![]() |
![]() ![]() |
![]() |
![]()
Post
#1
|
|
Target ![]() Group: Members Posts: 47 Joined: 28-April 08 Member No.: 15,935 ![]() |
Some of my friends were able to get there hands on PDFs of the 4th edition D&D rulebooks. I was excited to get a chance to play it, if only because the product has not yet been officially released yet.
As the topic description states 4th ed. is awful. It can be summed up in a series of three points: 1) Everyone is a variant of the 3rd edition Warlock. 2) There is no fluff anymore. 3) It is WoW. I blame Keith Baker, one of the chief designers and the creater of the terrible Eberon campaign setting. Everything he comes up with is stupid and 4th ed is no exception. My question is why WOTC put the designer of a campaign setting that has not been selling well in charge of creating their new rules set? |
|
|
![]()
Post
#2
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,382 Joined: 22-February 06 From: Shadowland Member No.: 8,297 ![]() |
Because that is what WOTC does. They have never really moved beyond the CCG business mindset - that is to say, more revisions make for a better product. Honestly, I was surprised that it took them this long to self destruct.
Anyone know if there is any truth to the rumor I heard about Hasbro looking to sell of WOTC and all their assets due to poor performance? (Poor performance should - in this case - be measured against Hasbro's bottom line, not the RPG industry.) |
|
|
![]()
Post
#3
|
|
Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 ![]() |
I just rolled up a wizard for the game I'll be playing in, and I concur with the CCG thing. The encounter and daily powers kinda have the same feel as a hand of cards you play and then discard.
|
|
|
![]()
Post
#4
|
|
Moving Target ![]() ![]() Group: Members Posts: 199 Joined: 27-April 08 Member No.: 15,932 ![]() |
I've looked at all the PDFs, and I agree about the Warlock = all classes thing. Oh, and the part where the entire game is crap. I liked Eberron a lot, but that's his only work that I enjoyed even a little.
Cards are a perfect analogy. Oh, and my wizard casting 2d4 Magic Missile as much as s/he wants ALL DAY LONG? At first level? I don't think so, Keith Baker. Good job, you've designed the Windows Vista of D&D (I'd say Windows ME, but that was 3.0). |
|
|
![]()
Post
#5
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,532 Joined: 26-February 02 From: Calgary, Canada Member No.: 769 ![]() |
I'm going to be picking up the core books today (though I've had PDF's for a little more than a week now) and I'm going to go against the grain here and say I'm fairly impressed. I can see why it isn't everyones cup of tea but, keeping in mind I haven't actually played yet I think I'll enjoy it.
No one is ever useless (at least in combat). We all know how it was in 3.X. Go off into the dungeon (this was 3E's rallying cry), fight some monsters. After 3 or 4 encounters the party was drained... At least the spellcasters were. Then the group would turn around, leave the dungeon and rest after having been awake for 4 hours. If a DM started forcing the PC's into situations where they couldn't rest then the spellcasters became pretty useless. Of course on the flip side, the only class that had real staying power in the 3.X core books (I don't think it's fair to count splats) was the fighter and they got boring as hell to play after the first couple levels. In 4E every class will always have something to bring to the table, even if it's their 5th encounter of the day, they've all burnt their daily powers, they're at half hitpoints and they're otherwise roughed up. I guess this is what people complain about when they say it's turning into an MMO. I wouldn't know. I played the free trial of Anarchy Online... that the extent of my MMO experience. I expect they will be coming out with power cards pretty quick here. I for one welcome them. I've always used cards as gaming aids, I use those handy Hacker Cards that were available from... well someones site on here. I used to collect those TSR trading cards that had the magic weapons and NPC's on them, I stat up monsters on index cards, all sorts of stuff like that. Vancian magic has always iritated me in D&D. Unfortunatly most of the solutions have been even worse (check out the Black Company magic system for an example). By giving each class its own set of powers to choose from it will avoid situations like this. Wizard: "I cast Evisards Black Tenticals and annihilate the orc warriors." DM: *rolls reflex save* "All but one are dead. Fighter, you're up." Figher: "I hit him." |
|
|
![]()
Post
#6
|
|
Moving Target ![]() ![]() Group: Members Posts: 129 Joined: 21-November 05 From: Oklahoma Member No.: 7,988 ![]() |
My group got our hands on the PDFs a week ago and we've rolled up characters and run a trial encounter. It wasn't bad. Different, sure, but not completely in a bad way. It's playable and fun while playing. To those complaining about fluff: come on. D&D has always been notorious for bad fluff. This isn't any different. The idea of powers in general is silly but it works well enough and the game really feels balanced quite well.
As for complaints, my biggest complaints are that wizards are much less fun to make. All wizards seem to be the same anymore. In fact, that's my complaint with all of the classes: they all seem too similar and it gives the feel of less variety. Character creation isn't very fun anymore either; I for one loved skill points because of the flexibility it gave the character (though I do like some of the changes like combining Hide and Move Silently into Stealth or whatever). My two favorite core classes are right out, as well: bard and monk. On the whole, I enjoy the 4e experience. |
|
|
![]()
Post
#7
|
|
Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 ![]() |
I don't think the idea of cards as a game aid is a bad thing (obviously). However, when the game mechanics could be replaced by cards, or indeed are for all intents and purposes cards, then characters become a hand of cards and not people with skills. I'm withholding judgment until I actually play the game, but if I really wanted to play a CCG RPG, I'd have bought RuinsWorld.
|
|
|
![]()
Post
#8
|
|
Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,532 Joined: 26-February 02 From: Calgary, Canada Member No.: 769 ![]() |
As for complaints, my biggest complaints are that wizards are much less fun to make. All wizards seem to be the same anymore. In fact, that's my complaint with all of the classes: they all seem too similar and it gives the feel of less variety. Character creation isn't very fun anymore either; I for one loved skill points because of the flexibility it gave the character (though I do like some of the changes like combining Hide and Move Silently into Stealth or whatever). My two favorite core classes are right out, as well: bard and monk. I'm hoping that as more books start rolling out this will change. Compare a fighter created using the 3.0 PHB alone to one created with a library of 3.5 books. Monk and Bard will likely be reappearing in future books too. Just like the Druid. I think it was a nice trade off for some of the new races/classes. I'm developing a campaign setting around Dragonborn personally. Right now my biggest disappointment is the horrible crap they've been putting out for D&D insider. It's the release day of the books, the biggest day in D&D history since the release of 3rd edition and D&D insider says: QUOTE Welcome to the latest version of the D&D website! Truth be told, you might not notice that much of a difference from yesterday’s version of the site As a matter of fact I was hoping to see something different from yesterdays website. They want me to pay 15 bucks a month and they can't even put up more than a splash screen? Nevermind the fact that their 'issues' of Dungeon and Dragon magazine feel like something coming out of a 12th grade computer course. |
|
|
![]()
Post
#9
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Nisarg/RPGPundit always has fun things to say about 4e:
QUOTE Let's just say that pretty much every internet geek on earth who wants to has got it already. Its early and I'm still processing, but on the whole I think that its not too early to say "I told you so" about a few things: 1. No Rule 0. Yes, GMs can create house rules, but it does not appear that they can make rulings on the spot. In fact, in the section on how to deal with Rules Lawyers, one of the things that is most notable is that it DOESN'T tell you that you can just tell him to shut up or fuck off, or that you as GM overrule his knowledge of the rules. No, apparently you're supposed to apologize if you've made an error, or you're allowed to put off discussion till the end of the session, and the rules lawyer is allowed to take all the time he wants to look up the rule while his character exists in a limbo (and cannot be harmed by the monsters or anything else). 2. No treasure tables or random tables for magic items. Apparently the only random tables in the entire DMG are the random tables for generating dungeon maps and two d20-tables for NPC personalities. 3. The Encounter system seems to be set up as more than just "guidelines" or something just for beginners. Unless you essentially create a new, substitute encounter system; its such an essential structure of "how D&D works" in this edition, that you really can't just have the PCs wandering around encountering monsters at your own whim. I'm sure there's lots of other stuff to talk about 4e, good and bad, and it'll come in time. But for starters, I just wanted to get my first I Told You So in there. One should note, on the overall impression of this edition, that its a telling fact that when the gang of fuckers over at Storygames are all pissing their pants with joy at this new D&D, and people on regular RPG sites are upset about it. The designers of 4e have made no effort to hide what their real inspiration for this new edition was. RPGPundit Currently Smoking: Savinelli Autograph + Hearth & Home's Mt.Marcy QUOTE So, over on theRPGsite, there's a brand new thread where we see what for me is the best-written actual play I've seen of one of the 4e demos. The highlites: 1. It confirms what was one of my primary concerns: power creep. 1st level characters each start with what the poster describes as about 8 "superpowers". Apparently, in the demo none of the player characters ever bothered to make a regular attack, not even once. Why bother, when their "at will" powers were always better? When something called "Mighty Cleaving" or "Lance of Faith" are first level at-will abilities, you kind of know the game is going to be a powergaming monstrosity. 2. The game certainly does seem to encourage "team" tactics; from the description it seems that players depended on one another immensely. But again, from the description it sounded like certain players (including the writer of the thread) spent most of their time doing some kind of "aid" role to the other players. This isn't necessarily bad, but it doesn't entirely resolve the supposed problem of "someone has to bite the bullet and play the cleric". 3. The game will apparently be impossible to play without some kind of miniatures. Everything depends on positioning, on "squares", and if you're one of those gaming groups that doesn't like using a battlemat and squares and minis, then you're shit out of luck. But hey, we all knew that one was coming. So to be fair, let's look at the ultimate good and bad from that post: The ultimate good: "Overall, I enjoyed myself quite a bit" The ultimate bad: "I did feel that the system took me out of character somewhat. I felt I was moving a piece in a minis game and not playing a character in a fight for his life." RPGPundit Currently Smoking: Lorenzetti Solitario Rhodesian + Burlington's Lapis QUOTE 4e: The Harrison Bergeron School of RPG Design or Here Starts the Rebellion For those of you who are unfamiliar, in other words, you were spared having to read it in junior high school english class, Harrison Bergeron is a science-fiction short story about a society where everyone is "equal". This equality has been achieved by taking great dancers and hobbling them with heavy weights so they won't be better than anyone else; taking people with high intelligence and implanting little shock-devices in their skulls so that they won't be able to think better than anyone else, etc etc. In other words, it was the equality of the mediocre: anyone who was talented or skilled in any way was artificially restrained, to prevent them from being able to be better than the rest of the world. 4e design has reminded me of that short story, that I hadn't thought about in decades. It is meant to hobble players who are good at roleplaying. "Give XP for Roleplaying? Why would we ever do that, it would just encourage the good roleplayers and make the bad ones feel bad!" Instead, let's create a mechanics system that encourages everyone to pursue the utter mediocrity of "character build"; that any pathetic little obsessive can come to master by incessant hours of reading the books and figuring out all the tricks (utterly unrelated to emulation or immersion) by which you can manipulate the rules, bending them like pretzels, in order to get the "perfect" character. And of course, its meant to hobble GMs more than anyone. Why should we have to count on having good GMs for a good experience? Sure, if we create a set of restrictive rules that railroad GMs into having to follow a kind of "campaign development Plan", where the designers TELL the GM what type of monsters he's ALLOWED to use, what type of treasure he MUST give them, what he's allowed to throw at them and what he most certainly isn't, regardless of the setting or the campaign or the particular tastes of the player that the GM knows well and the Game Designers don't fucking know at all, it means that we'll never end up with truly great GMs. The great GMs wouldn't be able to be great with 4e; not without changing so many rules that it will essentially be a different game. Most of them won't bother, they'll go off and play other things altogether. But its a small price to pay! Because it means that bad GMs might just be almost mediocre. And mediocre GMs... well, they'll get to absolutely shine in their mediocrity! And without any of those truly good or great GMs to steal their spotlight! After all, we can't have people just making of the game whatever they want to make of it, the way they used to in every other edition of the game! What would be the point of that?? No! We must create balance! We must create equality! Everyone must have the same mediocre experience! So that you will all bow under the Game Designer's genius! You will obey us! Unlimited rice pudding! Exterminate! Exterminate! You gang of motherfucking fascists. The goal was very clearly (and haplessly) expressed by Storygames Swine TonyLB on theRPGsite recently: The plan is that the game will drive away the good GMs, and bring in a new generation of young GMs that will be trained from the start to accept being neutered by the Game Designers, so they will never develop the "bad habits" of believing that they can overrule the players or the rules or, especially, so that they won't ever think that they can take an RPG and make it their own. These youngsters will, theoretically, be trained from the start to understand that RPGs are whatever the Game Designer wants them to be, and must stick to their system as written. I guess the theory is that if D&D is made into the "gamist game" that the GNS Forge crowd always claimed it was, and people can be trained to enjoy it, then they will open up to buying other Forge-based games, and the sales of said games might actually beat the double-digits. The real problem with this, the best laid plans of mice and men and the mediocrity-pushing fascists out there, is that I don't see anyone just bending over and enjoying it. The kids won't. Why the fuck would they? What self-respecting 14 year old will take up the job of being a GM when its like being the banker in Monopoly with the added unfun of not actually getting to be a player too (at least in monopoly, the banker actually gets to play)? No. The 14 year old will rebel, and will demand the authority of a GM. This will only create strife in gaming groups, especially gaming groups of young players. Hopefully, there will also be enough of the old crowd around to infect all those young minds with random charts and tables, with ideas about GMs being able to run games with authority, and to create worlds that make sense as worlds, not just as backdrops for a game where only system and game balance matter. In the end, D&D 4e as written will suck ass to just about everybody apart from the character-build-obsessives, the Game Designers themselves, and the Swine who despise D&D (and of course, the latter won't actually play D&D, they'll just be very pleased that D&D is finally like they always tried to pretend it was). But when a game of this magnitude sucks, people will end up taking it and making it into something that is their own: with house rules, and underground rules, and unlicensed products, and rebel movements of all kinds. People will find ways to play it in a way totally different than the fascist Game Designers intended; they will make it theirs. And in time, the corporate overlords who govern over the fascist Game Designers will be forced to change the game to fit what people actually want, and throw these asshole game designers out on their asses. Because they'll realize, sooner or later (I'm betting on relatively sooner) that they're not making the money they could be making on the game, and its the Game Designer's fault (theirs, and the Swine ideologies which pushed them to it). God bless capitalism. RPGPundit Currently Smoking: Ashton Old Church Rhodesian + Ashton III QUOTE 4e: Making D&D Safe for Apsergers-Retards or "Does Rolling for Random Gem Type Ruin "THE PLAN""? I think it shouldn't be a surprise to anyone that 4e is not working out for me as far as the previews are concerned. At this point I can probably safely say that unless they've been misleading us at every turn and the game is utterly different than they led on, there's practically no chance I'll enjoy the game. But beyond that, I think that in many areas there's no question they are making MISTAKES with the rules. They're making choices that appeal to the nerds, the hardcore power-builders, and the GNS-types that want to imagine D&D is a "Gamist" game. And no where is this more evident to me than in the near-total apparent absence of random tables. I'm the type of gamer that loves random tables. The more that you find in a game, the better the chance that game will be liked. Random results create an upredictability that lead to good emulation, when guided by the GM's judgment calls. My own upcoming FtA!GN! book is going to be chalk-full of random tables. Random tables were a hallmark of every previous D&D edition. Even 3e, which did move away from randomization, had random tables pretty well all over the place. The position in 3.x appeared to be that the authors preferred that people used fixed values for things, so that their precious CR and "balance" weren't disrupted, but the tables were there for those who chose it. In 4e, on the other hand, it seems that all such choice has been lost in the Authors' zeal to believe that THEIR WAY is the "right" way, and their way should be imposed on the players. In 4e, any and all randomization is seen as The Enemy. You don't even have random rolls for hit points. Are there even random rolls for attributes anymore? Is anything random?! Or can nothing be permitted to interfere with the precious "Game Balance"? Look at what they've done now with treasure. Before, rolling random treasure results was one of the most entertaining elements of the D&D game; at least in my opinion. I'm sure that there were people who may never have used random tables. But I'm willing to bet they were far less than those who did. Now, that too has to be scrapped: treasure must be assigned in neat little pre-determined "parcels" that will always be basically the same, because to alter them would alter "GAME BALANCE". It doesn't matter what you're fighting, you'll get what treasure you're meant to get anyways, because that's what the carefully tuned March Into Progress that is the new D&D game demands: it has planned everything out for you ahead of time. There can be no surprises to deviate from The Plan. I mean shit, I don't get why they don't just get rid of dice rolls altogether? They're far too unpredictable. They might result in something that does not fit with the concept of Game Balance, like a PC dying or something. That must be avoided because then you wouldn't get the parcel of 550 gp, or two 250 gp art objects + 50 gp, or one 500 gp gem + 50 gp that you need to get in order to march lock-step into level 6. And you know, until now people have been saying: "you know, all these Encounters and Skill Encounters and other sorts of things, they're set up for the beginner, you won't be FORCED to use them, you can just ignore them". Some of my pro-4e friends have been trying to claim that at every turn. Only, sorry, as of now I don't see that. Because for example, to do that with treasure would require that there be an alternative. And as far as I know, there isn't. You're going to get those "treasure parcel" tables in the DMG, but you aren't going to also get random treasure tables, are you? So you're pretty much limited to either doing things their way, or just winging it altogether. No random treasure tables, no random monster tables, no random dungeon tables, no random traps, no random hit dice, no random spells, no random anything. Like Jrients said in response to this: "Just reading the description of it feels like a collar round my neck, stifling my breathing." This isn't D&D. Its risk-less, surprise-less, utterly pre-fab busywork that sucks all the life and marrow out of the idea of adventure. And that's why its a Mistake. Apart from some nerds who are bored of it, and D&D-haters who never liked it, random tables are a feature, not a bug. They're something that makes the game more exciting for all concerned. Get rid of randomness, and you get a game that becomes predictable; and thus less playable to all but those few aspergers-retards who start to scream uncontrollably when they are confronted with something they can't predict, and just want a pseudo-game where everything is mapped out for you from the moment you start. RPGPundit Currently Smoking: Stanwell Pipe of the Year + Esoterica's Penzance I saved my favorite one, with my favorite part bolded, for last. QUOTE How the D&D "hip" Aesthetic is Missing the Boat With 3e, between the system and the overall artistic style inferred by the book's art, it made it very hard to imagine that traditional fantasy "look", the LoTR or even the 1e/2e Forgotten Realms look. Its like, you can't really imagine with 3e a bar scene where you have a ranger in rusty chain mail, his scimitar leaning by his chair, smoking a clay churchwarden pipe sitting across from a gandalf-esque long-bearded wizard, getting ready to go on expedition to the orcish mines. You'd have trouble imagining that because the "ranger" would in fact be a Ranger2/Thief3/Fighter3/Prestige Master3/Pipedude 2/Acrobat1/circus clown1/sportsman1; and the Wizard would actually be a Wizard4/sorceror3/thief1/barbarian1/shadow dancer3/Jedi2/pharmacist1. You'd have trouble imagining it because the Ranger wouldn't be in rusty chain mail, he'd be in some kind of gold-green coloured spiky bulby armour and have a giant flametongue +4 runesword with Dragonmarks ™. And of course he wouldn't be smoking a pipe, that's politically incorrect. You'd have trouble imagining it because the Wizard would in fact be a short half-tiefling chick in a revealing leather bikini (along with a bunch of buckles and straps in places where they're not really needed for anything) covered in tattoos with purple eyes and spiky green hair. And of course, they wouldn't be going to the Orcish mines; they'd be going to the Dire Gargantuan Orcs who have the half-draconic AND the half-celestial AND the half-infernal templates (that's right, that's 200% of orcs per orc: each orc is one-quarter dragon, one-quarter angel, one-quarter demon and one-quarter orc). And they probably wouldn't be in mines either, they'd be in motherfucking Mario's Palace. Does anyone really believe that 4e will be any better at capturing the more classic fantasy feel? Is it not the height of retarded that, given the massive success of traditional fantasy in recent years (LoTR, the upcoming hobbit movie, narnia, all the blockbuster fantasy movies, not ONE of which has featured dungeonpunk or WoW-esque styles), the people at Wizards would be doing everything they possibly can to try to make D&D as un-mainstream-fantasy as possible? I mean shit, its like these guys are a bunch of 30something idiots who're utterly clueless about current trends and actually feel embarrassed about D&D's traditional look, and are trying everything they can (ending up in predictable utter overkill) to try to make D&D "hip" for "the kids", without having a fucking clue that what the kids are hip to these days IS traditional fantasy. RPGPundit That last blog entry cracks me up every time, because frankly speaking it's true and has been true for a while. Me, I'm always happy just playing "a fighter", or "a cleric", or even "an elf" which automatically means I have a sword but also spells. But I look around and I get the feeling that everyone is running around with their fighter/mage/cleric/masseuse/C programmer/butler Tiefling. |
|
|
![]()
Post
#10
|
|
Moving Target ![]() ![]() Group: Members Posts: 472 Joined: 14-June 07 Member No.: 11,909 ![]() |
Hehe, yes, true, it's always funny to read about nerd-rage on the Internet. Ah, those good old comic-book-shop guys who always yell that something new is the worst thing ever... (IMG:style_emoticons/default/biggrin.gif)
Without them, we wouldn't know what is the newest most terrible thing, and we would have to make our own opinion. (IMG:style_emoticons/default/ork.gif) Thank you, Simpsons, for providing us with memorable stereotypes who are even true. |
|
|
![]()
Post
#11
|
|
Moving Target ![]() ![]() Group: Members Posts: 698 Joined: 26-October 06 From: Iowa, United States Member No.: 9,720 ![]() |
I'm actually a fan of the multi-classing.. If only because it allowed me to get a character that was more unique and had the abilities and combinations to make what I wanted. (It's also why I like shadowrun, which doesn't have classes.. or levels.) But as far as I can tell 4e got rid of this, and we'll just have to rely on it providing enough distinction for Sword Fighter not to be exactly like Axe Fighter, with the only difference being weapons. Everything seems pretty much cookie cutter, thats why I ended up with all the additional class books so that I had the prestige classes, and starting classes to do what I wanted. Only character I've done that didn't multi-class (horribly) was a Knight (PHB2), but he still had one level of Purple Dragon Knight (Complete Warrior I think).
I haven't had a chance to actually look at 4e books though, just glancing through things right now. Hopefully my books are here by tmr. |
|
|
![]()
Post
#12
|
|
Moving Target ![]() ![]() Group: Members Posts: 472 Joined: 14-June 07 Member No.: 11,909 ![]() |
Multiclassing got changed, once more. In D&D 2nd edition, you leveled up two or more classes simultaneously, in D&D 3rd edition, you took one level by level, and in 4th edition, you pick up feats to swap one power from your class with another power from the class you took the multiclass-feat for (don't worry, you get more feats in 4th edition than in 3rd).
Your amount of powers is finite in D&D, for every class. And yes, they're different. Even a moron can see that in 4th edition, a Fighter is meant to be at melee, and the wizard is supposed to stay behind, while rogues and rangers use their many movement-and-strike-abilities to go around. No more people just standing around and trying to do full-attacks whenever possible (because that was really the only thing that was good for the mundane types, until the AC of the enemy was super-high, then only the very first attack counted, because the additonal ones wouldn't hit at all). If you were incapable back then in D&D 3rd edition to play without minis and battle-grid if anybody had spring-attack, then you will remain incapable to do so. But I'm pretty sure that the absolute total majority had no problem with Spring-Attack. |
|
|
![]()
Post
#13
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,095 Joined: 26-February 02 From: Seattle Wa, USA Member No.: 1,139 ![]() |
Some of my friends were able to get there hands on PDFs of the 4th edition D&D rulebooks. I was excited to get a chance to play it, if only because the product has not yet been officially released yet. As the topic description states 4th ed. is awful. It can be summed up in a series of three points: 1) Everyone is a variant of the 3rd edition Warlock. 2) There is no fluff anymore. 3) It is WoW. I blame Keith Baker, one of the chief designers and the creater of the terrible Eberon campaign setting. Everything he comes up with is stupid and 4th ed is no exception. My question is why WOTC put the designer of a campaign setting that has not been selling well in charge of creating their new rules set? Thank god! If they tried to make D&D any more GURPS like I think I would never buy another WOTC product. I want quick character generation and endless magic missles... I also want the rules not to get in the way of the story, I doubt that happend but 99% of the stuff I've seen they finally moved out of 1980s RPGs. |
|
|
![]()
Post
#14
|
|
Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 ![]() |
|
|
|
![]()
Post
#15
|
|
Running Target ![]() ![]() ![]() Group: Members Posts: 1,326 Joined: 15-April 02 Member No.: 2,600 ![]() |
I'm actually a fan of the multi-classing.. If only because it allowed me to get a character that was more unique and had the abilities and combinations to make what I wanted. (It's also why I like shadowrun, which doesn't have classes.. or levels.) I agree. Unfettered multiclassing is the closest you can get to not having levels or classes, which as an SR player naturally appeals to me when I have to play in a class/level based system. I was actually remarking to my D&D group this past Thursday that other than a couple of casters and one uber-rogue, I don't think I've ever played a single class character in 3+. (I didn't play that many in 2e either, as I tended towards Fighter/Thieves.) My D&D group is phasing in 4e. We've played a couple of test sessions and we're looking at starting up the first campaign at the end of this month. I have reservations about the new system, but I have reservations about the old one and the one before that too. Maybe I'm just too jaded, but I really don't see a system coming in and making the game perfect, or wrecking it either. Most of what my group does-- the getting together, snacking, cracking jokes, ec.-- is all but impervious to systems. |
|
|
![]()
Post
#16
|
|
Moving Target ![]() ![]() Group: Members Posts: 248 Joined: 26-February 02 From: Note Calonna Member No.: 241 ![]() |
I haven't seen the 4th edition stuff yet, and don't really have any plan on picking it up anytime soon, but I do have a couple of comments on some of what's been said:
Multi-classing: This is one of things I liked about 3.x edition. You can make a character with the abilities that you want. Not every mage has to be old with a long beard. If you want to play on, great, but you don't have to. I've never had a problem with separating the game mechanics and the story and don't see how playing a single class stereotype is somehow better. Eberron: The only D&D setting I actually like. |
|
|
![]()
Post
#17
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Also, LOL at how this thread with its little negative tagline is much longer than the "positive" thread, http://forums.dumpshock.com/index.php?showtopic=22362
|
|
|
![]()
Post
#18
|
|
Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 3,929 Joined: 26-February 02 From: .ca Member No.: 51 ![]() |
I blame Keith Baker, one of the chief designers and the creater of the terrible Eberon campaign setting. Everything he comes up with is stupid and 4th ed is no exception. My question is why WOTC put the designer of a campaign setting that has not been selling well in charge of creating their new rules set? I don't see Keith's name in the credits of any of the fourth edition books; certainly not in a prominent place. |
|
|
![]()
Post
#19
|
|
Mr. Johnson ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 3,148 Joined: 27-February 06 From: UCAS Member No.: 8,314 ![]() |
Also, LOL at how this thread with its little negative tagline is much longer than the "positive" thread, http://forums.dumpshock.com/index.php?showtopic=22362 To be fair, compare the ages of those threads. |
|
|
![]()
Post
#20
|
|
Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,382 Joined: 22-February 06 From: Shadowland Member No.: 8,297 ![]() |
Personally, when I need a my fix of a game using a 20-sided die, I would rather play Spycraft 2.0 (imagine d20 Modern done RIGHT) or True20 (by Green Ronnin).
Just my 2 nuyen ... uh ... copper pieces. |
|
|
![]()
Post
#21
|
|
Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,577 Joined: 26-February 02 From: Gwynedd Valley PA Member No.: 1,221 ![]() |
Personally we never really felt a need to 'upgrade' our AD&D stuff beyond 2nd ed but I gave up on TSR when they did the Dark Sun and that issue of Dragon was little more than an advertisment for the game world.
|
|
|
![]()
Post
#22
|
|
Moving Target ![]() ![]() Group: Members Posts: 292 Joined: 21-February 07 Member No.: 11,050 ![]() |
|
|
|
![]()
Post
#23
|
|
Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
|
|
|
![]()
Post
#24
|
|
Moving Target ![]() ![]() Group: Members Posts: 458 Joined: 28-March 05 From: NA/UCAS/IN/ Member No.: 7,246 ![]() |
So for you who already have the new PHB, did it come with some special dndinsider website with extra support? The main site talks about a character builder, character visualizer, and some other stuff but none of it is working yet.
I don't have the books yet, but I have to say I'm leaning towards probably not liking it just on the basis of what I've read on the main website dealing with my beloved Forgotten Realms. Floating islands and warforged running around is just not right. And don't even get me started on Tieflings and Warlocks. How many years did we Rp'ers spend trying to convince family that we weren't dealing with demons? Thanks a hell of a lot WoTC. |
|
|
![]()
Post
#25
|
|
Moving Target ![]() ![]() Group: Members Posts: 472 Joined: 14-June 07 Member No.: 11,909 ![]() |
Ehr, you're not really going to tell us that you have a problem with playing some (really ugly) half-demon bastard in a pen-and-paper game, do you? Because, there is one console game where people play a (not so ugly) half-demon bastard slicing other (really ugly) full demons. You know, that game called Devil May Cry...
If today's people don't rally against video-games with half-demon protagonists anymore, they won't do that for old D&D either. As for the Forgotten Realms, just continue using your old source books. |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 22nd June 2025 - 12:22 AM |
Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.