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Role Playing (Games)

D&D Fourth Edition Books To Be Released in June 59

Bill Slavicsek, R&D director on Dungeons and Dragons at Wizards of the Coast, has announced via his personal column that the three core books for Fourth Edition will all be coming out in the same month. When the new game version was announced at Gen Con this year, the initial idea was that the books would be staggered over a three month period. "After conferring with our various trade partners, the Sales Team here at Wizards came back with word that they'd rather have the three core rulebooks release in the same month than over three consecutive months. As that's how we originally wanted to release them, Brand and R&D got together with our Production Team to see if we could accommodate the request. The answer is YES! The new release schedule looks like this: May: H1: Keep on the Shadowfell 4th Edition D&D adventure with Quick-Start Rules. June 6: 4th Edition Player's Handbook, Dungeon Master's Guide, and Monster Manual." As a note, the article is trapped behind an inane login for the Dungeons and Dragons Insider site. Hey WotC? It's really hard to talk up your new toys when you make it hard to read your content. Why not loosen up a bit?
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D&D Fourth Edition Books To Be Released in June

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  • Choices (Score:5, Insightful)

    by __aanonl8035 ( 54911 ) on Friday October 19, 2007 @05:42PM (#21048877)
    I have been a long time player. But it is rare me and the old crew will get together and play. And when we do end up getting together, it is usually a one off thing where we only play the same characters for a short time. I always felt the core books did not really address casual gamers in a way that would enhance the fun factor.

    The issue as I see it, relates to choices. I noticed that people like to play mages because there is a perception that magic can do neat an interesting things, and a beginning player can spend time thinking about various choices of spells they can get. Whereas, the other classes seem to be more focused on just increasing a stat such as to hit something, or do more damage in a particular situation.

    Well, one of the benefits of role playing is adjusting the rules to suit a particular style. I just wish they incorporated more interesting choices for low levels, or even an optional playing style.

    From the few comments and reviews I have read, it appears that they are spending more time incorporating ideas from MMORPG, such as having tanks that draw aggro, and talent points to customize each class. It will be interesting to see how these work to give a player more choices in making a character. I have my doubts. It is not as though MMORPG are a great bastion of role playing. Seems most people just want points, powers, and trinkets.
  • by DragonWriter ( 970822 ) on Friday October 19, 2007 @06:01PM (#21049139)
    ...but, Slashdot editors! Hello?! "D&D Fourth Edition Books All Releasing in June"? No.
    No.
    No.

    "D&D Fourth Edition Books To Be Released in June"? Yes.

  • by Kazrath ( 822492 ) on Friday October 19, 2007 @06:45PM (#21049817)
    Making characters in pretty much any textbook RPG takes hours of research to figure out what really fits what you want to do. The solution is a case or two of beer and a BBQ. Right now every other saturday we play for about 8 hours. Half that time is just BS'ing, drinking beer, and eating some steaks. What I am getting at is that our whole focus which keeps these games fun is the camaraderie between players during the time we spend together playing.

  • Re:Choices (Score:4, Insightful)

    by crashfrog ( 126007 ) on Friday October 19, 2007 @07:10PM (#21050155) Homepage
    I just wish they incorporated more interesting choices for low levels, or even an optional playing style.

    I think they're very much doing this. Late in the 3.5 product cycle they released "Book of the Nine Swords", which detailed an add-on system of "maneuvers" that provided the same kind of options that wizards and clerics had through spells. Apparently they're working from that to develop a system that provides more options for martial types in 4th edition.

    I heard on a podcast one of the developers say that most 3e players came to feel that levels 7-13 or so were the most fun, in terms of having a lot of options and not feeling gimped but also not having so many different complicated effects that the game drags down. It's their hope in 4th to "expand" that balance of play through the whole range of levels. We'll see, I guess.

    From the few comments and reviews I have read, it appears that they are spending more time incorporating ideas from MMORPG, such as having tanks that draw aggro, and talent points to customize each class.

    They already have this stuff, don't you think? Aggro in MMO games is just a way to represent the monster's intelligence and ability to be goaded or bluffed into hitting the tough guys and leaving the softies alone. DMs do the same thing when they run monsters; they reward good player tactics and good roleplaying by having monsters hit those who are best prepared to take it. It wouldn't be realistic for every Ogre with an Int of 6 to realize that the guy with the staff and robes is a much bigger threat than the guy in the shining plate armor with the huge greatsword, right?

    It'll be impossible, I assure you, for Wizards to somehow take the DM's intelligence out of the equation. Monsters at the tabletop aren't being run by computer algorithms, they're being run by a person taking on that role.

    Talent points? Tell me, honestly, what's the difference between getting a feat or a class feature (or a choice of features) every level and getting a "talent point" every level to redeem for one of a couple choices? The concept is already in the game, it always has been. MMO's represent that game feature in one way; D&D 4th will surely represent it in some way, it's just a way of scaling advancement of characters.

    Seems most people just want points, powers, and trinkets.

    Well, it is Dungeons and Dragons. If 4th Edition turns out to be "Dungeon: The Dragoning" where nearly all rewards are story-based and not mechanic based, I'll be super-disappointed. If I wanted only role-playing, my friends and I could write a book together. The game you don't like is actually one that a lot of people do. Nothing against you, of course, but might I suggest that you either continue to do what you've been doing - adapting the rules to serve your needs - or investigate a different game altogether rather than hope that the game I've been enjoying as-is becomes something totally different?
  • by Anonymous Coward on Saturday October 20, 2007 @05:27AM (#21053867)
    The other commentators are correct - books do not release themselves. You know just enough to be wrong.

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