|
Darn." The powers can be cumbersome to keep track of (see below), but they're far more interesting than "I move forward and attack." The powers are very dynamic and well tailored to each class. One of my players put it best: "Everyone in the books looks like they just crawled out of the bath."Monster difficulty: the Monster Manual is very well balanced and the DMG gives very good instruction on how to make easy, normal, or difficult encounters. However, it gives each player something they feel they can contribute other than "I roll to attack. In 4th, from the get-go each player has something interesting they can contribute and that their character really is powerful.
However, with 2 player's handbooks, now 2 DMGs, tons of source materials-- I understand that WotC is a company and I understand and respect their desire to make a profit off of their efforts, but at $20-30 a pop, be judicious about what books you buy. I played 2nd a bit, but started DMing with 3rd and ran it for several years. In 3rd edition, especially at low levels, the PCs were incredibly weak and one or two shots from an enemy could drop or kill them. With at-will, encounter, and daily powers, deciding what to use when can make for plenty of tension; it's with trepidation that a low level PC will burn their daily power to topple that orc underboss.Streamlining of rules: we played 3rd edition for several years and still had arguments over exactly what caused an opportunity attack, and when. However, I had to fast-track my PCs to 5 just to give them some interesting things to fight; even gnolls are 5th level monsters now, which makes them more fun to fight, but really hampers what low level PCs can fight (hint: kobolds and human bandits).
Our group uses a white board with initiative order and status effects by each person's name-- I'd recommend you do the same.LOTS of books: You'll note this was also a pro, because by and large most of the books are well made. I miss, because I'm a wizard and I can't hit anything. Combat has been streamlined HEAVILY.Good character customization: my biggest fear when I saw the powers system was that the PCs would be shoehorned into doing what the game writers wanted them to. The DMG offers advice solely on how to run a good game rather than being filled with treasure tables, which are in the Player's Guide.
Given several months of playtesting, my thoughts about the pros and cons of 4th edition relative to 3rd edition, its predecessor and only real competitor.Pros:As I said above, Heroes finally feel like heroes. Powers: I stand by what I said when I said that combat is streamlined and, with all the different powers, much more interesting. However, as a DM, trying to learn all of the powers and keep track of the (many) status effects upon both the PCs and the monsters can become a real pain in the butt. To start, the core rule gift set and the Player's Handbook 2 will keep you going for a long time.Final Thoughts:I loved 3rd edition. Also, compared to 3rd edition the supplements are MUCH higher quality; no more paperback "Sword and Fist" books falling apart. I understand that it's not for everyone-- truth told, D&D is a game and it's evolved HEAVILY since the 70s. D&D is supposed to be a game of powerful heroes and evil villains: a wizard that is worthless after casting 2 spells or a cleric or rolls a 1 on one of his two healing spells (his only function) that DAY may make the adventure seem more dangerous, but that's more due to the impotence of the PCs rather than the power of the evils they face.Distinct party roles-- many will say this is a distillation of the D&D rules that try to cater to the WoW crowd, and they're partially right.
If you like 3rd edition better, by all means stick with it and enjoy; it's a solid ruleset. However, with a huge number of character classes with various roles, tons of powers to choose from, and then paragon paths and epic destinies (like prestige classes from 3E, but that actually make sense), it's very possible to have a one-of-a-kind character and to get very different experiences from different characters.LOTS of books: there are already tons of supplements to draw from, and almost all are balanced very well and add several new dimensions to the game; not just how to make a character more powerful, but how best to PLAY that character, from an RP sense and a game mechanics sense. Even the DM Screen is thick, laminate cardboard rather than the stock paper of previous screens.Cons:Art style: I loved the art style of the old games. I was hesitant about 4th, but the new races and classes are tremendously well balanced and flesh out the ever-more-stale "standard fantasy setting". However, as a DM, and with all but one player who've played D&D for 10 years, we're hooked on 4th edition and I couldn't imagine going back.
I've played D&D for years, and switched over to 4th edition. their characters are heroic, capable, and have enjoyable adventures.I cheerfully admit that more optimization is possible in 3rd edition, and I have in my time enjoyed making a highly optimized 3rd edition character who can walk through all of the published adventures.When I'm playing with a wider group of friends and family, I love the fact that the new system makes sure everyone has fun. As people have noted here, 4th edition ensures that everyone in the party has is balanced, effective, and has a role. That has allowed me to successfully play with a wide variety of friends. Someone who has never played D&D can pick up a 4th edition character and be a hero. I've never had more fun playing D&D, and I've been able to enjoy games with people who would not have enjoyed earlier editions.It's D&D with friends.
This 3 book set is an awesome value. It is fun to play and fun to create characters. The books are superb in quality with great illustrations. The game, I have come to quickly appreciate. I skipped 3rd edition because I was not gaming at that time, so I can't compare 4th to it. I played 2nd for many years, and while I will always love that version, I think 4th will bring many new players to the game.
The 're-spawning' characters computer game ideology.I'm surprised that they don't have a 'saved game#' power.More nonsense. To be objective, I've played 4th ed Dungeons and Dragons in 5 sessions by DMing 3 mini-modules, and although there are some good ideas (like minions) there are bad ideas (everyone has regeneration ability - i.e healing surges) which in the end result in a game which is IMHO a misrepresentation.The misrepresentation is that although it is a fantasy game, it is not classic Dungeons and Dragons. It is just so different from previous editions that it really is a new fantasy game, with D&D images ghosting over the mechanics, like Runequest or Warhammer Fantasy Roleplay, but with Kobolds and Beholders etc.Yes folks I think it is just too different from classic D&D in feel to be accurately called D&D by anyone who has played over the last 30 years.It is fun to play sometimes, but it feels more like a Superhero game set in a alternate universe like Marvel Superheros in an magical fantasy world. IN 4th ed its 'pay some money and its done'. Then try 3rd ed if you are a gamer with a head for figures. Characters wield 'powers' which makes them more like supernatural beings, rather than the vulnerable folk in a fantasy world with magic and nasty creatures that can swat them in an instance (like early editions of D&D feel like).
(the list goes on)If you want to play D&D look around online and buy a 1st ed or 2nd ed game. Only by Intellectual Property legal right can the owners WOTC call it D&D. 1ST LEVEL Characters have 20-30HP starting and access to 100+ HP in the course of 24hrs game time without healing spells or potions- and. Vulnerability and mortality are gone from the game. "Raising the Dead" is just a few hundred Gold Pieces away - The whole scarce/divine favor/miracle status that Gygax stressed as essential in his 1st ed essays for this truly monumental campaign event for the Gods to allow souls to be returned and raised (that was diluted/jeopardized in 2nd - 3rd ed) is just completely gone. Read that and see what I mean.
Some healthy skepticism to bear in mind is that much of the pro-4th ed comments around the net is logically from WOTC employees, fans, and those who have written, or who want to, write publishable work for them.
I bought all of the books as they came out, all that were released in the first twelve months that is. It is certainly a good place for new gamers to start. It is a number crunching tactical board game, not an RPG.If you want a real RPG, try the Pathfinder game.
I was really hoping I was going to love this game because I have been playing it for twenty years. I refer to it as 3.6 edition D&D. I even have double copies of the core books.
That is the REAL new edition of D&D. However, I am very dissapointed with it. It is flat and boring.
If you liked 3rd edition, then you will like Pathfinder.For those of you entirely new to fantasy RPG's who like computer games like Diablo and other MMO's, then 4th edition may be enjoyable for you. However, you will find yourself moving on to more interesting games in short order if you stay in the hobby.
|