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D&D 4th Edition
was announced at GenCon Indy, 2007.  ICV2 article here. There will be several 4E releases through 2008, including core rulebooks, a quickstart adventure, accessories and miniatures  The new logo is shown How to use this pageabove.  4E will have four "parts":  The three core books (PHB, MM, DMG) will all be released in June 2008.
EN World member der_kluge has created a 4E Teaser Document, which has been converted into a free PDF by Ozmar. it contains all of the information from this 4E Info Page as of 28th August 2007. Great to print out and show to your non web-browsing friends! Download it here.

Mike Mearls says that development on the Player's Handbook is almost complete, and that the final version (less playtesting changes) will be handed over on Friday, October 5.


Release Schedule (PDF press pack / Core Rules PDF press pack):
  • Pre-4E releases.
  • Wizards Presents: Races and Classes: December 2007. From the editor of Wizards Presents: Races and Classes, in her blog: 
    • "It's all new art, from concept sketches to finished pieces.
    • It's all new text, essays from the design/development staff about the making of 4E (including a design timeline) and the new status quo for races and classes. It's not a history of D&D as a whole, but an in-depth look at the making of this edition. This and the companion book, Wizards Presents: Races and Classes, give a complete picture of how we concepted, designed, and wrote 4th Edition.
    • This new art and text? WILL NOT be repeated in the Player's Handbook as a whole. It's possible that, say, an unfinished sketch in the preview book might be finished and turned into a color piece later--but I've seen the PH art order, and that's all new too. Similarly, the races and class writeups ARE NOT what appear in the PH. How could they be? These essays were written months ago, and a few things have changed since then. But you'll be surprised by how much we're saying here......and by the new things exclusive to this book that no one's talked about yet. Occasionally, we DO manage to keep some secrets."
    • In his blog Rich Baker comments on the forthcoming Races & Classes book. They received their copies in the office and are please how it turns out. There are no mechanics, but lots of flavor and behind the scenes comments: "But there are dozens and dozens of anecdotes, observations, and comments strewn through the book from all of us who have been working on 4e. It's a little like the Rules Compendium that way. If you liked those "Behind the Scenes" comments in Rules Compendium, you'll like the Races and Classes book."
    • A look at Races & Classes from an EN World member who saw a copy of the book in his local game store.
    • You can read the first review of Wizards Presents: Races & Classes at RGP.net.
  • Wizards Presents: Worlds and Monsters: January 2008.  See a fan summary of the book here.  There are now some excerpts from Worlds and Monsters as downloadable PDFs up on wizards.com.
  • Adventure H1: Keep on the Shadowfell: April 2008.  This is a quick-start adventure, which will include pregenerated characters -- "Get a jump on 4th Edition with Keep on the Shadowfell™, a D&D® adventure for characters of levels 1–3. This adventure includes a quick-start rulebook, an adventure booklet, a players’ booklet, 3 poster maps, and pre-generated characters. Additional adventure content will be presented on D&D Insider™ (www.dndinsider.com)."  96 pages.  [The "H" in "H1" stands for "Heroic"]. Mike Mearls comments on H1: "While H1 is far from a mega-dungeon, I've tried to incorporate at least some sense that the PCs can wander around the dungeon, exploring different sub-sectors and having a really different experience based on what they do....The really nice thing is that there isn't much of a sense of an XP grind in 4e." Keep on the Shadowfell has appeared on Amazon and Amazon UK as a hardcover book:
    • "A D&D adventure for characters of levels 1-3. The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift, a dark scar in the world that was once a gateway to the Shadowfell but has been dormant for many years. Now, an evil cleric of Orcus, Demon Lord of the Undead, seeks to re-open the gate, and the only thing standing in his way is a small yet determined band of heroes from Winterhaven. Keep on the Shadowfell is an exciting Dungeons & Dragons adventure designed for characters of levels 1-3. It includes three double-sided poster maps suitable for use with D&D miniatures, as well as information on the town of Winterhaven and environs."
    • Mike Mearls with some tiny hints: "There's a riddle in H1. Also, there's a secret room that you can find only by piecing together a few clues (or seriously dumb luck/thoroughness). No skill checks, just good, old fashioned brain processing power."
    • It's not an earth-shattering revelation, but we have confirmation that H1 will contain rules to play from Greg Bilsland: "Keep on the Shadowfell....Shadowfell’s text remains unstable because rules in the PH continue to fluctuate. Since Shadowfell comes out a month before the PH, the other challenge is trying to include all the necessary rules so someone can play the adventure without the help of the PH. Turns out this is kind of difficult because Dungeons and Dragons has a few rules. Just a few."
  • D&D Miniatures Game Starter Set: April 2008 -- "This new starter set for the D&D® Miniatures Game includes everything 2 players need to play, including revised rules that will appeal to experienced players as well as players new to the game. Now anyone can experience an adventure right out of the box with this comprehensive set. Included are:
    • 5 exclusive, non-random pre-painted plastic D&D minis, including a new Green Dragon
    • Battle map
    • d20 die
    • Rulebook
    • Stat cards and damage counters"
    • You can now download the new D&D Miniatures  rulebook for free (48 page PDF file, 11.5MB) from the official site. The D&D Miniature Rules are being brought in line with the D&D 4th Edition rules, so there should be plenty of crunchy observations made possible by looking at the changes to the DDM rules. 
Player's Handbook
Monster Manual
Dungeon Master's Guide
  • Dungeons of Dread: April 2008.  Miniatures expansion -- "Battle the D&D game’s most iconic monsters with Dungeons of Dread™, a 60-figure expansion for the D&D Miniatures Game. Creatures are drawn from the pages of the new 4th Edition Monster Manual. Each booster pack contains:
    • 8 pre-painted plastic D&D minis, randomized with varying degrees of rarity to enhance collectibility
    • Stat cards and damage counters
    • Set checklist"
  • Player's Handbook: June 2008 (hardcover, 288 pages) -- "The Player’s Handbook® features a new cover design, a fresh new page layout, new character options, new magic items, and new rules that facilitate faster and more exciting gameplay from level 1 to level 30."  (Cover may change). Amazon.com is listing the 4th Edition PHB for $29.95 USD. Amazon.ca is listing it for CDN$ 23.95. Amazon.co.uk lists it for £15.36.  "The Player's Handbook presents the official Dungeons & Dragons Roleplaying Game rules as well as everything a player needs to create D&D characters worthy of song and legend: new character races, base classes, paragon paths, epic destinies, powers, more magic items, weapons, armor, and much more. "
    • The PHB cover IS set to change!  Scott Rouse confirms in this video snippet that the current artwork on the Player's Handbook is changing. Wayne Reynolds has been commissioned for the new piece, which will not feature the tiefling. 
    • There will also be a Player's Handbook Deluxe Edition, released around the same time (Amazon).  Scott Rouse: "It's an embossed leather bound version with gilded edges and a ribbon bookmark  The release date is in flux and it will likely come out later in 08, probably a holiday item."
    • Character Record Sheets: May 2008 -- "Design of the new 4E character sheets is underway. A lot of learning has gone into the initial design. The good news is that we can fit everything on one double-sided page, without making the lines and boxes so small that you can't really write in them. That might not seem like a big deal in the context of the greater game, particularly with all of the other interesting 4E things going on, but it's still something to sing about." (source). Amazon UK.
  • Monster Manual: June 2008 (hardcover, 288 pages) -- "Classic D&D® monsters and fearsome new foes populate the pages of the Monster Manual®. The book presents monsters of all levels, along with full-color monster illustrations and easy-to-use monster statistics."  The cover depicts Orcus, and Scott Rouse confirmed that the encounter range within the book would run from 1st-30th level.  Orcus is one of the critters in the MM.  Amazon UK. "The Monster Manual presents more than 300 official Dungeons & Dragons Roleplaying Game monsters for all levels of play, from aboleth to zombie. Each monster is illustrated and comes with complete game statistics and tips for the Dungeon Master on how best to use the monster in D&D encounters."
  • Adventure H2: Thunderspire Laybrinth: [was "Labyrinth of Lost Souls"] June 2008.
    • A 4th Edition D&D® adventure for characters of levels 4-6

      Beneath Thunderspire Mountain lies a sprawling network of mazes, tombs, and caverns collectively known as the Labyrinth of Lost Souls. In recent years, this vast labyrinth has become a living dungeon where trade between the surface and subterranean worlds is possible. However, beyond the well-lit halls where prospectors, merchants, and traders convene lies a darker world where adventurers battle monsters and fiendish beings perform secret rituals for their dark masters. . .

      H2 Thunderspire Labyrinth is a D&D adventure designed for heroic-tier characters of levels 4-6.

      This product includes an adventure booklet for the Dungeon Master, a player's booklet containing new character options and campaign information, player handouts, and a full-color poster map, all contained in a handy folder.

      H2 Thunderspire Labyrinth is the second adventure in a three-part series that began with H1 Keep on the Shadowfell and concludes with H3 Pyramid of Shadows. It can also be played as a stand-alone adventure.
  • Dungeon Master's Guide: June 2008 (hardcover, 224 pages) -- "Weave thrilling tales of heroism, filled with magic and monsters, with the new Dungeon Master’s Guide®. This book helps Dungeon Masters run great games, create exciting adventures, and build their own D&D campaigns." [Note: the D&D Q&A panel at GenCon Indy said the DMG would have 256 pages; the press release says 224]. "The Dungeon Master's Guide gives the Dungeon Master helpful tools to build exciting encounters, adventures, and campaigns for the 4th Edition Dungeons & Dragons Roleplaying Game, as well as advice for running great game sessions, ready-to-use traps and non-player characters, and more. In addition, it presents a fully detailed town that can serve as a starting point for any D&D game. "
    • Chris Perkins"...For example, in the Dungeon Master's Guide we're aiming to include a fully-detailed town or village that DMs can use as the starting point for their 4th Edition campaigns..."
      • Chris Perkins: "We're planning to include a fully detailed "starting town" in the 4E DMG. It's a wonderful time-saver for DMs who need a ready-to-play town around which to base a D&D campaign. We tried something similar in the 3rd Edition DMG II with Saltmarsh, and we learned a lot from that experiment. The town we're thinking about for the 4E DMG is even more iconic than Saltmarsh. Can you guess what it is?"
    • David Noonan speaks about the DMG and how a large chunk of it will contain the infrastructure to manage varied encounters: "...lots of stuff going on during a fight, and a great DM will mix it up and employ lots of combat, social challenges, hazards/obstacles, and who knows what else."
    • Rich Baker has posted about the 4th Edition DMG and, more specifically, the "starter town" to be found within it.: "The town is called Fallcrest, and I'm pretty proud of it. It's a trading town located at the falls of a big river, where folks stop and portage cargo around the falls. I've made sure to include several potential dungeons right in the town (Fallcrest is a small town built atop the ruins of a larger city). At the moment I've also got a good-sized area around the town included in the description, so that you know where the nearby towns are too, and half a dozen good potential dungeon sites and adventures within a couple days' travel."
  • DM's Screen: July 2008 -- "Ryan Sansaver, one of our D&D art directors, recently showed us final art for the new DM screen. It's a sprawling, beautifully lit Underdark scene filled with all sorts of D&D monsters lumbering, lurching, slithering, and crawling toward the viewer. It's really quite beautiful ... in a horrifying way. I'm sure the screen will hypnotize more than a few players!" (source).
  • Dungeons & Dragons 4th Edition For Dummies. The book is by Bill Slavicsek and Rich Baker, and has a release date of July 21, 2008.
  • Forgotten Realms Campaign Guide: August 2008.
    • Ed Greenwood working on the 4E FRCG.  He has been hired to write 50,000 words for the book. 
    • Forgotten Realms will have a DM's book, separate to the Campaign Guide.
    • See "Settings", below, for further information on FR.
  • Magic Item Compendium I: September 2008.  The title of the Amazon entry for Magic Item Compendium I has changed to Tome of Treasures.
  • Scepter Tower of Spellgard (Forgotten Realms adventure): September 2008.
  • Forgotten Realms Player's Guide: September 2008.
  • This post [unconfirmed] indicates that one year after the Core three books are released there will be a Players Handbook 2, DMG 2, and Monster Manual 2 and a new one every year after that.  Each will contain new races and classes.
  • Adventure H3 Pyramid of Shadows -- mentioned in the Amazon blurb for H2.
  • A paragon level (11-20) adventure.
  • Adventures, including at least one starring Formorians; Chris Perkins:  "one of our 4E adventures revolves around the schemes of a fomorian king".
    • Will any classic dungeons throughout the editions make their return in 4E? Bill Slavicsek and Chris Perkins confirm that they will:

      Bill: ... As for classic dungeons, we plan for all of them to exist in the new edition. We’ll talk more about that in the near future.

      Chris: In addition to publishing new adventures, we have a long tradition of publishing adventures in Dungeon magazine, which now lives online. Some of the best adventures of previous editions appeared in Dungeon magazine, and that trend will continue with 4th Edition.
    
    



The first live demos of 4th Edition will happen at the D&D Experience gaming convention in Washington D.C. in February 2008. Chris Tulach, RPGA Content Manager, mentions that D&D Experience (Februrary 28-March 2nd, Hyatt Regency Crystal City in Arlington, VA) will be "the first place you can play the full-on, finished 4th Edition game" and that this will take the form of preview adventures for Living Forgotten Realms. In addition, there will be workshops and seminars planned to discuss 4th Edition. He also says that "The final version of the Player's Handbook should be ready by D&D Experience, but the books will not have been printed yet."



Green Dragon4E Presentation Videos & Photos/Media Coverage

GenCon 2007 4E announcement  presentation videos from WotC, available via YouTube from video blogger GamerZero:
A few photos from the announcement:
The Gaming Steve podcast has posted an hour-long interview with Christopher Perkins about D&D 4th Edition and he talks quite a bit about, well, everything 4th Edition related. You can hear the interview by clicking here.

Gamer Radio Zero just posted a new interview with Chris Perkins about the 4th Edition and the Forgotten Realms.  There is a thread summarizing the podcast and further discussion here.


Look & Style


During my meeting with WotC at GenCon 2007, Scott Rouse told me that the the look and feel of 4th Edition would be different to 3rd Edition.  In particular, he said that the look of 4th Edition would be much less "textbook" and much more "magazine"; they felt this would be friendlier, clearer and more accessible. Expect to see a higher reliance on images and diagrams. Assumed world that will be "points of light in a dark world." 

Several art pieces have already been released:
Artist William O'Connor has begun posting 4th Edition art, beginning with an elven ranger. He says, on his web gallery, "Beginning in the Fall of 2006 I was commissioned by Wizards of the Coast to be a part of reimagining The Dungeons & Dragons World. Over the next year I was able to produce hundreds of sketches and paintings for the 2008 launch of the next generation of D&D games."

William O'Connor has uploaded 16 of his concept illustrations for 4e, including some colour ones. Some of 'em might be in the new Races & Classes or what have you, but plenty of folks are sure not to have seen 'em. The main page is here. Highlights include:
Artist Raven Mimura, who worked on a slew of 3rd Edition products including Fiendish Codex II, Complete Psychic and Oriental Adventures, has posted four pieces of 4th Edition artwork. The first three images you may have seen before, featuring in the GenCon presentation show [see here for YouTube videos of the presentation], but the last is a new piece entitled "Eye of Flame Beholder", for an "as-of-yet unannounced 4th Edition book". Click on each of the thumbnails below to jump straight to Raven Mimura's web gallery.

ReGeneration Heads Heads Heads


General Information

"Then another two hours in the booth, mostly evangelizing about Fourth Edition again. I came to the realization that perhaps the most significant change in 4e is the one that's going to be the least visible: the math underlying the system. But it's hugely important!

The reason there's a "sweet spot" in the current game is that it's the approximate range of levels where, purely by coincidence, the math of the system actually works. In those levels, PCs don't drop after one hit, and they don't take a dozen hits to wear down. In those levels, characters miss monsters occasionally, but less than half the time, and monsters miss characters only slightly more often. It's pure chance, really, but it means the game is fun. Outside of those levels, the math doesn't work that way, and the game stops being fun.

In Fourth Edition, we've totally revamped the math behind the system, and that's a big part of the way that we've extended the sweet spot across the whole level range. When PCs fight monsters of their level, they'll find that the math of the system is more or less the same at level 30 as it is at level 1. There will always be variation with different PCs and different monsters, but that variation won't be so great that monsters are either too deadly or too weak.

Of course, there's more to the sweet spot problem than just the math. The proliferation of save-or-die effects and adventure-breaking effects like etherealness and scrying also makes high-level adventuring more difficult to pull off, and we've addressed those issues as well.

Fundamentally, this has meant we've had to abandon some things that might have seemed like sacred cows—fireball spells don't do 1d6/level any more, for example—but it's all in the interest of a far superior play experience."
I think the most important lesson I (re-) learned in the entire 4e process is that playing D&D or any other RPG is an intensely personal activity. There's a reason why we game with our friends, usually at the home of a friend, over food and drink. This is intensely personal stuff, where we say and do things that we wouldn't let loose in public.

RPGs also encourage creation, and that spawns an intense feeling of ownership. Those are good things, IMO, because there aren't many other things in modern society that drive those very human needs.

What that does mean, though, is that it's very, very easy to piss people off when you change D&D or any other RPG. It's like giving their baby plastic surgery without asking first, or re-arranging their house while they're away on vacation. Even if you do a great job, there's a good chance they're going to be pissed off on general principle.

At the end of the day, all you can hope for is that enough people thought their baby was ugly, or their house crappily laid out, that they happy with the change or able to accept it after giving it a try. I think the stuff we've done does make improvements to areas where the game didn't work all that well, makes the game more accessible, and makes it easier to play D&D.

In the end, gamers get to judge whether the changes we have made are for the good of the game or not. When the game is out there, then we'll know. Right now, you have some people who want it to fail for various ideological, personal, or other random reasons, and others who want it to succeed for all the same factors. All that conjecture and hope doesn't mean anything until the game comes out and the vast majority of gamers who are stuck somewhere in the middle pass judgment.
Q: This is a great analogy, but maybe it wasn't *quite* the message you wanted to send...

I mean, the fact is, D&D isn't our baby -- it's WOTCs, and they hired you to do plastic surgery on it. Now, I am in the camp that thought it didn't need it -- maybe some glasses, a new hairstyle, or a more stylish diaper. However, you'll never catch me saying WOTC didn't have the RIGHT to change it, or that they somehow "owe" me something for the time/money/emotion invested in the game. I am openly disappointed with many of the design decisions, feel that the game has been made more hostile to my playstyle, and think most of the "fixes" were unnecessary at best, done purely for the sake of change at worst -- but I will never say that either you or WOTC didn't have the right to do this or that I have been robbed/ripped off/otherwise "harmed" in any way.

This might seem a little funny, but I actually disagree with you. I think that D&D *is* your baby, and we're basically its caretakers.

I have a lot of clear memories of my reaction to 2e. It didn't change enough, and much of what it did change was random (why can't I keep playing a monk?). The game was still playable, but it wasn't the same to me. A lot of people seemed to agree with me, because in a few years we ended up with TSR up for sale. I stopped gaming for almost four years because of I eventually got sick of the tone and content of TSR, specifically Greyhawk, products.

D&D's healthy and vital are directly linked to the enthusiasm and happiness of its player base. I think that in some media, you can get away with a bad product through inertia. The nth book of a best selling fantasy series is going to sell as long it isn't complete gibberish. A direct to DVD movie with enough T&A and random violence is going to sell a minimum number of copies. Slap Batman on a comic, and you've guaranteed a ton of sales.

D&D is too active to get away with that. If the game doesn't appeal to its fans, they'll find better tools for their dungeoncrawls, their epic stories, their intricate, political thrillers.

I think I DO owe you something for the time and money you've invested in the game. Now, I can't promise that we can meet every individual gamers' needs or desires, but we do try to change the game to match what D&D players as a whole want.
And the top problems in 3E, as perceived by fans:

Q: I've got no particular horse in this race, except that I'm starting a 3.5 Ptolus campaign soon, but wouldn't "when the game is out there" be the wrong time to know whether or not the users of the game want the changes that were made?

I work in software development, and there's a term for developing a new product with lots of great "fixes" and new "features" and giving it to the public and then seeing if anyone actually needed or wanted the changes: Microsoft.

Did tabletop gamers actually ask for more MMORPG-style powers and tiefling PCs?

I honestly think that, short of changing nothing in the game, we would've been accused of copying MMOs. We never heard that with Book of Nine Swords, Tome of Magic, Magic Item Compendium, or even the monster revision articles I did, all of which drew on core 4e stuff. We heard criticisms, but the MMO thing was never loud enough (if it was even there) for me to see it.

Many of the changes we've implemented have been asked for by gamers, or at least are changes to features that people don't like about 3e:

1. Generating numbers for NPCs is like doing (really boring) homework.
2. The game seems to function best at about levels 5 to 12.
3. High level games are cumbersome and difficult to run.
4. Low level games are swingy.
5. The CR system is confusing and produces wonky results.
6. Spellcasters outclass everyone else.
7. Multiclassing works for only certain combinations. Classic tropes (warrior-wizards) need new core classes because the core system doesn't work.
8. Characters have too few skill points.
9. Monsters are unnecessarily complicated.
10. You don't get enough feats.
11. Attacks of opportunity are confusing.
12. Magic items are really important, but it isn't equal. Some items are critical, others are complete chaff.
13. There are a number of weird little subsystems that introduce unnecessary complexity, like grappling.

There's more, but I'm tired, and I have more weird analogies to dream up.

Now, your particular group might not notice any of these, but in the aggregate these are some of the issues with the current game. A good DM can avoid all of them, but why not fix stuff that we could improve?

Alignment

Gods & Cosmology
In summary, based on the fluff, it is definitely Lovecraftian but more on the 'outside and bizarre reality' side than the 'outer space' side.

The Far Realm is formally acknowledged in the cosmology, and 'is responsible for monstrosities that haunt the universe'. Specifcally, all aberrations are linked to it.

A Far Realm specific reason is suggested as a source of the conflict between the illithid and aboleth.

Perhaps taking a cue from WFRP, the Far Realm is said to 'seep in' sometimes, overlaying the landscape with an unnerving sense of dread, even distorting it, and tainting the flora and fauna. Strange new creatures emerge from this 'polluted reality' and insane practitioners sometimes 'willfully merge the natural and the obscene'



Specific Rules Information

Jump to: Classes | Races | Advancement | Magic | Monsters | Encounters | Skills | Settings

Which classes are in?Classes Levels & Tiers
"The way character advancement works now, it takes fewer encounters to gain a level, but it takes roughly the same length of time to reach 30 levels in 4th Edition as it takes to reach 20 levels in 3rd Edition. The rate of level advancement is still being playtested, however, so the jury's still out on whether the final game will work this way.

One of the goals of 4th Edition is to make high-level play as fun, balanced, and manageable as low-level play, and to make high-level characters as easy to create and run as low-level ones. Comparing high-level 4th Edition characters to high-level 3rd Edition characters is not an apples-to-apples comparison because they're built very differently. However, there isn't a startling increase in overall power level from a 20th-level 3rd Edition character to a 20th-level 4th Edition character "
Power Sources

Class Roles
Fighter Ranger Paladin Cleric Wizard Warlock Rogue Warlord Fighter Rogue Other Classes Prestige Classes
Races Humans Tieflings Dragonborn Elves & Eladrin Dwarves Halflings Other Races General Race Notes Multiclassing  Losing VanceMagic Wizard's Implements Magic Items

Spells Monsters
"We are not going back to a 1st or 2nd edition means of creating monsters. Those editions had no standards for monster design. Everyone just eyeballed it and hoped it was fair and fun (often it wasn't).

Third edition gives the illusion of fairness by giving you formulas to rely on, but you can use all the formulas perfectly and easily end up with an unfair or unfun monster. Advancing monsters by hit dice is a great example. Depending on its type and ability scores, the CR raise you give it according to the formulas might work out okay, but just as often the monster ends up too tough for its CR or too weak.

CR is often just a shot in the dark. We usually get it right, but I'm betting you can think of some critters that are way out of their weight class.

For each level of play we're devising a range of numbers for monsters that provide fairness and fun. Those numbers are based on what the PCs bring to the fight in terms of their potency and defenses, and upon the general role in the fight a monster is likely to be in.

Thus, the ogre, who is most likely to be the tough brute in melee, uses the “brute” range of numbers for its level. The numbers in that range and their distribution are designed to be fair and fun in a fight while at the same time allowing the artillery monster (like maybe a gnoll archer) of the same level to feel different but still be fair and fun. Of course, an ogre can chuck spears and that gnoll archer can charge up and hit you, but the numbers are devised in a fashion to produce great results when the monsters are used how people normally would use them. The ogre that’s in your face has more hit points than the gnoll archer that is using the ogre as a shield.

Changing a monster will be easier and more fair that ever. Rather than jumping through hoops and doing a lot of math with uncertain results, you can just look at the numbers for where you want to be and put the monster there. You might get there by adding a class, by "advancing" a monster, by adding a template, or some combination. The key is that you'll know where you need to get to in order to make the monster work right."

David Noonan's previous favourite thing about 4th Edition ("revisiting adventure pacing...the whole "wizard is done at 9:05 a.m." problem") has been replaced with a new favourite: easy-to-mix monsters.
...in 4e, I find it:

• Easier to assemble those mixed monster groups on the fly.
• Easier to keep those monsters alive long enough to pull off their cool tricks.
• Easier to convince my players that they're a threat (in 3e, the power curve is such that a monster quickly falls from "appropriate challenge" to "speed bump" in the space of only a couple of levels).
• Easier to run those mixed monster groups at the table without my head exploding.



Dragons
"Anyway, dragons. Ready-to-play dragons, right in the Monster Manual! What a concept! I just pulled the 1977 Monster Manual and the 1993 Monstrous Manual off my shelf and realized that this is, in fact, the first Monster Manual in the history of the D&D game to give you complete, ready-to-play dragons right there in the book! (To be fair, you didn't have to do much for the dragons in the 1977 book, but you did have to contend with a range of possible Hit Dice, hit points per die that depended on the dragon's age, and a fair bit of text at the start of the dragon entry you had to refer back to in play. Plus, there was a random chance that a dragon might use magic, and its spells were determined randomly.

In the 1993 book, you had to consult two different tables, checking the dragon's age against the various columns, to determine its Hit Dice (let's see, page 79 tells me the silver dragon has 15 base Hit Dice, but it's adult, so page 64 tells me to add 2), AC, damage (1-8/1-8/5-30 on page 79, +6 from page 64), and so on. What fun!

And then, of course, there's 3e, with the whole stat block construction process. Choose skills and feats and spells for every dragon, and modify all the stats accordingly. Nuts!

So here we are, neck-deep in writing the 4e Monster Manual, and I have the happy task of filling in a 14-page dragon entry. (A waste of space? In a Dungeons & Dragons Monster Manual? I don't think so.) Each dragon has all the information you need to run it, self-contained in its stat block. Each spread gives you tactics, descriptions, encounters, and lore for the dragon at hand. The start of the section talks about the families of dragons, a legend of the birth of dragons, advice for building and running a dragon encounter—lots of great information, but nothing you're going to have to flip back to in the middle of any encounter.

Every attack, every statistic, every magic power each dragon has is contained right there in its stat block. Self-contained. As easy to run as you could ask a solo monster to be. Ready to go. Ready to kill your characters. Awesome."
Other Monsters
Per encounter:
At will:

The at will powers are listed in "a cascading, intuitive style". One at the top of the list is available every round, while those farther down require no attention until successful attacks make them available.

Devils & Demons
- Devils are angels who rebelled. They rose up against the deity they served and murdered him. The crime of deicide is unimaginably perverse for angels, and hence devils were cursed and imprisoned in the Nine Hells.

- The Nine Hells are what became of the murdered deity's divine realm after his death. The Hells are the devils' prison, and it is difficult for them to get out without mortal aid.

- We've re-sorted demons and devils a bit, since we want these two categories of monsters to make a little more sense. Devils tend to be more humanoid in form, usually fight with weapons, and often wear armor. Most have horns, wings, and tails. One consequence of this: the erinyes and the succubus were holding down pretty similar territory, so we've decided that they're the same monster, called the succubus, and it's a devil.

- Ice devils don't look like other devils. We've decided that they are actually a demonic/yugoloth race... one that was entrapped by Mephistopheles long ago in an infernal contract. So ice devils hate other devils, retain their insect-like appearance, and have a special loyalty to Mephistopheles. It's one of the reasons why Asmodeus has never chosen to move against Mephistopheles. Asmodeus would of course win if he did, but that would let the ice devils out of their contract.
In core D&D, don't expect much about the Blood War.

In FR, we wouldn't retcon it away, but if it's strongly deemphasized in 4e core, it won't play much of a role in 4e Realms. So think of the Blood War as something that was going on intensely in the Realms' cosmos before the Spellplague, but now has diminished greatly.

Let me ask a question, though: If we said that the Blood War had never happened in FR (and I'm not saying we would), what canon would be violated? There are a couple of plane descriptions in the FRCS and FR Player's Guide that would be inaccurate, but is there something major besides those? (What I'm really asking is, How important was the Blood War to the Realms, really?)
Encounters & Combat
Weapon: War Pick
Prof: 2 [what does this mean?]
Damage: d8 [note, just one damage roll listed]
Range: -
Cost: 15gp
Weight: 6lb.
Category: Pick ["Pick" is a "category" of some kind]
Properties: High crit, versatile ["high crit" is mentioned above; "versatile" is something else]
Second wind and even healing powers have the obvious outcomes in the game of increasing hit point numbers. The question ultimately is: What do hps represent? If they don't just represent physical damage, and they don't, then even a so-called "healing" power might just be strengthening a targeted character's resolve to fight on—or whatever the players and DM decide it means for the narrative at the time. Evidence for this is easily found in that the warlord has the martial power source, which isn't completely nonmagical, but certainly less magical than other power sources. Nevertheless, the warlord has healing powers, which my players model in the narrative as inspiring words, encouragements, or a "rub some dirt in it and get back in this fight, soldier" order. With the cleric, it's really a "Pelor cure your ills" sort of thing.

Healing surges, in general, have to be triggered. Second wind is a trigger, usually usable once a fight. Other triggers include healing powers and items, or the proper use of the Heal skill. I don’t see any cheese in healing surges within this context, even though everything is more delicious with cheese. Within this cinematic context, they do make sense.

As for second wind, we've all seen movies and read stories where the hero just won't stay down. Second wind gives a player that kind of control over a PC. What it means in the narrative, once again, is whatever the players and DM decide it means. It's an opportunity to expand the narrative, and not any cheesier than a beat-up action movie hero peeling himself off the pavement and giving the bad guys a few more fives across the lips. D&D aims at that kind of action, and how you imagine the action is up to you.

The same goes for bloodied, which is a state in which a character shows signs of faltering or injury. I can imagine all kinds of abilities keying off being bloodied or an enemy being bloodied. Some people who have posted here have pointed out just such narrative opportunities, such as the yuan-ti seeing he’s got you on the ropes and zealously attacking because of it. And that’s really what they are—narrative, or roleplaying if you prefer, opportunities.

None of the abstractions of the 4e D&D game are outside the realm of imagination’s ability to explain in a fun way within the narrative of the game. I can’t agree with assertions to the contrary.
"...And out comes a new iteration of our social challenge rules. We extracted a ton of useful data out of the test, and I'll probably spend the rest of the morning typing that up for my colleagues and messing with some the rules. But I can share some broad outlines with you.

1) I had perfect attendance at my table last night: 7 PCs, plus the dragon, plus the lich. A truly participatory social challenge at a table that big is going to be chaotic no matter how you structure it. Or at least you can't come up with rules that muzzle my players.

2) There was a lot of variety in both the mechanical techniques used (the checks/rolls/etc.) and the actual table dialogue. That's a pretty high priority, so it was good to see it emerge in actual play. But my table is predisposed to show those behaviors, so I can't see anything more definite than "it's a good system for people who throw themselves into that play style wholeheartedly."

3) The system we were testing involves skill checks (big surprise, huh?). One of the things I found fascinating was that some players preferred to deliver their dialogue, then roll the skill check and report the result. Others preferred to roll the skill check first, then deliver dialogue that matched their result (good or bad). The system works either way, so I might just make it explicit that you can "roll, then talk" or "talk, then roll."

4) There is a totally valid D&D playstyle that haaaaates the idea of social interactions being resolved with a die roll. This system should work for that playstyle, too, once you flip a few switches. That just isn't the playstyle we were testing last night.

The upshot? We had about 20 minutes of great dialogue at the table, then the lich was sufficiently convinced that the dragon was dangerously insane that he cautiously aided the PCs in attacking the dragon. Of course the lich turned on the PCs as the dragon fight was winding down. But the social challenge mattered, because the PCs were able to fight the dragon (with a little help), then fight the lich. That sure beats fighting dragon + lich."
Skills & Feats
Settings/Campaign Worlds

The Default Setting Forgotten Realms
In core D&D, don't expect much about the Blood War.

In FR, we wouldn't retcon it away, but if it's strongly deemphasized in 4e core, it won't play much of a role in 4e Realms. So think of the Blood War as something that was going on intensely in the Realms' cosmos before the Spellplague, but now has diminished greatly.

Let me ask a question, though: If we said that the Blood War had never happened in FR (and I'm not saying we would), what canon would be violated? There are a couple of plane descriptions in the FRCS and FR Player's Guide that would be inaccurate, but is there something major besides those? (What I'm really asking is, How important was the Blood War to the Realms, really?)


Eberron
Other Settings


D&D Insider
(D&D Insider Fact Sheet)

D&D Insider is the WotC vehicle for online content.  It includes the former magazines, Dragon and Dungeon, both of which will continue in online form.
Some questions about the character generator:

Q: Will we be able to use it Offline?

A: I can't answer this question in a generic way. There will be some possibilities to use part of the D&DI applications offline. The exact details of that use are not available yet.

Q: Will we be able to save characters on our own computers, or be limited by the character vault?

A: It will be possible to save characters on your own computers. There will be advantages, though, to save your characters on the vaults... Once again, I can't say more at that stage, but answers will come.

Q: Will all other character "creator" software for D&D be illegal now?

A: I am not sure by what you mean exactly by the term "illegal". The only licensed character creator for D&D was the E-Tools, and their license has not been renewed. As you now know, we have been planning to bring these developments in house, and could not talk about this before the Gencon announcement. The D&D character creator software will be a part of the D&DI offerings.

In any case, stay tuned on the dndinsider.com in the next months for more details in that area.

Q: Am I, as an owner of RPG Forge, be allowed to put in information for my own use from other Wizards book?

A: Any ownership is associated to legal agreements and/or copyrights laws. I am not the best placed to answer that question, as this is not my field. I would recommend that you refer to the legal text and copyrights information provided with the books or products you have bought.

Here he answer bits about the map maker.

One of the application in the D&DI offering will be a more advanced version of the basic dungeon tile web utility that is in our web tools archive. This new one will include some basic drawing capabilities.

It will also be possible to hand draw directly within the D&D game table (and snap to grid for those like myself that are not very good line drawers - the cabinet in the secret passage was drawn by me.

Here he addresses comments about "buying miniatures."

I think that you will not find in D&DI anything different than the experience you describe at your game table.

You do not get the miniature out of the Monster Manual book, and if you have some miniatures, you can always use a similar one for a monster you do not have the miniature off.

The V-miniatures are just 3D representation on the D&D game table. They are not always linked to preloaded stats (even if they can have default stats much like the DDM miniature come with a default stat card)

So, when playing through the D&D game table online, you will be able to use your V-mini collection the way you want to. If you decide to not use V-Miniatures, there will be ways to represent the monsters you will be using that will be included in your subscription package.

Here he discusses the game table and the RPGA:

We are looking into providing support for RPGA scenarios and campaigns. This may not something that will be available immediately at launch, but is fairly high in our priority list.

If the RPGA scenarios are developped with the D&DI tools, there is no reason they can't be used and made available for the D&DI subscribers to use on the D&D game table, as well as being available as PDF like they are now.
Q: Will my players need to own the book and activate it to use those options in the character generator?

Answer: We already have mentioned that owning the E-version of a published book will allow to see the details of the book content within the D&DI applications, if you are a D&DI subscriber.

Now you will still be able to build a character using features from a published book even if you do not own the E-Version of that published book. You will not be able to see the detailed descriptions of the resources you have used from that published book, though.

Q: What if I don't want to play online, but want to use the map maker and character generator for my home game?

Answer:  If you are a D&DI subscriber, you will be able to use the various resources for your games, regardless if you are running them at home or through the internet. For example, nothing will prevent you to use some of the D&D game table functionalities on your home game, if you want to, provided you are online and a current subscriber when you do so.

This said the game table is designed to facilitate games between people that will not physically be at the same location, it is not designed to replace your normal home game experience. If you are running the game with all your players already around your table, some of the game table functionalities may become either useless or more complicated to use than simply having your tiles, miniatures, books and character sheets.

In the end though, each DM will be able to decide for themselves how they prefer to run their game. The D&DI applications will simply provide new options...


Q: Will I need internet access to use D&D Insider

Answer:  The D&D game table and the character builder are windows applications driven by a 3D-engine (DirectX based).

The character sheet, dungeon builder and encounter builder will be standard windows application.

You will indeed need to access the internet and be a D&DI subscriber to use these applications to their fullest potential.


Q: Will I need to subscribe to D&D Insider to play on the virtual game table?

Answer 1 & Answer 2:  To be a player in a game hosted through the D&D game table, there will be a possibility to play without having to subscribe. The details about that type of access will be provided in the upcoming months through articles on the dndinsider.com web site.

Starting a game session using the D&D game table will require a DM with a D&DI subscription.

Now we are planning to allow players to join a game session without necessarily being a D&DI subscriber. I am not saying it will be free, but it will not require a D&DI subscription to participate to a game. The details about this type of access for players will be unveiled in the upcoming month from the dndinsider.com web site. Stay tuned!

Q: Do you really expect everyone to bring their laptops to the gaming table?

Answer:  Please remember that the key goal of D&DI is not to bring laptops to the game table. It is to allow players that are not able to get together around the same gaming table to still play D&D, using the internet as their gaming table with the D&D game table application...

Having more laptops on your home game table is certainly a possible consequence of that D&DI initiative, but it is not our core drive for the D&DI project.


Q: Do you realize your data on Macs is inaccurate?

Answer 1 & Answer 2:  We are aware of the trends in this area, and as I mentioned earlier we are looking if some of our D&DI applications can be used with the more recent intel based mac systems, while keeping in mind our delivery goals and timeline. We also have made our decisions regarding serving the PC platform first based on factual market research data, not estimated data. A lot of our future steps will depend on the success of the first steps.


Hey, I did not say we were using generic Market Research data... We have our own market research department at Wizards...


Q: How will additional miniatures be available on the virtual game table?

Answer:  We are still looking and defining the exact details of how digital miniatures will be available for the game table, and we will provide the relevant information in due time through the dndinsider.com articles.

Getting miniatures for the online game table from randomized boosters is certainly envisioned, even if that may not be the only way to get them.


Q: Why will we be limited to 3 games a month with the D&D Game Table?

Answer:  I do not know where this 3 time a month comes from, but it is simply a rumor, and, as far as I know, does not come from any official statement.

I'll be happy to check on your source if you can provide some link of where you have heard about these limitations.

Q: Will the Character Visualizer be updated with new expansions?

Answer: The visualizer will be expanded over time, indeed. We may not have new weapons or armors for the character visualizer with every single new published product, but we will have regular updates during the year, and certainly some updates when significant core books are released.
New stuff added over time will increase the choices for all subscribers. We may, in the future, do a few special items as rewards for various things.

It is not likely that you can identify an item clearly just by seeing it. The visualizer just propose various shapes of weapons, and the users chose what they are supposed to represent... So a vorpal weapon can be represented in many different ways according to the players' taste, and we want to preserve that aspect which is part of the RPGer's imagination.

We may have some iconic material though that can be easily recognizable, but not necessarily associated to specific powers.

Q: Will we be able to make our own custom scripts for the Game Table?

Answer: The extent of the possible customization is not yet fully defined, so do not read too far into it... I was mainly meaning that in the future, there will always be room for making new developments to help facilitating playing D&D 4th Edition...

Q: Will there be a free trial period?

Answer: There are plans for having free trials, but all these details are still very far away and will be announced fully in due time through dndinsider.com.

Q: Which D&D Insider elements require Direct X?

Answer: The only two Direct X based applications are the D&D game table and the Character visualizer.

The other D&DI applications (dungeon builder, Character sheet, Encounter builder) will be windows based, but not using DirectX.

Q: What use are the Dungeon Builder, Character Sheet and Encounter Builder if you can't use the Game Table and Character Visualizer?

Answer:  This is a good question. In fact the reason we are not doing all these applications in one integrated software is to allow various degrees of accessibility and usefulness.

The character sheet application for example will allow you to print your character sheet, and this does not require having a machine supporting DirectX9 to that effect, like the game table application will require.

We are still working on the details of the functionalities specific to each of those, stay tuned on dndinsider.com for more information in the upcoming months.

Q: Will we be able to use the game table without being online?

Answer: The game table will require being connected to use. This said, nothing will prevent you from using it on your home game with all the players around the table, if you want, provided you are connected while doing so.

As I mentioned in an earlier post, some of the functionalities may not be as practical than if all your players were online, but we do not have any plan to prevent Dungeon Masters to use the game table without having any players connected.

Q: If I subscribe to D&D Insider and own a particular book, will I be able to use those materials in creating my character?

Answer:  You will be able to use the published material to create your character from the character sheet application regardless of your ownership of any particular E-Book.

If you are a D&DI subscriber, the ownership of an E-book allows you to consult the details of a feat (for example) from your computer screen. Without this E-Book, you will simply know the name of the feat and will have to use the physical book to see what this feat does. You can use this feat when creating your character from the character sheet application, even if you do not own the E-book where that feat was published.


Q: Will the Character Sheet run on my computer while I'm not online?

Answer:  Most of the functionalities of the D&DI applications will require that you are logged in and a current D&DI subscriber.


Q: Will D&D Insider have regular downtimes due to maintainance like the forums?

Answer:  I would assume that there will always be time where the servers have to be down for maintenance purpose. I have no idea today how often this will have to occur, but obviously we will do our best to keep the required maintenance time to a minimum.


Q: Will the RPG designers build their rules keeping the D&D Insider applications in mind?

Answer:  With 4th Edition, there is a huge effort from R&D to work in a more structured and "data-friendly" way. This of course is not affecting the game design itself. The designers/developers do not have any mandate to create rules and systems that match a specific data structure. It is the data structure that needs to follow where they lead. This said, there are ongoing discussions both ways that helps shape the whole thing, but in case of a doubt, the D&D game always win over any data structure.

We are using versioning tools as well as Filemaker Pro databases to provide the best flexibility and adaptability to this ongoing process, as we also have to account to the natural evolutions that happen from one play test phase to another, until the game rules are fully consolidated.


Q: Will there be strong Quality Assurance testing of the D&D Insider applications?

Answer:  Our Q/A department will be involved, and we have a process in place that is incorporating testing as part of the deliverable we expect. We are using the Agile (or Scrumm) methodology, and are going through developments in sprints of a few weeks. At the end of each sprint, as per the Scrumm methodolody, we take delivery of an application that is tested and could theorically be shipped as is. This is the nature of the Scrumm process, and a big change of methods that the new Digital Gaming department at Wizards of the Coast has been spear-heading. Radiant Machine is also very involved in that process as in fact, they are the ones that introduced us to this methodology.

We do plan to have alpha, closed beta and open beta tests for the D&DI applications suite when the time is right.

Last, know that I'd prefer to produce a quality product that is not full of bugs.


Q: Are we subscribing to the online magazines or renting?

Answer: For the online magazines, the model we are planning for is a subscription (i.e. even if you are not a subscriber anymore, you can still read the articles that were published while you were a subscriber). So we are not planning for a rented access in that area. The exact details are still being worked on, and will be communicated on dndinsider.com.


Q: Will we get to use the game table for free if we buy the books and will the map be able to be used for outdoor areas?

Answer:  To be able to create a game with the D&D game table, you will have to be a D&DI subscriber. The ownership of the E-books is not directly related to your use of the D&D game table.

Regarding your other question, the movie prototype was done within a dungeon to demonstrate the lighting effect, but nothing will prevent the DM to use it for outdoor, or city maps type. As a DM you are free to make your grid represent what you want, much like your battlemap on your gaming table...




Miniatures
(4E minis fact sheet):

4th Edition Miniatures will launch in April 2008.  Some new monsters from the 4E Monster Manual will debut in D&D miniatures in November

Playtesters

If you want to be a 4th Edition playtester, selections are going to be made from RPGA members and people who sign up to DNDInsider.com.  Application will be "sometime in September [2007]".
The latest on playtesting (as of 6th September 2007) comes from David Noonan:
Chris Tulach on playtesters (as of 11th September 2007):

The list of playtesters selected through the RPGA was finalized today. All of the RPGA playtesters should now be aware that they are playtesting 4th Edition.If you didn't get contacted, the D&D Insider selections are still being made. Sign up for a forum account and that will automatically enter you into the pool. 

Playtesting updates as of 16th September 2007:

The RPGA has selected many groups of external playtesters(around 50) from their ranks. All of these groups should have received notification by now as well as a Non-Disclosure Agreement that they need to sign and return.

Additionally, we'll be selecting another couple dozen groups randomly from all the folks who signed up for D&D Insider. We'll announce when those groups have been selected and provide further details.

Just as a reminder, if you have a Wizard's forum account, you've been automatically signed up for D&D Insider.

Followed by:

I'll need to double check on the details, but here is how I believe it will go:

- We will contact those who are randomly selected and provide them with some sort of list questions/qualifications to see if they reply and if they meet the qualifications to be a playtester.

- We'll pull more random D&Di folks and repeat the process until we meet our goal for numbers.

- I don't currently know what the qualifications will be for the D&Di playtesters.

I'll give you more info when I can.


Playtesting emails for D&D Insider account holders went out on September 19th 2007:

Playtesting: We're sending out emails to DDI/message board members today asking whether they'd like to participate in a playtest wave that starts this week. If you get one, I hope you can do it. This game lives or dies at the table, and more insight into more tables equals a better game.

Interested in playtesting the D&D Insider features?
  Read on:

There will be a closed beta, and an open beta for the D&DI insider tools.

These beta tests are separate from the playtests occuring for the 4th Edition rules. 

So being selected as a 4th Edition rule playtester will not mean you will automatically participate to the D&DI beta tests. The exact details of the beta testers selection are not fully defined yet.

At that time, we do not have any time frame to provide for the beta tests. Stay tuned on dndinsider.com to learn more about those...





Open Gaming License



Third-Party Publishers


Some of you may be wondering what your favourite 3rd party publishers plan for 4th Edition.

Necromancer Games has announced some plans, however: Goodman Games has announced its 4th Edition plans.

By now you've probably all seen the announcement on EN World: the 4th edition open game license is officially announced! Goodman Games is excited to be on board, and we will be part of 4E from the launch.

It will all start with Free RPG Day, the event that Goodman Games created and which Wizards of the Coast is heavily sponsoring this year. Look for another free DCC -- this time 4th edition -- on June 21 from participating stores.

After that it's going to be a very big Gen Con, for a number of reasons. First, it will be the fifth anniversary of our DCC Open Tournament, and we're making it special. The module is already being crafted and it's a real challenge. The bar for competition will rise as we add more tables and more players than ever before. And of course there will be the fun fact that most people will only have a few months of experience with the game, which will level the playing field.

The second big aspect of Gen Con will be our releases. Of course Dungeon Crawl Classics will be well represented in the first wave of 4E releases. We are having some fun with the concept, and the presentation of the DCC series will change a little. I like to joke that we're upgrading from a 1E look to a 2E look. The same basic concepts will be there, and the adventures will be designed by the same talented writers, but you will be immediately able to distinguish a 4E DCC from a 3E DCC. And I think you'll like the new look.

Aside from the DCC series, we'll have some other fun products, too, but those details will be forthcoming in the future. Many of you know that I often prefer to post about a product only when I have something to show off, so we'll be announcing more details as we get the great cover designs polished up.

For those of you worried about your favorite lines, fear not. Here's a quick run down on what's in the works, some in the near future, some further out...

Xcrawl: Brendan is hard at work on an Xcrawl boxed set. Yes, you heard it right. This new envisioning of the Xcrawl world will include some "non-book elements" and will realize the game's true potential as an action-packed RPG. Look for this late in the year.

Wicked Fantasy Factory: The WFF series has garnered a lot of fans and will move into 4E. More to come on that.

Other products: I'm usually not a big fan of licenses, but there's a great comic book I've been reading lately that would be a perfect fit into our line. This may or may not come about, depending on how the negotiations go, but it will be awesome if it comes together. Enough said on that. Those of you who read the catalogue poster in Castle Whiterock carefully may have noticed the blurb on Spellburn. Look for this game of "western fantasy" to be part of our 4E lineup. And of course the opportunity for a new edition always presents the opportunity for a lot of new products in general, which will be revealed in the time to come.

Green Ronin's
Chris Pramas has posted a couple of personal blog entries regarding 4E - or, more specifically, whether or not Green Ronin will be involved with 4E.

Naturally, people want to know what Green Ronin's plans are for 4E. All I can tell you right now is that we are still debating internally. When WotC gets us the new OGL, we have to review it and see what we can and cannot do under it. So while I was hoping that this news would make our decision easier, our path is not yet clear.

Mongoose Publishing's
Matt Sprange has put up a blog detailing Mongoose's reactions/plans for 4E post the conference call with WOTC during which the OGL/SRD specifics were revealed.

Well, other publishers have started talking about their plans for 4e, and so it seems we should as well. . .

As you have no doubt heard, WotC have started revealing their plans for third party products to support D&D 4e, and the drive has begun to prepare titles for this part of the market - or not, as the case may be.

The question of whether to support the new game, as a publisher, is not as clear as it was in the old D20 days (indeed, Mongoose started as a 'D20 company', so our route was clear back in 2001). Mongoose's future, for the next decade at least, is going to be tied to RuneQuest and Traveller - we have invested a great deal into those lines, and they stand up well on their own. We also do not believe 4e will blat other games systems in the way D20 did for a while, so we are not too concerned about the impact on the market 4e will have against our product lines. Thus, our current games will continue in the way you are used to. No fears there.

The charge for the early adopters' route is $5,000. On the face of it, that is fair enough (and, indeed, there is some argument that WotC could have gone further in this direction, perhaps upping the charge to $15,000 or so, and extending the grace period for a year, two years, or longer). $5,000 is not an unsurmountable amount, but is it worth it?

Under a 'typical' licence agreement, with royalties (which this deal is not), that $5,000 might be matched against 10% wholesale royalties, which is effectively claimed off each book sold. If you assume a $24.95 book has a 60% discount in the trade, you get $9.98 for each book sold - thus you need to sell $50,000 worth of books, or 5,000 $24.95 books if this deal is to match a 10% licensed arrangement with, say, Warner Brothers or Sony. Sell 10,000 such books, and the equivalent royalty rate is 5%, which is by no means a bad deal. Sell 20,000 and it becomes 2.5%, and so on.

So, the question becomes, can we sell the minimum 5,000-odd books to make this worthwhile?

Under the old D20 days, the answer would have been yes, no problem, can be done on a single title in less than a month. However, I would not be convinced that 4e titles will necessarily sell as fast. On the other hand, there will be less new titles around (because that $5,000 charge will cut down on the number of companies becoming early adopters) than in the D20 days, where there were over 100 potential publishers at one point. And this 'grace' period for the early adopters having the market to themselves is a healthy few months.

There are still concerns, of course.

Can 4e products be produced without damaging the development of existing lines? The easy answer is yes - we have just taken on another full-time writer and, of course, our development of RuneQuest and Traveller is currently solid. We would merely have to decide what proportion of time is taken out for 4e books.

Will D&D 4e be popular? Probably a foregone conclusion. The real question is how popular, but I would be fairly confident there will be enough interest to push things along in a healthy manner.

Even though the number of potential publishers have been cut down to a handful of early adopters (if they all decide to proceed with 4e), will there be a D20 style glut of products? Unlikely, as most of the early adopters have nailed their colours to masts other than D20, and are no more likely to drop their own ranges to service 4e as we would Runequest or Traveller. Even so, a glut is unlikely to be an issue, as even with a flood of product, quality titles always rise to the surface - when the Slayer's Guides and Quintessentials were released (for example), they had a real fight on their hands among competing products, but they were still able to sell tens of thousands of copies (at one point, the Quintessentials were, quite literally, selling one book every thirty seconds!). Other publishers saw similar things. The right product at the right time always wins through.

So, perhaps there will be a lot of books floating around towards the bottom end of this year, all competing for your 4e Pounds, Dollars and Euros, but the market will decide which has a right to be there.

Speaking from a purely commercial point of view, the most interesting question is how many publishers will become early adopters, paying the fee and getting a lead on both development and sales time. A bit of game theory comes into play here, whereby if everyone decides to pitch in, the advantage of joining yourself is diminished. On the other hand, if no one else joins in, perhaps thinking there will be a flood of products that will be tough to compete with, that $5,000 suddenly becomes very, very cheap, as you will have the third party market to yourself!

Is the early adopter deal worth it, given everything above? Commercially speaking. . . yes, depending on how much development time you can devote to the products.

It is going to be fascinating to see what type of products will be the most popular. At the beginning of the D20 craze, it was scenarios, but they quickly fell by the wayside when rules supplements struck (pioneered, to a large degree, by Mongoose and its Slayer's Guides, Encyclopaedia Arcanes and, of course, Quintessentials). Then settings started to take over, though to a much smaller degree than before.

Will it be the same this time around? I am guessing not. I have a feeling many publishers will try to cement themselves early with their own settings and/or concentrate on the biggest sellers of the D20 days - rules supplements. However, I am not sure that is what will happen this time around, and if everyone jumps on the rules supplement bandwagon, those few who concentrate on adventures/scenarios could do extremely well. Keep an eye on Goodman Games and what they do this year. I think they will do very well for themselves. . .

_If_ Mongoose were to pitch in with 4e (and we have not made any firm decisions yet, nor will we until we see the legal paperwork from WotC), what would we do? Grab our 3e catalogue, rehash the rules and release them? That would certainly be the easiest thing to do, requiring little more than a knowledgable developer. However, I don't think it will be that easy. From what we have seen thus far of the rules, you could not take, say, the Quintessential Fighter, and just convert all the rules over to 4e - characters seem to work too differently.

In the State of the Mongoose, I did talk about a setting we have on the back burner at the moment, one that would work very well with D&D rather than RuneQuest, because of the relative power and magic levels of the games. That is a possibility, but see my notes above about which books are likely to do well.

We also have several other ideas in the works, but they all require varying levels of investment in their development. _If_ we proceed with 4e, it will likely be with a mixture of titles, some drawing upon our experience with D20, some from our experience with RuneQuest, and others completely new, as befits a new system.

One way or another, exciting times are ahead for the market!


Alea Publishing Group
is another third-party publisher which has announced its tentative plans for D&D 4th Edition. Their Feudal Lords Campaign Setting, originally scheduled for release in December, is now slated for an after 4th Edition debut.


Pre-4E Releases


The D&D Q&A at GenCon Indy 2007 offered some information on pre-4E releases:
There are books and products not tied to any edition (edition proof):

Dungeon Tiles
Dice
Three Dragon Ante
Inn Fighting
Dungeon Survival Guide
Grand History of the Realms
Eberron Survival Guide

There are books and products that will get a 4e update:

Exemplars of Evil
Elder Evils
Dragons of Eberron
Eberron City of Stormreach
Desert of Desolation DDM
Dragons of Eberron

and there are products that are 4e previews or feature final 4e rules:

Wizards Presents: Classes and Races
Wizards Presents: Worlds and Monsters
Grand History of the Realms
Desert of Desolation DDM
Keep on the Shadowfell
Dungeons of Dread DDM
DDM Starter


Non-English Releases