing, even though they are on a different continent. Technology can always let you down - last week's games were cancelled after their net connection went down after an hour. Intercontinental phone calls are too expensive when you don't have some kind of calling plan set up. As I only ever Skype to people back home, I've never bothered.

      It mostly works. It's better if someone has a digital camera to hand to take photos of the GMs handouts.

    109. Re:exponential version growth by pipedwho · · Score: 1

      I still have the full collection of AD&D 1st Edition books on my shelf.

      The first three books were pretty much necessary to get things going: Player's Handbook, DMG, & Monster Manual.

      Then came the Monster Manual 2, Deities & Demigods (original version with Cthulhu & Melnibonean mythos), Unearthed Arcana, Fiend Folio, Oriental Adventures, the Dungeoneer's & Wilderness Survival Guides, and Manual of the Planes.

      Of course there were all the world based boxed sets like World of Greyhawk, Dragonlance Adventures and Forgotten Realms. And that doesn't include all the dungeon modules. I won't start listing them because I have hundreds.

      I'd say I easily spent a couple of thousand dollars (and that's 1980s dollars) on TSR products before the 2nd Edition was ever released.

    110. Re:exponential version growth by AK+Marc · · Score: 1

      Fiend Folio and Monster Manual were great bedtime reading. I've long since lost my stuff, but I used to have quite the collection, maybe 6 feet of bookshelf space. Probably worth a lot now if I still held it to collectors or something... Maybe I'll have to download the pirated scaned PDFs I've seen running around..

    111. Re:exponential version growth by Anonymous Coward · · Score: 0

      My general rule of thumb (plot line) for new players. At first through third level, you are not out to save the world, you are trying to stay alive and learn a few tricks of the trade. At fourth through about tenth level, you are working on your gear - Better armor, better sword, more spells, extra sliver and maybe a magic item. At about 11th to 15th level, now you are working on your "home or base". Improving your reputation with the local knights, merchants, clerics, etc Not until about 16th level do you get to "save the king's daughter, save the kingdom etc. At 20th, you get to start saving the world.

    112. Re:exponential version growth by AmiMoJo · · Score: 1

      That is why I prefer Warhammer and (don't laugh) Fighting Fantasy. The rules are much simpler and quicker there isn't much room to game them. Warhammer is particular is fun because the combat system means there is always risk involved. You can't just rely on your magic users healing you up afterwards, you have to evaluate every fight and look for alternatives to just hammering it out.

      --
      const int one = 65536; (Silvermoon, Texture.cs)
      SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    113. Re:exponential version growth by Anonymous Coward · · Score: 0

      They haven't been doing it for 35 years. This company has only been doing it for 10. And there's enough turnover that these specific people have been doing it for... never. They've never done it before.

      D&D history goes like this:
        -In the beginning, one co-creator back stabs the other. Gygax backstabbing Arneson, that is. Off to a great start!
        -Gygax is back stabbed by the company he created, TSR. All the talent is now gone.
        -TSR goes bankrupt. I blame Second Edition and the total lack of Gygax.
        -WotC sweeps in and puts out a game that's nothing like the 7 editions that came before. All 7 were compatible. D20 was not.
        -They do it again later but this time it's even less like D&D and paiso eats their lunch.

      What do you call a comedy of errors that isn't funny? A tragedy of errors?

    114. Re:exponential version growth by MagusSlurpy · · Score: 3, Interesting

      We still use dice, but only because WotC still hasn't delivered us the electronic table for internet-based games they promised us back in 2008. Which really pisses me off, since that's the whole reason I bought into 4th, so I'd be able to play with my friends who had moved away after college. Now they've announced 5th, and the electronic table is still "under development" according to that article, even though all reference to it had been removed from the WotC site, at least as of a few months ago.

      --
      My sister opened a computer store in Hawaii. She sells C shells by the seashore.
    115. Re:exponential version growth by Boronx · · Score: 1

      Burning Wheel, which I guess is not a major RPG, insists that the DM follow the rules. This is partly in reaction to the perceived negative social effects of rules fudging so commonly found in D&D.

    116. Re:exponential version growth by Macgrrl · · Score: 1

      Given I've been playing for nearly 30 years, I've seen a few variations in game play and style. For pure lethal chaos you can't beat Grimtooth's traps.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    117. Re:exponential version growth by Macgrrl · · Score: 1

      Under the DnD4E rules for skill challenges, it's a straight difficulty roll. It IS possible to have a skill check that based on your current base skill you can't succeed with a roll of 20. E.g Years ago I wrote a con module which was a thieves' gauntlet which was intended to be a mastery challenge (olympics type event) for high level thieves. If you sent a low level thief in, it's entirely possible the traps would be too sophisticated for them to detect or dismantle.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    118. Re:exponential version growth by Impeesa · · Score: 1

      Yeah, 3.5 really knocked the Wizard and Cleric down to "still by far among the most powerful classes in the game."

    119. Re:exponential version growth by swillden · · Score: 1

      I guess it's the visible low rolls that really raise questions. If the party is searching for secret doors and no one rolls above a 5, the players are likely to decide they should search some more because they know that the odds are good that if there was something to find, they missed it. Or do you just disallow that?

      --
      Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
    120. Re:exponential version growth by DuckDodgers · · Score: 1

      I know that's the most common objection to 4th edition, but World of Warcraft (wow) is absurdly popular for a reason. There are exceptions, but older versions of Dungeons and Dragons generally had combat like this: Figher - "I rule!" Thief - "If I'm able to sneak around I rule harder. If not I suck." Cleric - "I'm bored to tears playing a healbot, which is what the other players want. I have fun playing a combatant, which the other players hate." Mage - "I am god until I run out of spells. Then I suck really bad."

      The massive multiplayer online roleplaying game standard conventions keep combat in Dungeons and Dragons 4 interesting for everyone. The Fighter types are as much fun as they ever were. The Thief types are more fun, because even when sneaking fails they have more options for hamstringing enemies. The Cleric has an array of abilities that make him both a combatant and a healbot with the same move, keeping everyone happy. And the Mage no longer dominates combat at the beginning but neither does he run out of spells and become totally useless after the first few rounds.

      If you don't like the change, that's fine. You have a huge number of other previous editions to use, including the Dungeons and Dragons offshoots Pathfinder, Tunnels and Trolls, and my personal favorites FantasyCraft and Hackmaster (Hackmaster 4, which is actually the first edition as some kind of odd joke, is decent. Hackmaster Basic, the first book in the Hackmaster 5 series, is awesome). But the changes in Dungeons and Dragons 4 to borrow elements from other games is not automatically bad.

    121. Re:exponential version growth by DuckDodgers · · Score: 1

      Yeah, 3.5 really knocked the Wizard and Cleric down to "still by far among the most powerful classes in the game."

      Quoted for truth since I'm out of mod points.

    122. Re:exponential version growth by Cid+Highwind · · Score: 2

      It's not the cards or the battle mat that detract from the game, it's that all the classes collapse into four "roles" in combat.

      DM: You slowly pry open the last crypt door, its rusty hinges screech like fingernails on a chalkboard. Inside, you see a monstrous horned devil cloaked in smoke and flickering flames with glowing amber eyes staring back at you. It is a Balrog, summoned here by the evil cultists to protect their treasure horde! Everyone roll initiative.

      Cleric: Ok, here's what we're going to do. Tank, you get in front of it and draw his aggro. DPS, you circle around and stab it in the back. I'll buff you both against fire and evil, and heal Tank when he gets below 50 life.

      Rogue: So... same plan as with the cultists, and their zombies, and the dire wolves in the forest, and that ugly spiky thing from last week and...?

      Cleric: Yeah.

      Rogue :I think we can handle that.

      --
      0 1 - just my two bits
    123. Re:exponential version growth by CronoCloud · · Score: 1

      Gygax is back stabbed by the company he created, TSR. All the talent is now gone.

      Gygax was a hack, a talented hack, but a hack nonetheless. He deserved to get kicked from TSR to let some REAL writers take over. Ever read his "Gord the Mary Sue" I mean, "Gord the Rogue" books?

      A lot of the dumb, cumbersome shit that slowed down the game so much that it was never actually used was in there because of him. And D&D got a lot more flack than it deserved from parents groups and whatnot because of a lot of the stupid stuff he put in there as silly nerd jokes, like the harlot encounter table or nudity in game art.

    124. Re:exponential version growth by Anonymous Coward · · Score: 0

      D&D 4th is for the MMORPG generation who can't handle complexity, Pathfinder is for real D&D players :-)

    125. Re:exponential version growth by Anonymous Coward · · Score: 0

      Fantasy Craft is what 4.0 should have been. Pathfinder is merely 3.5 repackaged and sold to you again. Pathfinder fans love to scoff at people paying a new edition, and yet they went out and bought the same edition again, which is much sadder, imo.

    126. Re:exponential version growth by Psmylie · · Score: 1

      Playing D&D isn't what makes you a cool dad (though it definitely helps). Interacting with your teenage son on a regular basis is what makes you a cool dad. Being involved in his life, and in his friend's lives, that's what makes you a cool dad. Congratulations, you cracked the code! :)

      --

      psmylie's dictionary: Godzillion (noun) Any number large enough to destroy Tokyo

    127. Re:exponential version growth by Anonymous Coward · · Score: 0

      I'm friends with a guy who was a close friend of Gary Gygax. I wish I'd met my friend before Gygax died so he could've introduced me. Anyway, this is hearsay, but my friend claims that Gygax said that "rolling the dice just buys the DM time and gives him something to do with his hands while he figures out where to take the story next."

      Dice and rules are nice to have, but not necessarily required. Or, as my high-speed evasive driving instructor once told me, "those white lines on the road are just suggestions."

    128. Re:exponential version growth by Anonymous Coward · · Score: 2, Interesting

      I have a copy of (most of) 0th edition at home (the "little brown books" that came out before Basic).

      And if it's made from animal hide, it's vellum, not parchment.

      I can do better than that. D&D was originally derived from Gary Gygax's "Chainmail" rules, which was designed to let people replay medieval battles with knights, pikemen, etc. Gygax added a fantasy appendix for people who wanted to inject Tolkien-style elements in the game.

      http://en.wikipedia.org/wiki/Chainmail_%28game%29

      I met a guy at work who had a pristine copy of the original Chainmail rules. I browbeat him into letting me take it home and scan it into a .pdf at very high resolution (the entire 50-ish page book took up 250MB). I then burned him a copy on CD and returned the original to him in a mylar bag with cardboad stiffener. Gotta preserve those antiques. Not many of those books running around in near-mint condition.

    129. Re:exponential version growth by sartin · · Score: 1

      1970 - Waterfall, 2000 - Iterative, 2010 - Agile

      Wow, it would be hard for those dates to be less accurate. Phased software development was described at least as early as the 50s, and by 1970 the "waterfall" method was being criticized (by Royce most publicly in what Wikipedia credits as the first formal presentation of the method) . The history of iterative goes back to the 50s with the name being applied in the 60s and was (in my world of medical software development) in common usage in the 80s. The Agile Manifesto was created in 2001 and was the result of meeting about a variety of already existing agile processes.

      As a last ditch attempt to not get totally labelled off-topic: my very best DM ever was an awesome storyteller, but wanted to appear to be "always following the rules". He would roll dice and do table lookups, which he would then completely ignore in creating a story. He only told me this when our group disbanded. He also saved my character's life several times "just because I loved the way you play him."

    130. Re:exponential version growth by camazotz · · Score: 1

      1974 - First edition 1989 - Second edition 2000 - Third edition 2008 - Forth edition 2012 - Fifth edition

      Not quite: 1974 - Original edition (also called the Little Brown Box Edition) 1977 - Blue Book Cover edition 1978 - Advanced D&D 1st Edition 1979 - Basic/Expert D&D 1983 - Revised BECMI D&D 1989 - AD&D 2nd edition 1991 - Rules Cyclopedia D&D 1997 - Player's Option (AD&D 2.5) 2000 - 3.0 edition D&D 2003 - 3.5 edition D&D 2008 - 4th edition 2010 - Essentials 4E edition 2013 - 5th edition

    131. Re:exponential version growth by squidflakes · · Score: 1

      Ahhh, such a classic. I have a copy of Grimtooth's Traps that looks like it has gone through about half the traps in the book. It is so dog-eared, marked up, stained with things unknowable, and even burnt on the bottom left corner when a "mood lighting" candle got knocked over, that I'm amazed it is still in one piece.

      That is a book that is getting passed down to my kids when they are ready to DM their first adventures.

    132. Re:exponential version growth by xystren · · Score: 1

      I'm of the same make up also. It's funny, we play First Edition with about 38 years worth house rules. Yeah, I feel old, but the ironic thing is, I'm the "baby" of the group at 41 years old. I started with them just before Y2K, and it is absolutely fantastic when they pull out historical notes about what occurred with character in 1976 or the likes - those original characters they played and their heroic deeds have become the more recent historical canon of our world (World of Greyhawk w/ 38 years of play history which translates into a dozen plus generations of characters.) I always get a kick when we need to go into the "Ye Olde Archives" to look up some of the details of historical event that a current characters ancestor was involved in.

      I can completely understand your "well invested" comment. The rules needing to change by WoC is completely irrelevant. The need to upgrade is not needed. Generally the 38 years of house rules cover what we want, and if not, we adapt our rules to what is needed. We have been playing longer than most of the staff at WoC, why do we need them to tell us how to play? We are happy and enjoy with what we have, but that's not to say that we won't take a peek at what the new systems have and incorporate ideas that we like.

      The biggest problem I had with WoC (or when they took over), was the endless supplemental rules, upon supplemental rules they brought out (think: handbooks, kit books, etc.). It just became too costly, too rule intensive and diminished the role playing aspect of the game that we loved - it's a role playing game, not a rule playing game.

    133. Re:exponential version growth by xystren · · Score: 2

      Take a look at KloogeWerks gaming desktop at http://www.kloogeinc.com/

      The group that I've been playing with since pre-Y2K, and who has been playing for the 25+ years before me have been using this gaming desktop for about 8+ years now. It really came into use after I moved down to Chicago, from Regina, Saskatchewan, Canada. Pair it up with Skype (or any other VoIP setup) and you might as well be there. Another player is working over in China and we both connect up to the rest of the group in Canada.

      I am not an agent of KloogeWerks or the likes, just a player. Several of the plus of this gaming desktop are:

      • ~ it is written in Java so it is portable across multiple platforms -yes, it will run on the various flavors of *nix.
      • ~ it is definition based - you are not locked into just a single set of game rules or game type. There are definitions for Dnd (2, 3, 3.5x, 4.x), Pathfinder, Gurps, etc. or create your own.
      • ~ it also has a scripting language where you can setup scripts to do your complex tasks - eg: targeting a magical effect (fireball) and all in the area of effect auto magically roll their saving throws, and the appropriate damage applied.
      • ~ players can move their own characters as required, target opponents, select their own weapons, roll skill checks, etc.
      • ~ DM can reveal all or only portions of the map, enter combat more (initiative base turns), target players, etc.

      Updates are not as often as I would like, but most bugs do have a work around and sometime the network configuration can be a pain to setup, especially if your behind a firewall/router. But all you need to do is setup port forwarding which isn't that difficult, after all this is slashdot right? We are all nerds here

      It works well for what it is, isn't too outrageously priced, and best of all, your not tied into a specific BRAND (read: in bed with WoC) and limited to only one set of rules and best of all it is customizable. I'd encourage you to check it out - it may not be exactly what you want, but I'm pretty sure it will be more flexible than what WoC will bring to the table (pardon the pun)

      Cheers!

    134. Re:exponential version growth by wurp · · Score: 1

      Yeah, I'm familiar with Chainmail (thirdhand only, I haven't seen a copy).

      I'm also jealous.

    135. Re:exponential version growth by ckaminski · · Score: 1

      The best roleplaying experience I ever had was a Paranoia campaign where the GM didn't EVER roll a die. Some of the best role-playing ever, and the thrill of being squirrelly enough, or lucky to make it through a gaming session with even a single one of your clones still left alive.

      Commie mutant scum!

    136. Re:exponential version growth by Anonymous Coward · · Score: 0

      Don't forget Fourth BD&D, the Rules Cyclopedia, was in print for a hell of a long time! Until 1999!

    137. Re:exponential version growth by SJHillman · · Score: 1

      Sounds to me like a good way to get in the Friend Zone quick. Unless it's strip D&D

    138. Re:exponential version growth by Magius_AR · · Score: 1

      3.5 bothered me because it always erred in decreasing power of spells.

      It's funny you say that, because when I think of all the truly ludicrously broken spells, the source is invariably the PH2

    139. Re:exponential version growth by MagusSlurpy · · Score: 1

      Looks pretty interesting. Thanks!

      --
      My sister opened a computer store in Hawaii. She sells C shells by the seashore.
    140. Re:exponential version growth by Anonymous Coward · · Score: 0

      These roles has existed since... well, ever. Check the original white box and you'll see: fighting-man (tank), magic-user (DPS) and cleric (healer). Later, in AD&D: warrior (tank), wizard (DPS), priest (healer) and rogue (well... rogue). So?

      There are a few things we can criticize about 4th ed., but I don't really think character groups is one of them.

    141. Re:exponential version growth by Anonymous Coward · · Score: 0

      i just ordered one from Canada delivered to me (Australia) for about $35 AUD

    142. Re:exponential version growth by Varden · · Score: 1

      I’ve been playing with two groups of four to eight guys since 4th Edition came out. I doesn't matter how the powers are listed. My powers are on the back of my character sheet which is paper I soaked in tea, baked dry and scorched with a lighter. I tick them off with a pencil when I use them. No one in my group uses cards, but if makes the game go smoother I’d say ‘go get some.’ Those powers come with flavor text that helps shy, inexperienced role players add something to the storytelling just by reading it aloud. I always had to tell my nephew’s game group to do it, and now they play more than we do. The powers help the casual gamers enjoy the game as much as us serious gamers, so our games are better attended. Lately we’ve been running out of room around the table. How many times does that happen? Some of the powers have become our signature moves. The best parts of our game are when everything aligns just right and one of us busts out a big cinematic stunt. Last game, we actually applauded a guy! The powers help the DM prepare faster because everything is listed right there when he needs it. I’m confident if Squidflakes sat in with us for a game he’d have a great time.

    143. Re:exponential version growth by Varden · · Score: 1

      I would actively discourage anyone in my group, DM or player, from talking like that during a game. Just like when there's too much Monty Python being quoted. We've been playing 4E since it came out and I have no idea what 'aggro' and 'DPS' mean, and there are almost no 'buffs' in 4E. They make things too complicated. My point is you're describing a player issue, not a 4E issue.

    144. Re:exponential version growth by Varden · · Score: 1

      Geez! Lucky! When did you guys graduate? Back in 1984 my principal told me we couldn't have a D&D club because it wasn't competitive. I told him about Car Wars. He said none of the other schools had a team. I got mad and brought up our football team's losing record and said 'they're not competetive, why do we have to be?' He threw me out. Here in the midwest in the 80's it was very controversial. My friend's mom actually yelled at me "No he can't play dragon and dungeon with you - I don't want you boys going down in the sewers!"

    145. Re:exponential version growth by Varden · · Score: 1

      "Basically the 3.5 to 4th edition involved too many drastic simplifications to the game. (now admitted I'm a youngin so I can't really say much on 1st to second transition..." I DMed Bastion of Broken Souls, which was a 18th to 20th level adventure, written for 3.0, which we played under 3.5. I can tell you without any exaggeration that if D&D wan't 'drastically simplified' my group would have never played another D&D game over 10th or 12th level ever again, and probably would have jumped ship to another game system altogether. The sheer amount of bookkeeping involved in both preparing and running a 3.X game at that level was stupefying.

    146. Re:exponential version growth by KhabaLox · · Score: 1

      That sounds a lot like MapTool. It's a free, community built (OSS I think) game mapping program. It supports macros written in a JavaScript like language to automate many things (though I don't think it will draw new features on the map for spells and the like). It too is rule-set agnostic, and many people have written Frameworks (large collections of inter-related macros) to enforce rules for various systems.

      We use it with Skype to play 3.5e and 4e, and it work like a charm. We don't actually make use of a lot of the functionality, like auto-map reveal based on lighting sources, etc. You can use it bare bones, or if you have the time, really embrace the power of it.

      --
      Ceci n'est pas un sig.
    147. Re:exponential version growth by KhabaLox · · Score: 1

      Mentioned elsewhere up above.... MapTool. Free interactive virtual tabletop with scripting, etc.

      --
      Ceci n'est pas un sig.
    148. Re:exponential version growth by xystren · · Score: 1

      Looks like another good option. Doesn't look like at this point it has all the same features, but it looks like a very respectable community build project. It will be good to keep that on the list of alternatives. Thanks, Cheers

    149. Re:exponential version growth by Kid+Dork · · Score: 2

      No, using dice could lead to repetitive stress injuries. Kids are now advised to download a dice app, or have their mommies do it for them.

    150. Re:exponential version growth by MBraynard · · Score: 1

      Well, you did come to the one website on earth where that would be possible. Don't be so surprised.

  2. Nice to see it's still alive by NabisOne · · Score: 1

    Started playing again recently after a long (15 year) break from gaming, and I have to say it has been a lot of fun.

    1. Re:Nice to see it's still alive by Anonymous Coward · · Score: 5, Funny

      Started playing again recently after a long (15 year) break from gaming, and I have to say it has been a lot of fun.

      So....how's the divorce going ....

    2. Re:Nice to see it's still alive by NabisOne · · Score: 5, Funny

      Haha. She is OK with it. Probably because there is no fear of other women being involved....

    3. Re:Nice to see it's still alive by mad_ian · · Score: 1

      I'm married. I play in a group of 2 guys and 5 women, one of whom is my wife.

      --
      ~Donald / Just RTFM
    4. Re:Nice to see it's still alive by Anonymous Coward · · Score: 0

      They're usually quite OK with it as long as you keep it to once a week, and limit it to no more than 3h "all-included".

    5. Re:Nice to see it's still alive by Anonymous Coward · · Score: 0

      ... one of whom is my wife.

      I'm sorry. The best thing about my wife is that she is not a nerd (also hot). We used to call each other 'opposites', now, after 7 years of happiness, we use the term 'complementary.'

    6. Re:Nice to see it's still alive by Anonymous Coward · · Score: 0

      What's his name?

  3. still dont know 4th by Anonymous Coward · · Score: 0

    Unfortunately for me, my first 4th edition game starts up next Friday.

  4. I miss.. by Anonymous Coward · · Score: 0

    playing my kender :(

  5. Translation. by Anonymous Coward · · Score: 5, Funny

    Wizards of the Coast has announced they need more money because everyone who plays d&d has already bought all their old books.
    So now it's time to obsolete everything again and make them start over.

    1. Re:Translation. by bhcompy · · Score: 1

      What? Do they go through and burn all the books? We're still playing Rolemaster 2nd edition. The latest stuff(Silly System, 3rd and 4th ed) is awful. Sometimes you just gotta stuck with what works

    2. Re:Translation. by Obliterous · · Score: 1

      Yeah... This is what I said when 4th ed came out.
      Just as true now as it was then.

    3. Re:Translation. by Anonymous Coward · · Score: 0

      Nope. But they charge a premium for old books with the release of a new version. More money!

      And you don't want to be using anything 'old' do you? No.. Of course not. Only people stuck in the past use the old version. Buy our new version! More money!

    4. Re:Translation. by Ihmhi · · Score: 3, Funny

      In other news, Wizards of the Coast is acquired by Houghton Mifflin. A statement by the company said they were proud of Wizards for putting out new editions so often but that if they shuffled around some tables and charts they could get a new edition out every year.

    5. Re:Translation. by Red+Flayer · · Score: 2

      We're still playing Rolemaster 2nd edition.

      Probably because you're still working out point assignments to create your characters.

      I keed, I keed.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    6. Re:Translation. by bhcompy · · Score: 1

      They charge a big premium for 30 year old OCR rips on BT

    7. Re:Translation. by bhcompy · · Score: 1

      Honestly that's part of the fun, imho. You have to make a real time investment into character creation and development, which attaches you to the character. That said, it's real balls unless you have a good spreadsheet. There are a few good ones out there, though. You also need something handy for similar skills, or you end up hurting yourself later

    8. Re:Translation. by kbielefe · · Score: 1

      Yeah, but at least your power gamer with 20 splatbooks is reset back to zero so you have half a hope of an actually balanced encounter.

      --
      This space intentionally left blank.
  6. Just got to forth edition by Anonymous Coward · · Score: 0

    Elan, Haley, and Roy just got to 4th edition over the summer!!!

    If 4th Ed was "the WoW" clone.... Will this be a Skyrim clone... Just one character that walks around and does stuff.

    1. Re:Just got to forth edition by Culture20 · · Score: 1

      It will be a Magic or Yu Gi Oh clone, complete with card based rules. D&D died after 2nd ed AD&D.

    2. Re:Just got to forth edition by Anonymous Coward · · Score: 0

      It will be a Magic or Yu Gi Oh clone, complete with card based rules. D&D died after 2nd ed AD&D.

      Amen to that. Keep your feats, and get off my lawn!

    3. Re:Just got to forth edition by Anonymous Coward · · Score: 0

      Not really. Hackmaster 4th and other clones came before 2nd ed. ;)

  7. But wait by arcite · · Score: 2

    I'm just finally mastering the 2nd edition rules.

    1. Re:But wait by PlatyPaul · · Score: 4, Funny

      God forbid you ever try grappling....

      --
      Misery loves company. Online misery loves unsuspecting random strangers.
    2. Re:But wait by Culture20 · · Score: 4, Insightful

      I'm just finally mastering the 2nd edition rules.

      Tip: If you're a fighter, specialize in darts. First, they're distance weapons. You get 3 attacks per round at first level, and each attack gets your strength damage bonus. (1d3+bonus)x3, plus the ability to spread it out amongst multiple weak enemies, and you can build to 5 attacks per round. Also, since it's a thrown weapon, you get str and dex to-hit bonuses. Beats a fighter with a 2-handed sword easily.

    3. Re:But wait by tilante · · Score: 1

      If you're playing third or 3.5, google "grapple ball of speed". It's such a lovely rules-abuse.

    4. Re:But wait by SuiteSisterMary · · Score: 1

      I prefer the Peasant Railgun. Google for details.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    5. Re:But wait by Jiro · · Score: 1

      There's a common house rule that your strength bonus is capped by the maximum on the weapon, so you can't get more than +3 bonus on the darts.

    6. Re:But wait by Culture20 · · Score: 1

      There's a common house rule that your strength bonus is capped by the maximum on the weapon, so you can't get more than +3 bonus on the darts.

      That's still +9 damage, divisible amongst opponents (+15 at higher levels), which is pretty sweet.
      As far as house rules go, the one I like best is for crossbows: bow-strength rules apply (so there are damage bonuses), but anyone can crank a crossbow as long as they are within X number of places on the str chart (or more places traded for more time if using a ratchet & pulley system). It makes crossbows into the killing machines they're supposed to be instead of piddly 1d4 damage.

    7. Re:But wait by Binestar · · Score: 1

      My favorite is detailed here: http://www.sigwinch.org/characters/hoppingmad.html Essentially, 180 goblins dead, 900' moved, 102MPH average speed for those 900' all in 6 seconds.

      --
      Do you Gentoo!?
    8. Re:But wait by Anonymous Coward · · Score: 0

      While I think the imagery provoked by that article is hilarious, I don't think his premise is correct. I don't have that book anymore, but I'm 99% sure that feat didn't let you take extra 5-foot steps, and the general rule is that you only get one of those per turn regardless of your movement rate.

    9. Re:But wait by mjwalshe · · Score: 1

      hmm back in the day the original dnd psionics had a flaw in that you could accelerate an object using TK there was no upper bound for speed so just have a lump of metal or a javelin accelerate it to a suitable speed and then lob it at the enemy F = MV Squared is your friend.
      You would use a light spell as a tracer on it so you could track the missile and adjust its course..

    10. Re:But wait by Macgrrl · · Score: 3, Insightful

      I seriously don't miss calculating THAC0.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    11. Re:But wait by alteveer · · Score: 1

      ...or Psonics!

    12. Re:But wait by ShakaUVM · · Score: 1

      Even in 3e/3.5, TK allowed basically unlimited damage when you'd accelerate a bundle of arrows at a target.

    13. Re:But wait by Anonymous Coward · · Score: 1

      Sorry, but if you're using a missile weapon, STR bonus damage does NOT enter into the calculation of total damage.

    14. Re:But wait by MRe_nl · · Score: 1

      It does with hurled weapons.

      --
      "Kill 'em all and let Root sort 'em out"
    15. Re:But wait by d.the.duck · · Score: 1

      ZOMG. Heresy!!! THAC0 was the best. It's all been downhill since then.

      --
      Where does the signature go?
    16. Re:But wait by SuiteSisterMary · · Score: 1

      Now, in ShadowRun 2ed, when the crew wanted to run a cube van full of plastique into a corp warehouse, five minutes with the core rulebook and a calculator enabled me to calculate exactly blast radii and the like.

      Now, granted, under the straight rules, without the 'chunky salsa' rule codified in Fields of Fire, every single victim survived the blast.

      I'm such a nerd.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    17. Re:But wait by Anonymous Coward · · Score: 0

      Also a very low weapon speed, if I recall.

  8. Money by 0101000001001010 · · Score: 4, Funny

    Don't they realize that the more often they change the ruleset the more often players have to spend money buying new books?

    Oh...

    1. Re:Money by Carewolf · · Score: 1

      No, they realized people are getting more and more retarded, so the dumbing down they did in 4th edition is no longer is no longer enough, they need to dumb it down even more. Or as they call dumbing down at their office: Make it more inclusive

      Also retards are more likely to just 'upgrade' even if the new version is another downgrade.

  9. I liked 4th ed by vawwyakr · · Score: 1

    I think despite what many say it is actually quite fun the only real issue is that combat takes way way too long. Fun that there is so much to the tactics and such but annoying when two fights take up an entire nights game.

    1. Re:I liked 4th ed by Anonymous Coward · · Score: 0

      That's my big gripe as well.... It's especially maddening. Having not played any of the other editions, are the encounters really much shorter in any other edition?

    2. Re:I liked 4th ed by lpp · · Score: 1

      1ed AD&D gamer here from long ago. Never picked up anything more recent than the old Unearthed Arcana book and its peers. I keep hearing that combat in 4ed is very long. Can you explain why that is? I mean, it seems simple enough to me. Round 1, figure out order, declare action, resolve. Repeat until combat concludes. What changed from this pattern?

    3. Re:I liked 4th ed by pipedwho · · Score: 2

      That's my big gripe as well.... It's especially maddening. Having not played any of the other editions, are the encounters really much shorter in any other edition?

      Yeah, it sucks big time when you're fully immersed in an exciting campaign plot and then some unexciting but non-insurmountable creature was blocking the way forward. That was usually my cue to go and pick up the pizzas.

      This was IMO the worst aspect of most of the common RPGs when I first started playing in the early eighties. Every time the rules were revised I got excited at the opportunity for them to have streamlined the fight encounters. Unfortunately, that never happened. I honestly used to think that the R in RPG stood for 'roll', not 'role'.

      After a few years we started playing 'abbreviated rule' games where we'd used most of the material, but when it came to fight scenes, they'd be heavily optimised. In the end it's far better to let the GM handle the encounters and outcomes in an interactive story style (with maybe the occasional roll of a die) rather than spend half an hour rolling dice until the proverbial 'band of orcs' has finally been dispatched.

      The best gaming sessions we ever had were mini-freeforms where we'd go somewhere and wander around as a group and let our GM (a brilliant story teller) describe the scenes, act as NPCs and referee the interactions. Awesome stuff. One Friday night our group went to see Star Trek IV (opening night) for someones birthday, and ended up spending the rest of the weekend immersed in a time travel universe set in historical earth (but we got to carry around cool Star Trek equipment and capabilities).

    4. Re:I liked 4th ed by darkwing_bmf · · Score: 2

      Encounters were quite short if you didn't search for traps. But so was your character's expected life span.

    5. Re:I liked 4th ed by Anonymous Coward · · Score: 0

      I never played any D&D other than 4th ed (I started playing just after it was released.) Combat takes about an hour now, for a good sized encounter. One of the culprits is, I think, the reasonable amount of off-action and out-of-turn attacks (for example, my Rogue has a power that lets him take a swing when he is approached in melee or someone makes a range attack within 2 squares to him) don't help.

      Monsters also take more time to run than before. That's because a lot of them get more than just a basic attack, which makes them fun, but also more time consuming. However, the biggest culprit is adding up the damage. Especially if you get a lot of situational modifiers. This goes for players and dm's.

    6. Re:I liked 4th ed by Anonymous Coward · · Score: 0

      We were at GenCon last year and played in a side event someone was running in 4th ed. The single battled lasted for 5 hours. What a nightmare.

    7. Re:I liked 4th ed by hardaker · · Score: 1

      I've only played 1st (long ago) and 4th (much more recently and not nearly as long). IMHO, the 4th battles don't seem longer than I remember the 1st battles being: they're all long. But not unreasonably long. Good players stream line it, bad ones need to be walked through each step. The important thing is to have everyone write down (ahead of time) all their likely bonuses, etc, per power they're likely to use and then the addition is easy and doesn't take time. There's even a spot for it on the character sheet (though the spot isn't big enough).

      --
      The next site to slashdot will be ready soon, but subscribers can beat the rush and start slashdotting it early!
    8. Re:I liked 4th ed by Anonymous Coward · · Score: 0

      Nothing changed from that pattern - in fact, a single round in 4E can be quite quick. The problem is you need about five times as many rounds to actually get to the end of the combat.

    9. Re:I liked 4th ed by vawwyakr · · Score: 1

      That's one of the main problems for me, everything has so many hitpoints and it goes up every level where damage only scales up at a much slower pace. So eventually everything seems like this block of granite that you have to slowly beat into submission. Throw in all the tactics and manuvering and rules and it just seems like it takes a long time to resolve combat. It doesn't help if you end up with groups where some people have trouble focusing for that long a time so you end up wrangling them back to the table to finish their tasks.

    10. Re:I liked 4th ed by lpp · · Score: 1

      After doing some reading, I see a lot of mention about pulling out battle mats for 4E. I saw some software that folks use for virtual tabletops and then realized that there must be a lot more dependence on line of sight, proximity and general physical location than previously. Stuff that back in 1E, you'd just toss in a situational modifier for on the fly and roll with it. Interesting...

  10. WoW by Anonymous Coward · · Score: 3, Insightful

    A lot of people's complaints of 4e is that they basically made a pen and paper version of WoW. Hopefully 5th edition is more like 3.5e which is where they really got D&D right (IMHO IMHO).

    1. Re:WoW by Culture20 · · Score: 1

      A lot of people's complaints of 4e is that they basically made a pen and paper version of WoW. Hopefully 5th edition is more like 3.5e which is where they really got D&D right (IMHO IMHO).

      No joke. Just re-release OD&D with a reverse THAC0 and everything'll be cool. Keep it simple!

    2. Re:WoW by mlts · · Score: 2

      That is my complaint as well, that and the fact that classes really don't mean as much.

      Call me old, but one of the things about First Edition is that you had to be a REALLY good player, or else you would die, die fast, and die permanently. +1 swords were not dug out of trash barrels, they were usually something obtained at the end of a module, and only if the hidden treasure trove was found.

      There is something about old-school DM-ing. With the advent of MUDs and MMOs, people have become attached to their characters, so perma-death is something that isn't wanted these days. as a good DM, it took a balance between "oops, Flark is dead, thank you drive through" versus a Monty Haul campaign where the PCs could not be killed off.

      What I do to get around 1E's fast character death (and trust me... in a 1E world, there isn't a Temple of Cant around the corner to pay a couple gold pieces at and res a comrade... once dead, finding a high level priest/priestess was a quest in itself,) was to have three types of characters that players could play (and other players did not know this info), "Meat/Red Shirt" characters which were meant to die immediately, to keep the "life is cheap" aspect going, "normal" characters, and "main" characters. If a player played a "meat" character, their "main" character got a boon to keep from dying. A "normal " character was halfway to a death prevention mechanic. This way, players could play one shot characters to add to the flavor of the game, or their "mains" which might get bounced around a lot, but it would take some significantly poor roleplay to get them killed.

      It resulted in some interesting campaign questlines. The "meat" character with the ring of three wishes using it with the "gee, I wish something really exciting would happen to all of us" for example.

    3. Re:WoW by Varden · · Score: 1

      We've been playing every other Saturday since 4E came out and I don't know what you guys are talking about. How much have you played 4E? It sounds like you're complaining about bad DMing or bad adventure writing.

    4. Re:WoW by mlts · · Score: 1

      It isn't that 4E is bad per se, but there is a marked difference between a 3/3.5/4E campaign versus 1E, or even D&D (before the "A" was tacked on.) The big difference is that you have to be a better DM with 1E to deal with some gaps in the rules.

      In general, a 1E campaign, magic items were relatively rare. Crafting one took a high level (perfect item + enchant + permanency + a possible wish spell if one wanted more than a "+x" bonus). 3+E, they can be crafted once people get up to a skill level fairly easily.

      1E also had class imbalances, which the DM needed to be good enough to fudge around. Especially when characters got around level 10 and they had to bump off NPCs in order to advance in rank.

      I'd probably go for DM-ing a 5E campaign. Mainly because it would be interesting converting a campaign that has been around for a long time to the latest rules and how it would work. Especially with magic being relatively rare at the outset, versus the player skill of being able to craft items.

    5. Re:WoW by darkwing_bmf · · Score: 1

      WoW subscribers... 3.5e players. Which is the larger group again? If anything, WotC would have been better off making 4e even more like WoW.

      Besides, if you think 3.5e is D&D done right, why would you need a 5th edition? You already have 3.5e "stuff" and there's Pathfinder for even more stuff.

  11. Pathfinder driven? by Anonymous Coward · · Score: 2

    I wonder how much of this revamp is being driven by Pathfinder and the other Open Gaming License games. As with F/OS (second S dropped intentionally) goodness, you can download the Pathfinder rulebooks for free, and only pay for them should you want the nice full-color hardback.

    Much easier to get people into a game if they don't have to buy two or three $50 books just to start.

    1. Re:Pathfinder driven? by Anonymous Coward · · Score: 0

      That's pretty much exactly where my group is. Further, the rules are easier to work with under Pathfinder than 4th.

    2. Re:Pathfinder driven? by tilante · · Score: 1

      I'm pretty sure that it's being heavily driven by the fact that Pathfinder is now outselling 4th edition D&D. Oh, and by the way, while you'll find the Pathfinder Core PDF on tons of file-sharing sites, the publisher doesn't give it away. A guaranteed-legal copy of the Pathfinder Core PDF is $10, and the paper book is $50. (http://paizo.com/store/v5748btpy88yj)

    3. Re:Pathfinder driven? by Ian_Bailey · · Score: 3, Informative

      While the PDF is not free, the core content is freely available on the Internet as a "Reference Document" under the terms of the Open Game License. Paizo hosts all of the details from most of their books themselves (http://paizo.com/pathfinderRPG/prd/), but there are many other websites that reproduce and compile details from different sources, including third party content (http://www.d20pfsrd.com/ is one).

      Under the terms of the license, all of the core rules can be re-packaged and sold in your own game. Only the proper names unique to the Pathfinder setting (characters, deities, etc) are copyrighted and cannot be used.

    4. Re:Pathfinder driven? by spiffmastercow · · Score: 1

      The text itself is open source. I think the images are copyrighted though.

    5. Re:Pathfinder driven? by Kirth · · Score: 1

      Under the terms of the license, all of the core rules can be re-packaged and sold in your own game
      How nice. It grants me things the copyright-law already allows me? Because rules for games are not copyrightable anyway.

      --
      "The more prohibitions there are, The poorer the people will be" -- Lao Tse
  12. Market saturation = Time for a new edition by bughunter · · Score: 2

    It's a pretty obvious game to the cynical old grognards like me. It started when TSR was sold to WotC, and then WotC was bought out by a megacorp.

    Now that Hasbro owns the trademark, all they're interested in is more sales.

    My group's been together for over 20 years, and we stopped buying books after 2nd edition. We still play using "2.5 ed" rules, and we don't have any problems finding new members every now and then.

    --
    I can see the fnords!
    1. Re:Market saturation = Time for a new edition by Anonymous Coward · · Score: 0

      You should give 1st Edition Rolemaster a try, that's what my group of 1st edition AD&Ds all went to, having tried Palladium, Gurps etc. Even got my son and his friends from HS hooked on Rolemaster.

    2. Re:Market saturation = Time for a new edition by bhcompy · · Score: 2

      1st or 2nd. Nothing else exists after that, I'd like to believe

    3. Re:Market saturation = Time for a new edition by Sir_Eptishous · · Score: 1

      Halleluya to that!

      --
      We play the game with the bravery of being out of range
    4. Re:Market saturation = Time for a new edition by KermodeBear · · Score: 1

      I spent a lot of time on second edition, but I greatly enjoyed the release of 3.5 - with some house modifications for ease of play and consistency (like all groups). It removes a lot of the weirdness and balance issues in 2nd (variable XP tables, Bend Bars, Lift Gates, 9 levels of spells for wizards and 7 for clerics, racial limitations on class/level, THAC0, etc.) which I found particularly helpful.

      But, like you, I don't feel a need to move from that edition of D&D for a good gaming experience. It fits my needs when running a classic fantasy setting game. 4th Edition didn't have that big of an improvement in the crunch experience (actually, it was a step back in my mind) to warrant bothering with it at all.

      And, there's some other very cool systems out there... These days I am far, far more likely to move to a different system entirely if I don't feel the 3.5 ruleset is appropriate for the type of game I'm running. I like the World of Darkness stuff if I'd like to focus more on story yet still have characters statted out well, and for a quick, loose game, Fudge is fantastic.

      I'd love to try the Spirit of the Century rule system at some point - it looks very, very cool.

      Although in theory you can run any kind of game with any rules system, certain rules systems work better for certain kinds of games.

      Ooops, I rambled again. )o:

      --
      Love sees no species.
    5. Re:Market saturation = Time for a new edition by bughunter · · Score: 1

      We use Spacemaster for SF settings... have been since it came out. I even had some articles published in Spacemaster Companion II for 2nd edition, and the concepts later became incorporated into RMSS. So yes, I've tried it...

      --
      I can see the fnords!
    6. Re:Market saturation = Time for a new edition by Hognoxious · · Score: 1

      grognards

      Now that's a word you don't see every day. Given that you also write rather good English, I can only come to one conclusion: you're definitely not Canadian.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    7. Re:Market saturation = Time for a new edition by Talderas · · Score: 1

      I love most of the Shadowrun 4th edition ruleset.

      --
      "Lack of speed can be overcome. In the worst case by patience." --Znork
    8. Re:Market saturation = Time for a new edition by damiangerous · · Score: 1

      You do in wargaming, and to a lesser extent, rpg circles.

  13. Yea... NO by Anonymous Coward · · Score: 0

    I'm sorry, I started playing in 3.5 and got pretty good at the rule set and all the info you had to know about playing certain classes. Then 4.0 came out to completely obsolete the 3.5 books which in some cases allowed for horrible abuses of min-maxing (PunPun anyone?). For all it's maligning, I'm actually perfectly happy playing and DMing 4.0 campaigns. That they're asking us to buy a complete new set of books, campaign guides, and player sheets not 4 years into their new reboot of the system (in which we were promised a full Online DM tool) is still not out, I'm going to re-evaluate my Pencil and Paper RPG game options and probably either stay on 4.0 or go to a system that doesn have the insatiable hunger to up the edition number (and milk the dwindling population for more money).

    1. Re:Yea... NO by sadness203 · · Score: 1

      They are asking you nothing. It's your call if you want to buy there product or not. My group never switched to 4th edition as we were really fine with the 3.5.

  14. Modular Design by fallen1 · · Score: 1

    Based on a lot of the different articles I have read today from Forbes, NY Times, Escapist Magazine and so on it seems that this version may be going with a GURPS philosophy -- Here is your basic game. You have more than enough information to design characters and play the game. But then...

    Oh, you want to play a more miniatures based, combat-oriented style of play? Here is the miniatures rule book/module and here is the epic combat rule book/module and off you go.

    Oh, you want to mix magic and psionics in one campaign world you are creating? Well, here is a book for world designing and the rule book/module for psionics.

    Oh, you want to play such and such... and so on, and so forth.

    I believe they want one basic ruleset so that you can then go with how your play group usually games - from those who are diehard first edition players to those who choose a more MMO style of play. From the role-players who want a much wider creative range to play within to those who say "I want to bash shit in the head" and have to do little creative input into designing your character, I believe Wizards wants to give them the option. All from a single starting point.

    I am going to be cautiously optimistic and do both "wait and see" and get my play group into helping test so we can give our feedback. Just some quick background - my play group has played under 1st ed, 2nd ed, 3rd ed, and 3.5 and we are currently running an extended player-designed world and campaign under 2nd edition rules (with house rules/modifications as Gygax intended :-p).

    --

    Dream as if you'll live forever.
    Live as if you'll die tomorrow.
    ~Anonymous~

    1. Re:Modular Design by forkfail · · Score: 1

      Traveler tried a modular approach, and fell apart because of it. 30 different short rule books just didn't do the trick.

      --
      Check your premises.
    2. Re:Modular Design by Anonymous Coward · · Score: 0

      Oh, you want to play a more miniatures based, combat-oriented style of play? Here is the miniatures rule book/module and here is the epic combat rule book/module and off you go.

      Oh, you want to mix magic and psionics in one campaign world you are creating? Well, here is a book for world designing and the rule book/module for psionics.

      And then, of course, the inevitable problem: "Oh, you want to play a minatures-based play style WITH magic and psionics? Enjoy the fact that neither of the rulebooks cover the interaction and/or the combo creates game-breaking idiocy due to side-effects of rules in each interacting."

      More importantly, if this was such a hotshit idea, why isn't GURPS selling a fuckton of books?

    3. Re:Modular Design by lpp · · Score: 2

      I think because GURPS never got the advertising budget TSR gave its baby back in the day. The market for tabletop RPG is already pretty small. TSR, I think, established itself as *the* brand early on and has held the lead until recently at least.

      And as for why WotC/Hasbro would go this route now, I suspect it's because they're looking around at the various games using the OGL rules for things outside of standard European, medieval swords and sorcery settings and wanting to consolidate that player base back into their welcoming arms.

      Also because, hey, more money.

    4. Re:Modular Design by Anonymous Coward · · Score: 0

      It didn't help that Steve Jackson is a serious a-hole, been in trouble with the FBI, and generally anti-social.

      I had an exchange with him once whereby he assured me he would sue me and every player involved if every player didn't have a copy of the rules. And this was in response to asking if he would be interested in an OpenRPG server to help promote his games. Would have been a win-win for everyone involved until he opened his mouth. I haven't played a game which had any involvement with him since. Which is really sad because I was a big fan of Traveller.

      The reason Traveller didn't make it is not because of affordable, concise, easy to read, short rule books, but rather the fact Steve Jackson is a jerk and his own worst enemy.

  15. ....not exponential by Anonymous Coward · · Score: 4, Interesting

    Actually, the equation Edition(Year) is not described by an exponential, but instead rather well by a polynomial:
    Edition(Y) = 0.0018684 Y^2 - 7.35 Y + 7223.2, where Y is the year

    If we extend the curve, we get the following:
    2018 - 6th edition
    2023 - 7th edition
    2028 - 8th edition
    2032 - 9th edition

    So we should expect vast growth over the next 20 years! Invest now.

    Of course, by the 9th edition out future generations may have fully sentient AI's acting out the roles of in vat-grown bodies on a theme park on the surface of Mars. At least, one could hope...

    1. Re:....not exponential by Anonymous Coward · · Score: 0

      Most Dungeon Masters I know already have vat-grown bodies.

    2. Re:....not exponential by Anonymous Coward · · Score: 0

      A second degree polynomial from four data points makes math nerds cry. Not as bad as a third degree, but still...

    3. Re:....not exponential by Anonymous Coward · · Score: 0

      The fiction that inspired D&D in the first place prominently feature vat grown bodies* and the surface of mars**.

      *Dying Earth by Jack Vance. Ever hear the phrase "Vancian Magic". Yup.
      ** Barsoom. Burroughs is the master.

    4. Re:....not exponential by Anonymous Coward · · Score: 0

      So basically... you're saying the movie Gamer becomes reality.... sweet! True, not vat-grown bodies, but death row convicts are cheaper and you don't feel as bad when the DM decides a boulder on the head is a great way to wake you up.

    5. Re:....not exponential by The+Wild+Norseman · · Score: 1

      Most Dungeon Masters I know already have vat-grown bodies.

      Most Dungeon Masters I know already have vat-shaped bodies.

      --
      "A government is a body of people usually -- notably -- ungoverned." -Shepherd Book
    6. Re:....not exponential by Murasaki+Skies · · Score: 0

      That's not how you're supposed to use time in equations, unless you can substantiate the idea that the name of the year itself has a large impact on things. Instead the proper default is to set the beginning of your data points as having occurred at time unit 0.

      --
      Waiiii!!!!!! I have bad karma!
  16. Old Rules Rule by Doc+Ruby · · Score: 4, Interesting

    When I play D&D, my friends and I use to original edition hardcover AD&D rule books. The rules are simple, we all know them, and we all know the books well enough to quickly point at the rule if there's disagreement. We do allow combo spells from the original lists to make new ones, cleared in advance or even on the fly if they're straightforward enough. The players & DM are mostly programmers and lawyers, so we're more interested in the role playing and storytelling than in the rules themselves. And the hunkering down in a man-cave all night to act like 14 year olds.

    --

    --
    make install -not war

    1. Re:Old Rules Rule by catmistake · · Score: 2

      When I play D&D, my friends and I use to original edition hardcover AD&D rule books. The rules are simple, we all know them, and we all know the books well enough to quickly point at the rule if there's disagreement. We do allow combo spells from the original lists to make new ones, cleared in advance or even on the fly if they're straightforward enough. The players & DM are mostly programmers and lawyers, so we're more interested in the role playing and storytelling than in the rules themselves. And the hunkering down in a man-cave all night to act like 14 year olds.

      You're doing it right. But you already knew this.

    2. Re:Old Rules Rule by UnknownSoldier · · Score: 1
    3. Re:Old Rules Rule by m50d · · Score: 1

      Simple? Only if you've never played any modern rules-light system. If you're willing to modify the rules as it suits and not take them too seriously then you'll probably have fun whatever you play, but there are much better systems than D&D around nowadays.

      --
      I am trolling
    4. Re:Old Rules Rule by Doc+Ruby · · Score: 1

      The rules are simple, even if there are simpler rules. They're also sufficiently complex that sometimes the play is to exploit a surprising combination of the rules. We are, after all, mostly programmers and lawyers.

      --

      --
      make install -not war

    5. Re:Old Rules Rule by KagakuNinja · · Score: 1

      AD&D? Bah, we all play with our original 3-booklet D&D rules. We are still trying to find a copy of Chainmail though.

    6. Re:Old Rules Rule by Doc+Ruby · · Score: 1

      I have a copy of Chainmail. Try it with critical hits from ICE! Your miniatures never worked harder.

      --

      --
      make install -not war

  17. Sounds fun... by redbeardcanada · · Score: 1

    This game sounds fun... what system does it run on? I am not sure what d20 is, does anyone know if my iPhone has it?

    1. Re:Sounds fun... by Anonymous Coward · · Score: 0

      This game sounds fun... what system does it run on? I am not sure what d20 is, does anyone know if my iPhone has it?

      d20srg.org

      d20 is D&D 3.5 without the copyrighted stuff (some monsters, some Prestige Classes, all the locales of a Campaign Setting). As for rules, it's pretty complete (it only lacks the rules for character advancing, aka xp-tables).

  18. 1 on a d20, fumble it is... by Anonymous Coward · · Score: 0

    I got a couple 4th edition books and waited to see what all my obsessive gaming friends would do. All they did was bitch that it was boring, all the classes the same, much easier if you had a computer, blah, blah, blah.

    So the game I am playing in has harkened back to the "good old days" by playing a 2nd edition game. So much fun! Every class is different, weird quirks, odd rules, overly powerful spells, crazy monsters. It is actually fun. The rules shape the game but they don't, uh, rule it. And there are other options online that we've played with, many rough, some worthy.

    Good-bye WoC. I don't need you anymore. All the D&D I care about sits on my shelf as modules I've always owned or bought used dirt cheap. Suck it on your continued corporate money grab while raping D&D for everything you can get.

  19. But is it fun? by alexo · · Score: 1, Insightful

    Used to play and DM 1st and 2nd edition a couple of decades ago.
    Then life (often spelled with a 'w') happened and I sort of drifted away from it.
    I participated in a handful of one-time meetings where they used the 3rd edition (or possibly 3.5) which seemed to be a mostly welcome evolution of the 2nd.
    I tried running an adventure for my kids based on 4th edition once but it felt like a completely different system, and not in a good way. More like a computer game.
    What's the 5th edition like?

    1. Re:But is it fun? by tilante · · Score: 1

      They just announced 5th edition today -- it's not like anything yet. They're saying they want to get a lot of input from players, though, so if you want to put your word in with them, follow the links in the article.

  20. lazy egghead... by Thud457 · · Score: 1

    yet we're still waiting for the second part of Combinatorial Algorithms...

    --

    the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

  21. Never could get into D&D but... by MooseDontBounce · · Score: 1

    I'm currently building a nice 6' x 10' gaming table for my Napoleonic & WW2 era miniatures wargames. Just a different branch of the nerd tree.

  22. Dear Hasbro... by Anonymous Coward · · Score: 0

    Thanks for taking something fun, pure, and good, and turning it into something that ... isn't. I wish you the best of luck on your new disaster, I mean product. In the mean time, I'll stick with Pathfinder.

  23. What I miss the most from 2nd Ed. by Anonymous Coward · · Score: 0

    The thing I miss the most - THAC0.

    It took years to master figuring it, now that I know it I'm never going with "Base Hit" or what ever they use now!

  24. No kidding by Fujisawa+Sensei · · Score: 2

    No kidding.

    I for one spent too much time gaming with pinheads, especially pinheads I didn't really like.

    Here's a rule I have now about gaming, if you don't want to hang out with the people you game with outside of the game, you shouldn't be gaming with them at all.

    --
    If someone is passing you on the right, you are an asshole for driving in the wrong lane.
  25. Terrible 4th ed by Anonymous Coward · · Score: 0

    4th edition = failsauce
    WoC is a terrible company, they will probably have this new edition out before the end of 2012. Just look at how often they spin out new sets of MTG. Will be a new D&D edition every 2 years with the way they run things.

    Its probably a good thing Pathfinder picked up the 3.5 stuff and running with it.

  26. Oh, the memories... by Howard+Beale · · Score: 1

    Started with D&D, moved over to The Fantasy Trip and played that for a number of years. Hell, I helped out some friends who started Jersey Devil Game Company. Used to beta test games, and then help with shrinkwrapping and distribution. I even started designing the computer version of Silo 14 (one of their games). Those were the days (sniff!)...

    1. Re:Oh, the memories... by Fnord666 · · Score: 1

      Started with D&D, moved over to The Fantasy Trip and played that for a number of years. Hell, I helped out some friends who started Jersey Devil Game Company. Used to beta test games, and then help with shrinkwrapping and distribution. I even started designing the computer version of Silo 14 (one of their games). Those were the days (sniff!)...

      Someone else who remember TFT! I still have the rulebooks for Melee and Wizard from Metagaming. Unfortunately I don't have the hex boards and pieces. Car Wars, Ogre, GEV, WarpWar, and Chitin 1 FTW. My friends and I lived on Metagaming's pocket microgames back in the day.

      --
      'The tyrant will always find pretext for his tyranny.' - Aesop's Fables
  27. learning from EA by demonbug · · Score: 1

    I hear D&D 12 is basically just tweaks to the roster, er, monster manual and fixing some bugs; but D&D 13 is supposed to be built on a whole new engine! Supposedly they're finally introducing 7-sided dice, which the community has been trying to get for ages.

    If only there was a way WotC could prohibit the use of old versions; sadly, no central server is required to get together and play with other people, so they can't turn it off and force you to upgrade every other year.

    (Hmm, the premise of my sarcasm might be off - I'm not sure how much crossover there is between pen-and-paper RPGers and players of EA Sports titles; hopefully the general dislike for EA will help pull this off...)

  28. My problem with D&D by gurps_npc · · Score: 1

    It's designed to be flexible - to let the Dungeon Master House Rule. But they give little guidance of power balance. There is always a tendency to come out with new, slightly more powerfull stuff, or worse yet, 'combos' of rules created by two different writers that were never tested together. DM's are not experts (no matter what they think). They need to not just know what rules are optional, but ALSO what new rules are high powered, what are on the weak side, - both the normal stuff and the optional stuff. More importantly they need more guidelines to help them judge what things should work together and what should not.

    --
    excitingthingstodo.blogspot.com
    1. Re:My problem with D&D by HeckRuler · · Score: 1

      I like to call that "power inflation". The publishers want people to buy their books. The players want, well, to be better. To have more powerful characters. It's that loot-whore mentality to acquire wealth and power. A good portion of them anyway. So the publishers cater to this and later books get more and more powerful. In general, something is more overpowered the latter it came out. It also seems to happen between editions too. So, while a 4th edition lvl 1 rogue could throw a single dagger into the eyes of 9 people in front of him in 6 seconds with the dagger coming back to his hand afterwards, I imagine that in 5th edition the rogue will be able to literally pickpocket their hearts. And this being WotC, they'll get better in 6 seconds.

      That's why I stick with the version that I grew up on and only DM with the core books. Life is way WAY too short to try an memorize how all the different splat books inter-twine and how all the version differ. If the players want something weird, all they have to do is ask and I make a judgement call about how it works to balance it with the other players.

      You should really try GURPS.

    2. Re:My problem with D&D by tilante · · Score: 1

      From my point of view, there are a few different problems here: 1 - Unexpected rules combos. These are the combos you refer to above. Unfortunately, the only ways to prevent these are to either (1) playtest everything with everything else, which means that every new ability that's introduced will have longer and longer playtesting time required, or (2) stop creating new rules. While the second option might actually be desirable from the point of view of some players, it's definitely not desirable from the point of view of the game's maker, who needs to keep creating new products to sell. 2 - Power creep. This is the tendency of new additions to the game to be more powerful than the older things in it. Every version of D&D has suffered from this (I remember people complaining about how much better paladins were than plain fighters when they were introduced, in the very first D&D supplement, "Greyhawk"). 4th was, unfortunately, no exception, with some of the feats introduced in the "Essentials" line being much better than feats from the Player's Handbook. The newer classes that have been introduced also seem to have power creep, with things that were Encounter powers for the older classes becoming At-Will for newer ones. 3 - Guidelines for GMs. It's here that 4th really shines, IMHO. It's gone a lot farther than previous editions in labeling things and giving advice of the "a party should have at least one character of each of these types" sort. It also gave explicit rules on how many magic items PCs should have, what magic items were appropriate for what levels, and how to build a balanced encounter. However, the mechanical nature of these rules, combined with many RPG gamers "if it doesn't say optional, it's required" mindset has resulted in some backlash against these rules. People say they make the game too much like a computer game, with level requirements for equipment, designated "boss" monsters, etc. Probably one of the biggest failures on the part of 4th was not separating out some of what was meant to be "training wheels" from the core of the rules. It would have made sense to produce the main rulebooks and an, oh, "Basic Set" meant for new players at the same time. As it was, they didn't produce a "Basic Set" for 4th until almost two years after it came out... and designed the "Basic Set" in such a way that new players would need to buy more stuff almost immediately. Paizo also took a while to come out with their "Beginner Box" for Pathfinder, but I think they did a much better job with it. It can allow a new group, without anyone who already knows the rules, to learn them on their own, and to play without having to buy anything else for at least a few months.

  29. Switched to Pathfinder? by Kagato · · Score: 1

    I was under the impression that Pathfinder (essentially a licensed fork of D&D 3.5) was outselling Wizards of the Coast D&D these days.

    1. Re:Switched to Pathfinder? by mandelbr0t · · Score: 1

      I much prefer Pathfinder. 4th ed. removed too many things and made a single-page character sheet extremely difficult. I don't like the attempt to make D & D more "video-gamey". Our D & D group runs a Pathfinder/d20 Modern mix that's quite enjoyable. I have no intention of moving away from 3.5-compatible source material (just like the 1st ed. people have no need of moving away from the one they learned.)

      --
      "Please describe the scientific nature of the 'whammy'" - Agent Scully
    2. Re:Switched to Pathfinder? by PsychoSlashDot · · Score: 4, Interesting

      I was under the impression that Pathfinder (essentially a licensed fork of D&D 3.5) was outselling Wizards of the Coast D&D these days.

      It is, according to industry measurements. I wish WotC well, but I honestly don't think they "get it" why Pathfinder is doing so well. Obviously it's a combination of a lot of factors, but one of the biggest ones is what you mentioned: the license.

      D&D 3.5e and Pathfinder are under the OGL (Open Game License). It's a very permissive license that allows 3rd parties to effectively reprint and use almost all the rules (and in Pathfinder's case all the rules) in development of other products. Want to take a known monster, amp it up, and include it in the adventure module you're writing? The OGL allows you to do exactly that. Just include the OGL text and keep the attributions correct, and you're good to go. Pathfinder owes its existence to the fact most of 3.5e was open. The www.d20pfsrd.com site is a huge proof to the idea that open rules licensing doesn't kill the product. Aside from campaign-setting lore, names, and artwork, all the rules are available on that web site. And yet Paizo is doing great.

      On the other hand, 4e was published (eventually) under a GSL, which breaks down mostly to "you can't do anything, for any reason, and if you do it, you'll wish you didn't." WotC has maintained very strict control over the 4e rules and no longer even sells PDFs of their books.
      I have no reason to believe that even if WotC does open playtesting there will be any shift in licensing terms. The product will remain closed up and DRM controlled by Hasbro. Well, sorry. No 3rd-party ecosystem, no support... the name "D&D" alone isn't enough.

      --
      "Oh no... he found the .sig setting."
    3. Re:Switched to Pathfinder? by Anonymous Coward · · Score: 0

      Actually, I think it more has to do with the fact that THE PEOPLE AT PAIZO ARE GAMERS. Full Stop.

      Hasbro really doesn't 'get' what they bought. They aren't gamers. People at Wizards? Sure thing. They are. But the big bosses most certainly aren't.

      The Paizo products hit such a strong nerve because of great art, great story, and well, being dead-on to the spirit of the thing. It's run by gamers, selling to gamers. Want a PDF? Sure thing! Want to read the rules online? Go for it! Want to write your own add-ons and sell them? Go ahead!

      Anything that makes the game better makes Paizo win. They can just focus on creating value, instead of maximizing / extracting what value is already left over in a single branch of the thing they bought for another branch that makes way more money (Magic!)...

  30. Hopefully more like Pathfinder by Tridus · · Score: 1

    If you're playing with people who don't like to cheesemonkey the game, 3.5 was pretty good. Pathfinder's the only thing close to that WotC still makes though, and from what I hear it's beating 4th in sales these days due to the fairly awful reputation 4th has among many longtime players.

    So I'm hoping that this new stuff goes backwards from everything they screwed up in 4th.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    1. Re:Hopefully more like Pathfinder by Anonymous Coward · · Score: 0

      Pathfinder isn't WotC... It's Paizo. (As in Dragon Magazine...)

      My gaming group switch from 2nd Ed. to 3rd with much pain and agony. So much so we swore we'd never do it again. And we've never had to... 3.5 wasn't anything radically different and Pathfinder is just like 3.5 except amped up a level.

    2. Re:Hopefully more like Pathfinder by Anonymous Coward · · Score: 1

      Pathfinder is made by Paizo, not WotC.

      Also, I love 3.5 and Pathfinder*, but neither are immune or even particularly resistant to "people who like to cheesemonkey the game".

      And in fairness, 4th ed did do some things right that previous versions did wrong; I just hope they keep those elements while bringing back the flexibility that 3.x had.

      *And I've been playing since Basic so anyone about to type out some tired 'go back to wow, kiddo' bullshit can spare themselves the effort and embarrassment.

  31. Bard by Anonymous Coward · · Score: 0

    Been many years since I played, but I always remember: AD&D (1st edition) Bard. Scary.

  32. I'll never know by cyberchondriac · · Score: 2

    When I was younger, I could just never get into D&D, even though shortly after high school I had a friend who was really into it. Years later, after computer gaming and FPS'ers were big, the idea of rolling dice to determine the outcome of a battle still didn't sound appealing to me..maybe even less so.
    Now, many, many years later, being a fantasy/sword 'n' sorcery fan, I'd be willing to give it a shot, but the wife would probably pack up and leave. She's got a grudge against D&D, as her ex used to play it all the time and ignore her or something. Ah well. Maybe I can get away with reading the manuals, just to keep the peace while satisfying my curiosity.

    --

    Look back up at my post, now look back down, you're on the Internet. Now look back up. I'm a signature.
    1. Re:I'll never know by tahuti · · Score: 1

      Try Fiasco, no gm, 3 or more players and all characters end in jail, dead or insane. Think of any movie that went terrible wrong, you are playing those characters. There is even a version where you play monsters while Harry Dresden from Dresden Files is hunting you.

    2. Re:I'll never know by Anonymous Coward · · Score: 0

      It's strange. I've never met you or your wife.

      But I hate her already.

  33. Look for the Pathfinder SRD by Tekfactory · · Score: 1

    There is a very nice Pathfinder SRD document that has everything in it from the Pathfinder Core rules except the Product Identity (Setting Information) and artwork.

    I own the core and lots of the sourcebooks in hardcopy as well as PDF for use on my iPad, but if you want to search for something fast the SRD PDF searches faster than the PDF of the Core Rulebook.

    At least 2 of the guys in my Pathfinder group have the Pathfinder SRD app on their phones which is also fully searchable and the app is also cheaper than the Core Rulebook.

    I like Paizo, I like how they actually put up Open Content on their website, and how much of a community has built up around them because of their openness. I like the fact they let the community look at some of the early playtest materials for new books.

    I'm not a subscriber, I buy all of their stuff a la carte, but I do like what they are doing with the game. I probably won't play the MMO or read the comic book they've just announced.

    I am chomping at the bit for my case of pre-painted minis to show up this week.

    I am also developing a scifi setting/RPG based on a Pathfinderization of the D20 Modern SRD which has a lot of strange D&D 3.0 artifacts baked in.

  34. I'm happy to see how many enjoy 1ed still by HBI · · Score: 2

    I started my daughters (17 and 14 now) on it a couple years ago and they seem to enjoy it. The gf is also big on it. The rules are simple, a PHB is enough for them. I don't give them access to the other books. It turned out to be a much better playing experience than I expected. Thinking of inviting more adults to join in now.

    MD area, north of Baltimore.

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    1. Re:I'm happy to see how many enjoy 1ed still by Anonymous Coward · · Score: 0

      "MD area, north of..." -- I see what you did there. Check MeetUp, lots of people looking for adventurers...

  35. AD&D 'real edition' by TiggertheMad · · Score: 4, Funny

    In those days we created characters on parchment made from jaguar hides and used dice carved from the femur of a wooly mammoth.

    Bah, you whippersnappers have it easy. In my day, we didn't play D&D, we just went outside an stabbed real beholders and dragons...

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
    1. Re:AD&D 'real edition' by Anonymous Coward · · Score: 0

      I used to stab real beholders and dragons, but then I took an arrow to the knee.

  36. Microsoft has the same problem. by TiggertheMad · · Score: 3, Interesting

    The reason you have all these versions isn't huge problems with the game system(s), its that there is a fundamental flaw in traditional RPG publishing. Once you sell someone a set of rules, you have to keep paying the bills and you have a hard time selling just accessories. I think that publishers keep re-writing things so they can keep re-selling core rulebooks to people.

    Microsoft has the same problem. Once they sell you a good word processor, you never really need to buy another one. What features on office 2010 are there that you didn't have on office 97? The core product is EXACTLY the same.

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!
    1. Re:Microsoft has the same problem. by Phrogman · · Score: 1

      For the worst example of this, look at Games Workshop. They sell incredibly expensive miniatures for their various game rulesets, then update and change the rules continuously so that the *best* minis to have change, and people need to buy all different miniatures at outrageous prices. They run a tournament system to ensure people have to keep up with the current ruleset.
      I don't play any of there games but the games club I attend up at my old Alma Mater (University of Victoria, in BC), has a whole cadre of people who are constantly painting up new minis and complaining about the cost :P

      Me, I do Napoleonics - using a friend's miniatures :P

      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  37. Missing the point by AAWood · · Score: 2

    I won't be buying any of the 5th edition stuff, for the same reason I didn't buy 4th or 3rd or... well, I do have some 2nd edition, but anyway.

    I've wanted to play D&D since I first heard about it over 20 years ago, but the core problem has always been simple: I don't know anyone who plays D&D. I don't know how to find anyone who does. I've tried all the methods I can think of, found a few online group-finding sites and the like, but no go. I DID stumble across a 2nd Edition group not long after I left school who I played with for a handful of sessions, but then I moved away and lost touch. There aren't even any tabletop gaming shops here anymore; the last that stocked anything like D&D closed a couple of years ago, and just sold the books, no starter sessions or noticeboards or anything of the sort.

    What I want from D&D right now is twofold; firstly, a decent, official, centralised, and above all *global* (I'm not in the US) grouping system to find people to play with. Maybe even go a little on the social networking side and let players say a little about themselves, their playstyles, and maybe even their characters if they have any they like to stick with. Secondly, a decent, official method of playing the games online; at the very least a chatroom with a map screen with tools for the DM to build it up quickly and easily, along with a LFG system and a friends list to help forming regular groups, preferably support for microphones/webcams, characters/enemy abilities/stat tracking, session saving, and while we're at it an easy way to print off the state of play for if you ever wind up with a great group, and decide you want to take it off the screen and get round a table, as Gygax intended. You don't have to expose all the rules of play if you still want people to buy the books, or heck, have each book contain an authorisation key to lets you use the features/skills/whatever that that book contains.

    If either of those features already exist, then what I need is for them to be more public, because I've looked and haven't found them.

    1. Re:Missing the point by Cochonou · · Score: 1

      I do not want to sound naive, but... even if I am just a very occasional RPG player, I never really had trouble to find people to play with. If you do not know anybody who plays D&D, why don't you try to introduce your friends to role-playing ? Not every of them will like this, but I am sure some of them will find role-playing appealing. Do not fear playing with an all-beginner group - it can be a lot of fun, even if you are not very experienced in role playing yourself.

    2. Re:Missing the point by Cochonou · · Score: 1

      I do not want to sound naive but... even if I'm only a very occasional role-playing game player, I never really had trouble to find people to play with. If you do not know any people who play D&D, why don't you try to introduce some of your friends to role-playing ? Not every of them will like it, but I am sure that some of them will find the idea appealing. Do not be afraid to play with an all-beginner group, it can be a lot of fun - even if you feel that you are not very experienced in role-playing. Every group has a different style of playing.

    3. Re:Missing the point by Selanit · · Score: 1

      Take a look at the Pathfinder Society. It's *mostly* focused on the US, but there are games in other countries.

      Other than that, try looking in gaming forums. I'm partial to the Pathfinder stuff, and they have very active forums where you can likely find a game in your area.

      Last but not least, you could bite the bullet, become a GM, and recruit some players. There are even "beginners box" type products for exactly this situation. Then you'd have a game.

    4. Re:Missing the point by shaitand · · Score: 1

      Exactly. There is one part of the experience of playing the old original D&D and AD&D gave you that the new games are missing. I don't even see a reference to the fact that the 'rules' are merely guidelines for the dungeon master anymore. A DM should make a point of learning the rules as best he can so that players can learn but in the meantime he is perfectly free to make shit up or even to completely override and ignore rules that over complicate the game.

    5. Re:Missing the point by AAWood · · Score: 1

      I already did; we had a group of 4 of us a few years back and, despite only having four sessions under my belt I GMed. I think I did a pretty good job too. Ultimately though, it just didn't stick for the rest, and I left it really wanting to play the game a bit more before I started running it. So while I know that's a possibility I really don't feel like I know anyone who'd be interested or have the free time at this point, so picking up the books would give me very low odds that they'd ever get used. If I knew I had a nigh-guaranteed way to start playing I'd jump on them, but I'm not going to sink money into it when chances are I won't get a game.

      That's why I really don't get why the services I mentioned don't already exist. Why force the players to be DnD evangelists too? Do I really have to be selling everyone I know on the game before I've really had chance to play it? There are surely other people out there already ready to play, why not give them ways to get together? If I saw the 5th ed books, and on the inside cover it said "Looking for group? Visit wotc.com/lfg" or something, I'd probably jump at it... I could even go and search there first, try and arrange the group, and buy the books ready for the first session if it works out. OK, sure, I can try and convince everyone else to go along with my new hobby or go to one of the many unofficial websites out there and hope the people in my area are using the same unofficial site, but surely it makes sense to have a central, official, one-stop location for all your "who can I play with" needs?

      A bit of search on the site shows they're moving in that direction. You can search for official "Encounters" sessions dotted around (although there're none near me), and they're working on something called a "virtual table" which might be for online play, but this is still all to link WotC to the players,= rather than the players to each other, and that seems like a pretty big deal to me.

    6. Re:Missing the point by AAWood · · Score: 1

      I had a look on pathfinder, nothing nearby I'm afraid. I might check the forums, we'll see!

      As for running a game... tried that a few years back, kinda worked for a few weeks, and then for reasons I don't even remember now we just stopped playing. Ultimately at this point, I just don't feel like I've had enough time just playing the game to enjoy it if I was the one running it, or enough time to prepare any adventures worth playing.

    7. Re:Missing the point by Anonymous Coward · · Score: 0

      Some of the things you are looking for can be found at penandpapergames.com

    8. Re:Missing the point by Anonymous Coward · · Score: 0

      Check out a program called Fantasy Grounds.

  38. Not every DM handles 'DM Fiat' well by LordZardoz · · Score: 1

    The reason for that rigidity is that too many players and too many DM's get screwed over. The dice are involved as much to keep the DM honest as anything else.

    As a player, it sucks to have the DM railroad something by to let a beloved villain escape even though you just scored a crit and the target ran out of HP 5 rounds and 70 HP ago. While there is an argument to be made for preserving the story, a good DM adapts the story to the actions of the players without negating the players actions. Too many DMs just hand wave it.

    And on the flip side, a lenient DM with 4 casual gamers and 1 power gamer is going to end up with a single player game once the player using 'Ingar the Invincible' starts to dominate all the ingame combat.

    Finally, not everyone is interested in playing a powerless protagonist while the DM recites 5 hours of marginally interactive amateur fiction. As long as everyone at the table has fun, there is no wrong way to play.

    END COMMUNICATION

  39. Warhammer driven. by Anonymous Coward · · Score: 0

    Probably it's more board game and Warhammer driven. Pathfinder doesn't sell as well as Warhammer, I expect.

    4e is like Warhammer where you only have one mini, but with many powers. 5e will likely be similar in that.

    4e is quite fun on a strategic level. The character optimization is quite cool when powers work together. I hear 3.5 and 3.75 had more of that. I wouldn't want something with a lot of third-party input. It makes game balance too hard.

    In the end, there are many ways to play. Find a group you're happy with and you're fine.

  40. Or, play by Anonymous Coward · · Score: 0

    Pathfinder srd

  41. from a horse who has already bolted the stable by Anonymous Coward · · Score: 1

    It will be interesting to see what they come up with... 4th Edition really split the customer base and I think the damage has already largely been done.
    When 3 was the current system it was the RPG that everybody already knew the rules too and it was flexible enough to kind of do what we wanted. 4 came out and did a lot of work of balancing things but in the process removed a lot of the stuff that we were using to make our games fun. 4th Edition got a lot better at one style of play but less flexible in the process. This gave me and others the impetus to look and see what other RPG systems are out there - and well there are some really fun games that do the sorts of games I like to run a lot better.

    I can't see myself going back to dungeons and dragons unless they do something conciderably different to 4th edition and the other games I am playing but here are some of the things I would like to see.

    Keep working on the balance of the combat system - this is probably the best thing Dungeons and Dragons has going for it.
    Characters in 4th edition feel way to mechanics driven. I want my characters to be story driven, the 4th edition mechanics seem to get in the way of this.
    Only the most generic classes and races in the core rule book, it's harder to deny a type when it is in the core rule book and it that type doesn't really suit the story or world being run.
    Look at other successful tabletop rpgs of late and look at the stuff that they are doing that can't be emulated on computer. I know a lot of this went on for 3rd edition and 3rd edition was a lot better for it. Don't copy those systems per say but do try to give us something new and fun. Don't bother so much with computer based RPGs these work better on computers.

  42. Thoughts On Recent Editions by eugene+ts+wong · · Score: 1

    I wish that they made it have some kind of opportunity to turn it into a chess-like game, where strategy was very advantageous.

    Now, it feels like some kind of tit for tat game where we don't get to really think our way through. I don't like that.

    I hate the railroading of recent editions, but I think that it is okay if the emphasis is on story telling. I don't mind it for Encounters, but for serious gaming, I think that the railroading has to disappear.

    I don't mind dealing with dice and rules, most of the time, but it seems silly that we still have to roll for things that seem so simple. It's almost as if we have to roll just to confirm that we can breathe normal air.

  43. Open Gaming License by Kirth · · Score: 2

    The OGL is a trademark-license. It basically allows you to place "D20-comaptible" to your material.

    Since game rules are NOT COPYRIGHTABLE it does not grant you anything new -- you already had the right to release add-ons without any OGL whatsoever.

    Apart from the trademark-grant, the OGL is a sham.

    --
    "The more prohibitions there are, The poorer the people will be" -- Lao Tse
  44. NOT Dungeons and Dragons or AD&D by shaitand · · Score: 2

    3.5 was the last incarnation of the traditional game that wizards released. They created a new game to attempt larger market share and kept the name. If you want the newest incarnation of the traditional game see PATHFINDER. They can't call it D&D but that's what it is.

    1. Re:NOT Dungeons and Dragons or AD&D by Anonymous Coward · · Score: 1

      Sorry, but that's bullshit, just as it was when people said the same thing about 3rd edition. And 2nd. And Advanced. They're all D&D, period, full stop.

      And this is coming from someone who is currently running Pathfinder and loving it.

    2. Re:NOT Dungeons and Dragons or AD&D by shaitand · · Score: 1

      Advanced wasn't D&D it was a different game with a different rule set that was available in parallel to Basic D&D the two weren't compatible. 2nd was an extension of the Advanced rule set so obviously it was the same game. 3rd could be debated as it replaced Advanced and Basic with a combined rule set but the rules were based on both of those previous rule sets. 3.5 was 3 with some rephrased language that implied you needed to spend money on miniatures so that the RPG could be about hack and slash rather than role-playing. 4 is a completely new game with a new rule set that can't trace it's rule set origin back to the rules created by Gary Gygax. 5 is no doubt an evolution of the 4.x rule set.

      Pathfinder is adapted from the rule set of 3.5. It isn't 3.5 but it is an evolution of the original rule sets devised by the games creator Gary Gygax. It's not a matter of what one likes or is comfortable with. I'm of the opinion that AD&D 1st Ed was the best rule set of the bunch. The subsequent editions added clarifications and useful tables but they added extra complexity that mostly just benefits people who are trying to 'strategically' gear their characters for combat encounters. If you pick skills and abilities based on what gives you the best combat modifiers rather what makes sense from an in character perspective I will toss your ass our of my game quick. If you want hack and slash you are better off playing something like WoW. Tabletop D&D can never compete with the strategic complexity and realism of a computer game for hack and slash. Of course a video game could never recreate the experience of even something as simple a role-play burglery in D&D. They lack the flexibility.

    3. Re:NOT Dungeons and Dragons or AD&D by Anonymous Coward · · Score: 0

      Advanced wasn't D&D it was a different game with a different rule set that was available in parallel to Basic D&D the two weren't compatible.

      Yes, it was D&D. You can't have AD&D without D&D.

      2nd was an extension of the Advanced rule set so obviously it was the same game.

      That same game being D&D.

      3rd could be debated as it replaced Advanced and Basic with a combined rule set but the rules were based on both of those previous rule sets.

      3rd was a radical departure from previous versions in many ways, but it was and still is D&D nevertheless. It isn't "less" D&D-ish just because halflings could be paladins and wizards could learn to use swords (I realize that's not a charge you made personally, just making an example).

      3.5 was 3 with some rephrased language that implied you needed to spend money on miniatures so that the RPG could be about hack and slash rather than role-playing.

      Uh, no.

      First, miniatures were in common use long before 3.0, let alone 3.5. Do you not remember 1E defining spell and weapon ranges in terms of inches? That literally meant inches on the tabletop; D&D evolved from miniature-based wargaming, after all.

      Secondly, 3.5's changes were primarily about balancing and clarifications. It didn't favor miniatures any more than 3.0 did. For that matter, the only way 3.x came close to "implying" a need for miniatures was in the figures illustrating things like movement and positioning rules - and even from those it was pretty clear that any kind of token would do. I'm sure it mentioned minis as being useful, but I don't think it even recommended any particular brand, so it's not as if the rules were doubling as some kind of sales pitch for WOTC-licensed minis.

      4 is a completely new game with a new rule set that can't trace it's rule set origin back to the rules created by Gary Gygax.

      What? Of course it can trace it's origins back to Gygax's original rules, just as the Ford Escape can trace its origins back to the Model T. It's still a Ford, and 4E is still D&D.

      5 is no doubt an evolution of the 4.x rule set.

      That seems likely, but it will again be D&D, just like its ancestors were.

      Pathfinder is adapted from the rule set of 3.5. It isn't 3.5 but it is an evolution of the original rule sets devised by the games creator Gary Gygax.

      Yes, I know that, because as I noted I run a Pathfinder game. Though I note the irony of you saying that Pathfinder is D&D but 4th Ed D&D is not.

      It's not a matter of what one likes or is comfortable with.

      That has been my entire point. Whether you like any given version of D&D is irrelevant; they're all D&D. I don't especially care for some of the things that 4E has done (admittedly I haven't yet had a chance to play it), but I can admit that it's still D&D regardless.

      I'm of the opinion that AD&D 1st Ed was the best rule set of the bunch. The subsequent editions added clarifications and useful tables but they added extra complexity that mostly just benefits people who are trying to 'strategically' gear their characters for combat encounters.

      Sorry, but that is objectively untrue. 3E, for example, streamlined and harmonized many rules in a way that was more consistent and made more sense. This benefits all players, but especially newbies who want to get into the game with minimal paperwork. Furthermore, it greatly expanded the potential for characters to have significant non-combat abilities, which flatly contradicts your claim. The fact is, D&D started as almost entirely combat-focused (again, because it grew from mini-based wargaming), and the fo

    4. Re:NOT Dungeons and Dragons or AD&D by shaitand · · Score: 1

      "Yes, it was D&D. You can't have AD&D without D&D."

      If you are willing to consider D&D Basic and AD&D the same game then you obviously would consider any RPG that used dice and has D&D in the name to be D&D as these two games had completely distinct mechanics that were completely incompatible. I consider the lineage of the game mechanics to be the key factor that delineates D&D vs other rpgs. The right to make a wholesale change of the mechanics and still have it considered to be D&D died with Gary Gygax imho.

      The only saving grace for 3.x in my mind was that essentially it was basic D&D with some expansions and therefore wasn't actually the wholesale change of mechanics it appeared to be from the AD&D players perspective. Oddly they killed off the AD&D mechanics but gave the new game the edition number that would have corresponded with a new release of AD&D.

      "Sorry, but that is objectively untrue. 3E, for example, streamlined and harmonized many rules in a way that was more consistent and made more sense. This benefits all players, but especially newbies who want to get into the game with minimal paperwork. Furthermore, it greatly expanded the potential for characters to have significant non-combat abilities, which flatly contradicts your claim. The fact is, D&D started as almost entirely combat-focused (again, because it grew from mini-based wargaming), and the focus on "fluffy" stuff has grown over the years, not shrunk."

      Sorry but there was nothing objective in that entire statement about objective truth. Every worth is unsupported subjective opinion without even a subjective opinion of an objective example. So lets examine it.

      Consistent with your example is the skills system which does streamline skills many non-combat situations where one just made something up in the past. That said, there are skill checks for things that preferably would be handled primarily by clever role-play (wordplay with the duke, haggling with a shopkeeper, convincing a drow queen not to kill you) and the skill checks would be a backup to save a game from a player who lacks creativity or a patch for canned adventure content al la pathfinder. +1 for simplification, but this didn't add any NEW capabilities you could do everything skills allow already. It just boxed them into a formal system.

      Feats. The Feat system is new to 3.x and aside from a couple feats that enhance skills in the skill system it is entirely combat focused. Before the feat system one could know every skill of every core class and know the capabilities of any character by seeing a handful of stats on their character sheet, their spell list, and the only oddball was the magic items they might have. Thanks to feats every character has a half dozen or more oddballs and the DM is mostly left to trust the player regarding their stats and capabilities or be forced to spend a few hours checking vs the books.

      Combat maneuvers, combat defense, attacks of opportunity, thief back stabs, sorcerer class, etc. This is all about combat and it complicates it severely. Everything slows while everyone figures this crap out, its doubtful that ANYONE is doing all this correctly ESPECIALLY if they aren't using minis.

      Mini's. In the days of Basic and Advanced 1st Ed not using mini's was the default. Minis were an optional add-on for the imagination impaired. They detract from role-playing in combat as the game then becomes about manipulating a grid rather than visualizing an interaction between you and some bad things you see in your mind. Many of those who did used minis used them as a basic idea of the scale of combat with the DM and not movement rates and spell ranges ultimately deciding if you could hit and or where exactly your spell landed. With 3.x mini's are essential if you want to use the full rules and combat with them is all about dancing around a grid. Movement rate is one of the most essential things in combat now as it determines how fast you can dance on the stupid grid.

      The CR system. This made things much easier for calculating monster difficulty and rewards. Definitely plus to game play. That said, it is by definition a combat enhancement.

    5. Re:NOT Dungeons and Dragons or AD&D by shaitand · · Score: 2

      "Secondly, 3.5's changes were primarily about balancing and clarifications. It didn't favor miniatures any more than 3.0 did."

      With regard to this. You need to refer back to the beginning of your core rulebooks. 3.0 lists miniatures as optional and 3.5 lists a battle grid and miniatures as required. Pathfinder continues this with at least the box set saying miniatures and battle grid are required to play. I'd have to check the books. If in doubt refer to Monte Cook (architect of 3.x) and his post explaining that 3.x was designed to be mini agnostic and his annoyance at 3.5's change of language regarding this. He then goes on to make suggestions for mini-less play. http://www.montecook.com/arch_dmonly21.html

      Miniatures were common before 3.x true, but they weren't required or even the default there really weren't abilities that primarily benefited mini players and didn't make sense without minis. Most groups didn't use them or if they did use them didn't use the full game mechanics for them only using them to indicate rough positioning.

  45. I liked 1st edition the best, but only because by Anonymous Coward · · Score: 0

    "1st edition" was the code word that my friends and I used for porn when talking on the phone around parents.

  46. Loosing THAC0 was the greatest innovation ever... by Rifter13 · · Score: 1

    You know, I've played D&D from the red box on, and 3rd edition, is when I felt it really came into its own. I honestly really enjoy 4th ed, too, but in a very different way. I wish that WotC had kept development going on 3.5, or, had thrown in with Pathfinder and officially licensed their materials. I don't really see the NEED to stick with one iteration. Heck, books with 4/3.5 stats/rules are pretty nice as well. The rules give structure to the story. Good GMs and players can bend them as needed. I will admit, I am still sad that the saga system that was developed died. It was one of the most creative ways to tell a story I have seen. One of my favorite systems from "D&D".

  47. Hackmaster FTW by modi123 · · Score: 1

    Though I haven't played in a long time I'll probably pick up the rule books and read through them.

    Now if you want a man's game you would play Hackmaster. Mmmm... a fun world... insanely great rules.. really funny.. and it provides a great backdrop of Knights of the Dinner Table! How I do love that game.

  48. Step 1: Cut the price by Anonymous Coward · · Score: 0

    The first thing WOTC needs to do is cut the price of the core rulebooks, bought new, from $35/each to $10/each max. It costs over $100 for new gamers to dive in, which prices the game beyond the reach of the most critical market--teenagers and young college kids. Teenagers and college kids are the lifeblood of tabletop games and WOTC needs to keep a constant stream of new blood coming in, but their pricing strategy makes that almost impossible. I don't know many 18-years olds who are willing to drop $100 on a book-based game when they can get the latest best-selling XBox game for one-half or one-third that much.

    And no, offering a condensed "Essentials Starter Set" won't cut it. Nobody wants to drop $20 on that and then have to go drop another $100 on core rulebooks to play the full game if they liked what they saw. All that does is hike the price of entry.

    Additional products could be a little pricier, but nothing should cost more than $20.

  49. C&C, not D&D: Castles & Crusades by Kajukenbo · · Score: 1

    I've converted to Castles & Crusades by Troll Lord Games.
    Back to basics: real roleplaying with an updated d20 mechanic and a simple resolution system for almost everything [ SIEGE Engine (tm) ].
    It allows me to convert and or use 0E, 1E, 2E, & 3E stuff and play it so your old books are still good
    You don't need minatures or maps and the having fun in the game comes first - the rules are not at all set in stone.
    Rules lawyers and munchkins need not apply.
    Rules light and very fast to play.
    E. Gary Gygax actually worked for Troll Lord Games before he died and finally got a chance to release His Dungeon with them.

    I'm teaching the 8 years old to do something besides sit in front of the TV this weekend, in fact.

    http://www.trolllord.com/cnc/why_play_cnc.html

    There alre a lot of free choices out there too, Basic Famtasy Role Playing, OSIRC, Labrinth Lords...
    Why stick with WoTC with there are better, less expensive alternatives?

    Just my opinion.

    --
    assertion: a positive statement, usually made without an attempt at furnishing evidence
    1. Re:C&C, not D&D: Castles & Crusades by Kajukenbo · · Score: 1

      BTW, you can also try out C&C for free: http://www.trolllord.com/cnc/index.html

      --
      assertion: a positive statement, usually made without an attempt at furnishing evidence
  50. I'll pass... by Anonymous Coward · · Score: 0

    I was pretty active with 1st gen. A little with 2nd gen. To be honest, unlike many of you with the exception of the few kids reading this, I grew up.