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The Dungeons and Dragons Fourth Edition Preview Books 378

Posted by Zonk
from the races-and-classes-worlds-and-monster-why-can't-we-get-along dept.
It's a big year for tabletop gamers. In just a few months the first books for the Fourth Edition of Dungeons and Dragons (D&D) will be released by publisher Wizards of the Coast (WotC). The last major update to the game rules was released in 1999, and sparked interest in D&D not seen since the early 80s. To attempt to answer some of the biggest questions about this newest edition, WotC has learned from mistakes made in 99', and is previewing their game updates with a pair of softcover books. Called "Races and Classes" and "Worlds and Monsters", the two titles cover everything from character creation to the new default world's pantheon. More importantly, it includes a large amount of commentary from the designers about why things are going to be as they are. In short: they're must-haves for hardcore D&D fans. Read on for my impressions of these highly entertaining (and vastly overpriced) chapbooks.
Races and Classes
Compiled and Edited by Michele Carter
95 pages
Published by Wizards of the Coast
Rating: 9
ISBN: 9780786948017

From a player's perspective, "Races and Classes" is definitely the more important of these two books. Acting as a stand-in for the upcoming Player's Handbook (due out in June of this year), it shows off the player races and character classes Dungeons and Dragons players will be able to choose for their first Player Characters (PCs). The book is broken up into five sections, with two devoted to the titular character aspects. The other three outline the process of rethinking the game's core. Each section is broken up into a series of short essays on specific subtopics. Each race and class gets at least one essay, with some requiring three or more to fully explore.

As a veteran DM of the 3.0/3.5 era, their choices for which races and classes to include are at the same time surprising and reassuring. Their picks have definitely shaken up the status quo, bucking traditions that date back to the late 80's. The Gnomish race, for example, won't be in the first Player's Handbook. Half-Orcs, one of the favorite races of the current edition, won't be addressed until the Forgotten Realms sourcebook in the Fall.

Instead, standbys like the Elf, Dwarf, and Hafling have been refined and polished to clarify their place in the world. Haflings in particular have been given a fictive solidness they previously lacked: they're now a nomadic boat-people, tending to the waters in the same way the Elves tend to forests or Dwarves to hills and mountains. New additions to the racial roster fill in gaps that have been patched previously in non-core supplements. The Dragonborn race, a reptilian species, is the most obvious of these. Previous 'dragon-ish' races have fit into campaign worlds roughly compared to the core races. Tieflings (half-demons) are another example of this trend. A popular player race in 3.0/3.5, it was challenging to play a Tiefling because of restrictions at character creation.

The process of making and growing a character seems to be the element they examine most closely in the commentary sections of the book. One subheading says it all: "Expanding the Sweet Spot". 3.0/3.5, it has often been noted, follows a power curve that starts somewhat underpowered and eventually reaches a point where players are too powerful to be seriously challenged. Though there's a lot of debate on this point, personal experience suggests the sweet spot for D&D 3.5 is about 5th level to 14th. Though many campaigns will never make it that far, it's frustrating to deal with mechanical weaknesses like that over the lifespan of a game. Fourth edition is a valiant attempt to rectify that by making all levels viable for play.

For a player, viability essentially boils down to "fun". At any given moment, is the player having fun at the gaming table? The Classes they've chosen for core inclusion speak directly to the need for fun. While the Core Four (Fighter, Cleric, Rogue, Wizard) are there, they've also included a number of fun tweaks for additional classes. In 3.5 hybrid classes were rough to play; why would you want to play a Paladin (a weak fighter bolted to a weak cleric) when you could play one of the core four and do something well? Fourth edition solves this issue by looking at the roles behind the classes rather than at class particulars. The Rogue, for example, is the classic Striker. He uses stealth and guile to cause spikes of high damage at opportune times. But that's not the only interpretation you can have of that role; the Warlock (another fourth edition core class) is also a Striker, but he relies on Damage over Time spells and arcane blasts to do his job. The Cleric is the classic Leader, keeping his allies up and in the fight by tapping into a spiritual power. The Warlord does the same through discipline and sheer force of will; the same role, but with a different interpretation.

The real advance is that each class role should always have something interesting to do in a fight, because every role is defined. If you're a Defender, and you're not interposing yourself between the bad guys and the party, you're doing it wrong. That great start is expanded by the inclusion of 'powers'. Previously the domain of spellcasters only, powers are going to be a staple for every class. Instead of the Fighter being forced to dully repeat "I hit it" over and over again, every class will have unique moves and attacks that support their role in the party. And if the Warlock (with powers labeled things like hurl through hell or iron chains of misery) are a good representation, each class should be a lot of fun to play.

I've been reading information about fourth edition greedily since last year on the D&D Insider site, and I thought I had a handle on what this game was going to be like. The class book, though, has been an eye opening experience. The designers just 'get it'. Everything that gets in the way of having fun needs to be excised. This book illustrates that, fundamentally, the WotC designers understand that. In 3.5 Fighters have too few options and Wizards have too many. Fixed. In 3.5 race didn't fundamentally matter, and on top of that each race was fairly poorly defined in the core books. Fixed. In 3.5 class roles were a challenge to understand for new and old players alike. Fixed.

Reading this text read like an answer to every player frustration I've experienced in the past 9 years. The game they describe in the pages of "Races and Classes" sounds like an intrinsically different experience than Dungeons and Dragons 3.5. For some people it's not going to be what they're looking for. For me personally, it's everything I could have hoped for and more. It's always been easy to have fun roleplaying; if they can make character creation fun? If they can make combat purely fun? That's an innovation worth rebooting the system for.

My only complaint with this book is the price. For more on that, please read on.

Worlds and Monsters
Compiled and Edited by Jennifer Clarke Wilkes
95 pages
Published by Wizards of the Coast
Rating: 7
ISBN: 9780786948024

Whereas the "Races and Classes" book speaks directly to the core of the new D&D, "Worlds and Monsters" primarily deals with the frippery and window dressing associated with the new core world. The loosely defined core setting that has always existed in previous editions of the game is going to become more codified in fourth edition. This text talks a bit about that world, and the decisions that went into that choice. It also runs through some of the most well-known monsters in Dungeons and Dragons, explaining how they've been adapted for the new version of the game.

For Dungeon Masters, this is far and away the more fascinating book. This stand-in for the DMG speaks directly to the storytelling core of the game, and hints at the kinds of high-adventure tales we'll be able to craft later this year. The game world sounds quite interesting, both for its specificity and its vagueness. Races, for example, are quite specifically outlined. Tieflings, Dragonborn, Elves ... all have specific creation stories that PCs can share as a common background. Racial traits stemming from historical events will add a lot of texture to character portrayals. At the same time, much of the world is being left deliberately vague. This setting is described just enough to hang plot hooks on, but not enough so that as a DM you'll have to deal with backstory cruft.

The world they describe sounds quite interesting, too. They're calling the core concept "Points of Light". Adventurers are heroes living in a world mostly covered by the darkness of wilderness and the unknown. Small cities and villages dot the landscape, providing shelter and a bright spot in this darkness. The wilderness hides numerous ruins, leftovers from the rise and fall of ancient civilizations. The last great human empire fell about a hundred years ago, in the setting, and the result is something akin to the historical dark ages. Layered on top of this ruin-strewn landscape is a faerie realm, accessible via special holes in the world. Monsters live in the deep woods, and dark magics are hidden underground. It sounds like a great place to adventure.

The monsters section of the book clarifies a number of things about what D&D combat will be like in fourth edition, and speaks again to their goal of 'fun all the time'. 3.5 combat was balanced around the concept of a party fighting one creature of an appropriate level. It turns out? That tends to get kind of boring. Fourth edition combat, instead, is balanced around an equal number of opponents for the players. Having the concept of 'slots', where monsters oppose players on equal footing, and roles (not unlike PC roles) ensures that fights will be actually challenging. 3.5 fights tend to be either bloodbaths or total routs, with little room in-between for contesting the outcome.

That concept of roles has been applied to monsters quite deliberately. Balancing a monster party with Defenders, Skirmishers, Controllers, and Leaders will result in a mixed bag of interesting critters. Monster races that tended toward the generic have even been given a degree of specificity. Instead of Gnolls just being Orcs with Hyena masks on, they'll now apparently fight with pack tactics and cowardly tricks. Giving flavour to the opposition seems to be the basic idea: off-the-rack encounters will no longer feel so rote.

Again, the game they're describing sounds like a lot of fun. My frustration with this text was high on the price side, though. While the "Races and Classes" book speaks directly to the core of the new D&D game, and is a great book to throw at someone still griping about the lack of Gnomes, "Worlds and Monsters" seems like it's mostly a lot of set dressing. Set dressing which (I can only assume) will be reiterated in more detail in the core books. Did I enjoy reading it? Of course. It's interesting stuff. But twenty dollars for set dressing is hard to swallow, especially when we're going to have to repurchase that information in the DMG for another thirty bucks.

At a cost of forty dollars for the pair, it's hard to say if the extremely interesting content is worth the price of admission. In podcasts and commentaries WotC has said how they enjoy the 'DVD extras' model, where consumers pay a premium for 'behind-the-scenes' info. If you really enjoy that kind of content, or just can't wait the next four months for the core books, these will be easy buys for you. The ideal would have been if purchasing these books represented preorders for the core books. Pay $40 now, buy the core books for only $20 each? Anything to make this investment last past May? Instead, we're left with the reality that nothing in these books can't wait until June.

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The Dungeons and Dragons Fourth Edition Preview Books

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  • Re:suggestions ... (Score:4, Informative)

    by SQLGuru (980662) on Monday February 04, 2008 @04:44PM (#22297150) Journal
    Try some of the GM'ed games of Neverwinter Nights (1 or 2).....it will add a different flavor. All of the fun and social interaction of the pen and paper with the nice graphics. Of course, it will depend on how good of a GM you actually hook up with (but the same was true of pen and paper).

    Layne
  • Re:suggestions ... (Score:2, Informative)

    by cthulu_mt (1124113) on Monday February 04, 2008 @05:12PM (#22297652)
    The Wizards of the Coast forums are a good place to start. They have a section dedicated to Looking for Group. They also have links to some affiliated sites. I'm at work or I'd provide links. I'll reply back to this with some good ones when I get home.
  • Re:What it needs (Score:3, Informative)

    by Relic of the Future (118669) <dales@NoSpaM.digitalfreaks.org> on Monday February 04, 2008 @05:14PM (#22297696)
    "Since based on what I've heard so far, not one of these is actually happening"

    Then you should pay better attention. When I was reading your post, I assumed you were making a list of what they were doing right, because based on what I've heard so far, they're doing all those things. Grapple cleaned up, stacking bonuses cleared up (by simplifying and clarifying item slots mostly), the effect of gold->magicitems->power weakened (again, mostly through magic item slots, but through other means too), level appropriate abilities up the wazoo (no more "I guess I'll take dodge as my 18th level feat and that's the most interesting thing I got this level")... okay, I don't know who they've got doing playtesting.

    I'm very excited, because everything that was really pissing me off in 3.x is precisely the stuff they're fixing.

  • Re:What it needs (Score:3, Informative)

    by crashfrog (126007) <[crashfrog] [at] [gmail.com]> on Monday February 04, 2008 @05:21PM (#22297834) Homepage
    Since based on what I've heard so far, not one of these is actually happening

    You must not be listening, then, since they're actually doing every single thing you mentioned in your list.

    1) Grapple and other complicated rules are being totally revamped, though they haven't said how.

    2) Static bonuses to stats are pretty much out - not from spells, not from magic items. That leads to...

    3) Since magic items no longer provide static benefits to stats, you no longer have to have stat-improving magic items just to keep up with the "standard" power curve. No more Amulets of Natural Armor +2 or whatever. Gone. Good riddance. Characters should be heroes because they're heroic, not because they're weighed down with stat-improving gear. (On the other hand, some characters are heroes because of magic swords, or what have you, but the Weapon of Legacy mechanic is, in my games, how I plan to deal with that in 4th edition. Somehow.)

    4) Every level, some choice to make - some feat or power or spell to choose, instead of 2 levels out of three simply recording a new BAB, saves, and HP.

    5) I don't know the playtesters, but it's hard to imagine anybody but twinks wanting to work at WoTC in the first place, so I think they have that one covered.

    So, have a little optimism. They're covering this stuff. Listen to their podcast or something.
  • Re:suggestions ... (Score:2, Informative)

    by cthulu_mt (1124113) on Monday February 04, 2008 @08:19PM (#22300486)
    As promised.

    http://forums.gleemax.com/forumdisplay.php?f=347 [gleemax.com] --- You'll need an account. The sign up process is annoying. http://dnd.meetup.com/ [meetup.com] --- Good site, just find your area. Helps if your not in the boonies like me.

    Sorry I had more links but purged my bookmarks recently.
  • by myowntrueself (607117) on Monday February 04, 2008 @08:37PM (#22300730)
    Personally I can't stand "crunchy" systems any more. Spending ten minutes figuring out how a basic combat scene gets sorted out is just crazy to me.

    Ten minutes?

    Thats *nothing*

    Try Aftermath; half an hour to work out how much damage a single shot will do... You practically have to be a ballistics expert to run the game.
  • by Fuzzlekits (909093) on Tuesday February 05, 2008 @04:38AM (#22304282)
    Frankly, Here's the deal... Alot of people here must not have played the same First and Third edition D&D games I did... or, at least, not read what the designers have put out for free about 4th.

    You don't have to buy these books to see what 4th is like. They are collectors items, fanboyish treatises... But, there is some cool stuff in these books. My solution was to have one member of our (Large) gaming group buy the books, and then we passed it around for a few weeks and all got a good look.

    But, really, there isn't anything in the books you can't find either on ENworld or the official website (And, for a few months, D&D insider is free and you can see everything they post on.)

    Alot of the issues commenters are bringing up have also been addressed, directly, by the R&D staff mixed in with the Gleemax Staff blogs.

    So, here's where you ought to go if you're on the fence or curious. Then you can come back and contribute to the 4th ed discussion... because most of these comments have been dealt with by -someone- in R&D.

    http://www.enworld.org/index.php?page=4e [enworld.org] Huge dump for 4th edition facts and rumors. http://preview.tinyurl.com/2fe6br [tinyurl.com] Gleemax R&D Staff blogs. Alot of playtesting. http://www.wizards.com/default.asp?x=dnd [wizards.com] The official page. Design and Development and Ampersand are really the informative columns. You need to sign up, but it's free, and wizzards forum accounts / Gleemax transfer over cleanly.

"Whoever undertakes to set himself up as a judge of Truth and Knowledge is shipwrecked by the laughter of the gods." -- Albert Einstein

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