Ask the Designers of D&D Fourth Edition 482
This past August, big news dropped in the tabletop gaming community: 2008 would see the release of a fourth edition of Dungeons and Dragons. Since then the official D&D Insider site, and communities like the excellent ENWorld, have been doing their best to keep us up to date on the ins and outs of the newest way to dungeon-delve. With the release just five months away, we've been given a chance to put some questions to the team developing the game. One question per post, if you would, and we'll make sure to pass the best questions on to the designers. Don't forget to ask about the online version of the D&D tools as well! We'll get their answers back to you as soon as we get them, so fire away.
Re:A question of rules. (Score:3, Informative)
A critical hit automatically does maximum dice-plus-bonuses damage, plus additional dice apparently based on weapon type and enchantments. No crit ranges, no thresholds, no checks.
Re:Rules new in the 4th edition - many bugfixes (Score:4, Informative)
Re:World of Dungeons of Warcraft (Score:4, Informative)
As opposed to the foursome of Warrior, Rogue, Cleric and Wizard thats been standard since the seventies?
4e? Rogues are now the primary DPS class.
Wizards Presents: Races and Classes (a 4e preview), makes it explicit.
http://www.rpg.net/reviews/archive/13/13546.phtml [rpg.net]
To quote the author of that review:
"These are new specific "jobs" in an adventuring party that they designed for. They are defender, striker, controller, and leader. The defender is a typical MMORPG tank, with high defenses and abilities to cause foes to focus on him. The striker is a one-on-one damage dealer. The controller is oddly named - this covers damaging or affecting multiple targets (like with a Fireball). The leader heals, aids, and buffs."
If 4e was returning to roots, they'd have four classes and that's it. Instead, they're giving us four roles that are MMO-inspired and layering lots more than four classes atop those roles. That's not anything like D&D used to be.
Re:Open Gaming License (Score:3, Informative)
Re:Question: Iron Heroes (Score:3, Informative)
Re:4th edition?!?!? (Score:2, Informative)
4e Information To Date - Please Read (Score:2, Informative)
http://www.enworld.org/index.php?page=4e [enworld.org]
The WotC website has some info as well (will require a Digital Initiative free sign-up to view) here:
http://www.wizards.com/default.asp?x=dnd/welcome [wizards.com]
If you want to hazard the nascent WotC forums and blogs @ Gleemax.com there are blogs by developers and they occasionally reply to 4e threads there. Link (uses same DI login from main site above):
http://www.gleemax.com/Comms/Login/Default/default.aspx [gleemax.com]
Warning: WotC is trying to reinvent the wheel and this site is "Alpha," so be prepared for some frustration navigating around it.
For a consolidated list of developer blogs, link here:
http://www.wizards.com/default.asp?x=dnd/community [wizards.com]
And for the proto-blogs on the old forum system they used during and after GenCon before the Gleemax blog system:
http://forums.gleemax.com/forumdisplay.php?f=684 [gleemax.com]
In Service,
~~Saracenus
Real Daleks do not climb stairs, they level the building instead.
Comment removed (Score:3, Informative)
If you liked 1e, check out OSRIC (Score:2, Informative)
Re:better spell system (Score:5, Informative)
A magic system for Fudge which works much the way you describe [panix.com]
the system in Ars Magica [wikipedia.org] is quite similar
Here are some discussions about magic systems:
a discussion of different systems [darkshire.net]
another discussion, led off by Ron Edwards of the Sorcerer RPG [sorcerer-rpg.com]
Speaking of Sorcerer [sorcerer-rpg.com], its magic is something else entirely. It's a largely outcome-based game rather than specifically action-based, and the magic system in it is quite a neat play on that.
GURPS, Rifts, and D&D pretty much follow the mystical grimoire approach. Ars Magica, White Wolf's Storyteller Series (Vampire, Mage, Werewolf, Wraith, Changeling, Hunters, etc), and some others take the combined skills approach. Still others have wholly different approaches. Here's a pretty good explanation of the theory of magic in Earthdawn [wakemen.com] which explains different ways magic can be used in that game, complete with disadvantages of some of them.
The Forge [indie-rpgs.com] is very interesting reading material for anyone who's considered writing their own RPG. There's some advanced RPG jargon there so I'd suggest starting with the site glossary. It's not a site for arguing the merits or faults of different systems you've played although those might be used as support in discussing the design of new games.
Personally, I've played games with set spells, spell research to make new spells (as some versions of D&D let you do with the right GM). I've played ones that require a combination of skills (from two to five (five!) skills for every casting. Some require each spell being taken as a character advantage in an advantage/disadvantage slot balanced game. I've played on in which the game world has special words that are foreign to the players/characters that must be learned throughout the campaign which represent factors of a spell (speaking "large" + "fire" + "ball" + "at" + character's secret magic name results in that) and learning the words as an outsider is how to become a better mage. It becomes the whole point of some adventures.
I've even play tested one unpublished game in which the only magic was a link between two symbols dawn during a ritual trance. However, the link was so strong that whatever you did to one would happen to the other. You could talk into one, and someone in possession of the other could carry on a conversation with you. You could throw one safely in your fireplace while the other is inside an enemy's barrel of oil. You could lay one on the ground and step on it, and be transported to the other. However, if anyone unfriendly took over your other symbol, they could use it in reverse until one of the two was destroyed. If I ever give this game a name and publish a book, I hope you'll rush out to buy it.
So yes, there can be quite different magic systems in games. Many of them could be used in D&D, or you could try the other games.
Re:Why 4th Edition? (Score:3, Informative)
Re:Where are the Cheetos? (Score:4, Informative)
Best video rendition imo had to be the one they did with the Summoner crew.
Re:4th edition?!?!? (Score:1, Informative)
1st ed: 1977
2nd ed: 1989 (updated to 2.5 in 1995)
3rd ed: 2000 (updated to 3.5 in 2003)
4th ed: 2008
Lets be honest, this game hardly updates as often as anything else out there.