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My First Impressions of D&D 4E

products_dndacc_217507200_lgpicAfter reading The Elfish Gene: Dungeons, Dragons and Growing Up Strange, I’ve decided to start getting back into roleplaying gaming (one could reach that conclusion by simply noting the existence of this blog, I suppose).

As any of my former gaming compatriots can tell you, I’ve always held a certain disdain for Dungeons & Dragons. I first played D&D in seventh grade, somewhere around 1977 or 1978. It introduced me to a hobby that I actively pursued for nearly the next twenty years.

Through the rest of junior high school and high school I played a number of games, including Traveller, Car Wars, Space Opera and several others.

Early in my college years, after complaining to a friend that I wanted a more realistic, yet playable system, I was introduced to the Generic Universal Role-Playing System, or GURPS. This was a game I could sink my teeth in to. It was realistic, yet very playable. And I faithfully played GURPS for many years, including a GURPS Fantasy campaign that lasted more than a decade.

Recently, I discovered that D&D 4th Edition was released, so I went out and bought Dungeons and Dragons Core Rulebooks, 4th Edition.

Why, you might ask. Why change systems when I already know GURPS? There are two reasons:

  1. I didn’t want to have to invent an entirely new world from scratch. I can just use the world details from D&D.
  2. D&D is, by far, the most played roleplaying game out there. There are a lot of players out there, so I’ll have a larger pool to find good players.

Enough ancient history. My first impressions of D&D 4th Edition. Most of this will be parsed in response to the criticisms I’ve heard from those who’ve reviewed it before.

One caveat: I haven’t played any scenarios yet. I’ve only familiarized myself with the rules and run a few sample combats to see how the system works. That being said, most of the criticisms I’ve heard are just dumb.

products_dndacc_217367200_lgpicCommon Complaint: D&D 4th Edition pidgeon-holes characters into very specific roles.

My response: You’re playing D&D. D&D has always had character classes. That, in and of itself, pidgeon-holes characters! If you’ve been playing D&D since the basic set or AD&D days, you’ve been playing a pidgeon-holing game for almost thirty years. Why are you objecting to it now? Fourth Edition is certainly doing more of that now, with the inclusion of roles. Roles are detailed in each classes’ description, and the game mechanics encourage players of each class to play those roles in combat encounters. But roles aren’t hard-and-fast rules, they are suggestions based on the revised mechanics of the game.

Common Complaint: 4th Edition doesn’t include my favorite class, race, etc. in the core rules.

My response: Get over it, Mary. The new Player’s Handbook is more than 300 pages long. I’ve read damn near the whole book. Apart from a few full-page pieces of artwork, there’s not a lot of fluff. It goes into great detail for every character class (which includes: Clerics, Fighters, Paladins, Rangers, Rogues, Warlocks and Wizards) and race (Dragonborn, Dwarf, Eladrin, Elf, Half-Elf, Halfling, Human and Tiefling). There are also chapters on Skills, Feats (which you gain by leveling and they are roughtly analogous to advantages in GURPS), Equipment, Combat and Rituals (which I would describe as “adventuring” spells. Not usable in combat, but in the rest of the game).

With all of this included — in just the Player’s Handbook — including more classes and races would add many pages to the book. Wizards of the Coast can’t include everything. That would be dumb business. Which brings me to my next complaint.

Common Complaint: Wizards is going to put all the stuff I want in other books, so I’ll have to buy them.

My response: Yes, they are. First and foremost, Wizards of the Coast is a business, which has to pay rent, payroll, printing costs, utilities, maybe employee benefits, insurance, etc. They need to make money. If they don’t, they’ll cease to exist.

But more importantly, they need new players to come to the game. Me, for instance. I’d much rather drop a hundred bucks for the core rules than 300. Maybe that’s just me. If a new player might be interested in playing the game, they can pay about $30 for the Player’s Handbook, and as long as they’re not DMing, they’re good to go.

It is in the best interests of Wizards of the Coast — and the whole RPG community — to keep the barrier of entry to the hobby as cheap as possible. Get ‘em interested and get ‘em playing. Once they’re hooked, some will inevitably want to try their hand at DMing and buy the Monster Manual and Dungeon Master’s Guide, others will want to expand their character possibilities and buy the Player’s Handbook 2.

But if you were to tell some guy who wants to try DMing D&D again, “oh, you’ll need to buy these three eighty-dollar books to get started,” he’s going to think twice. When you have a hobby that’s competing with Worlds of Warcraft, the internet in general, television, sports, sex, drugs, rock and roll and drinking, you want the entry to your hobby to be cheap and painless. Later on you can expand your library and create a richer gaming experience, but you don’t want to throw the whole kitchen sink at new players right from the start — you’ll scare them away.

Common Complaint: 4th Edition is too much like an MMORPG (massively multi-player online role-playing game — ie. Worlds of Warcraft, Everquest, Dark Age of Camelot, etc.)

My response: Yes, it does look a lot like MMORPGs — the feats and powers especially.I’m not sure why this is a problem.

Perhaps Wizards of the Coast intend to integrate the rules set into their own MMORPG. Maybe they’ll one day create an online experience that has some of the aspects pencil and paper gaming has that MMORPGs don’t.

Maybe they’re trying to capture some of the 11 million WOW players by modifying the system to something with which they are more familiar.

Common Complaint: 4th Edition skills checks removes the role-playing aspect of the game.

My Response: If this happens in your game, you need a new DM. GURPS had skill checks and contests of skills from day one. Someone wants to convince a Duke to help out the party? The rules say to make a diplomacy check (or maybe some others). I say, “You are standing before the Duke. Make your plea for help.” Then I’ll tell the player to respond to the Dukes questions and concerns. If he’s convincing, I’ll give give a big fat bonus to his roll.”

Now I’d like to give you my review

Good Points

  1. 4th Edition is very well-written. It is written with no assumption that the reader has ever played D&D or knows anything about RPGs in general.
  2. 4th Edition seems well-balanced. I’ve run a few single PC vs. same-level monster combats to get familiar with the combat system. In every case, the fights were very close — some PC victories, some not. Every time, the victor had very few HP left. So for a DM, coming up with balanced encounters should be a very simple task.
  3. 4th Edition includes sound advice for playing a good game. The Dungeon Master’s Guide is a triumph. Just the information in Chapter 2, Running the Game, is worth the price of admission. It includes all of the things GMs learn over many hours of play. A beginning GM will be able to run a decent game if he or she takes the advice in this book to heart.
  4. 4th Edition game mechanics are consistent. All rolls use the same, or very similar, standards. Higher is always better. Much of these changes have been around for 10 years, since the D20 system came about, but having only played the old AD&D, this is new to me. The mechanics are similar to Champions, where you have generic “powers” that are simply described differently. This means that the mechanics of playing a fighter or a wizard in combat are very similar, though the tactics may vary greatly.

Bad Points

  1. Although the books are organized better than any previous editions I’ve played, there are still some problems. All of the combat rules should be in one place. It would be nice if things like the ability modifier used was included on the weapons table. There’s a lot of skipping around necessary to find all relevant rules. There was probably an editorial decision to not repeat rules, as having the same rule in more than one place can lead to inaccuracies, which will lead to contradictions. I also think a flowchart for the combat system would be useful, especially early on.
  2. As the characters advance in level, there is a steady march to god-like power. This has kind of always been a problem with D&D. There is a constant escalation, a sort of arms race between the players and the DM. Here’s an excerpt that explains what I see as the problem

    In the epic tier, your character’s capabilities are truly superheroic. Your class still determines most of your abilities, but your most dramatic powers come from your choice of epic destiny, which you select at 21st level. You travel across nations in the blink of an eyes, your whole party might take to the air in combat. The success or failure of your adventures has far-reaching consequences, possibly determining the fate of millions in this world and even planes beyond…

    Yeah. So basically, you go from a fantasy game to a superhero game. To me, this means you can’t run a campaign for years unless players retire their characters. Otherwise, the escalation of power will become ridiculous. I want my adventures to start in a tavern, not on Mount Olympus.

  3. The God-damned DM Screen! Gaah! In keeping with the fine TSR tradition, the DM Screen contains some information the DM will use often and other information the DM will use rarely. This has always infuriated me.
    The DM Screen should make the game go faster, and the part of the game that consistently needs to go fast is combat. Why is there a monster experience chart on the DM Screen? If I’m looking at it, combat’s over. While everyone’s taking a breather, the DM can look up the XP. Why do I need a flippin’ tavern menu? WHY? Do I really need to know that a pitcher of ale costs 2 silver? What horrible thing (apart from the tavern gaining a reputation for being expensive) is going to happen if I charge the PCs 4 silver? How about including a little note about what triggers an opportunity attack, rather than sending me to page 290?
  4. A one-page index? Really? In the old days, when typesetting consisted of moving wax coated slips of paper around on a layout board, I could see how coming up with an index would be rather tedious and time-consuming. But 4th Edition was written on a computer — I know this because I saw the .pdfs that Wizards sent to their printer on BitTorrent, registration marks and all. Making an index is an automated process now — most software is so good at it, it’s overkill. You can always edit out the 4000 entries for the word “the.”
    Here’s a shining example: the Player’s Handbook index doesn’t have an entry for the word “level!” What if I want to find the level chart after I’ve divied up experience? Oh, that’s right, it’s on the DM Screen, ’cause, you know, you might need to level in the heat of combat…

Don’t get me wrong, having perused the core books, I think the folks at Wizard of the Coast have done a fine job, making a set of rules that is easy to understand and in many ways intuitive. I just get a little carried away when I see the same problems that have existed for thirty years and four editions. But those problems are minor annoyances at best. The lack of an index will become unimportant once I’m more familiar with the rules. And I’ll tape over the crap that doesn’t belong on a DM Screen with the stuff they should have included — I’ve done it before.

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3 Responses to “My First Impressions of D&D 4E”

  1. Tappy says:

    I agree, the 4th Edition D&D seems to be an excellent role-playing system, that it really marching forward to the tune of the more modern streamlined, balanced system.

    I have friends that will only play gurps or Hero system, because they hate character classes. I don’t particularity care for character classes, either, but I have also never felt particularly constrained by them. Would these players feel differently if “classes” were called “power frameworks”? My guess is probably.

    The new world of darkness system is another very good role-playing system, that has other hallmarks of what I define as a “modern” system. Streamlined rules, synergy between social attributes/traits and the role-playing experience, as well as looking at a dice roll not as a single event, but as the resolution of the role-played event.

    these are the two systems that are looking to the future. most systems are still looking to D&D 3.0 and 3.5 for how a roleplaying game is supposed to work, but those games are sadly behind the times. Unfortunately, Hero and Gurps are way behind the times as well, as they are throwbacks to the days where role-players were crawling out of the primordial sludge called AD&D.

    There are better ways to write a system that ENHANCES the role-playing experience, and the Wizards of the coast guys really found some gems in this new edition. I agree with Stu’s gripes about the books, but this is a new dawn for how role-playing games are executed, and I really hope that they will make my pen-and-paper experiences even more fun.

    Cheers

  2. DM4Life says:

    After reading over your review I would like to respond about your evaluation. I think you have made an apt argument about the layout of the material and the problem of power leveling, however you have missed key issues with the system. Since you have only run combat scenarios you cannot possibly make an accurate judgment of the system. When I read over the source material I was also impressed with the system, however playing the game yielded different results.

    Although other games, especially D&D, have class restrictions they are not akin to this type of pigeon holing. In 2, 3.0, and 3.5 D&D, you choose a class and as you level you become specialized in a certain type of career and combat. Thus, the fighter and the wizard will have very different roles, but are both equally needed to balance out a party. In 4.0 this is not the case. In 4th edition the fighter and the wizard start with virtually the same hit points, can do virtually the same amount and type of damage and are equally useful in any fight. Furthermore, they also have similar AC’s thus allowing the wizard to be the meat shield.

    In essence what 4.0 has done is made everyone equal. Every character is as useful and versatile as every other. There’s no need for a team any more. Your party of adventurers is no longer a close knit team that needs to work together, instead it is a group of solo characters that happen to be working together. BORING!

    I know what you’re thinking though. “Surely this is only in combat. No one can replace the useful spells of the wizard or the healing powers of a cleric!” Wrong! The fighter gets the skill ‘Heal’, with this he can take a feat that allows him to CAST rituals. Removing poison may be something that your average fighter can do. Perhaps a skill left over from his soldiering days, but Cure Disease? Gentle Repose? RAISE DEAD?! The madness continues.

    Lets say that my fighter is tired of losing his horse every time he’s forced to tie his faithful steed up outside a dungeon. No problem! I’ll take a skill focus feat into knowledge (arcana), then take the ritual feat again. Now I can summon a Phantom Steed, or create a Linked Portal, or cast a few scrying spells, heck why have a horse, I’ll planar travel where I want to go.

    The biggest issue with 4th edition is that by making everyone special, they have made no one special. There is no reason to play any one class over any other class. This gets exceptionally boring at about level 6 in a campaign. By the time you get to level 18 the game is nearly unbearable. When level 24 roles around and you look about the party to see gods and know that each of you is expendable, you’ll know it’s time to downgrade back to 3.5.

  3. Stu says:

    DM4Life: Thank you for your comment.

    You are indeed correct, my experience with the system is very limited. To date, I’ve only run one session, and that’s at 1st level, so I haven’t run into the problems you’ve described, and perhaps when I do, my opinion will change.

    What you describe as “pigeon-holing,” however, sound like extreme anti-pigeon-holing. What you describe is the tendency for characters to advance to become generalists — where they can break out of the rut of character classes.

    My experience with D&D until now was limited to first edition — the last time I played D&D was in the very early 1980s, so I have no experience at all with 3 or 3.5 (or 2 for that matter).

    From that perspective, I must disagree and say the 4th edition is a marked improvement from the original, where clerics did nothing but heal and turn the occasional undead and magic users cast magic missile once per day with less that spectacular results — at least in low-level games. I can’t speak at all as to how 4th ed compares to later editions.

    The fact that every character can contribute meaningfully to the game seems to be at first blush to be a plus.

    Like I said, my opinion may change. I was never a big fan of D&D (my games of choice were Traveller and GURPS). I chose 4e because I was very much out of the RPG loop, and by the sheer number of people playing it, a few emails got me seven players for my starting game.

    Again, I appreciate your comments, and as my game advances I’ll keep and eye out for the problems you’ve enumerated. Perhaps I can avert some of the problems by house-ruling multiclassing and such.

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