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Dungeons & Dragons 4th Edition Announced

Posted by CowboyNeal on Thu Aug 16, 2007 08:42 PM
from the roll-for-initiative dept.
bigstrat2003 writes "For the past day, Wizards of the Coast has had a countdown to "4dventure" on their web site. The countdown ran out at 6:30 eastern time today (and the web site promptly crashed), but stories are already appearing on the rest of the web. Wizards also has had their 4th edition forums up for a couple of days."

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[+] D&D 4th Edition Details Released 63 comments
Wired is reporting that some juicy details of Wizards of the Coast's new 4th edition for Dungeons and Dragons are being leaked on to the web from the D&D Experience in Arlington, VA this week. "Wizards of the Coast, the current custodians of the D&D universe, have been talking about the upcoming fourth edition of the game for months, but they've been fairly cagey about hard details, preferring to tell us more about how elves love footraces than how much damage a fireball does. They're running actual 4e games at D&D Experience, though, and thanks to people with scanners, you can too!"
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  • Why did the site crash? (Score:5, Informative)

    Well, I left the countdown running on my computer, when it ran out, it auto refreshed and showed me the new page. Maybe a few thousand other people did the same. Anyway, the site looks quite different now, and seems to have a lot of new content, although I can't navigate it (the server being down and all). the coral cache [nyud.net] does work though (at least it was around 8pm).
  • by thesymbolicfrog (907527) <{sloanes.k} {at} {gmail.com}> on Thursday August 16 2007, @09:05PM (#20256529)

    First they cancel the popular and successful Dungeon and Dragon magazines by not renewing the subscription with Paizo, and next they pull a stunt like this? I don't believe I'm the only one to find the DRM-laden "Digital Initiative" to be potentially a very poor substitute for the magazines, and this blunder will only compound the ill will directed against them.


    This move will only alienate their consumer base. The fact that 3.5 is working, and in no need of overhaul, exposes the fact that they are doing this under the motivation of short-sighted greed. I shudder to think what sort of backlash (as before with Dungeon and Dragon were canceled) is taking place on the forum.


    I'm literally in shock right now. I thought Wizards of the Coast understood its consumer base better and was comprised of people more concerned about the integrity of the game and more competent about long-term business strategies.

    • by Anonymous Coward on Thursday August 16 2007, @09:23PM (#20256647)
      I played D&D in the transition of the 1st and 2nd edition, and I think the reason they release new versions even when the old ones are working is to stabilize things. Dragon Mag articles, supplements, special rules in modules, house rules, con rules, third party rules, and so on eventually made the game kind of a mess. I look on a new release like a "STABLE" branch in software - it's a way to allow flexibility, but occasionally fold the results back into the core.
      [ Parent ]
    • by Anonymous Coward on Thursday August 16 2007, @10:06PM (#20256919)
      I'm literally in shock right now.

      I hope you're near a hospital. Do you want me to call 911 for you?

      Or perhaps find a dictionary so you can look up "literally"?
      [ Parent ]
      • by Hawthorne01 (575586) on Thursday August 16 2007, @10:13PM (#20256965)
        Bah! Back in my day, we just had Greyhawk! And we liked it! You kids and your fancy-schmansy role-playing games these days! Back in my day, the nearest store that sold polyhedral was a four-day walk from my house! Uphill! Both ways! In the snow! You kids have it easy these days!
        [ Parent ]
        • by Nazlfrag (1035012) on Thursday August 16 2007, @10:43PM (#20257159) Journal
          Bah! You think that was hard, do ya sonnyjim? Back in my day, the only polyhedral die were marbles, and we didn't have no fancy books, just stone tablets. Of course, we had knights and dragons back then too, which made things easier in some ways. Didn't need an imagination, for starters.
          [ Parent ]
      • by podperson (592944) on Friday August 17 2007, @12:09AM (#20257653) Homepage
        I finally understand D&D. In D&D the rules are the content. They need to change them frequently because you run out of content. If you're actually interested in stories and "role-playing" (vs. leveling up and trying out new spells and magic items), then D&D's rules get in the way and you play something else... You also prefer your rules not to change constantly.
        [ Parent ]
  • by Liquidrage (640463) on Thursday August 16 2007, @09:09PM (#20256551)
    A front page D&D news story. That's gotta be hard to top.
  • Website Down (Score:5, Funny)

    by JezTheBandit (1143783) on Thursday August 16 2007, @09:25PM (#20256657)
    So how much xp do we get for killing the website?
    • Re:Website Down (Score:5, Funny)

      by Anonymous Coward on Thursday August 16 2007, @09:49PM (#20256817)
      Internet Information Server

      Climate/Terrain: Windows
      Frequency: Common
      Organization: Solitary or cluster
      Activity Cycle: Any
      Diet: RAM
      Intelligence: Non- (0)
      Treasure: Nil
      Alignment: Chaotic evil
      No. Appearing: 1-1,000,000
      Armor Class: 9
      Movement: 1
      Hit Dice: 2
      THACO: 20
      No. of Attacks: 1
      Damage/Attack: 1-4
      Special Attacks: Crashing
      Special Defenses: Nil
      Magic Resistance: Nil
      Size: L
      Morale: Unreliable (2)
      XP Value: 12
      [ Parent ]
        • Re:Website Down (Score:5, Funny)

          by Nephilium (684559) on Thursday August 16 2007, @09:49PM (#20256815) Homepage

          Or use the classic:

          Rocks fall. Everyone dies!

          Nephilium

          [ Parent ]
            • Re:Website Down (Score:5, Funny)

              by bladesjester (774793) <slashdot.jameshollingshead@com> on Thursday August 16 2007, @10:58PM (#20257265) Homepage Journal
              Almost as good as the following.

              My character is standing watch one night while the rest of the party is sleeping. A lone goblin approaches.
              Me: I toss a marshmallow to the goblin
              *DM looks at we strangely for a moment*: the goblin pokes the marshmallow with his spear and then sticks it into his mouth
              Me: I cast enlarge on the marshmallow.
              *everyone falls out of their chairs*

              (sometimes I think the DM just wanted to see what the heck I was going to pull next)
              [ Parent ]
  • First edition forever! (Score:5, Insightful)

    by mark-t (151149) <markt&lynx,bc,ca> on Thursday August 16 2007, @09:26PM (#20256663) Journal

    I had to try 3e when it came out... I figured it was really cool that my favorite RPG was getting a facelift, as I was never really satisfied with the 2nd edition rules. But alas, after trying it out and playing it for a few weeks I concluded that it was a big mistake to have sold all my 2e stuff to finance the purchasing of 3rd edition material. 3rd edition D&D was not a role playing game as I understood it... it was basically just a pen-and-paper version of a computer game, requiring a ridiculous amount of number crunching and bean counting. Suddenly every single thing that a character was supposedly able to do was governed by a skill associated with a number... taking away a vital element of creativity that in my opinion is a vital core of any real RPG. Rather than trying to reacquire the 2nd edition stuff I formerly had, however, I decided instead to go all the way back to the beginning (well, almost) and go with first edition AD&D, because the number of books published for it was small enough that it wouldn't completely break my pocketbook to get them all. I spent a couple of weeks hunting for bargains on ebay and eventually got all the hardcover rulebooks for the game. I bought pdf's of modules through rpgnow, and I was good to go. I have now have a group of 4 players, and we play weekly.

    Fans of 1st edition AD&D, check out the Dragonsfoot web site [dragonsfoot.org]. 2nd edition is well received there too.

  • Remember... (Score:5, Insightful)

    by Rix (54095) on Thursday August 16 2007, @09:39PM (#20256745)
    WoTC got its start with Magic, the object of which is to purchase as much printed matter from WoTC as possible.
  • by Jim in Buffalo (939861) on Thursday August 16 2007, @09:47PM (#20256795)
    I'm going to have to spend all my money buying the new books! If I had a girlfriend, she'd kill me!
  • The Saga Continues (Score:5, Informative)

    by ShakaUVM (157947) on Thursday August 16 2007, @09:57PM (#20256871) Homepage Journal
    I run a nationwide 3.5ed D&D campaign (anyone can play -- www.livingplanar.com), and have talked a little bit with some people at WOTC about 4th edition. If you've been paying attention to their releases over the last year or two, you'll have noticed like I did that they've been experimenting with a lot of new 'systems' for doing stuff. The Tome of Battle completely redid combat for non-spellcasters, the Tome of Magic introduced 3 new magic systems which didn't fit in with the standard magic-user/cleric model that we've had since the '70s. Magic of Incarnum was another alternate magic system. Complete Scoundrel introduced 'skill tricks' which rewrote how skills worked. Complete Mage introduced 'reserve feats' which allowed spellcasters to cast (weak) spells all day long. Hell, the Warlock (which was a weak spellcaster that never ran out of spells) was probably their first real attempt at 'fixing' magic in D&D, which has long been problematic, is it has always overshadowed your mundane fighter types.

    In 3ed or 3.5ed D&D, if you want to play a fighter (and you're optimizing your character), you play a spellcaster, and use spells to make yourself more human than the human.

    At the San Diego Comicon this year I was a WOTC volunteer who was basically the 'Star Wars Saga Edition Guy' who got to explain the rules of Saga Edition to maybe 50 tables of people, running half hour games each time. Since Saga Edition is supposed to be real close to 4th edition, I'm probably as familiar as anyone with the hypothetical rules right now. Saga edition, in a nutshell... is okay. It removes your armor class and saving throws. Instead you have a joint AC/Save thing called Fort Defense, Reflex Defense and Will Defense, and the attacker makes all dice rolls (with the defense numbers normally 10 points higher than your old save, so a +5 reflex save would be a 15 reflex defense in the new system) so if I were to, say, fireball the party as a DM, I'd roll one d20 with my 10d6 fireball damage. If I got a 15 on the d20 'attack' roll, it would do full damage to everyone with a Reflex Defense of 15 or lower, and half damage to everyone higher. So you don't have to wait for 6 people to break out their dice, figure out their saving throw bonuses, etc. You just pitch the dice together, announce the result, and move on. A nice touch, though I'm a bit leery of running spells like Wail of the Banshee that way, as it will greatly increase the chance of TPKs -- we'll see if they keep one save for the party with that.

    AC is now your Reflex Defense.

    They have something called a condition track which runs concurrently with your hit points (you still have hit points -- Saga Edition is 90% the same as D20 rules). Any time you take more than your 'damage threshold' in damage (it's usually somewhere around a number between 15 to 20), you get a point of impairment, which adds a cumulative penalty to all your D20 rolls (-1, -2, -5, -10 KO), until you get knocked out at 5 points of impairment. So even if you have 200 hit points, if you take 20 damage 5 times in a combat, you'll be KOed, because they were bigger hits to you than 10 10 point hits.

    The main thing that annoys me about the new system is that it is a little too generic. There's very little difference in the classes, with saves being almost totally revamped so that everyone's saves will be within 2 points of each other (your class save bonus only applies once, and you get the best of all classes that you multiclass in, and then progresses the same for everyone). Likewise, everyone gets a bonus to damage equal to half their class level. So a 20th level noble does the same damage with a blaster as a 20th level Jedi (3d6+10). The only difference in the classes are their 'special ability' talent trees, which work like in World of Warcraft. Essentially, every other level you get a new 'talent', many of which have prerequisites of other talents. So if you want the ability to reroll an attack roll once per day (a rogue ability) you might need the talent to reroll a skil
  • by rsanta74 (1003253) on Thursday August 16 2007, @09:59PM (#20256879)
    WARNING: The following product contains orcs, trolls, wizards and knights. Neither the author nor the publisher shall assume any explicit or implied responsibility for potential loss of sex, lunch money, or dignity. Prolonged use may result in permanent retention of "virgin" status.
  • by logicnazi (169418) <[logicnazi] [at] [gmail.com]> on Thursday August 16 2007, @10:48PM (#20257209) Homepage
    I really like the idea of a new D&D version. It's a chance to improve some of the imperfect rules in the last edition. For instance the fact that it's nearly impossible to create a fast moving dexterous fighter that has parity with a burly strength based one.

    As far as people complaining about having to buy another version I sympathize but you don't have to buy the new version and WoTC shouldn't be forced not to fix the system just because some of us bought the previous version. I don't know if I will buy the new one (I have 3.5) but the next generation of gamers shouldn't be stuck with the imperfections of the system we played.

    On the other hand I'm a bit worried about the online subscription part. The publication of feats and other rule changes in dragon was bad enough but an online subscription has even more of an official air about it and will give WoTC a very strong incentive to put overpowerful feats in the subscription. Hopefully, they will mostly just include story/background material and the occasional fix but we will have to wait and see.
  • by Absolut187 (816431) on Thursday August 16 2007, @11:16PM (#20257375)
    I only ever played 1st edition, but I always thought the combat system in D&D was really silly.
    Every character has and "armor class" (defense) and "THAC0 = To Hit Armor Class Zero" (offense). The "THAC0" is used to determine whether or not you make contact with your opponent. Then your strength and other factors determine the amount of damage..

    Why in the hell would wearing really good armor make you less likely to be hit??
    Like its hard to hit a guy wearing full plate mail?
    If anything, wearing heavy armor should make you easier to hit.
    The armor should absorb damage, not make you less likely to be hit...

  • still playing 2nd edition... (Score:5, Insightful)

    by Jorgandar (450573) on Thursday August 16 2007, @11:27PM (#20257439)
    ....and using some 1'st edition rules and books too. I just think D&D has kinda lost its "magic" that made the original game. I never really got into 3'rd edition or 3.5 edition. It's not about rules, it's about gameplay and overall 'feel' that made D&D what it is. If you didn't like a rule - throw it out. if you want to change something, then change it. The heart of D&D has always been flexibility to adapt. updaing the rules ad-nauseum doesn't bring the original theme back. In fact it dilutes the game.