Dungeons & Dragons 4th Edition

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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 50/50 roll every turn 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.

Races

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 races in the PHB 3 are:

Classes

Character classes in the first PHB consist of:

4e Classes table
  Leader Defender Striker Controller
Martial Warlord Fighter Ranger
Rogue
Divine Cleric
Runepriest
Paladin Avenger Invoker
Arcane Bard
Artificer
Swordmage Warlock
Sorcerer
Wizard
Primal Shaman Warden Barbarian Druid
Seeker
Psionic Ardent Battlemind Monk Psion
Shadow Assassin
  • 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:

  • Avenger (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) from the Eberron campaign guide
  • Swordmage (Role: Defender, Power Source: Arcane) from the Forgotten Realms campaign guide
  • Monk (Role: Striker, Power Source: Psionic) from the third PHB
  • Psion (Role: Controller, Power Source: Psionic) from the third PHB
  • Seeker (Role: Controller, Power Source: Primal) from the third PHB
  • Assassin (Role: Striker, Power Source: Shadow) available only to D&D Insider subscribers
  • Battlemind (Role: Defender, Power Source: Psionic) from the third PHB
  • Runepriest (Role: Leader, Power Source: Divine) from the third PHB

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 or troll?

A criticism is one or more factual statements that, when combined, suggest that there is a shortcoming. What separates a criticism from a troll is that a criticism merely lays out facts and allows the reader to decide if the facts strongly communicate a flaw. A troll statement is one that includes possibly inflammatory statements that do not allow the reader to come to their own conclusion. For example, a criticism may be "Light blue type is difficult to read on a white background". A troll statement might be "The light blue type is stupid" or "Light blue is a shit twinkie".

Criticism

This article or section is being fought over by people undoing each other's changes.
Please use the Discussion page for fighting instead of the article.

This section is for what people say is BAD about 4e. If you want to argue, put it in the Benefits section below, don't inject your counter-arguments here.

Some of the criticisms levelled at 4e include:

  • The powers themselves are very cookie-cutter in nature, relying 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.'
  • Characters are more 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.
  • 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, generates automatic failures (which was completely against the intention of the skill challenge rules). Wizards attempted to fix the system with errata three times, creating four different sets of rules in a year.
  • Some feel that the decrease in rules, while welcomed, didn't go far enough.
  • Over-reliance 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 refers to the emphasis on combat powers over out-of-combat features.
  • Fragile system: Players can easily exploit and break the game by taking advantage of flaws in ranged combat, the healing surge mechanic, and other things.
  • The Mongol dilemma--soldiers on horseback can defeat a number of the game's monsters by virtue of the monsters not having ranged attacks.
  • Giving a flying monster a bow makes it too hard for a party to kill.
  • Various broken abilities that demonstrate a lack of playtesting and/or willful disregard for legitimate concerns (i.e.: "Orbizard," Demigod epic destiny, Rangers being able to kill demigods with a single use of pre-errata Blade Cascade, etc.)
  • Embarrassingly shallow example encounters. Encounters don't come with predesignated personalities or behavior such as calling reinforcements or fleeing from the battle without the DM creating them him/herself. Instead they seem like XP pinatas.
  • The economic system has major flaws, such as the manufacturing cost for useful items as stated in the Player's Handbook to be exactly the same as the sale price.
  • Vastly dissociated mechanics: how do I describe what's going on in a way that makes sense? Too many powers cripple the ability to narrate a cohesive scene outside of a completely meta-game interpretation.
  • Daily powers for non-casters. "I can only swing for 6[W] + Strength damage and mark all nearby enemies once per day!"
  • Minions are given only 1 HP and can be killed en masse with area-of-affect powers.
  • HP is an abstract measurement of HP, and healing surges are hard to explain outside of a meta-game level, since most power fluff states actual physical harm is taking place. Clerics can heal with spells the same way a warlord can yell hit points back into you.
  • A lack of diversity and interesting classes caused by the standardization of all powers and classes.
  • Many classes are based on mechanics rather than fluff. A class is built around its role (Striker, Defender, Leader, Controller) with the fluff painted over it.
  • Roles are not protected. Almost every class has multiple area of effect powers, supposedly the domain of the Controller. Defender classes can be built to Strikers, and numerous classes also get healing, even if they're not Leaders (which are supposedly the healers).
  • Use of Dungeons and Dragons terms in 4e abilities that are misleading. E.G: The 'Sleep' spell doesn't put anything to sleep in 4e terms, 'Disintegrate' doesn't disintegrate, 'Fireball' doesn't create a ball of fire (it's a cube, at best), spells and rituals named after characters, even though there is no rules for researching spells and rituals.
  • Elimination of iconic spells, traditional class features, and whole classes in the name of balance. Try playing an enchanter or necromancer or a witch with a familiar. Sorcerers, bards, rangers with animal companions, druids, and monks were all not available in the initial release; however, most of these were added in the books printed later on.
  • Exception-based design wankery, plus shit like the four different "evil eye" variations. Includes ability non-interaction and "How the hell do I adjudicate this?"
  • Using Page 42 from the Dungeon Master's Guide as a guide for actions the rules don't cover, instead of the DM's own judgment.
  • HP bloat resulting in grinding and "padded sumo" at higher levels. The Monster Manual II attempted to fix this with errata, but the mathematics are still way off. Higher level monsters are often grossly incapable of killing the players and have too many HP, making them take needlessly long to kill.
  • Instead of eliminating the 15-minute workday, the devs put everyone on the 15-minute workday schedule.
  • A party of everyone playing the same class is often superior to a party of everyone playing a different class. This is because most classes can do most of what other roles can do, and exception-based design limits interaction abilities, meaning classes best 'combo' with themselves.
  • Powers often have ambiguous fluff, interfering with suspension of disbelief; see Bloody Path.
  • Monsters within the same species often have unique, but inexplicable powers, such as each Cyclops having a power called "Evil Eye" that does something completely different for each type of cyclops.
  • Defenses don't level appropriately, causing characters to always be vulnerable in at least 1, if not 2, defenses.
  • Pic related, it's "Bluff" covering "casting rituals."
    The skill system has been simplified so that now a single skill covers a sometimes ridiculous range of abilities. For example, "Bluff" covers the ability to lie, to create a disguise, to write a forged document, selling items, and most recently due to PHB3, to assist in casting rituals. See image.
  • Skills automatically increase by level, whether the player/character uses the skills or not. For example, a level 1 Cleric with 10 Int and Fighter with 12 Int (he started with 10, but gained +1 to all stats at level 11 and 21) are 6 apart on a skill mod, as the Cleric starts trained in Religion and the Fighter didn't train in Religion. This puts the cleric at +5, and the Fighter at +11. So, the higher-level albeit unstudied fighter will roll better on Religion checks.
  • Religion is based on intelligence (an ability they don't use in combat that is therefore often neglected), so Clerics lose out on a large modifier for Religion rolls, and have trouble answering questions about their deity, if your DM forces you to roll to know things about your own deity.
  • Intelligence is interchangeable with Dexterity when it comes to armor and reflex saves, and dexterity gives several bonuses (like to initiative) that intelligence does not, making it worthless for all but intelligence-based classes.
  • Spotting traps requires a different ability score (Perception: Wisdom) than disarming traps (Thievery: Dexterity), so Rogues have troubling spotting hard traps.
  • The three 'tiers' of character levels (1-10, 11-20, and 21-30), aren't different from one another. Powers just have increased damage and bonus to hit, but don't actually change. The stock effects that differentiate powers, like 'Slow', don't change. For a specific example: the difference between a low and high level Wizard's Magic Missile is damage and to hit bonus, nothing else. Since higher level monsters have more hit points and better defenses, the end result of gaining levels is nothing (high level wizards don't even get more low level powers to choose from, they instead have to choose from higher level powers.)
  • Although players can find that low level combat is easy to manage, higher level combat becomes very difficult to manage without the help of visual aids like combat cards, a white board, a game table, and a DM Screen of charts.
  • Higher level characters each have a host of unique special powers, including a number of 'interrupts', causing fights past level 10 or so to be complicated interrupt-fests, with even interrupt-interrupts, and such.
  • Status effects get difficult to manage at high levels, as each player can contribute multiple effects that end/save at different times, as well as having to keep track of who they have marked, who they have combat advantage against, and what situational modifiers to take into account based on which characters are Bloodied (at half life.)
  • Effects are not streamlined. Some end at the beginning or end of someone's turn while others end on a save, and there are after-effects to keep track of, so even with tediously marking these things down you're bound to forget some things.
  • WotC churned out dozens of splatbooks, with a "everything is Core" mentality requiring a gamer to spend hundreds of dollars to play in their favored setting, access features, or to expand upon their class, or even to use many classes. Published errata requires you to go online to get updates to rules, and new printings of the books don't have the errata added meaning you pretty much wasted money on an inaccurate book.
  • Some character power effects are very difficult to remember, even though they're all "damage + possible effect". This is due to some of their names (in addition to the fluff descriptions) not necessarily having much to do with the effects. Players have to keep power sheets/cards to quickly reference what their powers do, because they have so many to remember.

Common trolling points

Trolls often use these points in an attempt to start an edition war.

  • Claim that power-based class abilities is too similar to MMOGs, in particular World of Warcraft.
  • Claim that Martial characters resemble magical anime characters in capabilities.
  • Claim that the roles that fighters, wizards, clerics, and rogues fill were lifted from World of Warcraft.
  • "I could use Page 42 as canonical rules for skill checks to climb inside a dogs ass" or some other patently absurd action.
  • "You can always just fix or do that with a house rule!"
  • "Anything you do that isn't expressly outlined carefully and specifically in the book is a house rule!"

Benefits

This article or section is being fought over by people undoing each other's changes.
Please use the Discussion page for fighting instead of the article.

This section is for what people say is GOOD about 4e. If you want to argue, put it in the Criticisms section above, don't inject your counter-arguments here.

Even though /tg/ loves to haet on 4e, it still has a sizable fanbase that enjoys playing it, who will tell you 4e has discernible upgrades from its esteemed predecessor. While you're tying them to the stake and piling the firewood at their feet, they'll tell you it's still D&D, just more streamlined and balanced.

  • 4e made some fixes to the previous system so that the game was more accessible and played out faster than its predecessor.
  • The streamlined nature of the game makes it much easier to understand and teach; powers require no adjudication outside their description, thanks to a standardized terminology for effects and conditions such as "marked," "stun," "dazed," "bloodied," ...
  • "Powers" are feat-like additional options when developing their character. This replaces the old spell system and allows base classes like fighters to enjoy the versatility enjoyed by clerics and prestige classes in combat.
  • All classes have a similar amount of options when it comes to combat and power selections, giving each class a simple balance of combat effectiveness and utility.
  • Skills have been simplified into broad categories, no longer needing an accounting degree nor half the page to keep track of points. Now everyone rolls the appropriate skill, but only those "trained" in class-appropriate skills or taking skill-feats get a bonus.
  • "Skill Challenges" are used as encounters without combat (ie.: disarming complex mechanisms, protracted diplomatic negotiations, sage research, &c.) with a series of tasks to achieve a final goal, each task a skill roll with modifiers for tactics.
  • "Roles" simplify what each class will bring the party in combat. Strikers deal damage to single monsters and expose weaknesses for others to exploit; Defenders focus the enemy's attention on away from vulnerable partners and can withstand more punishment, Controllers use their strategically to hinder multiple enemies beyond damage, and Leaders can encourage, heal, and grant benefits to their comrades. Classes with the same Role still have their differences: a Monk (Striker) is known for leaping around the battlefield with fast movement, using judo and kung-fu to move enemies so a Rogue (Striker) can flank and sneak-attack on their turn.
  • Classes are designed to compliment each other's tactics.
  • The game encourages out-of-the-box, creative thinking, allowing players to gain advantages rather than a whirlpool of penalties for doing actions the rules don't cover. Page 42 in the DMG allows Dungeon Masters to quickly adjudicate creative tactics so a DM will never have to say "you can't do that because I don't know how it would work out."
  • The streamlined effect system makes power descriptions easier to understand and remember. Powers that blind, slow, stun, and etc don't come with their own set of rules on how the blind, slow, or stun works - no more magic-users flipping through the rulebooks in the heat of combat trying to remember what dice to roll to know how long their spell lasts.
  • Saving throws are now a static 10-or-better on d20, so that unlucky rollers won't be screwed over by having a poor Will defense. This streamlines persistent effects like "confusion," or "on fire." You still have a Will, Reflex, and Fortitude defense for when these effects are put on you in the first place.
  • Fortitude, Reflex, and Will Saves have been replaced with Defenses that are functionally identical to AC. No longer do you roll your Will versus a DC, instead the attacker rolls the spell/effect's "attack" against your defense.
  • The Fort, Reflex and Will defense numbers each depend on the higher bonus from TWO stats. No more dump stat where everyone in the party has shit Charisma.
  • Prestige classes have been taken out, you don't have to count how many levels you want to forgo on your base class anymore. Instead, each class has several "paragon paths" which are like specialties. Your class gains new features powers based on its paragon path, but still retains the benefits of leveling the base class itself.
  • More Monster races, without needing to use "Level Adjustment" mathematics that feels like you were kept back a few grades in school.
  • Feats are much more interesting and easier to choose from now.
  • Powers are divided into At-Wills (every turn), Encounters (once per fight), and Dailies (once between sleeps). With At-will powers, lower-level Fighters can now cleave on every attack or push enemies around, and wizards can continually cast spells instead of three rounds then crossbow.
  • The three tiers for character levels (heroic (1-10), paragon (11-20), & epic (21-30)) give a sense of prestige and accomplishment not seen since Original D&D with Basic/Expert/Companion/Master.
  • Traps can be designed like monsters, with roles and templates, and introduced into an encounter.
  • 4e has many supplemental books even for being so young. Each of these splatbooks arrive quickly but they are rich in information and flavor.
  • Monsters in the 4e Monster Manual come with a pre-packaged set of features that make them interesting encounters without any alterations, and they're easy to customize as you can just give them powers from other creatures or players. This is not house-ruling - DMG chapter 10 explains how to do this and offers templates, and DMG2 expands upon it.

Fandom

It is said that in the darkest corners of /tg/ and behind the very stars themselves, there exist fans of 4e. There are many rumors of these "fans", but most reports say that they are mostly nice folk who recognize the game's flaws but still want to play and share it with people for fun, making them either a very tragic folk or just... folk. The fanatic, ferocious 4efag or "4rry" may be a rare breed, but one to be weary of! It is said that logic and previous editions bounce off its hide, and the best way to escape alive is to wave a D&D Insider subscription to their nose, huck it in the other direction, and run, praying to the gods.

The most dedicated unpaid fanwork based on 4e would be the Touhou Power Cards, although it's difficult to say whether these weaboo fags are using Touhou to be 4e fans, or 4e to be Touhou fans, or perhaps using Touhou as an overly-elaborate satire of the 4e concept of class powers.

See also

External Links