Dungeons & Dragons 4th Edition: Difference between revisions

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Some of the criticisms leveled at 4e include:
Some of the criticisms leveled at 4e include:


*Power-based combat is too similar to MMOGs, in particular World of Warcraft. This is a serious argument when arguing that 4e is less simulationist and more gamist than previous editions. Whether it should be taken as a negative or positive depends on the person's tastes. Many also feel that the powers themselves are very cookie-cutter in nature, as most rely on a number of stock effects (such as "Slide", "Slow", "Stun", "Spend a healing surge", etc.)
*Power-based combat is too similar to MMOGs, in particular World of Warcraft.
*The powers themselves are very cookie-cutter in nature, as most rely on a number of stock effects (such as "Slide", "Slow", "Stun", "Spend a healing surge", etc.)
*The fluff descriptions of the powers are incomprehensible. The world-fluff is also generally silly - even if some argue it is actually unnecessary to pay attention to the core fluff at all it still feels like a bad writer's fantasy heartbreaker. Examples also include the infamous [[Bear Lore]] check which requires an unusually high Nature Knowledge check to know that ''bears use their claws to attack.'' Give that one a second to settle before you continue reading.
*The fluff descriptions of the powers are incomprehensible. The world-fluff is also generally silly - even if some argue it is actually unnecessary to pay attention to the core fluff at all it still feels like a bad writer's fantasy heartbreaker. Examples also include the infamous [[Bear Lore]] check which requires an unusually high Nature Knowledge check to know that ''bears use their claws to attack.'' Give that one a second to settle before you continue reading.
*Characters are too durable, reducing the fear of death and TPK. Which is not entirely true. Many players reported massive player slaughters. On the other hand, a series of playtest combats carried out by [[Fags_of_4chan#.28whatever.29fag|Touhoufags]] show that a party that knows what it's doing and uses group tactics well will cut through encounters several levels higher than themselves like a hot knife through butter.
*Characters are too durable, reducing the fear of death and TPK. On the other hand, a series of playtest combats carried out by [[Fags_of_4chan#.28whatever.29fag|Touhoufags]] show that a party that knows what it's doing and uses group tactics well will cut through encounters several levels higher than themselves like a hot knife through butter.
*Lack of content and rules to cover various situations are rationalized with "OH YOU JUST LET THE DM COME UP WITH AN AD-HOC SOLUTION AND WING IT." This wasn't any less viable in any other edition, but now this is somehow played off as a strength.
*Lack of content and rules to cover various situations are rationalized with "OH YOU JUST LET THE DM COME UP WITH AN AD-HOC SOLUTION AND WING IT." This wasn't any less viable in any other edition, but now this is somehow played off as a strength.
*The skill challenge system, which was supposed to cover non-combat action sequences, was completely broken as-published, to the point that difficulties were inverted (in many cases it was impossible to accrue four successes before two failures on a complexity 1 skill challenge, while it was often nearly impossible to fail a high-complexity skill challenge), and the published examples of negotiation made Fighters completely useless in skill challenges because their lone class social skill, Intimidate, generated automatic failures (which was completely against the intention of the skill challenge rules). The mechanics have since been errataed into a more usable form.
*The skill challenge system, which was supposed to cover non-combat action sequences, was completely broken as-published, to the point that difficulties were inverted (in many cases it was impossible to accrue four successes before two failures on a complexity 1 skill challenge, while it was often nearly impossible to fail a high-complexity skill challenge), and the published examples of negotiation made Fighters completely useless in skill challenges because their lone class social skill, Intimidate, generated automatic failures (which was completely against the intention of the skill challenge rules). The mechanics have since been errataed into a more usable form.
*Some feel that the decrease in rules, while welcomed, didn't go far enough. Some people wanted to open up the DMG and see "BULLSHIT IT." Many people want to pay hundreds of dollars for books with no content. Afterall, that's what "streamlined" is, right? In other words, taken with the point two bullets above, the system simultaneously has too few and too many rules.
*Some feel that the decrease in rules, while welcomed, didn't go far enough. Some people wanted to open up the DMG and see "BULLSHIT IT." Many people want to pay hundreds of dollars for books with no content. Afterall, that's what "streamlined" is, right?
*Overreliance on unimaginative 'adjectivenoun' naming conventions, for instance: ''Darkleaf Armor: Darkleaves from the gravetrees of the Shadowfell give this armor its protective properties.'' This chiefly comes from people who have not actually read the equipment publications for previous editions of the game.
*Overreliance on unimaginative 'adjectivenoun' naming conventions, for instance: ''Darkleaf Armor: Darkleaves from the gravetrees of the Shadowfell give this armor its protective properties.''.
*Lack of non-combat content such as crafting. This criticism partially refers to the reduced skill list and partially to the fact that the greatest focus of the game are obviously the Powers which are largely combat-oriented. The "Adventurer's Vault" item supplement that came out adds to the strength of this argument; it reads like a WoW item encyclopedia.
*Lack of non-combat content such as crafting. This criticism partially refers to the reduced skill list and partially to the fact that the greatest focus of the game are obviously the Powers which are largely combat-oriented. The "Adventurer's Vault" item supplement that came out adds to the strength of this argument; it reads like a WoW item encyclopedia.



Revision as of 09:49, 3 April 2009



Player's Handbook
Player's Handbook 2
Should have been the Player's Handbook, ended up being the cover art for Dungeon Delve
Dungeon Master's Guide
Monster Manual

System

The fourth edition of Dungeons & Dragons, the grand daddy of RPGs.

Basics

Nearly every roll consists of making a single D20 roll, plus a modifier, against a target number. Saving throws have been replaced with Defenses that work like AC; the term 'Saving Throw' is now used to refer to a roll to recover from a durational effect.

Character Generation

Chargen is simplified compared to 3rd Edition (although still time consuming) - skills are all-or-nothing, you either have training in them or you don't. Each character gains a selection of Powers which can be used at will, once per encounter, or once per day, in ascending order of power. These abilities often consist of an attack plus some special effect, such as knocking someone prone, setting them on fire, or moving yourself or your opponent. There are also five possible alignments, none of which have much effect on gameplay any more: Lawful Good, Good, Unaligned, Evil and Chaotic Evil. So all you chaotic good drow rip-offs are gone.

The character races in the PHB are:

In addition to the races in the PHB, the following player races are in the MM and other sourcebooks: (all of them are "LA +0", to put things in 3.5 parlance):

Character races in the PHB 2 are:

Character classes in the first PHB consist of:

  • Cleric (Role: Leader, Power Source: Divine)
  • Fighter (Role: Defender, Power Source: Martial)
  • Paladin (Role: Defender, Power Source: Divine)
  • Ranger (Role: Striker, Power Source: Martial)
  • Rogue (Role: Striker, Power Source: Martial)
  • Warlock (Role: Striker, Power Source: Arcane)
  • Warlord (Role: Leader, Power Source: Martial)
  • Wizard (Role: Controller, Power Source: Arcane)

Classes from the second PHB are:

  • Avanger (Role: Striker, Power Source: Divine)
  • Barbarian (Role: Striker, Power Source: Primal)
  • Bard (Role: Leader, Power Source: Arcane)
  • Druid (Role: Controller, Power Source: Primal)
  • Invoker (Role: Controller, Power Source: Divine)
  • Shaman (Role: Leader, Power Source: Primal)
  • Sorcerer (Role: Striker, Power Source: Arcane)
  • Warden (Role: Defender, Power Source: Primal)

Classes in other books include:

  • Artificer (Role: Leader, Power Source: Arcane)
  • Swordmage (Role: Defender, Power Source: Arcane)

Gameplay

Gameplay is divided into encounters. The GM selects monsters and traps up to a total experience value as recommended for the size of the party, and the encounter plays out as a tactical miniatures game. Non-combat encounters consist of "skill challenges", where skill checks (sometimes of multiple types) are made in sequence. XP is awarded for non-combat challenges and quests, as well as for combat encounters.

Each character can take one standard action (such as an attack), one move action, one minor action, and any number of free actions per turn. Each character also gets one immediate interrupt or immediate reaction per round, which may be used outside of the regular turn order. Generally each character will use their standard action to make use of an attack power. Characters are highly specialised as noted above, and fit into MMO-style combat roles of controller (lockdown/AoE), defender (tank), leader (buffer/healer), striker (DPS).

Characters level up from level 1 to 30; with the scope of the game changing every ten levels. At level 30 characters are expected to undergo some form of apotheosis.

Setting

The setting of 4e is highly generic and designed to give the DM a relatively blank canvas to paint on. This default setting consists of a wild medieval landscape in which isolated human and demihuman communities ('Points of Light') struggle to survive after the fall of a greater empire. This provides an explanation for the large areas of wilderness and many ruins for monsters to hide in, and the need for adventurers as opposed to more regulated militias. Which doesn't make any Goddamn sense, but okay.

The Planescape cosmology, present in 2e and 3e, has been removed, and a much vaguer "Astral Sea" cosmology has been put in its place.

The DMG contains an extensive section explaining the tropes of the setting and how they might be used, and also suggesting ways in which the DM can deviate from them to make the setting his own.

D&D 4e on /tg/

The reaction of some fans.

Since its announcement 4e has been a source of controversy and trolling on /tg/. Its supporters consider it to have made D&D simple and fun. Its critics have numerous objections to the system and setting, often referring to it as 'shit twinkie' (with the implication that they had been expecting a certain type of D&D goodness and sorely disappointed by what was actually delivered.)

It is virtually guaranteed that any 4e thread will descend into trolling within the first dozen replies.

Criticism

Some of the criticisms leveled at 4e include:

  • Power-based combat is too similar to MMOGs, in particular World of Warcraft.
  • The powers themselves are very cookie-cutter in nature, as most rely on a number of stock effects (such as "Slide", "Slow", "Stun", "Spend a healing surge", etc.)
  • The fluff descriptions of the powers are incomprehensible. The world-fluff is also generally silly - even if some argue it is actually unnecessary to pay attention to the core fluff at all it still feels like a bad writer's fantasy heartbreaker. Examples also include the infamous Bear Lore check which requires an unusually high Nature Knowledge check to know that bears use their claws to attack. Give that one a second to settle before you continue reading.
  • Characters are too durable, reducing the fear of death and TPK. On the other hand, a series of playtest combats carried out by Touhoufags show that a party that knows what it's doing and uses group tactics well will cut through encounters several levels higher than themselves like a hot knife through butter.
  • Lack of content and rules to cover various situations are rationalized with "OH YOU JUST LET THE DM COME UP WITH AN AD-HOC SOLUTION AND WING IT." This wasn't any less viable in any other edition, but now this is somehow played off as a strength.
  • The skill challenge system, which was supposed to cover non-combat action sequences, was completely broken as-published, to the point that difficulties were inverted (in many cases it was impossible to accrue four successes before two failures on a complexity 1 skill challenge, while it was often nearly impossible to fail a high-complexity skill challenge), and the published examples of negotiation made Fighters completely useless in skill challenges because their lone class social skill, Intimidate, generated automatic failures (which was completely against the intention of the skill challenge rules). The mechanics have since been errataed into a more usable form.
  • Some feel that the decrease in rules, while welcomed, didn't go far enough. Some people wanted to open up the DMG and see "BULLSHIT IT." Many people want to pay hundreds of dollars for books with no content. Afterall, that's what "streamlined" is, right?
  • Overreliance on unimaginative 'adjectivenoun' naming conventions, for instance: Darkleaf Armor: Darkleaves from the gravetrees of the Shadowfell give this armor its protective properties..
  • Lack of non-combat content such as crafting. This criticism partially refers to the reduced skill list and partially to the fact that the greatest focus of the game are obviously the Powers which are largely combat-oriented. The "Adventurer's Vault" item supplement that came out adds to the strength of this argument; it reads like a WoW item encyclopedia.

See also

External Links