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?
Buy our printed material! (Score:2, Interesting)
Yay for printed material that becomes obsolete every few years. Can't wait for D&D 5th Edition, coming next Christmas.
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You don't remember all the crap that TSR published to expand, change rules, add additional material, etc., for 2nd edition?
At least the material for 3 and 3.5 was mostly of decent quality, and not just geared towards making your character more powerful with each n
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3.5 (point release for books?!?) and 4E are from a Wizards of the Coast owned and directed by Hasbro, a completely different beast.
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Being backwards compatible with "broken" shouldn't be important.
Unleaded gas isn't backwards compatible...
Re:Buy our printed material! (Score:5, Informative)
In the case of AD&D 2nd edition, 1.1 decades (1989-2000), with a substantial revision (though it didn't get an official new version like 3.5) of the core books in 1995.
And 1st Edition AD&D was 1977-1988, also 1.1 decades,
Really, 3rd Edition lasting from 2000-2008 with a revision in 2003 isn't all that much shorter than either of the previous editions.
Yes, their business model is to make people want to buy the products they are producing.
That's pretty much every business model.
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The best way to make a promise of profits look good, in this (and I hate to use the wo
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Sticking to the core 3 (Score:3, Interesting)
Choices (Score:5, Insightful)
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.
Re:Choices (Score:4, Insightful)
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?
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Isn't the point of a P&P RPG in the end to simply act as a ruleset everyone agrees upon to make sure everyone's prepared for what can and will happen? So noone goes "neener-neener, I have plate armor!" when it pleases them?
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I was under the impression that the point was to have a good time. But, you know, whatever.
Surely if my friends and I decided to write a book we could pretty easily come up with some kind of system by which no protagonist suddenly sprouts impervious plate armor. Writers were avoiding the deus ex machina, somehow, long before anybody thought of rolling dice
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Casual gamers? This is starting to sound like a video games discussion...
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There's also Iron Heroes [wikipedia.org] which is an alternative players handbo
Ahem (Score:2)
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I know, I should give up... (Score:3, Insightful)
No.
No.
"D&D Fourth Edition Books To Be Released in June"? Yes.
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Second, you made it passive. "To Be Released". Not that there's anything wrong with the passive voice; the information that is in the active sentence
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There is no form of "to be" that would make sense in front of "releasing". "Release", in English, does not have an intransitive sense of the form "X releases" that is equivalent to the transitive form with an unspecified subject where and the subject of the intransitive form as the object, i.e., " releases X".
It does have some slang intransitive (in appearance)
Registration? What registration? (Score:4, Informative)
http://www.wizards.com/default.asp?x=dnd/dramp/20071019&authentic=true&pf=true [wizards.com]
Enjoy.
Most Amusing. (Score:2)
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Giving up on D20... went to Mythic (Score:2)
D&D has too much focus on tactical combat and encourages dice-festing. Maybe Mike Mearls can turn it around - I liked some of his work in Iron Heroes - but if a player has to have an intricate knowledge of th
Re:Giving up on D20... went to Mythic (Score:4, Insightful)
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D&D was not, during those versions, a tactical game. In my opinion, the feats, skill points, and tactical combat in 3rd edition have slowed down the game and made it feel more like a CRPG brought to pen and paper.
I could always go back to 2nd edition, but despite the things 3rd edition added
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The Blue-and-White box was a simplified introduction published to raise cash. The rules then forked into "Basic" D&D (the sets you mention) which was still fairly simple
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There's probably some truth to that, but they've also added something SORELY lacking from second edition: BALANCE. Consistency is also a plus, if you learn how one thing works in the system you pretty much know how everything works in the system (the different table for EACH stat in the AD&
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It's less the case with the material from the core books, but there are some pretty ridiculous things you can do to make absurdly overpowered characters with stuff from the expansion books.
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What I meant was that in third edition at least SOME thought was given to balance and how the power curve works. There's actual math behind the things going on in those (core) books. One of my older players likes to claim that in AD&D 2nd "Balance was a golden crack pipe" or something like that... Second edition characters just
Backwards compatible? (Score:3, Interesting)
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Therefore, it's available for free on the internet, and it basically consists of all the rules from the 3.0 and 3.5 PHB, DMG, and Monster Manual. There's no art, it's plain text, and all references to WotC spe
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Hell, we still play AD&D 2nd from time to time, so don't think that because your books will be out of print they'll suddenly be worthless...
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The primary goal of your rant (Score:3, Informative)
D&D/gaming paraphanalia inverse relativity the (Score:2, Interesting)
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Interesting story, I met a girl playing Diplomacy (board game) at a gaming conference. She wanted to come over and show me the RPG Vampires.
We didn't even open the book.
Then she moved (lol).
But anyway, RPGer meets RPGer and no RPGs were played.
Shadowrun was college...all dudes. AD&D in middle school, well, we worshipped it and made a complete mess of it at the same time.
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I rest my case. *grin*
m&m
1st Ed AD&D Old School (Score:2)
You aways remember your first... (Score:5, Informative)
Way too many game books, a couple system shifts into FASA, White Wolf and other game companies, and nearly a couple decades later I finally found that something I had always been missing in games. I've been having a blast playing since. The volume's been cranked way up.
I'm not really interested in tactics and cool powers and advancing in skills and such. What I am interested in is cool stories. I like to get together with people and put together a collaborative story. So now I buy games that help me do that.
Most of these games are single book games. One book, and that's it. No unending stream of supplements, just a good game that's fun to play. These games aren't ones that you have to tweak the rules for constantly either, with everyone playing the rules a different way. These games haven't just been thrown together. They're play tested hard, and they do what they're supposed to do. The rules work. These games are usually very accessible to casual gamers as well as outsiders to RPGs.
The latest game I picked up like this is Dirty Secrets. It's a game of the hardboiled detective genre. You play an investigator and solve crimes. The location? Your home town. The time? Last week. And there's crime and murder in the air. It's a one shot story game, taking approximately 3-9 hours, depending on the type of game you pick (short story, novella, novel). Much more fun than Monopoly or Risk that many might play instead. High replay value too, since of course every story would be different.
Sorcerer is another one I like. I've been running this game weekly for the past year. We're almost done with the first campaign, and it's been a blast. Arrogant mortals taming the dark powers and creatures from beyond our reality and forcing them to their will? Faustian deals gone awry? If you ever wanted to play a character like John Constatine, this is the game for it.
Dogs in the Vineyard makes a great old west game. Personally I don't care for the setting, but the game system is fantastic. It works well in certain other settings as well, so that is what I use it for. For the old west style standoff, I've yet to see a better system.
Love great TV, and always wanted to do a series? This game structures your stories as if they are TV episodes in a series. SF, fantasy, western, crime drama, spy drama... all are possible. The game system does really well at modeling what's important to a TV series, and resolving the problems that result for the conflicts you introduce. Shows like Firefly, Buffy, Gilmore Girls, Heroes, and the new Battlestar Gallactica are all good examples of the type of shows this game models well.
If you want a Tolkien-esque FRPG, and like a good bit of rules crunch in your games, I would suggest you try out Burning Wheel instead of D&D. It has a great story based character creation, not just number crunching with maybe adding on some story as a side note.
If you instead want a game focusing on combat tactics and advancement of powers, and where story control is in the hands of one player while the other players are along for the ride (if there is even a story there at all), then this new D&D might be for you. It's not a bad game, it's just not suitable for all types of gamers.
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I picked up a copy of Sorcerer and The Mountain Witch (I think) last year, and still haven't had a chance to play them because the people I game with in my hometown are dyed-in-the-wool D&D players. They seem like really good games, though. Novel, rules-light systems that focus more on the human aspect of RPGs than the rules interactions.
What they need is to change focus (Score:2)
A big part of the problem is letting players see their stats. Honestly, let the player decide what class