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.
Compatability (Score:2, Interesting)
Miniatures (Score:5, Interesting)
A question of rules. (Score:2, Interesting)
in the face be a mace in the face? (that is will a 20 be a critical hit)
Thank you, now stop (Score:5, Interesting)
What exactly is happening to the wizard class? It sounds like it's becoming more like the Warlock and gaining spell casting like the CHA based casters or spell like abilities based on memorized spells? Are you able to expand on this or give us more information yet?
D&D and WOW (Score:5, Interesting)
The balance between easy and good (Score:5, Interesting)
What I would like to know more than anything (Score:5, Interesting)
Why do we need a whole new rules system? (Score:4, Interesting)
New content for old Settings? (Score:5, Interesting)
Negative Press (Score:5, Interesting)
But I never got into D&D. I had friends that played it but I was never into it. I tried playing it a few times and had some fun experiences. But there's always been a sort of negative stigma associated with it among
Class homogenization? (Score:5, Interesting)
Open Gaming License (Score:5, Interesting)
Complexity vs. other gaming systems (Score:5, Interesting)
To reference another gaming system, I can generate a character in GURPS (Steve Jackson Games) in under an hour, have a little better feel for advantages and disadvantages, arm and clothe the character, and do it all from one book. Now there are other books available, but not necessary. Also, their magic system seems a lot more reasonable than memorizing spells. I always thought of spells more like skills than chunks of memory.
I know it goes against the business model, but can you actually make a game that can be played with less than four books?
Re:MOD UP! (Score:3, Interesting)
Will combat be more streamlined? (Score:5, Interesting)
How has combat been streamlined?
Magic Item Requirement (Score:5, Interesting)
Re:Compatability (Score:3, Interesting)
Question: Iron Heroes (Score:3, Interesting)
Actually, I have a formal question for the developers: Have you ever read Monte Cook's Iron Heroes supplement and are there any similarities?
Non-combat design (Score:5, Interesting)
Character sheets like (Score:4, Interesting)
Arcane/Divine Balance? (Score:5, Interesting)
How are you going to balance the two main spellcasting types in 4th ed? Or are you going to leave things generally as they are?
HP versus damage saving throws (Score:5, Interesting)
Re:A question of rules. (Score:1, Interesting)
[1] http://www.wizards.com/default.asp?x=dnd/drdd/20080104&pf=true [wizards.com]
Compatability and Customer Base (Score:3, Interesting)
I'm haven't been a regular D&D player for a few decades but I am involved in a RPG community [gelatinousdudes.com] which is largely centered around 3.5 and DDM. The response there has been almost unilaterally one of revulsion.
After much discussion, most reasonable theory that we have come up with is that the current target market is new players - the ever-popular WoW crowd - for whom the purchase of new books is an addition, rather than a replacement with the assumption that a significant percentage of regulars will fall in line, despite their grumbling, out of a desire to stay "official." The video ad campaigns seem to reinforce this belief with the persistent, nagging mockery of the existing player base. The developer's comments are consistently spun to point out the many failings of 3rd Edition as well.
So, with that being said, are you relying primarily upon the 3E crowd to swallow their pride and accept that you've convinced them to pay for and playtest your inferior system in order to pave the way for your new, vastly superior revision again? What, if any, steps are being taken to address isolation and resentment amongst the current customers or is the primary focus entirely upon attracting new players and recreating the same level of devotion from scratch?
Casual gaming and social networking (Score:2, Interesting)
1) I played and ran second edition about 10 years ago with a bunch of high school friends. I started to play third edition but school took over and I gradually loss interest. My friends however did not. They started to become more involved with the D&D community via live-action, joining several official player organizations, playing in sanctioned games, cross-country adventures to the mecca that is GENCON, as well as buying a plethora of 3rd edition material. Given the complexities (depth) of 3rd edition (as noted by several posts), I feel a little overwhelmed and that I don't have the "background" to really engage with them when 4th edition comes out. I was wondering how will you make 4th edition more accessible to casual and/or new gamers? Will I be able to pick up just the core books and generate a player-character that is on the level with experienced 3rd edition players? Will I need to go back and read 3rd edition supplements to better understand the world of 4th edition?
2) I was wondering if the D&D Tools leverage social networking platforms like Facebook and MySpace (OpenSocial)? I have always thought that the real popularity behind D&D (maybe all classical RPGs) is that a game session becomes a loosely structured social event for friends to communicate, share ideas, and just well, catch up (with a wee bit of hacking and slashing). More to the point, the number of online gamers and D&D fans probably constitutes a gigantic social network in itself. Do you guys intend to create some of the social networking dynamics of online sites like Facebook or something entirely different?
Flexibility/creativity vs. accessibility? (Score:5, Interesting)
While NPC's are given locations, there's a note: "The placement of NPC's in, and the description of, the mines is just a snapshot at one point in time. They move around, do stuff, raid each other, etc., as time passes, and it's important to keep the place dynamic." The module encourages a huge amount of flexibility.
This was wonderful to DM, and the players enjoyed the feeling of being in such an active environment.
Now, look at a more recent module, Expedition to Castle Ravenloft. The setting is wonderful, the maps are wonderful, but all the encounters are
In short: Wonderful setting (not written anew, swiped from 1e), uninspired writing. Writing is targeted to the lowest common denominator of DM's who can't figure out how to run NPC's/set up encounters on their own.
I hear Expedition to the Demonweb Pits is supposed to be pretty good, but haven't heard anything good about any of the other modern writing.
My question is this: Are the modules written for 4e, and the overall design generally, going to lean more on the side of accessibility to less creative players/DM's or the side of giving more experienced players/DM's more flexibility?
What's with all the evil? (Score:4, Interesting)
the PHB's spell list vs. the DM's World (Score:3, Interesting)
ne of the key issues I have had with previous editions of D&D is that even with all the customizing options, all the magic using characters are still very defined by the list of spells in the player's handbook. Since magic is such a defining part of a world, that means that the PHB spellbook is often a very intrusive influence on the character of the world.
Will 4th edition have a good system for customizing magic to the DM's world, or will DMs still essentially have to adapt their world to the magic system?
legacies & sacred cows (Score:2, Interesting)
as a fan of the star wars saga game, i certainly see much there that very clearly looks like it's gonna be part of D&D4, such as the second wind mechanic, the d20 modern-inspired alternating feat/talent slots at each level. but what i found most mechanically intriguing in the saga game was the usage of the use the force skill. as an amateur rules tinkerer myself, i was actually working on a variant of the first d20 SW game that would have done the same, but upon learning that you were going in this direction, figured there was no point on continuing.
so the question i have: does the force mechanic as presented in SW saga relate in any meaningful way to the way magic will work in D&D4? there's been what looks like signs of dissatisfaction with the vancian model that arneson & gygax first introduced in comments i've seen here or there for a while.
ed
better spell system (Score:3, Interesting)
I mean, the current magic system in most table-top RPGs is basically a set of pre-set actions: "lightning ball, 30' radius", "light candle without taking match from pocket". Might as well have a DM's story telling system that has options like "tell your players they've entered a "big room'" "tell your player to stop bitchslapping the orc".
What we really need is a system more like "you have 30 mana points" You know how to: "commanding stone; requires 5 points per kilogram per second" "apply the move command: takes 15 points per second" "apply the levitation command: 40 points per second" "apply dazzling special effects to your spell: 10 points per second, per cubic metre".
Then, you could be creative and say, "OK, then I'm going to dazzle this crowd by moving that ancient statue through the air to here..."
Of course, the DM would then reply "with no, sorry, you're not powerful enough", whereupon you'd get your ass kicked by the crowd.
Playtesting (Score:3, Interesting)
I followed the development of D&D 3.0 and there was a very extensive playtest process that involved many groups all over the country (perhaps the world) over a period of many months. The list of playtester credits in the back of the 3.0 Players' Handbook is huge (and I have friends whose names appear there).
Is the playtesting for 4E being done on a comparable scale and if not, how can we as players be confident the new edition will have the same or better quality?
This has been done: It's called "Hackmaster" (Score:3, Interesting)
Luckily, WotC were nice enough to license 1E rules to Kenzerco, who amped up that 1E spirit in their outstanding game system Hackmaster. It's what I play now. Hackmaster even preserves the 1E aesthetics, instead of making everything look awesome-to-12-year-olds. (Interestingly, I've found that players who didn't play 1E and went straight to Hackmaster tend to undervalue the roleplaying and overdo the "hack" stuff - but for you, it might be just the right thing.)
dungeon crawl limitation (Score:2, Interesting)
As a DM, I find myself constantly limiting my modules (self created) so to make sure the players will not run out of spells or run so low on hit points that they decide to camp for the night (and thus end the adventure early). This puts a burden on a lot of DM's, where we have to carefully watch our CR and maybe even fib (I admit to it) on the hit points remaining on some monsters (or remove the monsters entirely) because we see that we have either overwhelmed the players or they are saving their "good" spells for the boss at the end or just in case. I would love to be able to let them fight their way to the boss only to discover that after they defeat the boss, they have to now fight their way back out, or maybe the boss runs when low on health and the players must then fight their way to another location to face him again. Currently the only way to do this is to camp "real quick like", but that destroys the reality of the world as whole would actually camp in the middle of a haunted gnoll cave, when gnolls are just behind the next door? Plus, no real time passes, so the overall reality is lost even more!
How about allowing players to either have a recast timer or I might even suggest to get as drastic as giving them a "mana pool" to cast from which can regenerate over time while resting or some other way. I would love my players to have animate rope handy ready when we happen to be using rope, but nobody brings it to the adventures because the other spells are just too valuable. In reality, limiting spell selection does add strategy, but at the cost of adventure and paths that will not be taken because they do not have that "worthless" spell ready to go (yes, my players call many spells worthless because they never know whether to bring them, so they all load up on healing and damage spells because they know they will need them. In addition, all my players save up their spells, sometimes not even using them because of the one and done reality of the game. If they knew they could get it back and maybe cast it again, they might be a bit more willing to let the magic fly when based with a smaller foe. Sure, make it a penalty, either in a device which costs gold or with having to wait X about of minutes in real time. You could even only allow some spells to be recast, but not all (two classes of spells, reusable and rest based) Yes, it will unbalance the classes, but a fighter can keep swinging until he has no more hit points left; a mage may be done after 6 spell casts. I doubt any melee class will complain about extra heals and more adventure.
Something similar was tried in DnD Online, but who is going to put rest stones in the middle of a dungeon? You have this nice little opportunity to make the adventures epic and furious with an increased pace and lets face it, but we are growing impatient these days...we want to get to the good part.
Keep the action going I say, we all crave more adventure.....give it to us. Which brings me to my question: Will any of the above be solved in the 4th Edition and if not, why not?
Mass combat (Score:4, Interesting)
Re:better spell system (Score:4, Interesting)
http://slashdot.org/~An+ominous+Cow+art/journal/192430 [slashdot.org]
Digital Tools Platform Independence (Score:3, Interesting)
My biggest concern is the availability of the digital tools in non-Windows environments. That's about the only thing that could sour the whole deal for me. I'm hoping they're web-based or Java-based so they can run on any operating system.
Probability distributions (Score:4, Interesting)