
Unofficial
D&D 4th Edition Info Page
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
above.
4E will have four "parts": The three core books
(PHB, MM, DMG) will
all be released in June 2008.
- Physical
product (core rules, adventures, supplements,
tiles, miniatures);
- Organized Play
(Living Campaigns, convention play, special
events, connecting players and DMs in new ways);
- Community (Gleemax.com,
a suite of social networking tools,
ways for players to communicate with each other and with WotC, organise
characters);
- Digital
Offerings (DND Insider: collection of online tools
for DMs, character creation, editorial game content, online expanded
content for books, behind the scenes content for books, designer
commentaries -much of this was analogous to the second disc in a DVD
box set: every physical product will have a code which can be entered
into D&D Insider which will unlock the product's digital
version for you online, along with extra content).
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.
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- 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.
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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."
- Many of the products between now and May will have 4E
material for them on D&D Insider (see pre-4E
releases).
- Some new monsters from the 4E Monster Manual will debut in D&D
miniatures in November.
- No
video game licenses announced
yet (note - this is a different statement to
"there are no video game licenses"): "No
licensing plans have been announced at this time, and nothing is likely
to be announced until after the 4th Edition rules are finalized."
4E
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.
General
Information
- Why isn't there more
information about 4E? "There's
been some recent comments and discussion about how much information
there is or isn't regarding 4e....The challenge we face right now is
that we've announced the game, but we are still not ready to show
everyone all aspects of that game. We can release tidbits here and
there, but there's still quite a bit of change that might occur as we
move through the playtest phase and the finalization -- which makes it
hard for us to explain the "Why". The changes we've made are the result
of significant discussion and design, but providing a glimpse of that
process at this stage wouldn't have the context of the final end state."
- The
meaning of "Core": will include expansions and D&D
Insider materials, not just the first three books, when
referred to by WotC.
- Are the standard 6 ability scores used? Will they range
from 3 to 18? "Yes,
it's a d20 game."
- "The Core Mechanic"
deals with the "roll d20 plus modifier to beat a target number" dice
roll which is the core of the system. As the article points out, it's
still the 3rd Edition core mechanic, but there are
a few differences in its application:
- Life-or-death saving throws: gone.
- Spellcasters get to roll attack rolls and can achieve
critical hits.
- Touch and flat-footed AC: gone.
- AC is one of four standard defences (AC, Reflex,
Fortitude, Will), and all four work in the way that AC did in 3rd
Edition - in other words, an attacker rolls to beat it: "When
a dragon breathes fire on you, it attacks your Reflex and deals half
damage if it misses. The DM rolls a d20, adds the dragon’s
modifiers, and asks you what your Reflex score is." These
attacks can all automatically miss on a 1 or critical on a 20.
- Challenge
Ratings are gone! WotC's Greg Bilsland: "I remember specifically
asking Logan Bonner about the 3.5 problems with level adjustment and
challenge rating. With a wry grin, he replied, “Challenge
rating, what’s that?”
- Mike
Mearls: "[3E]...
assumed that the party fought only one monster. In 4th Edition,
we’re doing things a bit different. We’re shifting
to a system that assumes a number of monsters equal to the number of
characters."
- A hazard simply fits in in the same way that a monster
does: "That makes
it much easier to design green slime, pit traps, whirling blades,
fountains that spray acid, and crumbling stone walls. One such hazard
can simply take the place of one monster, leaving you with three or
four monsters in the encounter. Since monster level is a more rigorous
measure of power, we can turn those measures and scales around and use
them to create environmental hazards, traps, set pieces, and other
interesting tactical twists. ... A swaying rope bridge battered by
howling air elementals fits under the encounter building system. A
burning building that collapses around the PCs as they fight the evil
hobgoblin wizard fills a similar role, as does a bizarre altar to Vecna
that randomly teleports characters around the room. Hazards, traps, and
other dangers simply fill in for one or more creatures in a fight."
- James Wyatt discusses
conversion of characters from 3.5 to 4th Edition. Or, more to the
point, he says that "You
can't really just convert a character directly from 3e to 4e." The
post also mentions that the Knight class' abilities were, to an extent,
split between the Fighter and Paladin for 4E ("The fighter and the
paladin pretty well ganged up on the poor knight and divvied his stuff
between them"), and the Swordsage is not, at this stage of
design, a concept which is easy to translate.
- Chris
Perkins on switching to 4E: "We faced a similar
situation with the change from 2nd Edition to 3rd Edition, so we assume
that not every 3rd-Edition player will switch over to the new game
overnight. All in all, 4th Edition offers a much better gaming
experience for players and Dungeon Masters. Even though 3rd Edition is
an excellent game, 4th Edition gives players better character options
at every level, makes DM-ing less of a chore, and (as mentioned above)
speeds up round-by-round combat. I expect that the improvements in game
play will convince even reluctant players to switch over to 4th
Edition. I also anticipate that the majority of d20 publishers will
support 4th Edition going forward."
- Bill Slavicsek's column, Ampersand,
covers the subject of 4th Edition rumors and
speculation. He reiterates the point that D&D is still a
tabletop roleplaying game, and that electronic gaming is not going to
replace traditional dining-table gaming. He also talks about conversion
from 3rd Edition to 4th Edition,
pointing out that straight character conversion will not be possible,
and that you'll need to reinvent your character for 4th
Edition - 3rd Edition has been around for
eight years and has spawned a ton of books; not all of the options in
those many, many books are going to fit in a 288-page Player's
Handbook. Finally, he mentions that the new game is still a
d20-system game, and that those familiar with the 3rd Edition
rules will know, basically, how to play 4th Edition
in a broader sense, although the details will be new.
- Mike
Mearls -- "3e
got a lot of things right, but anyone who has played it for a time
knows that it gets things wrong. There are also legacy issues with the
game that have persisted unquestioned for years. 4e is all about taking
the things that work in D&D, keeping them in the game, and
fixing everything else."
- The iconics will remain as a mix of old and new iconics
(source: Scott Rouse at GenCon 2007).
- James
Wyatt "[shares his] thoughts about creating a new
campaign for 4th Edition, and ... sketch out [his] own campaign as [he
goes]". 4th edition tidbits in the article include:
- "The Player's
Handbook suggests that the last powerful empire before the fall of the
present darkness was a human one...."
- "Eladrins
are a new race in the Player's Handbook. They're akin to the elves, but
they more often make their homes in the Feywild." (The
Feywild is one of the new planar areas in 4E.)
- Shifters are "not
in the Player's Handbook, but they are in the Monster Manual, so ...
players could make shifter characters if they want to."
- Bahamut, the platinum dragon, is a full-fledged part of
the 4E pantheon. "He's
the god of justice, protection, and honor."
- Pelor, Moradin, and Kord are also mentioned as gods.
- Star Wars
Saga Edition and Book
of Nine Swords were both "significant previews" of 4th
Edition.
- D20 gaming system – this is still a d20 game and
game system. "We
got rid of the parts that didn’t help it out, but most of the
things that work continue to be used." (source).
- Check out some of the Star Wars
Saga Edition previews, which touch on talent
trees, simplified skill system, saves, iterative attacks, and critical
hits.
- WotC has uploaded a new
podcast entitled "You
May Already Be Playing 4th Edition": "In this episode, we look
at how certain elements of 3.5 rulebooks functioned as precursors to
4th Edition mechanics...In other words, interested in playtesting 4th
Edition? Then you might try incorporating the following elements into
your current 3.5 campaigns. We even go a step further,
explaining—if you’re so inclined—how you
can make these elements even more 4E-like, to get an even better grasp
of 4th Edition mechanics."
- 4 player groups as the baseline? They are aiming for right
around 5. Encounters are more modular, and now that there are a bunch,
it’s a lot easier to scale it. Most data is 4-6 players are
80% or more of the gaming groups out there. (source).
- The D&D economy is a major
concern. "Fundamentally the D&D economy is
not one".
-
James Wyatt writes about the "
quest rules" in the
latest
Design &
Development article. It discusses what a quest is, hints at
quest-related rewards, and suggests that each quest be physically
represented by an index card or the like.
- The "christmas tree" effect, whereby characters are
loaded down with magic items, buff spells and other magical effects was
one of the designers' goals to remove (source: Scott Rouse at
GenCon 2007).
- Iron Heroes vs. 4th Edition – Mike Mearls: "Yes, there are some
similiarities, ie, putting more emphasis on the class vs. the items for
characters." (source).
- Traps will go
up to level 30 -- Dave
Noonan:
"Traps! ... Specifically, Powers Greater Than I took a look and the DMG
and said: "Needs more ready-to-play traps." And I'm happy to comply. In
some significant ways, trap design is a lot like monster design, so
it's a fun task. And the other thing I like? No more of this "traps cap
out at CR 10" nonsense. In 4e, traps--and more broadly, other hazardous
traplike things--go all the way up."
- Dave Noonan has spoken a little more about traps in his blog.
- You can read all about the 4th Edition approach to traps
in this
article on the official site. The article says that "We think that our ideal
encounter consists of some of the PCs battling monsters while some PCs
deal with a trap or similar hazard." and mentions the way
in which a trap is now treated like a monster (or a group of monsters
for traps with different components). The Encounter Trap system from Secrets of Xen'drik
is an influence here:
"treating a trap like a group of monsters with different components
operating on different initiative scores..."
The article also addresses the question of "who wants to roll an
endless series of mostly pointless Search checks?",
highlighting the asssumpion that PCs are searching all the time, and
that the trap's [static] DC is compared against the PCs' [static]
Perception scores when appropriate. Also notable is that "skills such as Arcana,
Dungeoneering, or even Nature can give a PC the ability to learn of the
existence of a trap, figure out its workings, or even find a way to
counter it."
- Greg Bilsland's update
covers errata:
Once 4th Edition is
released, the 3rd Edition errata will stop and we will focus on
concerns with the present edition (which hopefully—given the
amount of development and playtesting going in–will be few).
Another
factor that will change the face of errata is the implementation of the
database, which plays such a central role in our management of 4
Edition. With the institution of ebooks that accompany one’s
physical copy, we have the option of keeping one’s ebook
updated with the latest changes, from the very small (a
“+2” instead of a “+3”) to the
very big (changing the text of an ability or feat). That’s
not to say there still won’t be a physical copy of the
errata, but we might simply compile quarterly changes made in the
database into a readable format, rather than the sporadic release that
now exists.
- Rodney
Thompson -- "After
having played (and worked on, a bit) D&D 4E, I really feel like
a lot of things get blown out of proportion. When I play my 4E rogue, I
feel like I'm playing what I call "3rd Edition ++" to steal a computer
programming colloquialism. My rogue still sneaks around, leaps from the
shadows, stabs a bad guy, and retreats just like in 3rd Edition. But my
4E rogue does all that, then leaps over the heads of a line of enemies,
waits for an opening when an opponent attacks him and then
counterattacks immediately, and twists the knife to create a huge gash
in the enemy. I'm still finding traps, unlocking doors, ambushing bad
guys, leaping from rooftops, and all of those things, but as I do so
I'm far less distracted by the rules than I am under 3E."
- Rodney
Thompson --
"Going back to some 4E specifics, one of the the things I have enjoyed
about 4E is that it's very much a "yes you can" game. It lets people do
fun and exciting things, and it lets them do them without much
complication. My character is Thicket, a brawny-dextrous rogue that's
not too up on social graces and has some friends in low places (I can't
believe I just quoted that song). At one point out tougher
fighter-types and gone down and I was the #1 target for the monsters.
While the other players whittled the enemies down, I was leading them
around in a chase across the battlefield, running up walls and flipping
over bad guys to keep them from laying down the inevitable smack. I'd
built the character to be kind of a mobile combatant and it worked to
my advantage. Thanks to one of my magic items I would occasionally dash
across the battlefield when an enemy got too close, and we barely made
it out alive. It was very exciting, and I essentially played the
defensive role in the party once the fighter-types were down, just in
an unusual way."
- James Wyatt updates on math and the "sweet spot"
--
"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
- What
changes are in store for alignment? "In the end, there's still
alignment. There will be some changes though. There'll be some
tweaks... Even non-gamers know what a 12th level lawful good paladin
is."
- Will alignment be a factor in the new edition? "It’s not going
to be what it is now. Alignment is part of the story, part of the
character. It is a useful shorthand, but too many books and too many
players mistake it for limitation. We want to treat alignment as
something bigger than that. We won’t get rid of it, but we
don’t want it to be a replacement for character and
personality." (source).
- One major change to this system in 4E is the fact
characters can choose to be “unaligned,”
having no significant impulses towards good or evil. Characters can
still choose to be good or evil (law and chaos are not mentioned), but
most characters and monsters will be unaligned. Unsurprisingly, most
spells and powers that revolve around alignment are now gone.
Gods
& Cosmology
- The D&D
cosmology is being revised to the planes work better as
adventure sites --
"Case in point, the individual Elemental Planes (as decribed in 2E and
3E) aren't the most interesting adventure locations... In the Wizards
Presents: Worlds and Monsters book, we'll present in more detail 4th
Edition's alternative to the Elemental Planes of Water, Fire, Earth,
and Air."
- There's a big Design
& Development update which deals exclusively with 4th
Edition Cosmology.
- The Feywild
-- "...the
realm of faerie. It is an “echo” of the mortal
world, a parallel dimension in which the natural features of the lands
and seas are arranged in much the same configuration."
- Worlds
& Monsters has more info on The Feywild:
- Mentioned inhabitants include hags, yeth hounds,
centaurs, eladrins, treants, fomorians, unicorns, elves, firbolgs, the
Wild Hunt, red caps, quicklings, will-o'wisps, dark ones, pixies
- There is a fey reflection of the underdark, ruled
over by fomorians
- The Isle of Dread is mentioned as a Location of Note
- Gnomes are a possible fey-dwelling race
- Pixies, well, don't want to ruin the surprise
- Download The
Feywild, an excerpt from Wizards
Presents: Worlds & Monsters from the official site.
- The
Shadowfell -- "...the
Shadowfell mimics the mortal world in a different manner. The
Shadowfell is the land of the dead, where the spirits of the deceased
linger for a time in a dark reflection of their previous lives before
silently fading beyond all ken. Some undead creatures are born in the
Shadowfell, and other undead are bound to it, but some living beings
dwell in this benighted realm."
- Worlds
& Monsters has more info on The Shadowfell:
- Merges Negative Energy Plane and Plane of Shadow,
removing the irritating bits that make these places a pain to visit
- Shadow is a power source. Involved with stealth,
illusion, dread, 'devastating enemies' and 'necrotic energy'
- They've re-concepted the undead, adding the animus,
providing 'vitality and mobility', as a companion to the soul and the
body.
- Very interesting descriptions of how different
varieties of undead are now explained.
- Shadow are the animus freed of body and soul, for
example.
- Lots of details about how the new cosmology explains
resurrection and reincarnation
- Shadowfell is inhabited by ... the Shadar-kai.
- The
Elemental Chaos --
"...a place where all fundamental matter and energy seethes. Floating
continents of earth, rivers of fire, ice-choked oceans, and vast
cyclones of churning clouds and lightning collide in the elemental
plane."
- Worlds
& Monsters has more info on The Elemental Chaos:
- An evolution of the inner planes better suited to
adventuring (and not just one homogenous mass of element) - more
dangerous than lethal.
- Inhabitants include: Primordials, Elementals, Efreet,
Djinn, Demons, Slaads, Titans, Githzerai
- The City of Brass is mentioned as a location of note
- The concept of "Elemental Evil" as represented in
TOEE is recognized as core, on par with the Nine Hells
- Consists of four factions with noteworthy differences
between them. A 'fire elemental' can refer to any of a number of
different shaped creatures, which can be composed of more than just
fire; a 'serpentine trail of flame that spits magma' or a 'hill-giant
sized humanoid of burning cinders who breathes gouts of fire' are given
as examples
- The Abyss is now part of the Elemental Chaos, with
the stock Demon Princes recast as corrupted primordials
- "At least one Demon Lord" appears in the Monster
manual as an epic level adversary [Edit - we know already that's Orcus].
- They were considering at time of press allowing
demons to gain immunity to a damage type of their choosing a few times
per day
- Mezzoloths and Nycaloths are now Mezzodemons and
Nycademons (of which the first is confirmed to be in the Monster Manual)
- The Astral
Sea -- "If
the Elemental Chaos is the manifestation of physicality, the Astral Sea
is a domain of the soul and mind. The divine realms, the dominions of
the gods, drift within Astral Sea’s unlimited silver deeps.
Some of these are realms of glory and splendor—the golden
peak of Mount Celestia, the verdant forests of Arvandor….
Others belong to dark powers, such as the Nine Hells where Asmodeus
governs his infernal kingdom."
- Worlds
& Monsters has more info on The Astral Sea
- The Nine
Hells have become "an astral dominion among
other deific abodes in the Astral Sea",
with Asmodeus as the resident deity. Asmodeus follows the "fallen
angel" model, as do his followers.
The Abyss, on the other hand, "gapes like a festering
wound in the landscape of the Elemental Tempest". Demons
are elemental beings who came too close and became trapped (source).
- This
post by WotC's Michele Carter, which indicates that a
paragraph about Sigil will
appear in the 4th Edition DMG. Also, she says: "Sigil
is still under development, as it were, and you'll see more about it in
future projects. But it still exists, and the Lady of Pain still rules
it, and it's still the City of Doors. Purely for my own amusement I've
done some speculation about Sigil's place in the 4E cosmology, and I'm
very, very excited to see where it goes. The soul of Planescape (near
and dear to me) will remain very much alive."
- Rich
Baker on the cosmology: "Here's one of the really
cool features of the new cosmology that isn't explicitly called out in
the article: Each world has its own set of astral dominions. You can
make up as many celestial courts or reeking hells as you need to
support your pantheon. So, for example, just about all of the godly
planes listed in Forgotten Realms "Great Tree" cosmology can fit right
in, no shoehorning necessary. Customize your own pantheons, and you can
create each outer plane you need. I think it's good if some planes
appear in every world's cosmology (the Nine Hells spring to mind), but
there's no reason they have to. The constraints imposed by the Great
Wheel aren't tying our hands anymore (but if you really really like the
Great Wheel, well, no reason you can't have each of those planes as the
astral dominions for your own campaign)....Oh, and regarding the Abyss:
When I said thousands, I think I was thinking of Jupiter thousands.
Jupiter's like 80,000 miles across and 300 times the size of the Earth.
The Abyss is big like that."
- And Chris Simm's thoughts:
"Those who
see my article as broad strokes are on track. Those who see demons as
forces of unmaking are on track. The article's (and Rich Baker's)
generalities will get their refinement as the game evolves. Graz'zt
won't need to be a devil, for example. He can have his place in the
Abyss, right alongside Lolth (but below her, since she's a deity)
without contradicting the broad strokes at all. Each specific entity
can heve exceptions to the general."
- Rich Baker on whether the new core
cosmology will be adopted
for FR: "I'm
sure this is probably more than I ought to say right now, but yes....Of
course, the particular astral dominions that will exist in Faerun's
cosmology will correspond to the Realms pantheon. So you'll see
Arvandor, House of the Triad, Warrior's Rest, etc., as shaken up by
events of the Spellplague (no more Dweomerheart, for
example)....Faerie's been touched on several times in Realmslore (for
example, Elaine's novels). The Shadowfell and Plane of Shadow are
pretty much the same thing. The Inner Planes are getting resorted to
the Elemental Chaos, but no one ever went there before anyway, so it
should be fine. We've got some details to work out on the interaction
of the Fugue Plane with all this, but other than that, the new
cosmology is going to be Faerun's cosmology."
- A comment
from Rich Baker on the official messageboards indicates that WotC are
strongly considering dropping Tyr and and including Torm in the FR
pantheon: "This is
a really
interesting suggestion, and a well-reasoned argument. So interesting
and so well-reasoned, in fact, that I took the liberty of forwarding it
to the other designers working on FR 4e. We had a brief huddle this
morning, and I think we're going to implement it: Torm in,
Tyr out.
More details than that I can't reveal yet, but it actually helps
"spackle in" a couple of pantheon events we were working on anyway."
- From Worlds
& Monsters, a look
at the Far Realm:
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'
- A Design &
Development article by James Wyatt deals with the 4th Edition
pantheon. It mentions Corellon, Moradin,
and Pelor, plus Zehir, Torog,
and, most surprisingly, Bane, who has usurped
Hextor as the resident evil war deity. The article also discusses
Bahamut's new position as a core god of paladins.
- Known
gods include Bahamut,
Corellon
(god of magic), Io
("the ancient diety," now dead and split into Bahamut and Tiamat), Lolth, Moradin, Obad-Hai (god of the
wilderness), Sehanine
(goddess of the moon), Tiamat,
and Zehir
(god of night).
- The pantheon mentioned in Worlds & Monsters
is: Bahamut, Vecna, Avandra, Zehir, Ioun,
Pelor, Tiamat, Gruumsh, Lolth, Corellon, Moradin, Kord, Bane, The Raven
Queen, Asmodeus, Torog.
- The full pantheon has 'twenty plus one' gods
- The gods are less connected with Race
- On the question of Torm's role, he reveals that there will
be no intermediate gods: "Torm
is probably going to be a demigod. We think he works best as a champion
or hero in the service of other LG powers. He might be a lesser god,
which means he's got clerics and worshipers and temples, but doesn't
rate his own plane. (We've only got greater, lesser, and demigod; no
real reason to distinguish intermediate, really.)"
- Rich Baker talks
about deities in a post on the official boards.
1)
Yes, we think the alignments for FR deities are certainly known to
players/DMs. We're not trying to create ambiguity with the pantheon, we
want you to be able to pick sides and feel confident about your
decision. Whether they're widely known to characters in the world is a
trickier question. For example, I suspect that deities such as Bane or
Cyric must present some "redeeming qualities" to gain a wide support
base of basically neutral townsfolk, commoners, etc. For example, maybe
the average Zhent looks at Bane as a god of kingship and divine
authority, as opposed to tyranny. But that's about as much gray as we'd
want to see in that.
2) I think that
in general
one deity per portfolio is better. Some very broad portfolios can
support a couple of overlapping deities, but even then I think each
deity has a particular slant on the topic. War, destruction, and
misfortune all overlap at least a little bit, but there is certainly
room for Tempus, Talos, and Beshaba.
3) I'm of the
opinion that
if you're playing the highest-level characters possible, and you decide
to rid the cosmos of an evil god, your DM should be able to craft that
adventure for you. There are plenty of examples in fantasy fiction of
heroes destroying gods (the Elric series springs to mind). So maybe
30th-level heroes (remember, there's a new level scale) who decide to
take on Bane should be able to succeed... if they do everything right,
such as questing for the right artifact ahead of time, paying attention
to ancient prophecies about eclipses and people of unique ancestry, and
so forth. It shouldn't ever be a "routine" adventure to take down a
god, but I think it ought to be possible.
Specific
Rules Information
Classes
- Fewer
than
11 core classes
(source).
James Wyatt -- Although two PCs may serve the same role, they may do it
in different ways. (Like fighters with different styles.) The roles are
geared towards combat; a PC's non-combat aspects can differentiate him
further. He also said that they are still considering the possibility
of there being a class or two that doesn't quite fit the four "roles".
- Update
on number of classes from 4E Mechanical Designer Logan Bonner
-- "There are 8
classes in PH1, but more will come out later in other books and the
magazines. Think of it this way: There are many classes, but each will
fit into one of the four roles. This way you have plenty of
variability, but you can always be sure that the class is filling a
basic function it's expected to." Note, though
that 11 classes have actually been mentioned so far (below), implying
that while all of those classes are in 4E, they're not necessarily in
the [first] PHB.
- Although Mike Mearls disagrees
on the number of classes: "Mearls said 8 was about
the 'middle range' of the number of classes that might be in the PH
when I asked him about it yesterday, specifically mentioning that the
Internet was taking 8 classes as confirmed."
- Logan
Bonner (WotC designer): "Nobody has said which 8
classes are in or out of the PH1. We've talked about classes in
seminars and on the boards, and we've mentioned way more than eight
classes in them. All the classes in the 3.5 PH will appear at some
point in the game's lifespan, but the only ones you can call
"confirmed" in the PH1 are fighter, rogue, cleric, and wizard."
- From Wizards Presents: Races
& Classes: Unified progression of defense,
BAB and saves. A 10th level character will have +5 of
those (thus +0.5 / level). Even at 1st level classes can significantly
alter the base value. Class abilities modify them further.
- Characters no
longer have different rates of progression for attack bonuses
and saving throws based on their class—these all progress at
the same rate now. Every 10th level character will have a +5 bonus to
AC, to hit, and all three saves, though class abilities, feats and
ability scores will influence these. Presumably, Defenders will have
more class abilities that grant attack bonuses to make them the best
combatants. Every character at first level possesses certain boosts to
these traits as Star Wars Saga Edition characters do (so a fighter
probably starts with a +2 Fortitude save bonus, etc.).
- From Wizards Presents: Races
& Classes: Ability score adjustments
have a net positive benefit (i.e. not of the type -2 / +2).
- Character Powers are to be sorted into at
will, per encounter and per day abilities.
- Logan Bonner briefly mentions class powers here:
"Generally
speaking, your powers use the ability score your class should be good
at. So, for example, a rogue's per-encounter power would be Dexterity
vs AC (or whatever). So many of the "enabling" feats of 3.X are now
default parts of classes."
- There are three
sample power writeups from the PHB. These are in draft form,
and their names will be changed before publication (I personally like
the names, along with Feather
Me Yon Oaf!)
- I'm Batman:
a ranged attack gets your opponent's attention and lures it towards
you. You then jump up and deliver a follow-up attack.
- The Rabble
Yammer In Terror: A stinging blow to an enemy causes his
allies to shirink back unwilling to get too close to you.
- Go Ahead
And Hit Me: A glare gives you an edge over foes.
- All classes will have resource management aspects.
- Resource
Management: All classes have defined roles – a
fighter is never penalized for being a “tank”, a
“healer” is never penalized for curing, a mage is
never penalized for “magic missiling”.
- More options, not restrictions. Everyone will be a
constructive, useful member of the party, no accidental lame
characters. (source).
- Less feat trees, easier for characters to swap out
abilities much easier and try different things out. Each level from 1
– 30 each character will have interesting character
development options to choose (source).
- Wisdom helps with power selection.
- More on martial abilities:
"A
skilled halberdier can hack a foe with his weapon’s blade and
spin around to smash a second foe with the haft. A fighter with a
longsword disarms her foe with a flick of her wrist, while a battle
hungry axeman cleaves through shields, armor, and bone." "Rogues have a
similar relationship with skills. A nimble rogue dives through the air
to tumble past an ogre, while a charismatic one tricks an enemy into
looking away just before she delivers a killing blow with her dagger.
Just as fighters do more with weapons than any other character, rogues
push skills beyond the limits that constrain other PCs."
- Chris
Perkins on character abilities: "Fourth Edition gives
characters interesting things to do and interesting choices to make
during each round of combat. For example, characters always have some
cool at-will powers they can use even after they've used up their
'heavy artillery.'"
- Chris
Perkins on Talent Trees: "Talent trees
aren’t unique to MMORPGs. Wizards has produced other games
that use talent trees, such as the d20
Modern Roleplaying Game and the Star Wars Roleplaying Game Saga
Edition. The theory of game design, regardless of
platform, is constantly evolving. We’ve taken our gaming
experiences over the past decade, as well as player feedback on the
games and supplements we’ve produced in that time period, to
build a system for character creation and advancement in 4th Edition
that draws inspiration from numerous sources, but isn’t
exactly like anything that’s been done before."
Levels
& Tiers
- Levels
run from 1-30; these levels attempt to capture the feel of
the "sweet range" of 3E, which is levels 7-14.
- 1-10 Heroic: foes
are orcs and ogres, some giants, small dragons. Adventures tend to be
local.
- 11 - 20 Paragon: on
par with the current low to mid teens right now. Bigger threats are
faced that might threaten a kingdom.
- 21 - 30 Epic: world
or planar threats.
- Heroic, paragon, epic tiers are "not
hard-edged boundaries", so a 9th-level character
isn't all that different from a 11th-level character, but there are
some mechanical differences. "The mechanics are informed
by what tier you're in, but it's not a major change by any means."
Different "tiers" do have different rules; not terribly different, but
not exactly the same.
- The paragon
path and epic destiny thing - PrC's are gone completely. You
pick up your paragon path at 11th level, and your epic destiny at 21st
level. You get those abilities as you level up in addition to your main
class stuff, not instead of. Some look like old PrCs, and weapon
master, prince of knaves and cavalier mentioned. There are currently 12
PPs and "fewer" EDs. The EDs give big benefits and are things like
being the right hand man to a god, undying warrior or calling dragons
with a wave of your hand.
- XP remaining, and for those not comfortable with
eyeballing it will have a clear time as to when to advance. Much easier
for the DM. "I’ll
build a level 8 encounter, totaling 8000 xp, this one, plus this one =
8000 done." No tables. Monsters have a level, just like
characters. “A group vs. a “group” of 5th
level is about the same as an EL5 encounter today. (source).
- The goal is to have the levels play in a similar manner -
they don't want a 25th character overwhelmed with 80 abilities. The
main differences should be in the story, not how they play.
- Chris
Perkins on the rate of advancement: power level is
increasing (although not by a "startling" amount); 20th level in 4th
Edition is a little more powerful than 20th level in 3rd
Edition. However, you'll reach 30th level in
the same time you used to reach 20th level --
"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 "
- Will
there still be XP? How will it work? "We still have XP, very
similar to now... It's not an exponential power curve anymore. You go
up more smoothly."
- Levelling up geared
towards every two or three sessions.
- Personalizing and specializing your character is amped
up, it’s one of the most powerful things about 4th edition.
If you’re a barbarian, you’re not a frenzied
berserker. If you’re a barbarian, you’re a
barbarian for your entire career. The frenzied berserker and bear
warrior will be at the very end (source).
- David
Noonan -- "Plus I had a nice, meaty
design assignment to work on. Suffice it to say that I'm working on a
significant customization choice your character makes midway through
his or her career--and it's a choice that'll evolve over, say, ten
levels or so. More on those when I get 'em written."
- There will be rules akin to the retraining rules in
PHBII - they don't like the idea of people planning their
careers from level 1 to 30.
Power
Sources
- Every class will have
a "power
source". Every class will have actions based on powers...
"You can customise your fighter in many different ways."
- Power sources mentioned on the cover of the PHB:
Arcane,
Divine, Martial. [Speculative
power sources from fans (non confirmed - these are just thoughts on
where WotC may go with it): Nature, Ki, Pisonics.]
- Additional power sources will
be added in subsequent handbooks. It is stated, as an
example, that there will be a Psi power source later on for psionics.
Given this, the mind-affecting spells of wizards and clerics will be
toned down or removed so that psions will have their own flavor. This
is because the designers felt psionics weren’t different
enough from magic before.
- The Worlds
& Monsters entry on the Shadowfell indicates that Shadow will be a
future power source.
Class
Roles
- From GamerZer0's interview
with James Wyatt: There are four "roles".
- Defender: fighter
& paladin classes
- Leader:
cleric & warlord classes
- Controller:
wizard class
- Striker:
rogue & ranger classes [later
info confirms the warlock is also a striker]
- Chris
Perkins on roles: "Party
roles existed in 3rd Edition, but they were never discussed openly in
the core rules. We simply assumed that a typical group of players would
know enough to make sure their party included a front-line fighter-type
character, a cleric or other healer-type character, a wizard or other
artillery-type character, and so forth. In the interest of helping
less-experienced players build stronger parties, we’ve
addressed the issue of party composition more openly and directly in
4th Edition by explaining party roles and the importance of having
characters who can fill these roles. Each base class in 4th Edition has
been designed to fill a specific role, but that’s not all the
class aims to do, and every base class has things that it can do
outside of its primary role."
- Roles such as the "leader", into which the warlord and
cleric fall [and, presumably, bard, if that class makes it in], won't
require the character to stand around doing nothing but making other
people better (through songs, or healing), but rather will gain access
to those abilities in addition to actions he or she
might want to take. Lead designer Rob
Heinsoo on PC roles: "Unlike their 3e
counterparts, every Leader class in the new edition is designed to
provide their ally-benefits and healing powers without having to use so
many of their own actions in the group-caretaker mode. A cleric who
wants to spend all their actions selflessly will eventually be able to
accomplish that, but a cleric who wants to mix it up in melee or fight
from the back rank with holy words and holy symbol attacks
won’t constantly be forced to put aside their damage-dealing
intentions. A certain amount of healing flows from the Leader classes
even when they opt to focus on slaying their enemies directly."
Fighter
- Fills the "Defender" role, along with the paladin.
- Fighter's "powers" depend highly on the weapon they
chose
as primary - spears have different "powers" available than axes; swords
and greatswords are very flexible in terms of said "powers".
- The human
fighter mentioned in a podcast has an ability which allows
him to do strength damage even on a miss. In addition, it is mentioned
that the fighter's gear in this particular example contains no
magical items. He can self-heal using his own abilities. Is
"actually able to inflict some damage with a thrown spear".
- Attacks of opportunity may work
differently for different classes; there's reference to a fighter's multiple attacks of
opportunity, although it seems that fewer actions provoke AoOs.
- Mentioned a "rain of blows" power or maneuver for
swords;
mentioned making a choice between taking the abilities "Supreme Cleave"
or "Massive Strike".
- Design &
Development: Class, on fighter weapon choices: "Fighters
care about which weapons they use much more than other characters.
Other character classes have specific weapons and weapon types that
they tend to rely on while still maintaining access to a larger chunk
of the weapon chart. The fighter is the only current 4th
Edition class with capabilities that depend on the weapon
they have chosen to train the most with. Even at 1st level, a fighter
who uses an axe has a different power selection than a fighter who
relies on a flail or a rapier or a pick. In the long run, fighters can
diversify and master powers related to a few different weapons, but
most will opt to focus on the weapon that suits their personal style,
helps their interactions with the rest of the PCs in the group, and
carries all the magical oomph they’ve managed to acquire."
- On the suggestion of magic/anime feel to fighter
powers, WotC Logan confirms that the majority
will be non-magical: "...at high levels, the
fighter does push beyond the limits of human (or elf or dwarf) ability.
Also, if someone wanted to make their fighter more magical-feeling,
they could muck about with the flavor of the powers to make them less
mundane."
- Rich
Baker mentions a 1st-level fighter power (seems the
terminology is "powers") which had a placeholder name of "Wallop",
which has been renamed "Dragon's Tail Cut". It
knocks you prone.
- And "Dragon's Tail Cut" is gone... Rich
Baker: "OK,
no Dragon's Tail Cut. Plenty of people wasted no time telling me it was
dorky, not cool. My bad....It's worth mentioning that 90% of the
fighter power names we've currently got are pretty straightforward, and
aren't terribly "Nine Sworded up." So we've still got a wide variety of
Whirlwind Attack, Spring Attack, Cleave, etc. type powers and names. My
Dragon's Tail Cut effort was simply a matter of cherrypicking the
handful of powers that had pretty bad names (or simply placeholder
names) and trying out a new spin on them."
- From Wizards Presents: Races
& Classes:
- You chose to fight with a
two-handed weapon or a weapon+shield. Other abilities build on this
choice.
- Powers can be divided into assault, defense and control. Assault
is best suited to two-handed weapons, and ephasize offense and damage.
Defense is about higher AC and such things. Control hinder and
constrain the enemy.
- Some stunt a better if carried
out with a specific weapon. Hammer are perfect for stunning opponents,
while great swords for cleave.
- A fighter feat allows Dex to be
added to AC even when wearing hvy armor.
- Fighters can keep monsters
focused on them, by having bonuses on opportunity attacks and by
following enemies. They guard allies by "battlefield control".
- An example of at will power is
the defensive strike.
If you hit, you get bonus to AC against this foe.
- Per encounter: dance of steel
(just the name is given)
- Per day: great surge which
is a powerful attack combined with some healing of yourself.
- And more from R&C:
In addition to receiving powers akin to the maneuvers in Tome of Battle,
they will have a number of other abilities to increase their hardiness,
“stickiness” (meaning the difficulty foes encounter
in getting past/around them) and armor proficiency (they will have the
exclusive ability to retain a greater amount of their Dex bonus than
other classes while wearing heavy armor). Feats and fighter powers will
allow a sword & shield fighter to accumulate greater AC bonuses
and the ability to defend others.
- Fighters will be able to self-heal
more often than any other class.
Ranger
- Fills the "Striker" role, along
with the rogue and warlock.
- From Wizards Presents: Races
& Classes: Nothing more that we already
know. Some scoutish abilities focus on movement, good with a bow.
- Ranger mentioned multiple times:
- Rangers
have a power called Careful Strike. Originally it
allowed the ranger to choose the better of two attack rolls; now it
appears to be a flat +4 bonus to the attack.
Paladin
- Fills the "Defender" role, along with the fighter.
- Mentioned that
paladins can be of other alignments
other than lawful good.
- Mentioned
in a playtest
report.
- "Divine
Power" ability mentioned, directed at enemies.
- Smite mentioned.
- Reference
to the paladin's healing ability.
- From Wizards Presents: Races
& Classes: Still have smite ability but
there are more types of smites (different form of attacks). Paladins
and fighters are both defenders, but paladins rely on divine powers.
There are evil paladins.
- The paladin also has a power called "divine
challenge" which makes monsters attack the paladin rather
than someone else.
- The paladin has "a
strike...that
heals bloodied allies." (Bloodied, at our
best guess so far, means half hit points).
- Their powers are being completely
redone,
as the designers felt they were lacking in 3E (notably the Smite
ability). Unsurprisingly, they will possess several different kinds of
smiting abilities.
- The paladin's smite ability is the
subject of the latest Design &
Development article. Another crunchy preview, this one shows
us three different smites. Safeguard Smite is the
basic, entry-level smite which deals double base damage plus the
paladin's Charisma modifier whilst simultaneously granting an AC bonus
to nearby allies. Renewing Smite is a 13th level
ability which again deals double damage, and heals a friend within five
squares. The Binding Smite, for epic level (27)
paladins again dishes out the double damage, and prevents the target
from attacking anyone but the paladin for the next round. Smites are
described as per-encounter abilities, and the attack rolls vary - the
first two (Safeguard and Renewing) use "Charisma vs AC", whilst the
Binding Smite uses "Charisma vs. Will".
- Rich Baker comments
on optional paladin mounts and paladin multiclassing restrictions:
We're
leaning toward making paladin mounts optional, not a built-in part of
the class. So you might gain access to a cool mount by deciding to take
the right paragon path or spending the appropriate feat. Paladin
players who don't want the complexity of a mount can avoid it easily
enough, but those who do want the mount can still make the decisions to
get a unique mount.
Paladin multiclassing restrictions are gone.
- "...nifty
synergies
between elf abilities and paladin abilities, like the additional
movement that lets me get away with heavy armor and not lag behind the
rest of the party. "
- In response to a poster asking
whether WotC considered changing the name of the paladin in light of
the fact that paladins can be of any alignment, Rich Baker had this to
say:: "Yes, the question was
considered, but ultimately it boils down to this: We want one class in
the job of "holy warrior", not nine...Currently
the text in the Player's Handbook says something to this effect:
Paladins are almost always lawful or good. Chaotic or evil paladins do
exist in the world, but they're almost never heroes; go see the DM if
you want to play one."
Cleric
- Fills the "Leader" role, along with the warlord.
- Cleric mentioned creating a "surge of healing
power" alongside a critical hit. This hints (yet unconfirmed)
to mechanics similar to some Crusader maneuvers, from Tome of Battle.
- From Wizards Presents: Races
& Classes:
- All
classes will get some self-healing power (already known). Cleric
enhance the self-healing capabilities of nearby allies.
- Bigger
spell will be rituals (raise the dead for example). Rituals are
different from spells (as of how I do not know).
- Summoning
spells are removed along with alignment specific ones (at least for
now).
- More
from R&C:
One major change the cleric has undergone is that in addition to spells
he or she will also possess rituals and healing prayers, which will
encompass most of the healing spells the cleric possessed in 3E.
(Presumably, these will be at-will, per-encounter or per-day
abilities.) Consequently, cleric spells will now mostly involve buffs
and combat spells (and a great many brand-new spells have been created
for the cleric). Also, all classes will possess the ability to heal
themselves to some degree (possibly the SW Saga Ed. second wind?), and
Leaders are able to grant an increase to this ability. In sum, clerics
will no longer be called upon to heal as much as they used to, and will
be able to participate in battles more. It is also stated that clerics
will not be as powerful vis-à-vis the other classes as they
were in 3E, and that summoning spells have been removed from their
spell lists (likely to appear in a later volume).
- Regarding Cleric
Buffs: Most short-term buffs will last until the end of the
encounter. That's it. It's simple, it's clear and the effects are more
powerful since the duration is shorter.
Wizard
- Fills the "Controller" role.
- ".. direct
control powers affect targets for a much shorter duration."
- Will the Wizard and Sorcerer merge? No (source). Sorcerer
will
be different
from wizards in more ways than just resource management.
- Wizards have spells
and power words.
Power words
drain your energy and can be used time and time again. The wizard is
designed to "make things go boom". Metamagic and Item Creation feats
are gone. Item Creation is now a ritual.
- Rich Baker clarifies wizards' use of Enchantment,
Illusions, Necromancy in a post here:
An aside on this one: Even
though we want wizards to have a little less "concept sprawl" into all
forms of arcane magic, that doesn't mean that every necromancy,
enchantment, or illusion spell will be stripped out of their spell
lists. Your core D&D wizard will still have a smattering of
classic enchantments, like Sleep and Charm Person and Hold Monster.
Ditto with classic illusions and classic necromancy spells. You won't
be able to really build a specialist Enchanter, but you can still build
a wizard with a couple of handy enchantments.
- Schools
of magic are gone, replaced by foci (orb, staff, wand, with
more to come in later books possibly). The orb foci involves terrain
control and retributive and perception effects, staves ranged blasting,
and wands long distance control and defense. In addition to spells,
wizards will also possess rituals that deal with item creation.
Metamagic feats are gone, though spells can still be boosted by Wizard
powers and other feats. In addition, since characters can buy any kind
of feats they want, it is mentioned that you could turn a Wizard into a
3E-style Warmage or Duskblade by buying weapon, armor and melee attack
feats, as 4E Wizards no longer suffer from arcane spell failure in
armor.
- Schools
are heavily redesigned: lots of stuff moved to rituals (Abjuration's
long term wards and restorative spells, Conjuration's teleportation,
all of Divination, Enchantment reduced and saved for "future classes",
Evocation expanded for more blowing-up potential, Illusions still
common, Necromancy nerfed, Transmutation's polymorph gone). School is gone as a mechanical
division.
- "I’ll
take magic missile
and fireblast for
my at-will powers. Oh! Burning
hands for an encounter power, and, let’s see, sleep for my daily."
Interesting;
in 3E they're all 1st-level spells, except fireblast which is new.
- "Power
of Thunder" ability mentioned. Could be a spell or
a class ability.
- See the extensive "Magic"
section, below, for much more info on magic.
Warlock
- Fills the "Striker" role along with the ranger and
rogue [source].
- The warlock can "explode,
cause mental
anguish and then teleport away", and also point at a guy
and just keep pushing him around [source].
- The warlock has a short range line-of-sight teleport as
a class ability [source].
- Another power,
this for a halfling
warlock:
"daily power to make one of the giants play whack-a-mole with an ally."
- A reference
to the warlock: "interesting
"riders" on her damage powers, things that grant temporary hit points
or slide creatures across the battlefield."
- There's a section on how the warlock
is a striker, despite being able to do controller-like
things. "a
controller can affect not only multiple opponents on the battlefield,
but the battlefield itself. Fogs and walls? Controller. Reshaping the
terrain? Controller. " Whereas the warlock, a striker, "can push opponents around
the battlefield as an occasional effect, but she's still "built" to do
striker damage".
- The warlock
definitely, definitely, definitely appears
as a core class in the Player's Handbook.
- Fine-tuning the warlock (Rich Baker): "Tomorrow I'll be working
on the warlock class description. The development's done, so I'm really
going to be looking to fine-tune the presentation and the flavor. We're
going to have a "warlock flavor meeting" to talk about "developing" the
class flavor. Just how close can we skate on the dark-and-sinister
angle? What sort of naming themes do we want to use for powers? Would
it be cool to give the warlock a strong planar theme and use names like
Mire of Minauros and Armor of Agathys? (I sorta like 'em, they've got a
nice Doctor Strange ring to them). Or would it be better to stay off of
obscure previous-edition references like that? I'm looking forward to
the conversation."
- There's a Design
& Development article up, which is a flavour piece
about the warlock:
- Warlocks make a pact with one of three types of
supernatural patron.
- After killing an enemy [that "you've marked" - not
sure if that bit's a mechanical requirement or just fluff] your patrons
grant you a "Boon of Souls".
- Along with eldritch blast, warlocks have curses ("send enemy directly to
hell for a round, then bring them back in more pieces"),
conjurations ("maws
materialize to chew your enemies"), and movement powers ("teleport and turn
invisible, anyone?").
- From Wizards Presents: Races
& Classes:
- They make pacts with devils,
feys, the starts, elemental powers. Their initial pact determines a
large part of their powers. There are four types of it: Infernal, Fey,
Vestige and Star.
- Primary attack is eldritch blast and soul ruin.
- You can transport yourself and
later others as well.
- Invocation can summon.
- Curses are an
integral part of your power. Curses are associated with your pact. They
are per encounter damage dealing / crippling powers. Cursed creatures
are easier to damage with your blast
or soul ruin.
When a cursed creature is dropped to 0 hp, you gain a powerful follow
up attack against nearby foes.
- In 4E, Warlocks
are arcane Strikers, able to do a great deal of damage to one or two
foes at a time. They can align themselves with fey spirits, devils,
demons or the “stars and the darkness between
them.” Their abilities will include transportation effects,
invocations, curses and a powerful melee attack called Soul Ruin. They
also have the ability to use Pacts, meaning that it looks like they
absorbed the Binder, and each Pact will grant per-encounter curses.
- Gains a significant
damage boost for his eldritch blast and soul blast attacks
when he targets a creature he has already cursed. Finally each curse is
reduced to 0 hitpoints, the warlock often gains a powerful follow-up
attack against other nearby foes. Warlocks excel at weakening,
immobilizing and hindering foes with their curses.
- A warlock's
eldritch blast
seems to be flexible, affected by feats - set it afire, hit multiple
enemies, turn it into a "force of crawling darkness". They can also use
something called soul
ruin in melee, short range teleports (and later, teleport
enemies closer or farther), delvier curses (cage of blood, emerald
coils, turn blood into acid). The warlock's main tools are pacts (fey,
infernal, star or vestige) each of which is associated with a bunch of curses, which are
per-encounter and deal high damage and/or restrict movement and action;
plus the cursed critter takes extra damage from eldritch blast and soul ruin. The
class uses "over-the-top" power names (curse of the bloodfang beast,
chains of misery).
- ".. gave him some unique
new tricks so that he isn't playing in the wizard's sandbox
so much (duplicating spell effects and the like)"
- Curses have been cranked
up, they do a ton of damage and impose huge penalties on the
target's actions.
Rogue
- Fills the "Striker" role, along with the ranger and
warlock.
- Backstab mentioned.
- Some other rogue
abilities/skills:
"...from tumbling past enemies without provoking opportunity attacks,
to the extremely useful enhanced ability to escape a grab... to the
power that lets me switch places with the target."
- Scott Rouse has droppped a hint about a Rogue ability
in
his blog: "I was
then able to use a cool attack that gives me a 3 step shift and got
back behind our two tanks."
- The half-elf
rogue "smashed a harpy out of the sky and into a
chasm by using a power
that knocks the target prone; when the harpy tried to fly
out of the pit, the aftereffects of the power knocked her down again
and she fell to her death."
- From Wizards Presents: Races
& Classes:
- Sneak attack is easier. Apart
from flanking, some spell and special abilities will also give combat
advantage to rogues.
- Combat advantage is the name for the state when
a rogue can sneak attack a foe.
- Immunity to sneak attack is
nearly gone. Immunities are almost gone from 4th ed, replaced by damage
threshold (something
like DR).
- Rogues have follow-up attack
after successful attacks (extra damage or penalties).
- High powered abilities allow
multiple attack and tactical movement.
- Rogues are still skill monkeys.
- Trapfinding is a feat (rogues have it by default),
but others can have it too.
- Not
too much has changed—sneak attack will still be
vital for this class, but it will be even easier to set up. Virtually
all monsters can be sneak attacked now, even golems and such. Rogues
will still be the most skill-based characters, but the skill list has
been streamlined and cut in half as it was in SW Saga Ed. (Hide and
Sneak are one skill, etc.).
- An interesting
reference to the rogue's attack reads "He
doesn’t like the look of the bulette’s heavy armor,
so he tries to slip
his short sword between two stony plates before the bulette can react
and he draws blood." Is this a sneak attack or some other
ability? It appears to ignore armour.
- Sneak
Attack is now easier to pull off [snip] Not only will the
fighter give the rogue a flanking bonus, but more spells and attack
powers will set up sneak attacks.
- "Combat
advantage" is mentioned in Races & Classes
as a combat modifier gained when your oppponent's defenses are
compromised. Example situations are flanking and other special
abilities. Rogues can sneak attack when they have combat advantage,
which apparently happens a lot.
- Another source of extra damage comes from a rogue's follow
up attacks, which can be tacked on to successful attacks.
These allow a rogue to turn a normal attack into a truly vicious one,
dealing huge amounts of damage and dishing out major damage.
- Trapfinding
is a feat that rogues get for free, but which other characters can take.
- ".. rogues,
who can use their skills more effectively than other classes and can
move in ways utterly impossible for other characters."
Warlord
- Fills the "Leader" role, along with the cleric.
- From Wizards Presents: Races
& Classes: A martial leader, with the
ability to buff and control over battlefield positioning.
- Mentioned a warlord
class spotted on one of the DnD
Insider screenshots.
- "There
is a warlord class".
- Warlords don't
get much by way of ranged area attacks.
- Domna,
a warlord, uses some kind of bard-like ability
to boost her allies in addition to attacking a wolf. It
sounds like the "Leading the Attack" White Raven combat maneuver from Book of Nine Swords.
- Domna, the warlord, "uses her tactical acumen
to attack in such a way that the wolf she hit opened itself up to
Robozcniek". Sounds like some kind of bardic ability.
- Rich
Baker on warlords:
- Warlords (one of the new classes) have need for a
high Int score and their abilities "are often reminiscent of
the White Raven maneuvers from Tome
of Battle."
- Warlords also have class features that use Charisma.
- The character is "a competent healer, like
any leader."
- "My warlord
powers help to increase the party's damage output."
- One such power is called Hammer and Anvil: "The warlord takes a swing
at [an enemy], and he picks an ally who threatens the same target and
grants that ally an immediate attack against [the enemy]."
- Warlord abilities
that "help keep
allies up and fighting".
- "Andraste
[eladrin warlord] hit hard and fast with a powerful daily ability that
gave allies a bonus to hit the target. She also used a very, very
effective positioning strike to move an ally into flanking position for
better attack odds."
- Use
of
"an instantaneous magic missile attack from me thanks to one of
Abraxus' [the warlord's] powers."
- Warlord ability
that "gives bonuses
to his allies when they score criticals".
- [R&C] also
mentions an example of a Warlord power called “Feather Me Yon
Oaf!” (they often use humorous titles as
stand-ins until they come up with the real one). When the Warlord uses
this ability, his allies get an immediate action to draw a missile
weapon and shoot the Warlord’s designated target.
- The
warlord provides "a
steady stream of healing magic and bonus attacks".
Other
Classes
- Other classes are likely to appear in later books.
- Druid
mentioned in
D&D's seminar's summary.
- From Wizards Presents: Races
& Classes: Their spellcasting takes
second seat. The primary ability is wildshape,
which they can do a lot more often, but only shapes they have picked
(like spells). They have some nature related spells to cast when in
humanoid form.
- The 4E
Druid will heavily emphasize sharp-changing abilities, and
will possess a spell list with ranged firepower and utility effects.
- Monk
mentioned in
a rather ambiguous way by WotC Logan.
- Bard -
From Wizards Presents: Races
& Classes: Gets power
from
otherwordly patrons (?). Its powers focuses on illusions and
confusions, so that enemies hinder themselves. They can also inspire
their allies.
- Drawing
their powers from “otherworldly
patrons,” Bards will possess many abilities related
to illusion and mental trickery. They will retain their inspirational
and lore knowledge abilities.
- Barbarian -
From Wizards Presents: Races
& Classes: The ability to rage is the
centerpiece ability of this class. There are different rages. There is
a mention of a “lightning
panther strike” that allow movement and multiple
attack. Barbarians are more feral, and bite attack was
mentioned .
- The 4E
Barbarian will be all about the rage, with many different
rage effects to choose from. They will also be more feral—one
cited barbarian ability involves him biting his opponent after his
melee attack.
- Sorcerer
- From Wizards Presents: Races
& Classes: Made more
distant from the wizard. They barely control their spells, but unleash
enough energy every time that some remains around them. For example
after a fireball, they are cloaked in fire which sears enemies nearby.
- It is stated that Sorcerers
will barely be in control of their magical abilities, but whether or
not this means they’ll function somewhat like wild mages is
unclear. It does mention that a Sorcerer who casts a cold spell might
have a protective aura of freezing cold around him afterwards for a
short while.
- Psionics
not to be included in
core, though they'll have support.
- On
psionics: "They
will be a "power source" {but not in the PHB}. The PHB power sources
will be "arcane", "divine" and "martial".
- From Wizards Presents: Races
& Classes: Psi will appear sometime and
it will be a different power source. They design arcane and divine
magic so that psi can fit in. Power over mind will be the main (or a
flagship) feature of psi, thus charms are going to be nerfed (the avoid
too much overlap).
- Swordmage
- From Wizards Presents: Races
& Classes:: An arcane defender with
magic shields and armor, flaming sword and some self-bluff abilities.
- Arcane
Defenders who use magical protection as opposed to armor.
They are designed as melee specialists with few ranged attack powers.
- Rich
Baker on the Swordmage: "We're
working on some swordmage rules right now for a 2008 release, and the
class is really shaping up to be something special. He's an arcane
defender; not really a gish, because his spells are generally melee
range and tend to augment his melee attacks."
- What's all this about the Swordmage?
Rich Baker talks a bit:
- It's a
class
we
are going to design and publish someday, but it probably won't be in
2008.
- Swordmages
aren't "gishes" or bladesingers. Someone over on EN World made an
uncannily accurate prediction about the class, which I can confirm
here: A swordmage is a warrior who uses magic to fight better.
- Swordmages
use
spells of armorning and protection instead of wearing heavy armor. At
the most basic level, it's something along the lines of an always-on
mage armor spell, renewed each morning. Since they're defenders, they
need hit points and AC comparable to fighters, and swordmages get there
by using persistent magic effects.I think there are other persistent
wards in play too, spells that provide some energy resistance, mental
defense, things of that sort.
- Swordmages
have
lots of room for fun, combat-focused "immediate" spells and "move"
spells. For example, my character Geran makes use of a few short-range
teleports and transpositions, as well as instant shield-like effects.
The movement effects will work great for a defender--what better way to
get the troll to stop beating on the wizard than to simply trade places
with your unarmored friend?
- Swordmages
have room for fun attack powers, too. For example, I have Geran make
use of a short-duration, self-only strength spell, as well as another
one that wreathes his sword in magical flames. There are a few others I
touched on in my novel, but I don't want to give any more away 'cause I
don't want to spoil things.
Prestige
Classes
- Will
there be prestige classes? "There will be
functionality equivalent to that."
- Prestige
Classes: Gone. There are replaced by Paragon paths
(Levels 11-20) and Epic
Paths (21-30). These paths will include new abilities
characters of the appropriate classes can select, and some are taken
from the old prestige classes (mystic adept, arcane archer, and weapon
masters are mentioned, as are some new options like Prince of Knaves).
Epic Paths also have something to do with the character’s
destiny, and also open up new powerful abilities.
- The paragon
path and epic destiny
thing - PrC's are gone completely. You pick up your paragon path at
11th level, and your epic destiny at 21st level. You get those
abilities as you level up in addition to your main class stuff, not
instead of. Some look like old PrCs, and weapon master, prince of
knaves and cavalier mentioned. There are currently 12 PPs and "fewer"
EDs. The EDs give big benefits and are things like being the right hand
man to a god, undying warrior or calling dragons with a wave of your
hand.
- Power
progression from Races & Classes: "There is 2 or so pages on
tiers of power
(heroic, paragon and epic). The important part is the paragon paths and
epic destinies. They replace prestige classes. They are additional
power/abilities, that you can choose once you hit 11th or 21st level.
They are very much like prestige classes and battle captain, mystic
theurge, weapon master, prince of knaves and cavalier are
mentioned....Epic
destiny gives few but very powerful ability. Also it describes how you
exit the world (seem like at level 30 you retire). You can become a
demigod for example.Epic level game is much about slaying gods and
clearing the Nine Hell. In
the cleric section they muse about gods being redesigned, and one of
their goals is, that they can be challenged by epic level characters."
- Rich
Baker mentions the
Bladesinger and Battlerager
as future paragon paths:
"Yes,
we'll definitely pick up bladesingers quick. Paragon paths seem like
the right way to go there. I don't think anyone's earmarked the
battlerager yet, but I imagine you'll see it down the road."
Races

- From Wizards Presents: Races
& Classes: Each race seems to have a
clear “homeland”. Dwarves live in mountains, elves
in forests. Now they come up with something for all major races. Humans
are tied to plains, Halfling to rivers (swamps and marshes), Dragonborn
to deserts (at least their great empire was in desert).
Humans
- What's in store for humans?
"Humans
will be more "flavourful". There will be mechanical flair to make
humans as exciting as any other race."
- Bruce Cordell has posted a tiny snippet from Wizards
Presents: Races and Classes. The snippet,
only a paragraph or two in length, deals with humans.
- From Wizards Presents: Races
& Classes:
- They
will remain the flexible, adaptable race as in 3.x.
- Their
negative personality flaw is corruptible (I don’t think it is
mechanic, just fluff or the basis of some racial feat).
- The
text mention that humans never give up, and try thing again-and-again;
this can be a racial characteristic (allow retry in some cases).
- Each
of them know how to handle at least one weapon (fluff or ability?).
- Their
homeland is the plains. Horses are important to them.
- Now
referred to as the most “resilient” race, humans
receive some kind of feat bonus (“a little extra
treat”) and racial feats that involve “dramatic
action and dramatic recovery.”
Tieflings
- The tiefling
definitely, definitely, definitely appears
as a core race in the Player's Handbook.
- Tieflings
are not human and demonic offspring, but are the true-breeding
descendants of an ancient empire that made dark and terrible pacts with
the Nine Hells. Their fiendish visage is actually a manifestation of a
curse, due to their progenitors' crimes. They're more closely tried to
devils than demons.
- The 4E
Tieflings evolved from the corrupt nobility of an ancient,
powerful human empire that trafficked with devils to increase their
power. As mentioned above, this empire was destroyed in a titanic war
with the Dragonborn empire. Not much is said about their racial
abilities, other than they have been expanded since 3E and they make
good Warlocks. It is also once mentioned that they are
“charming,” so I suppose the Charisma penalty is
gone.
- Tieflings
have "hellfire blood"
as an option (appears to allow some kind of attack bonus). Also
mentioned are "infernal
wrath", and two feats: Toughness, and Ferocious Rebuke
which "pushes your
enemy back one square after taking a hit".
Dragonborn
- The new race looks very
likely to be Dragonborn
from this
look at Races
& Classes: "The races mentioned in
detail are Humans, Dwaves, Eladrins, Elves, Halflings, Tieflings, and
the "mystery race", Dragonborn. Each of these races gets some pages,
humans I think had the most with 4 or 5, eladrin the least with 1,5.
There are 4-5 paragraphs each on some other races as well. I remember
drow and gnome, but there were maybe 2 or 3 more. The gnome part was
titled "The problem with gnomes" or something like that. The Dragonborn
in their picture looked like big and well muscled lizardmen. They were
antropomorphic, had two legs and no wings. It looked as if their hands
had claws."
- Dragonborn
are kin to dragon, they are egg laying . They are a strong
race with martial incline.
- At
higher levels they can choose racial feat that gives them breath weapon
or wings.
- Dragonborn scales are bronze
or golden in color.
- No longer the race born of a special pact with Bahamut
as presented in Races
of the Dragon, Dragonborn
have been the lesser cousins of dragons since the beginning. In the
Points of Light setting, they once ruled a mighty empire later
destroyed in a cataclysmic war with the Tiefling empire, and are now
organized into wandering clans which sometimes serve as mercenary
companies. They have a reputation as honorable warriors who keep their
word, but are sometimes arrogant and easily offended. Their racial
feats involve things like breath weapons and wings.
Elves
& Eladrin
- WotC has
presented us with the full elf entry from the PHB.
- Elves are about the same height as humans, but
considerably lighter.
- No more racial stat penalties, only bonuses (elves
get +2 to Dexterity & Wisdom).
- The elf "racial power" is Elven Accuracy
which lets them reroll one attack roll per encounter. This can
presumably be improved, as a feat is given that improves it in the
entry.
- That feat is an elven racial feat called Elven
Precision. It grants a +2 bonus to the new attack roll.
- Elves gain two skill bonuses (+2 to Nature and
Perception).
- They give nearby non-elf allies a +1 to Perception
checks.
- They still can use the longbow and shortbow (but none
of the other "elven weapons").
- They have an ability to ignore difficult terrain when
they "shift" (presumably the 4E "5 ft. step").
- Elves move a base of 7 squares.
- "Eladrins
are a new race in the Player's Handbook. They're akin to the elves, but
they more often make their homes in the Feywild." (The
Feywild is one of the new planar areas in 4E.) - James
Wyatt.
- A new article, A Fractured Family:
Elvish Strife, Separation, and Rebirth, deals with the
history of the eladrin, elves
and drow, and their gods, Corellon, Sehanine and
Lolth. It also reveals that drow will be presented as a character race
in the Forgotten Realms Campaign Setting in summer
2008.
- There's
a fluff
piece on the official site (no rules info) which presents
elves as wild, woodland, tribelike folks; very different to those in
3rd Edition with their Wizard favoured class. It mentions that elves
are called wood elves, wild elves, or sylvan elves -- "Most elves are wild, free
forest-dwellers, guarding their lands with stealth and deadly arrows
from high boughs.... elves have gone a different route than their
cousins, the eladrin. Elves rely on hard-won intuition and senses tuned
to an arrow’s point instead of reason, intellect, or debate
as eladrin are more wont to do.... They prefer the magic of the natural
world to arcane magic. Elves are drawn to the worship of both the fey
god Corellon and Obad-Hai, the god of the wild." Eladrin
are mentioned in the article as cousins of the elves. The analogy seems
to be that elves are what were wood/wild/moon elves, while eladrin may
be gray/high/sun elves.
- To the
suggestion by EN World member Mouseferatu (Ari Marmell, whose
name you'll see on Tome
of Magic and Heroes
of Horror) that: "Perhaps the eladrin known
to dwell amongst mortals are simply the weakest of their kin, the fey
that interact most frequently with the material plane. In other worlds,
places with strange names like Arcadia and Arborea, far more alien
eladrin, with powers beyond those comprehensible to mortals and strange
titles like "ghaele" and "bralani," are said to dwell",
Michele Carter, RPG Senior Editor, replied: "You're a smart guy, Ari."
- Rich Baker comments
briefly on the nature of the various elven races, and how they elate to
the "Elf" and "Eladrin" stats:
"Actually, I expect that sun elves, moon elves, and star elves would
all fall into the description of "eladrin" for game stats, while wood
elves and green elves would be "elves." But we're still going to call
them sun elves, star elves, etc., for the most part. Nobody in Faerun
would call those folks eladrins, they'd call them ar-tel-quessir, sun
elves, or gold elves."
- Elves are now as
tall (or taller) than humans, though still very slender and
graceful.
- Half-elves
"multiclass well".
- "...nifty
synergies
between elf abilities and paladin abilities, like the additional
movement that lets me get away with heavy armor and not lag behind the
rest of the party. "
- "Eladrin
have a movement ability that's hella fun to use when you're a PC and
annoying/amusing to deal with as an opponent."
- The eladrin wizard has a power called fey
step (a short range teleport).
- Eladrin again:
"I felt
particularly warlord-y in that fight, using the eladrin movement ability
to position myself for a flank and a nifty strike that allowed the
cleric to get in a solid hit on an opponent when I missed. I set 'em
up, my allies take 'em down."
- Eladrin in Wizards Presents: Races
& Classes:
- They
are the magical high elves. Both elves and eladrins were elves, but one
preferred magic and stone, while the other nature and the woods.
- One
of their racial feats allows them to briefly enter Feywild and reemerge
at another place, making a short teleport.
- More
from R&C:
These were once the same race, along with the drow. They inhabited the
Feywild, a faerie realm that exists alongside the human-dominated one,
but a war precipitated by the drow split the race into three.
Basically, elves embody the nature-oriented aspect of elves, and
eladrin the magical one. Other elven subraces will exist, but the
differences between them will simply be cultural—gray elves,
sun elves
and moon elves will be eladrin and wood, green and wild elves just
elves. Not much is said about the racial abilities elves and eladrin
possess, other than elves make for good rangers and eladrin good
wizards.
Dwarves
- Resilient
industrious folks.
- One
of
their racial feats allow a second “second wind”.
- They
no
longer have darkvision, only low light vision (most races will have
only normal vision).
- Dwarves
are pretty much the same, but their back history now involves an era in
which they were slaves to giants, which explains the enmity between the
two races. It is also mentioned that most races, including dwarves, no
longer possess darkvision (but dwarves have low-light vision). Dwarves
also no longer possess a Charisma penalty, and their racial abilities
are oriented towards the defender role and underground adaptation.
- As an aside, it is mentioned that dwarf women do not
have beards, and the new artwork makes them look a lot more
feminine, which was intentional on the part of the designers.
- Azers
and galeb-dur are mentioned as once-dwarves who became
completely enslaved by their ancient giant masters.
Halflings
- Halflings
are described as having the tendency to "acquire" things due to intense
curiosity (much as the Dragonlance kender do). They are now a bit
taller than before, about 4 feet on average, weighing about 65 pounds.
- Halflings
get a stature boost, and will now be about four feet tall on average.
They are now presented as a nomadic race that travels on river barges,
one that is instrumental in promoting trade amongst the races, granting
them something of an “invisible empire” across the
land. They are
differentiated from hobbits in that they are lean and athletic rather
than portly (and now they wear shoes, too). Their racial abilities
evidently involve luck, trickery and trade. It is also mentioned they
are good at raising and training animals.
Other
Races
- It seems that there will be a mystery
race in the Forgotten Realms Campaign Guide. Rich Baker:
"Yes,
there's another PC race fleshed-out in the FRPG. It'll have drow and
Race X with full PH-style writeups."
- Following up from last month's interview
with the beholder, The Tiefling and the
Gnome: On the Set of 4th Edition is another cartoon short
featuring an interview with the titular races.
- It looks likely that gnomes
will not be in the PHB. When asked at GenCon UK, Bruce
Cordell said "wait
and see."
- We're all pretty sure that gnomes won't be in the 4th Edition Player's Handbook.
Fortunately, WotC's Logan Bonner confirms here
that they will be
appearing in the Monster
Manual.
- Rich
Baker comments on a few non-core races:
Gnomes will likely
get a "full" PC race writeup in 2009. We *might* have a little material
in the FR Player's Guide,
but I'm not sure about that--I'm not working on that book.
In general, we're not going to provide a lot of support for marginal
races in our printed product. We might be able to give them some more
attention on D&D
Insider. I wouldn't expect to see avariels or aquatic elves
touched on in the FR
Player's Guide.
Sorry, no immediate plans on the
saurials as PCs. They're really something different from
the dragonborn.
- Shifters
are "not in the
Player's Handbook, but they are in the Monster Manual, so ... players
could make shifter characters if they want to."
- No
illumians: "We
don’t have illumians [from Races of Destiny] developed for 4e
yet, and they’re pretty low priority."
- Aasimar
are not in: "Less
chance of that."
- And drow?
"Possibly
but not confirmed."
- A Celestial race, Drow, Gnomes and Warforged are also evidently
in the works, but little had been decided on at the time the
book was printed, so I guess they won’t be in the first
Player’s Handbook. Warforged will apparently be a core race,
and it is mentioned that construct immunities will be toned down in 4E.
The Celestial race will not be called the Aasimar, and will be a race
“plunged through the same transforming fires” as
the Tiefling. Gnomes are apparently proving problematic to design--they
went through several concepts and rejected them all, with no decision
having been reached at the time the book was finished.
- A Fractured Family:
Elvish Strife, Separation, and Rebirth reveals that drow will be
presented as a character race in the Forgotten Realms
Campaign Setting in summer 2008.
- Rich Baker reveals
that half-orcs
should be on D&D
Insider shortly after the launch of 4E.
Well, they're not in the
Player's Handbook. I'd hope to have them available on DDi pretty soon
after the PH hits, though, since players out there with half-orc
characters are going to want to be able to convert or re-create their
character concept, as the case may be.
Half-orcs
are a bit tricky, because they imply a very ugly backstory that we
frankly don't want to dwell on very much. I think it's possible to
posit a better backstory, like "long ago a god of evil mixed the races
of orcs and humans, and to this day atavistic throwbacks are born to
each from time to time." We'll see where we get to on that score when
we get serious about updating the half-orc. So far we've just had other
fish to fry first.
Oh, and
regardless of what core D&D does with half-orcs, they've got to
be in the Realms at least as a NPC race (or "playable monster" race);
they've been in Faerun in 3e and earlier editions, and we wouldn't
retcon them out of existence.
General
Race
Notes
- All races can select racial
feats that allow racial traits to develop and expand as the
character rises in level. Level
adjustments are gone,
with all the new races largely equal in power. It is also mentioned
that when drow finally appear in some future text, many of their
powerful racial abilities (levitation, darkness, etc.) will be
relegated to feats to balance them out.
- There is a tiefling in the
player’s handbook.
There may also be a changeling (from Eberron). Mike did all
the talking, where there will be a very REAL ACTIVE difference within
the races that will really make a difference between the Dwarf Fighter
and an Elven Fighter. (source).
- Will we be doing ECL? "That’s a good
example of something applied to the game to help make somethings work
easier. We don’t want to recreate this. We’re not
going to give you rules to play a blink dog fighter… There
will be many more choices, however, and we want to make sure they are
all playable right out of the gate. If say, for instance, we put a
tiefling in the PH, we would certainly want to make it playable right
out of the gate. So, for example, we might have had to make a lot of
the other races a little bit cooler to keep the balance straight
between the races." (source).
- Design &
Development: Race, which discusses some of the choices that
informed the way race was thought of as 4e started
to be designed: -- "In the final version of 4th Edition, most of your racial
traits come into play right out of the gate at 1st
level—dwarven resilience, elven evasion, a
half-elf’s inspiring presence, and so on. As you go up
levels, you can take racial feats to make those abilities even more
exciting and gain new capabilities tied to your race. You can also take
race-specific powers built into your class, which accomplish a lot of
what racial substitution levels used to do: a dwarf fighter with the
friend of earth power can do something that other 10th-level fighters
just can’t do."
- "Dwarven
resilience, elven evasion, a half-elf’s inspiring presence"
mentioned as racial traits
- Classes can be improved by racial feats, in a similar
way
to how current racial substitution levels work.
- Peter Schaefer
talks about racial traits ("Being really lucky, for example, works
with the halfing rogue really well, and being durable is perfect for
the dwarven fighter.") and how different classes can
perform the same role without looking like clones of each other.
- A racial change which may raise
some eyebrows? "Races were fun to develop,
fast and easy. Each race works best with two or three classes, thanks
to a stat bonus or other feature, and none suck at any class; a couple
tweaks here and there let us reinforce those connections without
weakening the races' flexibilities. Only one race gave us any trouble
and got a bit of a change in return. It's the sort of thing that would
raise some eyebrows in the playing public - and also in the office, I'm
told, so we'll see if it makes it to your eyes. I hope it does, because
it makes everything about the race simpler and just as effective."
Multiclassing
- Multiclassing
– lots of compelling and
interesting choices. A fighter who dabbles in wizard or dabbles in
cleric is something compelling, Andy’s brother is playing a
rogue wizard and he’s said in the conversion "this is the
character I wanted to play all along". The choices and powers are good
powers on both sides. Backstab, throw chromatic orb across the room,
then teleport across the room. There is no more “crappy
fighter” attached to a “crappy wizard” (source).
- You can grab some basic
class abilities if you want to dabble in another class - a
wizard could take the Fighter
Training feat, or a rogue could take Wizard Training.
These allow you to flavor your class but don't dilute it.
- Mike Mearls
mentions that WotC are working on multiclassing, and how they're trying
to get a ranger/cleric/wizard to work.
- Michelle Carter confirms here that
multiclass penalties and favored classes are gone, and she mentions here that
retraining rules are in place
- David
Noonan -- "Gish
lovers (and those who are, um, gish-curious), I've got your back.
Terminology Note: When I say "gish," I'm not referring specifically to
githyanki fighter/wizards. Nor am I talking about a really good
Smashing Pumpkins album, Gish. I'm talking more generally about
characters who are capable melee combatants and reasonably good arcane
spellcasters, too.
One of the
things I'm working on is some character-building pieces to support the
archetype. And as I write, I wonder, "I'm not sure the gish needs the
help. He might be OK with just our crazy new multiclassing rules."
Multiclassing:
New multiclassing rules, you ask. Yep, we've got 'em. Multiclass
characters are running at a couple of our internal playtest tables
right now. Early results are promising, but we're talking about only a
couple of characters, so we haven't seen broad proof of concept yet.
It's easy
to critique 3e multiclassing, but it's also important to remember that
they represent a massive, double-quantum leap from
multiclass/dual-class rules in 1e/2e. We really like the
configurability and freedom of 3e multiclassing, the way it's
extensible even when you add new classes to the mix, and how it
respects (to a degree, anyway) the changing whimsy of players as their
characters evolve.
But it's
got some problems--and in particular, it doesn't tackle the gish very
well. There's the arcane spell failure problem, which takes some levels
of the spellsword PrC, a little mithral, and some twilight enhancement
to take care of. But beyond that, the low caster level can be just
crippling for the fighter/wizard who wants to blast the bad guys into
oblivion, rather than use his spellbook as a really good utility belt.
So that's
one big problem--the caster level situation. In 3e, we've cemented over
that with some prestige classes and feats. But there's another problem:
Your journey through the "Valley of Multi-Ineffectiveness." For the
gish, it's hard to truly be, well, gishy at low levels before you've
figured out a reasonable answer to the armor problem. You can't really
wade into melee like a fighter, because you're gonna get creamed. So
you have to take an "I'm basically a wizard for now" or "I'm basically
a fighter for now." That works, but you're just biding your time until
you get to play the character you want to play.
And for the
gish's cousin, the wizard/cleric, his "Valley of Multi-Ineffectiveness"
isn't quite as deep, but it lasts a little longer--until he qualifies
for mystic theurge, anyway.
So the
improvement we're seeking from the multiclass system is something that
solves some specific math problems (the caster level thing) and some
specific career-path problems (letting you feel like a blend of classes
from the get-go).
The Gish,
Today: So what does this mean for our gish PCs at the playtest tables?
Well, from very early levels, he's weariing armor, stabbing dudes, and
casting spells. He's not as good at stabbing as the fighter, nor as
good at casting as the wizard. But he's viable at both. In theory.
In theory?
Well, like I said, the gish characters don't have a lot of mileage on
them yet. And creating hybrid characters involves a careful balancing
act. Multiclass characters can't be optimal at a focused task (because
that horns in the turf for the single-class character) and they can't
be weaksauce (because then you've sold the multiclass character a false
bill of goods and he doesn't actually get to use the breadth of his
abilities). There's a middle ground between "optimal" and "weaksauce"
that I'll call "viable." But it's not exactly a wide spot of ground.
Finding
that viable middle ground isn't a problem unique to 4e. The 3e
designers (myself included) took lots of shots at it; the bard, the
mystic theurge, and the eldritch knight are all somewhere on the
optimal-viable-weaksauce continuum. And any WoW shaman, druid, or
paladin knows firsthand the sorts of continual rebalancing they've
undergone as Blizzard tries to keep their hybrid classes in the middle
of that continuum."
Magic
- Vancian 'spell slots' will be reduced in how much they
control a caster's total ability -- "Vancian magic system
– there’s an element of that we held on to, but
it’s a much smaller fraction of their overall power. A wizard
will never completely run out of spells. They can
run out of their “mordenkainen’s sword,
however” (source).
- Mike
Mearls -- "BTW,
who knew that so many people disliked Vancian spellcasting? The entire
audience in yesterday's seminar cheered and clapped when we told them
it was (mostly) gone."
- Vancian system survives, but it's only a "fraction"
of the magic (or magic options) available to characters: "a
wizard who casts all his memorized per day spells should be at about
80% of power."
- Chris
Perkins on Vancian magic -- "It’s safe to say
that the “Vancian” spellcasting system has received
as much scrutiny as every other aspect of the D&D game. One
thing we don’t want is a character running out of cool things
to do in combat. In 4th Edition, all characters have a selection of
at-will, per-encounter, and per-day resources. The exact mechanical
execution of this base concept will be disclosed in the coming months
on D&D Insider and the Wizards Presents: Races and Classes
preview book, so no spoilers here!"
Wizard's
Implements
- It
seems like four "classic" wizardly implements - the orb,
staff, tome, and wand - are to play a more central role in the Wizard
character class. Each implement is associated with certain types of
magic: orb for terrain control, manipulation and
divination; staff for forcefully projected powers
as well as flight and telekinisis; tome for
teleportation, summoning, shapechanging; and wand
for long-range effects and protection. The wizard can
cast without the items, but is likened to "a slightly near-sighted
man with glasses"; holding the associated implement grants
a benefit to the wizard’s attack. The article refers to "the wand spell cinder storm", which
implies that each spell will be an orb, staff, wand or tome spell.
- Update
- conspiracy theorists ahoy! All references to the "tome" have been
edited out of the above article, leaving orb, staff and wand only. Why?
I don't know! But there were references to the "tome" before, and now
there aren't. Instead, we have extra flavour text, referring to Iron
Sigil [potent defenses
when invoking spells of thunder or force] and Serpent Eye [enchantment, beguiling, and
ensnaring] traditions (orb), disciplines of the Hidden
Flame [fierce powers of
fire and radiance] and the Golden Wyvern [battle-mages]
(staff), and Emerald Frost adepts [powers
of cold and deadly acidic magic] and Stormwalker theurges [spells of lightning and force]
(wand).
- Bart Carroll on the change: "Hmm, well we do say it in
the Design & Development column intro: "Keep in mind that the
game is still in a state of flux, as refinements are made by our design
and development staff." Case in point -- take another look at the most
recent Wizards and Wizard Implements article. A revised version has
just been posted, with several changes to the original article posted
Friday [Note from Morrus - it wasn't there on Friday; it appeared
today]. The version you see now is the version that should have
originally gone live."
- Note: breschau posted the original
article.
- Dave
Noonan has spoken a little more about wizards implements (the
orb, staff, wand, and elusive tome). He mentions that the level of
importance attached to these items has not yet been finally decided ("The pendulum has swung
around a lot during design on the implement issue... Right now the
pendulum is resting somewhere in the middle.") He compares
it to a fighter and his weapons: "...it might be worthwhile
to think of a wizard's implements as analogous to a 3e fighter's weapon
choice--if you assume that the fighter hasn't deeply, deeply
specialized in that weapon through feat choice. Mid-level Tordek
prefers axes, sure, and he probably has an advantage with an axe that's
substantial but not overwhelming. You put a polearm in his hands,
though, and he functions just fine. And he's accessing the salient
properties of the polearm--reach, for example."
- He also confirms that the design intention is that
these things be adjustable to work in your campaign -- "You can add your own
implements and disciplines/traditions to the mix. Doing so takes some
work, but it's not a massive undertaking."
- And on the nature
of the described traditions: "...traditions
are not groupings (fluffy or otherwise) of spells/spell schools/etc...
I can see how someone could read the preview article and make the
reasonable speculation that the traditions we mention are analogous to
spell schools or domains. While that's a decent guess, and it fits the
available data, it's not a correct guess."
- Wizardly
orders: "They're
not really specializations in the sense of 3rd Edition specialist
wizards; choosing one doesn't make the spells belonging to another
unavailable to you. Basically they're a mechanism by which we answer
the question, "How did your wizard learn magic? Was he trained in a
magical academy, tutored by a single mentor, etc., etc." So each order
provides a subset a spells your character is *best* at, but doesn't
replace the notion of spell school from previous editions."
- Implements:
"Wizard
implements now provide your character with a reason to care about a
signature weapon in much the same way that the fighter cares about a
signature sword. We think it's a good thing. Many other implements have
been suggested, including things such as mask, dagger, and (of course)
tome."
- Implements
updated -- WotC's Michele Carter has posted a brief
update on the use of wizards' implements: "Well,
I know better than to poke the bear(s), but I've been working on magic
items all day and I'm punchy: [Regarding: ] "Staffs are for
rays
and cones, wands for long distance control, while orb stands for
blasts, terrain control, and retributive and perception based effects."
This was true at the time it was written, and as with a few other small
details, it's changed since then. Spells are not based on the
implements you use to cast them. Wizards still choose a primary
implement (and that choice is a meaningful one), but you can cast any
spell through any implement with equal effectiveness. "
Magic
Items
- To the question of whether XP will be required to make
magic items Andy Collins replied, "No,
Hell No." How magic items will be made in character wasn't
discussed beyond a vague statement that you wouldn't be burning a feat
on it, and out of character the structure of magic item creation will
become more loosened.
- Magic Item Creation. "We tried to fool ourselves
into the fact that there was a hard pricing, but we started recognizing
that with MIC, that we should look at them more wholistically. There
will not be magic item creation rules for DM’s as we realize
that as professional game designers we don’t even get it
right every time. We’re going to give you lots and lots of
examples and suggest that you build it, test it, etc. " (source).
- Will it be easier for a wizard to create magic items? "Yes, characters can still
build magic items, it will be a way for characters to acquire things,
but it will be more flexible and easier. There will be a preview
article on this in two weeks on D&D Insider. Three releases a
week (this one will be on Wed).". (source).
- Designer Dave Noonan has posted in
his blog on
Gleemax that he is working on designing rods.
Noonan writes that he's considering two possible designs: one that "constrains the design
space" from the very beginning (in other words, there's a
finite number of rods that can be designed) and the other that allows
an "expansive
design space."
- David Noonan's latest blog post
mentions the Eye of Vecna, the Axe of Dwarvish Lords, and Purple Worms:
"A
significant breakthrough with artifacts—the new direction
looks promising, and the two I’ve written so far (Eye of
Vecna and Axe of the Dwarvish Lords) are things I’d put into
my campaign in a heartbeat. The only significant downside? Each
individual artifact takes up some real estate—more than we
planned. But they’re frickin’ artifacts, man! So
we’ll see. My next step is to wave them under the noses of
some colleagues and see if we can’t get another page or two
for the artifacts section. And it’s also a good time for me
to ask the “Is Dave crazy?” question of my
colleagues, because artifacts have become more than just really good
magic items with backstories."
- Rodney
Thompson on how magic items won't be as
necessary to character advancement -- "Last night at dinner
Andrew Finch and I had an interesting discussion about the way magic
items are going to work in 4th Edition. Since I was busy running Star
Wars games and hosting my own seminars I didn't get to go to any of the
D&D panels, so I don't know how much they revealed about magic
items. Anyways, Andrew and I were having a bit of a disagreement about
the way magic items contribute to the D&D experience. (As an
aside, Andrew and I have had many such conversations back at the
office, especially in a Star Wars context where loot and gear are
almost meaningless). We both agree on this: finding a magic item is a
tangible player reward that helps keep the game moving forward for the
players. While XP may be its own reward, it's a delayed reward. When I
conclude an encounter, I get XP, but I don't get its effects for
another few encounters. The presence of magic items provides an
immediate reward (or, at least, the potential for an immediate reward)
at the conclusion of the encounter. You don't have to actually get a
new magic item for the potential for reward to be there, and in many
cases you'll feel as though you've been rewarded when someone else gets
an item. In 4E, I think there is going to be a very interesting dynamic
between magic items and players. I believe it was mentioned that some
traditional things about magic items were going the way of the dodo,
and that magic items aren't going to be required to do cool things at
high levels. While that may be true, I think people are still going to
want magic items because they are going to provide some cool and
exciting effects. There's going to be a new dynamic where players are
going to want new things but not necessarily need them as much to
remain competitive, which I'm thinking is going to actually cause the
"I'm happy for someone else when they get loot" mentality to spread. If
I don't get new magic items for a while, I'm not becoming underpowered
per se, so it's much easier for me to feel rewarded when someone else
picks up a new magic item."
- On
magic items and their decreased emphasis: "I'm working on magic items
right now. A previous version of the rules had magic items that were
just too complex and too numerous, so we're stripping off a couple
layers of complexity. You won't be a magic item Christmas tree any
more, but you might be a Christmas shrub or a Charlie Brown Christmas
tree.
The items are
generally focused on one thing to keep players from forgetting what the
items do. We don't want too many conditionals, nor do we want effects
that fight for the same ground as powers. In 3.5, if a fighter had a
magic item with an activated effect, it was easier to remember and use
because he didn't also have powers.
Though we're
still working on magic items, the really cool parts of items are alread
done, in a sense. We've removed or changed items like headband of
intellect and ring of protection so they're no longer required just to
get the numbers you need. The items like that that are still around
fill just a few slots. We've also gotten rid of the need for tons of
expendable items. They'll still be around, but you'll no longer need to
buy a wand of cure light wounds every adventure."
- A Design
& Development article deals with magic items; or,
more specifically, magic item levels: "...all
9th-level magic items now cost the same number of gp to craft or to
purchase. This makes it even easier to gauge a magic item's
appropriateness for your game at a glance. Don't know if it's OK to
drop a flying carpet into the hands of your 9th-level PCs? Well, the
fact that the carpet's listed as an 18th-level item should clue you in
that it'd have an enormous impact on your 9th-level game."
Magic items mentioned in the article are (although I imagine this is
all subject to change):
- Flying carpet (18th)
- +2 thundering mace (9th)
- +2 staff of the war mage (9th)
- Rope of climbing (10th)
- +2 flaming longsword (10th)
- slippers of spider climbing (7th)
- Boots of levitation (13th)
- +3 vicious sword (12th)
- +2 lightning sword (9th)
- Mike Mearls comments here on magic
item dependency and rules
transparency:
Q: Just give PCs steadily increasing, additional bonuses to their AC,
saving throws, and attack and damage, directly proportionate to the
enhancement bonus they're "expected" to get, and eliminate the
enhancement bonus those items provide.
Yup,
that's pretty much the intent. We went out of our way to embrace
transparency in the rules, to better help DMs understand how magic
items interact with PCs, how they interact with the system math, and
what happens when you start to change things.
It's also why
items have a
level as a guide for their power, rather than a gp cost. It's a lot
easier to look at an item's level and determine how powerful it is
compared to a character, rather than look at its price, compare that
price to expected wealth, and then try to figure out the impact of an
item that's worth 10% of a PC's total treasure compared to one worth
20% of a PC's treasure.
When I designed
Iron Heroes, it took a TON of work to rip out magic items and work in
new mechanics to replace them.
With 4e, it'll
take even a newbie DM maybe a half hour once he has learned the rules.
Q: If you take all those separate items together, in all their
different slots where they don't overlap, how does that not accumulate
into a giant pile of combat-related awesome, even if it doesn't give a
single enhancement bonus?
The key is that, in most
cases, magic items give more options, rather than improvements to
existing options.
Strictly
speaking, the
fighter with no items is less powerful than the fighter with a ton of
items, yet if the campaign tends toward few or no items, the game still
functions fine. For instance, the math behind monsters looks to magic
items only for the static bonuses that they grant.
Primarily, the
benefits
conferred by magic items are useful in specific situations or they
cater to specific tactics. Many also are limited in scope, such as
providing a benefit for the length of one encounter per day.
The important
thing to
remember is that, in monster and math design, only the static benefits
had an effect on the math. If you change how items work, everything
works out fine as long as you are consistent wtih that change. We've
shifted away from making some classes, like the fighter, heavily gear
dependent, while others, like the wizard, don't need it as much.
- A new design and development article deals with magic
item slots.
- The goal was to reduce magic item reliance.
- Primary slots are Weapon/Implement, Armor, Neck.
- Secondary slots are Arms, Feet, Hands, Waist, Head,
Rings. These will nt have enhancement bonuses and are considered
optional.
- Non-slotted items are Potions, Wondrous Items.
- You can't use a ring at the Heroic tier (1-10); you can
use one at Paragon (11-20), and two at Epic (21-30).
- Item effect types depend on the location - "hand" items
help
with dexterity or attacks, "feet" items focus on mobility, "head" items
deal with mental skills or senses, etc.
Example
Here’s what my 11th-level gnome warlock, Dessin, is wearing
right now:
Implement:
+3 rod of dark reward
Armor:
+3 leather armor
Neck:
+2 cloak of survival
Arms:
Bracers of the perfect shot
Feet:
Wavestrider boots
Hands:
Shadowfell gloves
Head:
Diadem of acuity
Rings:
None right now, sadly
Waist:
Belt of battle
Wondrous Items:
Bag of holding
Spells
- The mind-affecting spells of wizards and clerics will
be toned down or removed so that psions [in a later book]
will have their own flavor.
- On spell
selection: "Every
class gets cool "non-attack" power choices as well as attack power
choices. Wizards will still be able to cast spells such as Disguise
Self, Jump, or Levitate. It's true that we'd like to "narrow" wizards a
bit, and save (for example) some illusion spells for an honest-to-gosh
Illusionist class down the road, or necromancy spells for a
Necromancer. But wizards will still "splash" at least a few of the
iconic powers in these themes of magic. For example, wizards still have
Invisibility available to them. But when the Illusionist class comes
around, he'll have better Invisibility options."
- "Wizards will be able
to cast 25th-level spells." 4E mechanical designer Logan
Bonner also comments
very briefly on the rumours of 30th level spells -- "Power level corresponds to
the character level at which you gain the power."
- Dave
Noonan: "30
discrete levels of spells would be too fine a level of gradation, so we
shouldn't expect to see spells occupying every spell level."
- Fireballs don't deal 1d6/level
damage any more. Also, game breaking spells pells that
fundamentally change the gaming scenario, like etherealness, scrying,
and save or die effects) "have
been addressed as well".
- The 4th
Edition fireball
has not only an attack roll, but you can crit with it? "A brief playtest note
from last night's game, DM'd by Dave Noonan: I rolled not one, but
*two* critical hits with fireball attack rolls last night. The second
actually one-shotted a tough troglodyte skirmisher; just smoked him
outright, full hp to dead in one go. Oh, and I had a great initiative
roll, so it was the very first thing that happened in the fight. Hee
hee hee! Scoring criticals with attack spells is *fun.* My
warlord/wizard sure feels like he kicks some butt!"
- "Certain
spells are gone,
period (wish
for sure)."
- Mentioned a "ray
of freezing cold".
- "The
new revision of the wizard gave me an additional power (I picked ray of
frost so I could slow enemies down)" - so the wizard is
getting more powers,
and previously low-level spells seem to be amongst those options.
- "..
the frequency with which I could use my wand power" - the
wizard has a "wand
power". Presumably that could have been an orb power, or a
staff power.
- The eladrin wizard has a power called fireblast
(presumably a wizard power)
- Warlock seen using "Mire
of Minauros" which dissolved a couple of vampires, with an
acidic bog.
- Reference
to sleep, magic missile and a
"short teleport" (dimension door, or a new teleport
variant?)
- Wizards have been seen to use a "wizard
strike" (twice in a single combat) and a "once-per-day
scorch" which blasted three opponents who were lined up in a
row. Neither appear to be spells.
- Will we still have x/min level Buffs? "Nope. Buff durations will
be drastically
modified."
- On
save-or-die spells -- "We're trying to get away
from mages that rely primarily on Save or Lose/Die spells. For example,
we're basing most things around doing HP damage, then tying conditions
to HP loss. We do not want characters dying from a single failed die
roll.... "
- Increase
of magic across the board in all aspects of the game.
- Disrupting spellcasting has been removed:
"...he
pointed out that it was largely a one-skill tax on PC spellcasters, and
it tended to swing to extremes. Either you had your Concentration maxed
and could ignore the problem, or you didn't and it was far too easy for
a spellcaster to be unable to cast. Instead, you can pick up powers
that can mess with spellcasting and other abilities."
- David
Noonan on spells:
"After
two class meetings yesterday, I discover that I'm still smitten with
the way we're "siloing" PC capabilities now. For example, it was always
unfortunate how phantom
steed had to compete with fireball on a
wizard's "Spells Prepared" list. Don't get me wrong: Both spells are
great, and they both have their place. But when all eyes at the table
turn to you, it's a lot better to say, "I didn't prep phantom steed, but
I've still got fireball,"
rather than "I didn't prep
fireball, but I've still got phantom steed." Phantom steed
suffers by comparison, despite its coolness, and thus it's relegated to
scroll use and the occasional splash from a high-level wizard.
Not so in 4e. We've devised various ways of grouping like capabilities
with like capabilities, so you don't have to sacrifice phantom steed's
utility for fireball's
killin'-the-bad-guys effectiveness. You'll get both. And one of the
clever bits in D&D--figuring out combat uses for utility spells
and vice versa--remains.
In some ways, it's like having a major and a minor in college. And 4e
characters are looking a lot more well-rounded than their 3e
counterparts."
- Some
information about wizards
(the 4E class, not the company) from our Hungarian Races &
Classes-owning friend, Kumadan!
We know the
wizard. Their
focus is not more an evoker than anything else. They blast enemies
while remaining in the back.
Spells are
divided among
at will (lesser power than a fighter’s melee attack), per
encounter, per day (the really powerful stuff, these are the most
powerful abilities in the game) and rituals. Rituals cover magic item
creation, and non-combat spell (divinations are prime examples).
Schools are
dead, long
live the implements: the orb, the staff and the wand (with others, such
as the dagger, possible in later supplement). Staffs are for rays and
cones, wands for long distance control, while orb stands for blasts,
terrain control, and retributive and perception based effects.
Divinations,
long range teleport, restorative effects (the cleric’s remove
disease for example) are rituals.
Evocation and
illusion is there and now they are the focus of wizardry.
Necromancy
was nerfed mostly by removing save or die effects.
Transmutation
was a haphazard pile of powers (according to them), and some part
remains, other do not.
Enchantment
is nerfed to be saved for other classes (others they state that it will
be the psi).
Wizards spell
failure due to armor is gone (hurray!). Picking the right feats wizards
can go around in heavy armor.
Feats
don’t have
class as a prerequisite. Race, level or skill training might be needed,
but no class. You can steer your character wherever you want.
There are
class training
feats (Fighter training, Wizard training, Warlock training, etc.) that
gives some power of that class to someone not in that class.
Monsters
Monster
Manual is a 288 pagebook, with over 300 monsters. New
format for stat blocks, simpler and easier to use. (source).
- The Spined Devil is the bonus miniature being given out
at the Worldwide D&D Game Day, and it comes
with both a 3.5E and 4E stat card (pictured right). As can be
seen, it's much
more streamlined than the 3.5E example below it, and there are quite a
number of changes.
- You can listen to a new podcast on the official site. Monsters, Monsters,
Monsters features Dave Noonan, James Wyatt and Mike Mearls
speaking about the 4th Edition Monster Manual.
Loads of information, and well worth the listen.
Some key points:
- Some seemingly "core" monsters left until later Monster Manuals to
reinforce that they are all "core". Example given is the Frost Giant.
- Elementals that were only differentiated by size and
element are gone - elementals are now more varied and interesting.
- Monsters fight and feel different to each other: gnolls
fight in packs, hobgoblins like legionairies in a line, and goblins
dance around just out of reach.
- Full level range in MM1 from 1-30.
- Monster roles - brute, soldier, artillery, controller,
lurker, skirmisher.
- Elite versions of a monster cound as two of that
monster type for balancing purposes.
- Monsters designed for use in large numbers; monsters
designed for use in small numbers.
- Drow are a type of fey.
- Briarwitch dryad - new monster?
- "Exceptions Based Design." That phrase got use a
lot. Basically it's just a fancy way of saying monsters "just
do what they do." Allows for more flexibility, and for
monsters to have unique abilities which don't conform to rules the
players understand.
- Azres are now level 14-17; that's to make sense with
their working with fire giants.
- James Wyatt - "what are
these hit dice you speak of?"
- Who's
in and who's out? "...plenty
of monsters will be in MM1, but not all the monsters you expect to see
in D&D will be. Those that have a home in the new edition will
eventually see release, however. Sometimes they'll even get a polish
that makes them into something more useful and compelling, and maybe
even more mythologically accurate."
- Orcus will be in the MM. Grazzt will be in the
Demonomicon on D&D Insider in October. (source).
- Chris
Perkins -- "In
case you're wondering, Asmodeus won't be joining Orcus in the new MM
because, as I previously hinted, the Lord of the Ninth is getting a
promotion to god status in 4E. His holy (unholy?) symbol will be among
those appearing in the Player's Handbook"

- Challenge
Ratings are gone! WotC's Greg Bilsland: "I
remember specifically asking Logan Bonner about the 3.5 problems with
level adjustment and challenge rating. With a wry grin, he replied,
“Challenge rating, what’s that?”
- David Noonan mentioned on his blog
that the DMG will have a section on customizing monsters that will
include rules for making monsters weaker.
- Desert
of Desolation Preview: they mention that the Capricious
Copper Dragon was made Chaotic Neutral in the miniatures game "partly to illustrate the
4th edition concept that not all metallic dragons uphold what is right
and good." What's not clear is how far this concept will
be implemented in the game. We also get a peek at the cyclops, which we
learn will be in the 4E Monster Manual. It also hints at ties between
cyclops, fey, and fomorians.
- David Noonan mentioned on his blog
that the DMG will have a section on customizing monsters that will
include rules for making monsters weaker.
-
A brief update in Rich Baker's
blog: he's
working on the Monster Manual, specifically writing what he calls
"mission statements"
for various monsters. That includes guidelines to
"help the DM with target
designation" for monsters (like attacking the nearest
enemy, or attacking whomever damaged it the most). Baker is also
working on
morale notes
for monsters -- which
"are
likely to run away when they're hurt, and which are fanatical or
bloodthirsty enough to fight to the death."
- Greg Bisland writes in his blog that he
too is working on tactics for the Monster Manual. Bisland says that in
addition to the tactics writeups, "monster strategies are
much more intuitive in 4th edition" because you can "study the stat block for
a few moments and see [...] what the monster should be doing."
Bisland also notes that monster "roles" are a big help in running them.
There remain some monsters, such as the beholder, "that have enormous tactics
blocks just because they have so much cool stuff they can do."
- Monsters won't have feats - at least that's what Logan Bonner
is implying.
- Monsters will have
roles outlined in the MM. Monster
design will be more open ended. Not all monsters will have information
necessary to make them playable characters. Example mentioned
roles include "Brute"
and "Artillery", and their stats will be affected by their
role.
- The fog of war is much more interesting because when
you
approach an orc, he isn’t a set of specific stats. He has a
very specific role, and you won’t know what it is until he
unleashes it on the battlefield. (source).
- "There
will be many more monsters for PC’s to fight. It’s
more fun that way. There are very few encounters that are built to be
all the PC’s against one big powerful bad guy. There will be
more mechanics built to leverage the monsters and THEIR fundadmental
roles. An ettin will be talking to itself throughout the encounter.
This is the “monster’s job on the
battlefield” this is how he reacts." (source).
- Monstrous races? Can you still make kobold barbarians? "We’re not going
to put limitations on the way we build monsters to make them work
right. We know there are monsters that will become player character
races. For example, it will be obvious how to play a goblin PC right
out of the monster manual and PH." (source).
- Since we're mentioning kobolds - it's barely a news item;
it's barely even a hint. However, a Mike Mearls blog post,
makes a reference to kobolds and their affinity for traps: "... such as when James
came over and talked about making the mechanics for kobolds really
speak to our trap rules."
- Chris Perkins on the ease
of running monsters: "The game makes the DM's
life easier in many ways. For one thing, monsters are more fun to play.
A monster doesn't need thirty spell-like abilities to be cool. Given
that the typical monster has a lifespan of 3 to 5 rounds, it really
only needs one or two 'signature' abilities in addition to its normal
attacks. The new game also makes it a lot easier for the DM to
determine appropriate challenges for the party with an
encounter-building system that's much more intuitive than the current
EL/CR system. It also doesn't hurt that we'll have a data-driven,
plug-n-play encounter builder tool on D&D Insider."
- Monsters no longer
drain XP (implied no draining of levels?)
- Mike Mearls has been putting up some 3.5E monsters on
his blog. One of them is the Drider,
which has an interesting mechanic for its paralyzing poison: "Drow Paralysis Poison:
Fortitude save DC 18, 1 point
of paralysis.
Each point is –1 square movement, each 2 points is
–1 attacks and AC. If points are greater than Constitution
bonus + 2, save at start of turn or be paralyzed for 1 round, save
every round. No secondary effects, fades in 5 minutes." The
interesting part is the "1 point of paralysis" - is this a hint at
condition effects in 4th Edition?
- Vulnerability to energy likely to work differently
in 4e, with additional effects (like slowing in the case of cold)
instead of (or in addition to?) extra damage.
- Templates mentioned.
- Worlds
& Monsters -- Also mentioned is that aberration is
not a type. Type is now
distinct from Origin - so you have Humanoids (type) with
an Origin of fey (eladrin) , aberration (mind flayer), elemental
(archon) , natural (man).
- Finally there's a page and a half or so on the mind flayer: in
short: they are essentially the same as in the previous edition just
with fewer powers (taken from the set of those that most define them)
that are easier and clearer to run. There are a few mechanical tidbits
about mind blast and dominate each being a 'renewable power - useable
once per encounter', whereas tentacle lash and grab are basic attacks
backed up by situational powers 'bore into brain', 'thrall' and
'interpose thrall'
- Matthew Sernett had
a lot to say about 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.
- WotC's Rodney Thompson talks about 4th
Edition monster design. This is largely related to the
previously mentioned "exceptions design approach", whereby monsters
have exactly the abilities and powers the designers want them to have,
without being beholden to a generation structure or a restrictive
system.
I didn't know it, but at
the time I was apparently channeling the 4th Edition design team when
it comes to monster design. One of the things I've enjoyed about
working on 4E and designing some adventures (for personal use only) is
that it takes the other philosophy: take only what you want, and don't
worry about the rest. If I want to create a brutish monster that has a
ton of hit points but only level appropriate attacks and slightly
weaker defenses, I can do so without also giving the monster hugely
distorted stats. Sure, you might say that it's just a monster with
super-high Constitution, normal Strength, and below-average Dex...but
then the monster ends up with ludicrous Fortitude saves and is now
hindered when making Balance checks. Changes to individual aspects of
the monster don't bring a lot of trickle-down effects or baggage with
them, which makes monster design so much easier.
Dragons
- Download The
World & Dragons, an excerpt from Wizards Presents: Worlds
& Monsters, from the official site.
- On dragons
during playtests:
"Obviously I can't say a lot about mechanical details, but the black
dragon has a schtick that is truly dangerous--keeping the PCs on the
defensive a lot of the time. It was able to hold out for seven rounds
against an entire party and caused them to use up pretty well all their
limited resources. Its ability to respond immediately to PC actions was
a nasty surprise as well for those used to earlier-edition dragons."
- A copper dragon is dealing acid
damage every round. It also displays "an instant breath weapon
attack when the dragon was bloodied and then its bite plus ongoing acid
damage"
- The PCs suffered
a "hit and run by
a dragon", proving "with certitude that
dragons can indeed be lurkers."
- Ancient (red?) dragons apparently now can do a lot of things
((the dragon can't do all those things every round - that was clarified
by Wizards' staff in the gleemax forums):
- An inferno aura, useable as a free action.
- A tail slap attack with an added pushback effect,
useable as a free action.
- Two claw attacks, useable as a standard action.
- A fireball spit that sticks to the target dealing
extra damage, useable as a standard action.
- A breath weapon, but we don't get to see what kind of
action it normally takes - a free one like the inferno aura, as
different uses of the same ability?
- A special action granting an extra standard action.
- They may take an immediate action to use their breath
weapon when reduced blow half damage.
- They may take an immediate action to use their tail
slap when about to be flanked.
- Said dragon would have around 1000 hit points.
- There are six pages of dragon information in Worlds & Monsters.
Highlights include:
- The different colors of Dragon have different monster
roles - in other words, some are artillery (blue), some are brutes
(white), some are soldiers (red) and so on
- Dragons are solo monsters who 'get to do more on their
turn than most monsters do' and also 'get to do a lot when it's not
their turn' (like the tail slap we already knew about, but also
mentioned is the green dragon's ability to poison you if you get too
close)
- Dragons have fewer abilities, focused on the most
iconic ones (continuing the theme). For example, the oldest black
dragon is said to have only five possible standard actions, with unique
magical abilities taking the place of spells simply taken from the
wizard's lists.
- Dragons aren't forced into specific 'alignments'. Their
motives can vary from a baseline - chromatic are wild, metallic like to
be in control but good and evil manifests in each.
- There are two new flavours of metallic dragon which
displace bronze and brass from the core group. The new metallics are
Iron and Adamantine.
- Chromatic dragons grow in raw elemental power as they
age which manifests as unique new powers related to the appropriate
element. An ancient red's breath weapon, for example, can 'scour the
fire resistance right off you'
- An all new look and set of powers for the green dragon;
they are back to breathing poison!
- Bronze
and brass dragons
will be released by WOTC in a future supplement.
- Jennifer Clarke Wilkes, compiler and editor of Wizards Presents: Worlds and
Monsters, is the subject of a spotlight
interview at the official website. The interview doesn't
offer much new information, although it does have some very pretty
artwork as well as a neat summary of the new approach to dragons - and
a nice little hint right at the end which makes it look like the purple worm is going
to come into its own in 4E!
In 4th Edition D&D,
dragons have been redesigned as satisfying solo opponents. They can do
things to interfere with PCs’ actions, take extra actions on
their own turns, and stand up to the pounding of a group of
opponents—essentially behaving as a group of monsters. Each
dragon has an iconic suite of powers that is no longer diluted by
additional details such as minor spell-like abilities or arcane
spellcaster levels. We’ve simplified the age categories,
eliminating those at the younger end and consolidating others, so that
good dragon challenges exist at each adventuring tier.
"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
- The first Dragon Magazine article
has hit the (virtual) newsstands and, as promised, it's Ecology of the Death
Knight. In terms of mechanics, the 4th
Edition death knight has been designed as an undead knight
with powerful melee abilities, including "special
weapon and shield abilities, an ability that activates when foes flank
it, a special mount power, and a melee-oriented fear ability".
In addition, the abyssal blast ability and the
undead leadership aspect have been implemented.
- Zombies!
A Design
& Development article (requires D&D Insider
to view) is about zombies. Author Chris Sims discusses how 4th Edition
zombies are meant to feel closer to their monster-movie
counterparts.
- "The new zombie
is a brute with just enough reasoning power to know who to kill."
- 4e zombies are vulnerable to critical hits.
- Turn Undead still exists in 4e; "that power
doesn’t send the zombies running off to gods knows where, but
if it doesn’t turn them to putrid dust, it does hold them at
bay."
- "You
don’t want zombies close to you [because they] can take your
head off with their vicious slams."
- "When zombies
swarm you, some of them are going to grab you, maybe even pulling you
to the ground."
- There's one set of Medium zombie statistics, so the DM "doesn't have to worry
about creating the gnoll zombie or the orc zombie." (This
strongly implies the zombie is no longer a template.)
- "At
appropriate levels, a fight against zombies should look more like a
horror movie scene. Protagonists have to maneuver to keep away from the
possibility of devastating damage while trying to cut their way through
a relentless wall of dead flesh."
- A small tidbit from Peter Schaefer's blog
(on Gleemax) regarding monsters known as shadow bats
-- the bats' "special
power was partly nullified by our lantern and low-light vision." Some
sort of darkness effect, perhaps?
- In Rich Baker's blog
entry he discusses some design work on the unicorn. In one
snippet he brings out something about alignment: "We had a fun
over-the-cube-wall debate about the unicorn's alignment. We'd like to
see most fey move from Good to unaligned
and somewhat perilous." So, it seems that alignment is
certainly in, but all creatures won't necessarily be aligned. In the
end they decided the unicorn should be good, as one of the epitomes of
good. However, we see what sort of things they are considering in
monster design.
- Stephen Schubert mentions running an encounter with
spiders without having stats for them in his latest blog
entry. "I
knew I wanted the small spiders to use webs to trap the PCs and pull
them closer, and I wanted the large spider to be a more significant
melee threat. With a couple of notes on those abilities, and using a
generic set of level-appropriate attack bonuses and defenses, I was
able to generate those monsters nearly entirely on the fly."
- "The
ettin, for instance, has the whole two-heads thing, so it can
go twice in one round, and take unrelated actions."
- A note
on hobgoblin flavour: "Hobgoblins
have a history of breeding beasts as guards and for battle. Among the
few creatures hobgoblins have successfully bent to this purpose remain
those still a work in progress. Like hairy-legged, poison-spewing
arachnids that must be caged lest they begin snacking on their masters.
A word to the wise: If you invade a hobgoblin warren and see a few
defenders break for the iron cage rattling in the back room, consider
trying to stop them before they open it."
- There will be a group of monsters called "foulspawn" in
the Monster Manual
that James
Wyatt recommended be part of the family that includes dolgrim
and dolgaunts (Eberron
monsters).
- The purple worm is confirmed
as a solo monster (i.e. one designed specifically to challenge an
entire party).
- The Shrieking
Harpy from DDM: "This
creature is mechanically close to its 4th edition counterpart with its
cone of sonic damage and its ability to lure foes into danger. The Lure
ability is a way to lock down an opponent, forcing the target to move
if it wants to do anything at all (of course, it could just stand there
and do nothing)."
- The Feral
Troll:
"His abilities are a lot like previous trolls, though we swapped out
his regeneration power for something more meaningful. In general,
tracking small increments of damage or healing created a sort of
'upkeep' phase for such creatures. It's easy to forget to heal 5 damage
on a creature each turn, but not so easy to forget the ability to heal
20 damage with a swift action."
- Vampire
Lords and Vampire
Spawn are discussed in this
article.
- Reference to Shadowhunter
Bats.
- Two monsters,
a corruption corpse and deathlock wight ,
use their powers to aid some zombies and harm the PCs.
- Reference
to a "werewolf lord and a
bunch of normal werewolves".
- Elite
Bulette is a short article on the official website
which looks at, naturally, the bullette (or land shark). It begins by
introducing the concept of an "elite" type monster. We've heard about
"minion" and "elite" monsters before, and the article defines an elite
monster as "Elite
monsters represent a greater challenge: They count as two monsters of
their level for encounter building and rewards. Elite monsters have the
word “elite” preceding their level and role."
- The article also summarizes how a combat might go,
illustrating how a bullette bursts from the ground spraying dirt and
stone; this does extra damage to prone characters, but is deflected by
the fighter's shield.
- There's reference to flanking, opportunity attacks and a
cleric "[placing]
fear in the bulette’s tiny mind".
- "Bulette
number one dives into the earth so rapidly that the heroes around it
don’t get opportunity attacks" sounds like a
mechanic similar to the 3.5 tumble. The bullette heals itself
underground.
- The first Dragon
article of the new year is Ecology
of the Fire Archon. It include a couple of stat blocks which "use 3rd Edition mechanics
to mimic the fire archon's 4th Edition rules".
Early
on in the process of designing 4th Edition, we had many discussions of
the elements of 3rd Edition that we could carry forward. We took a long
look at which cows really were sacred and which would make fine rump
roast. The animal-headed archons weren't high on anyone's list. They
exist to fill out an alignment wheel of outsiders -- a dubious purpose
-- and they're an inherently strange concept. In D&D's
universe, why do some angelic beings have horse heads? What population
besides werebears and normal bears do bear angels serve? Add to their
innate weirdness the fact that alignment and the planes work
differently in 4th Edition, and there simply wasn't reason enough to
preserve them.
Yet the word "archon" is powerful, and we knew we wanted 4th Edition to
use it in a cooler way that would be more likely to see play than the
angelic furries. Giving it to the new elemental beings we wanted in the
game seemed a perfect fit. There could be no confusing them with the
old archons, and using a cool word that would be familiar to many
players would raise their profile.
- Worlds
& Monsters on giants:
- There are Huge versions of the standard giants called
Titans - these are more closely tied to the elements and have greater
power
Giants in general are more elemental in nature, and there is greater
variety between the standard types
The Giant type is specifically for Giants. Trolls, ogres, ettins don't
'necessarily' have the Giant 'type'
- Game Trade Magazine has
two pages from Wizards Presents - Worlds and Monsters
on giants:
It
gives a background on the giants as being servants to "primordials"
during the shaping of the world. Titans were first and had elemental
ties (earth titans, fire titans). They created the lesser giants.
It also mentions similar creatures arose Feywild and Shadowfell. The
formorians arose in the Feywild and death giants in the Shadowfell.
The giants had large empires in the ancient world. The giants enslaved
the dwarves and the formorians created the cyclops as slaves. The death
giants created lesser versions of themselves. The death giants also
took gnomes and fey as slaves as well as being worshipped by dark
creepers. Those empires eventually fell during the war between the
primordials and the gods.
From a design standpoint they mention all giants have a more elemental
basis. After a round with a storm giant you'll know what the monster
has to do with both "storm" and "giant." They are distancing "giant"
from including everything big & tall. Ogres, trolls, etc.
aren't necessarily giants anymore.
All giants have two versions, a Large and Huge version. The huge
versions are tied more closely to their elemental natures and have
stronger elemental powers.
They have a picture of a cyclops (pretty much the Desert of
Desolation miniature) and a mountain giant. The mountain
giant looks pretty much like stone in a humanoid form (it's closer to
an earth elemental than a stone golem).
- Worlds
& Monsters on Mindflayers:
Per encounter:
- Mind Blast
is now a renewable power, usable once per encounter to daze all
creatures caught in its area (a lot less powerful!)
- Dominate
a foe usable once per encounter.
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.
- The basic illithid
attack is a Tentacle
Lash and Grab. Only if the mind flayer succeeds in
grabbing its prey does the Bore
Into Brain power come into play.
- The next entry, Thrall, matters
only if bore into brain succeeded but the illithid decides to fashion a
thrall instead of eating the victim.
- Only
once it has made the choice to create a thrall does the
Interpose Thrall
power matter, forcing its new-made ally to stand in the way of danger.
Devils & Demons
- Download Demons
and Such, an excerpt from Wizards Presents: Worlds
& Monsters from the official site.
- Rich
Baker on the changes to devils and 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.
- Lots more
on demons and devils! A Design
& Development article focuses on the differences
between demons and devils.
"Throughout demons' and devils' existence in the D&D game,
resemblances between them have been stronger and more numerous than
differences.... Each member of both species has a wide array of similar
(and often superfluous) supernatural powers."
The article tells us that in 4th Edition, the Nine Hells have become "an astral dominion among
other deific abodes in the Astral Sea", with Asmodeus as
the resident deity. Asmodeus follows the "fallen angel" model, as do
his followers. The Abyss, on the other hand, "gapes like a festering
wound in the landscape of the Elemental Tempest". Demons
are elemental beings who came too close and became trapped.
The devils are cunning manipulators, seeking to gain influence among
mortals, whereas demons are "savage
and fearless engines of annihilation". The demon lords
still exist, there's no structure or hierarchy there any more.
"What does a
clearer distinction between the two major species of fiends mean for
your game? If you need a devious fiend that cares about souls and works
on long-term schemes, use a devil. However, wholesale slaughter,
pointless suffering, and terrifying devastation call for a demon."
- Bill Slavicsek's Ampersand
article, "The Devil is in the Details," gives the entire Monster Manual
entry for the Pit Fiend.
The Pit Fiend is a Level 26 Elite Soldier (Leader). See the stat block here.
- On the [lack of ] the Blood
War:
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?)
- Rich Baker on monsters with teleport
powers:
Not all monsters that used
to teleport at will do so in 4e. But there's no reason that archdevils
or demon princes couldn't use teleportation rituals themselves to "beam
up" minions to places they need to go. Those rituals may be expensive
and tedious, so it might not be routine for demons to bamf into the
middle of the town square--but it could happen if the DM needs it to.
Anyway, I expect that most demons and devils rely on gates and portals
now, too, which seems good to me. It means that dungeons containing
gates to hell are important.
Encounters
& Combat
Action
points are core. They do different stuff than Star Wars force
points and Eberron action
points.
- Encounters will be built differently in 4th edition.
There will be much more “situation” and complexity
in the environment, swinging bridges, gouts of lava, etc. An encounter
is like a scene of a play – could be talking to a town guard,
could be defending a town gate, could be traversing the mountainside to
enter the shrine of Asmodeus (source).
- Encounters
are designed to handle more bad guys -- "In 4th Edition, your
dungeons are going to be a lot more densely populated. The typical
encounter has one monster per PC in the party, assuming that the
monsters are about the same level as the PCs."
- A better
mechanic for turning undead.
- You
still die at -10 HP.
- Bisland's playtest
tiefling rogue was "one
[roll] away from dying" and "had roughly a 50% chance
of survival;" he likens this to being at -9 hp in 3rd
edition. The character was saved by the cleric "get[ting] over to [him] in
time."
- Hit points appear to have level ranges during which certain
abilities are accessible -- "For example, you drop
below half HP, you become Bloodied. Then there are abilities you can
only use while Bloodied, and abilities you can only use against
Bloodied opponents. (Sounds like Fighters can get a Last Stand buff,
while Rogues can unleash some nasty attacks against Bloodied enemies.)"
- Grapple
got a major overhaul.
- Regarding
the Shield: The shield will offer protection against spells,
such as fireball:
"No discussion of armor is complete without mentioning the humble
shield, capable of turning away spear-thrust, arrow-shaft and fireball
alike, this slab of wood or steel ...."
- "Changes
to reach – some creatures may not be able to make
an AoO with a bite attack for example, past a certain range. So maybe a
Huge creature would have reach with its limbs out to 15 ft (3 squares),
but only have a reach of 5 ft. (1 square) with its bite attack."
- James
Wyatt -- "See,
in 3e there's a basic assumption that an encounter between four
5th-level PCs and one CR 5 monster should drain away about 25% of the
party's resources, which primarily translates into spells (and
primarily the cleric's spells, which determine everyone else's total
hit points). What that actually means is that you get up the morning,
then have three encounters in a row that don't reallly challenge you.
It's the fourth one that tests your skill—that's where you
figure out whether you've spent too much, or if you still have enough
resources left to finish off that last encounter. Then you're done. So
basically, three boring encounters before you get to one that's really
life or death....It kind of makes sense, mathematically. The problem
is, it's not fun. So what lots of people actually do, in my experience,
is get up in the morning and have a fun encounter: there are multiple
monsters that are close to the PCs' level, so the total encounter level
is higher than their level. There's interesting terrain and dynamic
movement. Sometimes there are waves of monsters, one after another.
Whew! It's a knock-down, drag-out fight that could really go either
way. And it's fun!"
- Saves mentioned.
- On
saves vs. massive damage -- "You may have to make a
Fort save or suffer penalties for the rest of the day, but you will not
die from massive damage unless it drops you to -10."
- AC mentioned,
apparently with the same function as it has today.
- Free, immediate, move and standard actions mentioned.
(it stands to reason Swift actions will be present too).
- Critical hits mentioned.
- Confirmation rolls for critical hits possibly go away
(no mention of confirmation in above linked playtest)..
- Critical hits are the subject of the latest article
to be found on the official site. So, what does it tell us?
- As we'd already figured out, the confirmation roll is
gone.
- Critical hits don't deal double damage.
- Instead, when you roll a critical hit, all the dice are
maximized.
- Magic weapons deal extra damage on crits.
- Monsters don't get this benefit, so PC crits outclass
monster crits most of the time.
- Weapons can have the high crit property,
giving extra dice on a crit.
- Also interesting is the sample weapon stat block:
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]
- Grapple greatly simplified (the big joke at the 4E
announcement at GenCon).
- Bullrush
is in.
- You can cause falling
damage to an opponent by leaping down onto him.
- Reference to "something
being done" with hit points and with critical hits.
- Combat still uses a square grid
- DR may disappear (or be
thoroughly changed)
- Some kind of rule for "minions".
- An article on the official site, The
Importance of Terrain, deals with... well, terrain in 4E. The
majority of the article reiterates that movement is more imortant in
4E, encounter areas are bigger, etc. It does have a good few items in
it:
- A reference to how 100' chasms are deadly in
non-paragon/epic (levels 11+) play.
- Information on a sample terrain type - the Doomspore,
which includes an interesting insight into the poison mechanic (bold
added by me): "If
any creature enters a doomspore's square (or uses a standard action to
kick or poke at it, if within reach), a doomspore releases a cloud of
spores that provides concealment to all creatures within its own and
adjacent squares. Furthermore, a bloodied creature in the area of a
cloud when created, who moves into the cloud, or begins its turn in the
cloud, is subject to a Fortitude attack (+10) that deals 1d10 points of
poison damage on a hit. In addition, a target hit by a doomspore is
weakened and takes ongoing poison 5 (save ends both conditions;
creatures with immunity to or resist poison 5 are immune to the
weakened condition also)." Note that a "bloodied"
creature, to the best of our knowledge at present, is one at 50% or
less hit points.
- Mike
Mearls comments briefly on the approach being taken with shields in 4th
Edition: "Shields
are a little tricky, because if they're too good everyone wants one,
but if they are too lame everyone wields a big weapon. For 4e, we've
taken an approach with shields (and most other weapons) where classes
that are supposed to be good with something have options and abilities
that augment that thing....So, a fighter might take maneuvers or feats
that improve his shield use. A cleric might carry a shield, but the
cleric class lacks any specific mechanics to make the shield better."
- Mike Mearls has made an interesting post on the
concept of armour as
damage reduction, and why this wasn't implemented
in 4th Edition. Check the link for the full post.
- From Wizards Presents: Races
& Classes: Immunities are almost gone
from 4th ed, replaced by damage
threshold (something like DR).
- A playtest
report on the official site provides a number of clues
regarding 4th Edition combat, including concepts such as a "second
wind", a "wizard strike" and an "immediate counterattack".
The following can be noted from the report:
- First we have Heron and Tian being the only characters
to spot the goblins, and thus the only ones to act in the surprise
round.
- Flanking and tripping both appear to still be in.
- No mention of confirming
a critical hit (although the author may have just not mentioned it).
- Seems the Tiefling has company in the new races, with
Eladrin and Warforged. At the very least, it being mentioned as a
converted 3.5 game, no mention of conversion issues is raised.
- We then have Heron, who uses an "immediate
counterattack" upon being missed by a goblin bowman, and who takes two
shots back on his turn (he's a 1st level character).
- Domna, a warlord, uses some kind of bard-like ability
to boost her allies in addition to attacking a wolf. It
sounds like the "Leading the Attack" White Raven combat maneuver from Book of Nine Swords.
- Sasha uses something called a "wizard strike" with her
staff, which both injures and pushes
a wolf.
- Heron, the archer, moves away and regains some hit
points on a "second wind" (Star
Wars has a second
wind rule: when your character is below half his total HP,
he can regain points equal to 1/4 of his total or equal to his Con
score, which is higher; usable once per day, takes a Swift Action; some
feats, etc., allow more than once use per day, but never more than once
per encounter; PC classes can do it, but NPC classes cannot.)
- Tian misses a goblin, who is then able to move away
without provoking an attack-of-opportunity.
- An "initiative count" is mentioned "coming to the top
again", which suggests there isn't a drastic change in that rule from
3rd Edition.
- Sasha uses another "wizard strike", which blasts two wolves, pushing
one away again.
- Domna, the warlord, "uses her tactical acumen
to attack in such a way that the wolf she hit opened itself up to
Robozcniek". Sounds like some kind of bardic ability.
- Note that support activities, such as the warlord's
"tactical acumen" are being used
in addition to regular actions, supporting the PC
Roles article which indicated that "leader" characters will
get to act,
rather than stand around merely enhancing their allies.
- In a discussion of weapon sizes (ala "how long is a
pilum") James
Wyatt mentions there will be medium weapons. More than likely
weapon sizes won't be drastically changed.
- "Combat
advantage" is mentioned in Races & Classes
as a combat modifier gained when your oppponent's defenses are
compromised. Example situations are flanking and other special
abilities. Rogues can sneak attack when they have combat advantage,
which apparently happens a lot.
- Full attack
option removed -- WotC's Andy Collins posts in this
thread (seventh post down) that the full-attack option has
been removed from 4th Edition. He also briefly discusses the designers'
goals to create more mobile combats. Removing this option reduces the
"shall I stand here and fight or move?" choice prevalent in 3E combats;
added to that, of course, is the previous info that Attacks of
Opportunity (pasted below) have also been either changed or removed,
presumably with the same intent -- "we're designing the game
to encourage, even mandate movement from one place to another. More
powers that reward movement, more short-range teleportation/flight,
more powers that involuntarily move enemies...these all get us away
from the static fights that 3E encouraged."
- Attacks of opportunity
gone
or greatly changed/simplified: a fighter charges a dragon
and no AoO is mentioned.
- AoO - "It
won't be the same thing, but the concepts are all there. Please note
that things ARE still in development. Nothing's finalized yet." (source).
- Chris Perkins on running
combats: "The
4E game system also speeds up round-by-round combat by smoothing out
some of the clunky or less-intuitive mechanics. For example, we've made
attacks of opportunity dirt-simple by reducing the number of things
that provoke AoOs and keeping the list short, intuitive,
and free of
exceptions. We've also made it so that no single player's turn takes a
lot longer than any other player's turn by eliminating things that
cause players to stall on their turns (the shapechange spell as
currently written is a fine example)."
- Second Wind,
a power we've heard about a few times before, used to be a "minor
action"; now
it's not, although that version does still appear to be a
racial power at the very least unavailable to halflings. Which race[s]
get it is not mentioned, but humans have been described in fluff text
as "resilient", and R&C tells us that dwarves get a second
second-wind usage, so this would fit in either of those races.
- Mike Mearls comments on "healing
surges":
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.
- WotC's Chris Sims has commented
on death and healing in 4E, and the tendency of D&D players to
try to define hit points in "real world terms".
Your
problem seems to be one of perception and trying to define abstract
rules systems in concrete “this is how it looks in the
world” terms. That can be difficult, and it always has been
with the abstract nature of D&D hit points. With 4e, hit points
and healing surges combine abstractly to define the resilience of your
character. Like others have said, if you use a healing surge,
it’s more like you weren’t hurt as badly as it
seemed or you shook off the damage in a heroic manner. If you
don’t manage to, you were hurt or at least left in a
vulnerable position when it comes to the harm further hits deal. It
might be a little hard to imagine in a narrative sense, but
that’s not unlike D&D through the ages in any case.
It certainly feels cinematic in play—more so if players use
it as a roleplaying cue. It also gives each PC some control over his or
her condition during combat, forcing no one PC to be the healer. That
is, no one has to use all his or her actions to facilitate the fun of
others by casting healing spells or using healing skills/abilities.
Sure, that good cleric is still a healer, but he’s also a
punisher of evildoers!
Oh, and risk of death is still out there. Ask my players, including the
one who's rogue went down in the second round of combat while next to
creatures that automatically deal damage to you if you stay near them.
Players just have a little more control and a few extra options.
Tension is actually more fun when you have choices about what to do
next. At least it seems that way to me.
- Rules for non-combat
encounters. The example given was social interaction. Unlike
3E, where negotiation amounts to a single Diplomacy check, it's treated
almost like a combat in 4E. Ari
Marmell's blog --
"Social encounters. For those who don't just want to RP such things
without some mechanical impact, the game has rules for non-combat
encounters. The example given was social interaction. Unlike 3E, where
negotiation amounts to a single Diplomacy check, it's treated almost
like a combat in 4E. I make a skill check, but I also tell the DM
what/how I'm doing. The opponent responds with behavior (and a check)
of his own. I counter with a new check, and new words. And so forth."
- Social
interactions: Multiple checks between multiple characters
(including back and forth) for a single social interaction, instead of
a single roll as now.
Tools for helping DMs manage a social enounter which
has suddenly been thrust upon them without warning; the example given
is that the players suddenly decide to speak to the mayor, an event for
which the DM is not prepared.
- Social
interations completely revamped. Dave
Noonan:
"...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
- Skills
SPECIFICALLY mentioned (see below for cites):
Acrobatics, History,
Streetwise,
Religion, Diplomacy, Nature, Intimidation,
Insight, Arcana, Perception, Dungeoneering, Thievery, Heal.
- Skill system – familiar but truncated. Getting
rid of tailor, rope use, etc. Focus on the skills that are really
useful in an encounter. Star
Wars Saga Edition is a significant stride forward and
should be considered a preview. Same for profession, etc. We want
characters making acrobatics, bluff, jump, etc. No characters will be
stuck at 10th level saying “oh I never invested in
that.” Hide/Move Silent are brought together. Now an
important part of your character, and here’s how to apply it
to an encounter: "It’s rarely a check and done,
it’s now, I make a check, and they react to it. What happens
now?" (source).
- D&D
4th Edition skills are not
exactly the same as Star
Wars Saga Edition skills: "Also remember that we
designed the skill system in Saga so that, when you reach 20th level
and are fighting the Sith Lord, it makes more sense for you to whip out
your lightsaber and have a climactic duel than it does to just use move
object to throw him off of one of the many no-handrails walkways that
populate the SW universe. Given the lethality of Star Wars weapons
(dealing 3d6 damage for a standard blaster pistol) the Jedi also need
something to keep them survivable at low-levels while they're out in
the fray with no cover and such....Star Wars and D&D are very
different animals thematically, and we designed the Star Wars skill
system to fit the way Star Wars should play, not the way a generic d20
game should play. I'm not saying there won't be similarities between
SWSE's skill system and 4E's, but I doubt you'll see it work exactly
the same way."
- Skills are still in the game. There's a better
implementation that's "easier
and cleaner".
- A character
rolls a "critical
fail[ure]" on a skill check.
- Blood Road: Roll vs
Role is a Dungeon article by Bruce
Cordell and Chris Sims, and covers social encounters and vampire lords.
The article mentions the following skill checks: History, Streetwise,
Religion, Diplomacy, Intimidation,
Insight. It's interesting to note
that it doesn't say Knowledge (History) or
Knowledge (Religion), referring to both just by the subject
name.
- Skills
mentioned: Arcana, Insight, History, Diplomacy, Dungeoneering.
- From Wizards Presents: Races
& Classes:
- Skill
level rises with level.
- Listen & Spot; Move Silently & Hide;
Open Lock and Sleight of Hand is combined.
- Knowledge (Arcana), Spellcraft and Read Magic is
combined to Arcane.
- Approximately the skill list is cut in half.
- Some uses of a skill, like the avoidance of AoO by
Tumble will be tied to feats or class abilities.
- Trapfinding is a feat (rogues have it by default), but
others can have it too.
-
- "Feats
remain; people like feats... Some 3.5 classes really suffered for not
having enough feats."
- Feats still have prerequisites.
- Certain feats require
a certain character level, race or skill, but none require a certain
class. This makes it easier to expand characters beyond their intended
role if desired.
- This Design &
Development article is crunch-tastic - it delves into 4th
Edition feats. Not only does it talk about the concept of
feats as opposed to class powers, it even shows us four feats (with the
caveat that they are subject to change) -- Toughness,
Alertness, First Reaction,
and Golden Wyvern Adept.
- Trapfinding
is a feat that rogues get for free, but which other characters can take.
- You can grab some basic
class abilities if you want to dabble in another class - a
wizard could take the Fighter
Training feat, or a rogue could take Wizard Training.
These allow you to flavor your class but don't dilute it.
- Mention
of two feats: Toughness,
and Ferocious Rebuke
which "pushes your
enemy back one square after taking a hit".
- Mike Mearls
talks about "bad rules", hinting that the Dodge feat may be going away
or changing.
- On spot
checks and the like, in response to suggestions that the
character's check be a static DC rolled by the hider/hidden object in
order to not tip him/her off that he/she is making a spot check: "Way ahread of you."
- Dave
Noonan on "skill challenges" -- "A little something for
the DMG we've variously called "skill challenges," "extended
challenges," and "complex challenges." And if we're calling it those
three things, you can probably suss out where we're going with the
system. The part that excites me is that these rules represent a
broadening of what constitutes a fun, engaging encounter. If we pull
this off, we'll deliver more variety for the players and some more
narrative freedom for the DM when he's wearing his "adventure writer"
hat.
And I'm
trying like crazy to keep the system simple enough that it'll be
improvisable for an intermediate DM. That's a tricky part, to be sure."
- There's a new Confessions
of a Full Time Wizard article up. In it is this little bit
about the Heal skill
in 4e: "Before
4th Edition, a Heal check meant looking down at your shoe to see what
the heck you just stepped in. Now it's something I can actually do to
help my fellow party members, such as Adam's wee halfing warlock,
Atticus. The poor guy was knocked unconscious by a goblin on the high
school javelin team. With the roll of a die and some simple addition,
Tabitha gave Atticus the ability to use one of his healing reserves. He
was back on his feet in no time. At least I think he was on his feet.
With a halfling it's kind of hard to tell. I was filled with warm
fuzzies from having saved a life, making my resolve even stronger to
learn the equivalent of the Heimlich maneuver in the wizard's
spellbook."
Settings/Campaign
Worlds
The
Default Setting
- At the GenCon Indy Q&A, the question of whether Greyhawk will be
the the default world was avoided, however
Greyhawk proper names will remain -- "Greyhawk will not be
default setting in core. We want to leverage the assets of the assumed
parts of a D&D world – Mordenkainen, Bigby, Vecna,
Llolth, Tiamat, Asmodeus, etc. However, we also want to call upon the
great mythology that is more commonly known such as Thor, etc."
- On the default setting: An article, by Rich
Baker, has appeared on the official site entitled Points
of Light. The article is about the default D&D
campaign world, which has previously been cryptically described as "points of light in a dark
world." The article certainly descibes such a world -- "Civilized folk live in
small, isolated points of light scattered across a big, dark, dangerous
world"... "Most
of the world is monster-haunted wilderness. The centers of civilization
are few and far between, and the world isn’t carved up
between nation-states that jealously enforce their borders."
"Another
implication of
this basic conceit of the world is that there is very little in the way
of authority to deal with raiders and marauders, outbreaks of demon
worship, rampaging monsters, deadly hauntings, or similar local
problems. Settlements afflicted by troubles can only hope for a band of
heroes to arrive and set things right. If there is a kingdom beyond the
town’s walls, it’s still largely covered by
unexplored forest and desolate hills where evil folk gather. The
king’s soldiers might do a passable job of keeping the lands
within a few miles of his castle free of monsters and bandits, but most
of the realm’s outlying towns and villages are on their own."
- Rich Baker clarifies
a few things regarding the default "points of light" D&D
setting.
We're
not actually building a world out of the "core" setting. In a sense,
the core setting is simply a collection of proper names, artifacts, and
legends we expect many generic D&D games to share. This has
always
been true to some degree; even back in 1st Edition, just about *every*
campaign every DM ran assumed that Corellon Larethian put out Gruumsh's
eye, that the drow fought the other elves and were driven underground,
that Acererak the lich created a Tomb of Horrors somewhere on the
planet, or that the Rod of Seven Parts was lying around someplace
waiting to be found.
The
big new thing in the "fluff" of 4e D&D is that we're not
tethering
these names and stories to the world of Greyhawk; we've created a new
skeleton of linked assumptions (proper names, artifacts, stories) to
anchor the fluff of the "implied" setting. Since we're telling a story
that tieflings are the descendants of a ruling elite from a human
empire that made pacts with devils, we might as well attach a
"placeholder" name to it. Some DMs will use the name Bael Turath; other
DMs will make up their own infernal empire. But "Bael Turath" looks
nice than "[insert your chosen name here]".
Now,
for my own part, I favor the idea of sketching a simple map of that
setting and thinking up a name for it. But many of my colleagues feel
that doing so would simply replicate the Greyhawk phenomenon, and make
it harder for DMs who build their own worlds to use the material we're
creating. (So far, I've lost that argument; hey, it happens!) The idea
is to create just enough flavor to have interesting proper names and
links for DMs to pick up and use, without dictating how their worlds
have to go together.
All
of that is not really relevant to the Forgotten Realms, of course; the
Realms is an example of a specific world that is not beholden to core
stories, names, or flavor. So there isn't a Bael Turath in Toril's
past... but we do suggest that ancient Narfell might have been the
place where tieflings first appeared in Faerun.
Forgotten
Realms
- Forgotten
Realms will be the first setting released (Forgotten Realms
campaign setting: August 2008; Scepter Tower of
Spellgard [Forgotten Realms adventure]: September 2008; Forgotten Realms
Player's Guide: September 2008.)
- Year of the Ageless One
is a new Forgotten Realms article. It sets the
year at 1479, and covers The spellplague, the
Realms of 1479 DR, The Sword Coast, The Empire of Netheril, Imperial
Cormyr, and Tymanther, Land of the Dragon Warriors.
- 'Points of light in a dark world' does
NOT refer to existing settings -- "One quick point of
clarification I'd like to make... Don't assume that we're going to
apply the 'Points of Light' conceit to existing campaign worlds. I
think Realms and Eberron would prosper if they got just a little more
points-of-lightish, but we're not going to overthrow worlds with that
much breadth and history."
- Ed Greenwood has spoken out about
the Forgotten Realms in 4th Edition.
To the question: "But I hope Ed can tell us this
much: was this change "his idea"? Or is he along right now mainly to do
damage control and try to salvage SOMETHING?", Ed replies:
"Not, it
was not my idea... I see the risk Wizards is taking, and sure hope it
pays off. Whatever happens, I intend to go on sharing the Realms with
gamers and readers for as long as I last. I am hard at work on future
Realms goodies now, and am acutely aware of the Border Kingdoms and the
unpublished city of Teziir and other things too long neglected."
Click
here for the full text of his lengthly answer (Ed's post is
the sixth one down, posted under the name "The Hooded One").
- Ed
Greenwood working on the 4E FRCS. He has been hired
to write 50,000 words for the book.
- On the FR
pantheon: "Yes,
we'd like a smaller pantheon in FR. However, that doesn't mean that
three-quarters of the deities will kick off. It does mean that we're
looking at a lot of marginal deities and asking ourselves, "Could this
deity be a demigod--a divine figure who doesn't really have a
continent-wide church with dozens of temples devoted to him or her?"
For example, we like a lot of the demihuman deities as demigods who
hang around with/work for the real heavy hitters like Moradin or
Corellon."
- Rich Baker on whether the new core
cosmology will be adopted
for FR: "I'm
sure this is probably more than I ought to say right now, but yes....Of
course, the particular astral dominions that will exist in Faerun's
cosmology will correspond to the Realms pantheon. So you'll see
Arvandor, House of the Triad, Warrior's Rest, etc., as shaken up by
events of the Spellplague (no more Dweomerheart, for
example)....Faerie's been touched on several times in Realmslore (for
example, Elaine's novels). The Shadowfell and Plane of Shadow are
pretty much the same thing. The Inner Planes are getting resorted to
the Elemental Chaos, but no one ever went there before anyway, so it
should be fine. We've got some details to work out on the interaction
of the Fugue Plane with all this, but other than that, the new
cosmology is going to be Faerun's cosmology."
- Rich Baker's defence
of Realms changes.
- Chris Perkins has a lengthy
blog update. He mentions that "the Spellplague is an
event that allows us to incorporate 4th Edition elements into the
existing scheme of the world" and that "there are things about the
Spellplague that we deliberately haven't revealed". He
also recommends that people check out the hints in the "Unsolved Mysteries of
D&D" article in Dragon #359, and comments on a
post where somebody picks up on the hints (the current theory is that this
is the post).
- More importantly, he lists ten things you should know about
the 4E Forgotten Realms. Check out the blog for the actual
text (each of these gets a paragraph or so), but here's the basic
message he's putting out:
- It feels like FR but uses 4E mechanics. They're not
ignoring canon, rewriting history or blowing up large parts of the
setting.
- 4E FR embraces, at least in part, the "points of
light" concept.
- In 4E FR, the PCs matter, not the uber-NPCs.
- FR novels will remain part of the FR canon.
- Running 4E adventures doesn't require a masters
degree in FR history.
- The pantheon will be smaller.
- Elminster, Drizzt and other NPCs are still part of FR.
- They started writing the Forgotten Realms Campaign
Guide in early 2006.
- FR will get lots of support (Insider, official wiki,
online tools).
- Various people were involved with 4E FR.
- Gamer Radio Zero just put up an interview with Chris
Perkins about the 4th Edition Forgotten Realms, here.
- Year of the Ageless One
is a new Forgotten Realms article. It sets the
year at 1479,
and covers The spellplague, the Realms of 1479 DR, The Sword Coast, The
Empire of Netheril, Imperial Cormyr, and Tymanther, Land of the Dragon
Warriors.
- The latest issue of Kobold Quarterly;
its the one with the “red angel”, which might still
be “next issue” on the page). Has a long (~4500
word) interview with Ed Greenwood. In addition to confirming that he
still has a day job at a public library and talking about the death of
Lucifer and sex in the Realms, he also says a little on 4th edition:
At
the time I’m making this reply, I am somewhat limited in what
I can say by the non-disclosure agreements I’ve signed with
Wizards of the Coast, and even more limited by what I just
don’t know yet.
Since the start of the published Realms, there have been ongoing
discussions about its future: events, large and small, that happen in
novels and game products that “change” the setting,
building its imaginary history (much of which, for those interested,
was recently summarized in the Grand History of the Realms tome).
I have usually been involved in those discussions, and for the past few
years have been part of meetings and talk leading to something called
“the Spellplague,” and what the Realms looks like
after its arrival. There’s a lot of buzz among gamers about
this right now, and no wonder. Change is always both exciting and
upsetting, and those who care deeply about the Realms care deeply about
what happens to it. But there is very little useful that I can say,
other than these tidbits: in real life, and in any imaginary world
trying to seem real, change happens. Constantly.
I can’t tell you a lot of the details of the changes planned
for the Realms because many details haven’t been decided yet,
and because I’m frantically trying to write three novels
first, so I can clear my mental decks and get to work on the new Realms.
Many gamers play the mental “If I ran WotC” game.
When I do it, I can say that left to my druthers, I wouldn’t
have made any timeshifting changes in the Realms until I’d
detailed a lot more of its geographical surface. That includes the
other continents, all the gaps around the Heartlands where we have maps
but not much else, in-depth noble family histories, legal codes, and
religious observances.
However, I don’t run WotC, and it would probably be a running
disaster if I tried! I would never finish detailing this little corner
and that little corner; the more I paint over and fill in, the harder
it gets for new gamers and writers to feel at home to tell new stories.
So my take right now is: wait and see. Must finish novels …
must finish novels …
- In this
blog entry Bruce Cordell lists the things that have him
excited about the upcoming Forgotten Realms Campaign release.
One, the art is going to be
sick. As in, really good. I just finished compiling the art and map
order Friday, and we’ve got some epic pieces planned.
Two, realms
forgotten will be forgotten no more, and Ed Greenwood is personally
behind that vision; who better? It is awesome.
Three, a lot of
lesser-known and well-known regions have seen exciting updates,
advancing stories to leave room for new heroes to take up sword and
spell and defend the Realms and have fabulous adventures while doing so.
Four, the
format for the release is going to be the most useful we've ever
utilized for a campaign setting (I may be biased). The campaign book
design is both approachable and bursting with directly useful
information about Abeir-Toril. What’s more, you can begin
running a campaign with the book about ten minutes after you pick it
up. Bang, welcome to the 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?)
- Rich Baker talks about evil organizations in the Forgotten
Realms here.
Will
we still have evil organizations other than the Netherese? Absolutely.
Some have changed a lot in 100 years, but you'll still have Red
Wizards, Zhents, the Cult of the Dragon, and quite a few others to play
with.
Likewise,
you'll have some
good organizations too. I'm sort of hoping we can successfully
"rehabilitate" the Harpers this time around. I think Cloak &
Dagger
and several novels at the end of 2e really threw them off-course, and
I'd like to hope that 100 years is enough time for the organization to
get its feet under it again and be the sort of thing many players
aspire for their characters to join.
And yeah,
genasi are still around. We've got some good stuff planned for 'em.
- Chris Sims talks about some of his work for the Forgotten
Realms in this
blog post.
“Lands
of Faerûn” is the largest chapter in the Campaign
Guide. It follows a nice, easy-to-navigate spread format, and almost
every area includes an imbedded map of the region. Each entry focuses
on places PCs can come from, pass through, and stay in, as well as cool
experiences, sites, and plots to fuel DM imagination. It’s
really the DM’s guide to Faerûn, and it
acknowledges itself as just that.
Its second
largest section is dedicated to threats, retaining some old foes,
putting a new spin on some recognizable adversaries, and adding a few
new ones. Szass Tam still stands as Abeir-Toril’s mightiest
necromancer; the Zhents still plot in the shadows, hoping to reclaim
lost glory; gibberlings still pour from the Underdark, but the
Spellplague changed some of them. Along with these, surviving Halruaans
ply a mercenary trade from a floating fortress and their few remaining
skyships, and warlocks tied to a mysterious primordial entity rule
Vaasa. And these aren’t the half of my work. They
don’t even touch on the work Ed Greenwood did in describing
the threats in his parts of the world.
The cool thing
to me is that the Campaign Guide will be helpful on another level. In
designing the threats, I took the approach that my design should
supplement Paragon and Epic tiers, since the MM already has a great
deal of support for Heroic-tier play. MM monsters are as much FR as
they are D&D, and vice versa, so the FR threats can add to any
DM’s toolbox. I’d happily use Manshoon’s
statistics in my homebrew campaign, along with a lot of ideas for magic
and such detailed in the Campaign Guide (and Player’s Guide
for that matter).
- Rich Baker talks about the Spellplague
and more;
Q: The Spellplague. Originally describes as a
“sickness afflicting magic-users and killing or driving them
insane” (or something like that) now seems to be more like
“Time of Troubles on steroids”. As MarkusTay
already mused on another thread: “[i]What, exactly, is the
definition of "The Spellplague"? Its certainly NOT a disease, or even a
magical illness, so the word 'plague' is a misnomer. What the
Spellplague IS is a 'poetic' descriptor for a period of time (not a
tangible 'thing') when Mystra was killed, and the Weave
disappeared.”
I might not
have struck the right tone in the article. Spellplague isn't just a
term for "the second Time of Troubles"; it's an actual phenomenon, a
manifestation of magic that often appears as an aura of blue fire. You
could bottle up a bit of Spellplague, take it somewhere, and let it go.
It's like some sort of nanovirus whose eruptions/outbreaks appeared in
many different places over the course of ten years or so, and still
continue in a few very unlucky spots.
Q: When Mystra died the last time, how come the Weave didn’t
dissolve then, and why did the Spellplague not take place? And if
Mystryl was able to “recreate” herself as Mystra
-– in an instant –- why did not Mystra do it when
Cyric and Shar assaulted Dweomerheart?
Not to give a
pat answer here, but I'd simply say that Shar, having observed the
deaths of Mystryl and Mystra, realized that she needed to follow a very
specific process when she arranged Midnight's murder, or else the
goddess of magic would simply re-create herself. So Shar chose a method
that hadn't been tried before and prevented such a rebirth.
Q: I may be wrong, but since Mystra died and the Weave
“dissolved”, how come not *all*
“Epic” or “High Magic” Spells
and “Mythal-like Magics” were affected?
I'd say because
mythals and such things have a special self-sustaining, "looped"
nature. They're described as living magics in many ways. They have a
lifeforce (of sorts) all their own, and I'd say that's what sustained
them. But I don't know if we've specifically decided that is the
reason, I'm just offering some speculation.
Q: Along the same lines –- when the Shadow Weave dissolved,
too, why did the Shade not lose their spellcasting abilities or were
not driven insane? Why did the City of Shade not crash to ground? Just
because it had a “Mythallar”? I point to my
previous concern –- wasn’t this Mythallar part of
the Weave?
Because the
Shadow Weave isn't the Weave, and does not actually rely on the Weave's
existence. It's an alternate "interface," and was not directly damaged
by Mystra's death. Although I think it's fair to guess that there might
have been "blowback" Shar didn't expect, and the Spellplague didn't
necessarily respect Shadow Weave users caught in its path.
Q: I also seem to recall that the Weave upholds all life on Toril and
all living things are connected to the Weave (I may remember
incorrectly, but this might be something Ed has said on Candlekeep?)
and if it collapses, *all life* on Toril should *perish*. I’m
not sure if I remember correctly, but if I do, is there any particular
reason why this should not have happened?
Because total
planetary death wouldn't be very useful to us? As far as I know,
nothing about Realms says that the Weave *has* to be present for life
to exist. If we ever said something like that before, I think we were
wrong to do so, or else we've been portraying antimagic zones and dead
magic zones all wrong for years.
Q: So why did the Walking Statues go on a
“rampage”, if by my logic either Waterdeep should
have been *fully* protected *or* the rest of the Sword Coast (BG
included) should have been utterly wiped out?
Even if the
Spellplague did not directly impinge in the area of ancient wards,
powerful individuals driven mad or infected outside such wards
sometimes walked into the protected places and then blew stuff up. Or
so I would guess. Maybe the "animate the walking statues" idea was the
work of a mighty archmage who had a really bad idea before adventurers
stopped his plan.
Q: I thought the Dragonborn were *already* introduced into Realmslore
in ‘Dragons of Faerûn’ as children of
Bahamut and Tiamat?
That's an
unfortunate coincidence; when naming the new PC race developed for 4e,
our developers settled on the best available name from 3e. The
dragonborn from Races of the Dragon introduced in Dragons of Faerun
aren't necessarily the dragonborn of 4e.
Q: Were Bards affected by the Spellplague, too? And what are you going
to do with them (as FR has traditionally always had many bard NPCs) if
there is no Bard class in PHB? And yet –- did the Spellplague
affect Sorcerers, Arcane Archers, Bladesingers, Assassins, et al. or
just the Wizards?
Any Weave
users, I'd say. But don't worry, bards are around in 4e. If they're not
in the Player's Handbook we'll have them available soon after online or
in another sourcebook. You can assume bards are still around..
Eberron
- Eberron
will remain without major shakeups.
- Although the timeline
will be advanced two years: "We
are planning to advance the timeline 2 years. As Keith has said, our
reasons for doing so are primarily story-driven: We want the
opportunity to introduce new villains, to mix things up so that players
who know all the secrets of the world have some new things to discover,
and to bring the setting in sync with 4E D&D. One of the
driving conceits of the setting has been, "If it exists in D&D,
it's in Eberron," and since D&D is changing, Eberron will
change . . . to some extent.... I don't think that timeline advancement
will change the tone of the world. The Treaty of Thronehold will be two
years more distant in the past, but the shadow of the Last War will
loom just as large over the political landscape—quite
possibly more so."
- A note on novels:
"No, we're
not ever going to make a blanket declaration that all the Eberron
novels are canon, as if we could somehow say that you must reflect
every novel we publish in your campaign. That said, Keith and I are
both actively writing novels, and we both have an interest in having
our novels reflect the changes coming down the pike for the world. It
would be almost impossible for me to continue working on my trilogy and
on Eberron 4E at the same time without some cross-fertilization going
on, and I've chatted with Keith a few times about directions he's
taking in his current novels to make sure we keep things in line. I
meet regularly with folks in our book department to keep on the same
page, and they'll be actively involved in the design of Eberron 4E as
well. So I hope for more synergy between novels and RPG products, and
maybe some articles on D&DI that would help you incorporate
stuff from the novels in your game if you want to. But a blanket
declaration of canon? No."
- Eberron no
longer to be advanced two years! "Hey
Eberron fans... I'm very pleased to be able to take a break from my
work on the Player's Handbook to come on the boards today and tell you
something I think you'll be happy to hear: We hear you....We've decided
that the 4E Eberron Campaign Setting will not advance the timeline of
the setting. The campaign starting year will still be 998YK, and we
won't present major changes to the setting except as necessary to bring
4E elements into the world."
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.
- D&D
Insider video preview
- "Meeting
Gleemax" video
- A Technical Look at
D&D Insider Applications is on the official website.
It covers system requirements, the D&D Game Table, the Online
Character Generator, the Dungeon Builder, the Encounter Builder, and
the Character and Campaign Vaults.
- Video: Chris Thomasson, producer of D&D Insider (part 1,
part
2)
- This is the "D&D Online" section of Gleemax.

- Pricing is $9.95 per month beginning in 2008.
Free previews are available until then. Age limit
of 12 and up.
- Scott
Rouse:
"We
are looking at many forms of payment that will not require a credit
card including paypal."
- It contains a "Dungeon Master's Kit" that includes the
following:
- dungeon builder (map tool)
- adventure builder
- PC generator
- die roller
- other things (Source)
- "D&DI
makes Dungeon Mastering easy with ready-to-use maps and stat blocks, a
groundbreaking dungeon map builder, instant encounter and adventure
builders, libraries of virtual miniatures and virtual dungeon tiles,
and online tools to help you create and organize your D&D
campaigns."
- "Character Generator" -- "Your character is the
most important part of the game. D&DI™ allows you to
create a 3D visual representation of your character that you can save
and print. Create, update, and save your character sheets and images
with a click of the mouse."
- character sheets
- character visualizer (Source)
- "My Campaign"
- "My Character" (Source)
- "D&D Game Table" (Source) -- "Can’t get the
gaming group together on Saturday night? The D&DI game table
allows you to play with friends 24/7, with a special online forum that
allows DMs to find players and players to join games on the fly."
- "Dungeon & Dragon Magazines" (Source) -- "D&D
Insider is the place to receive news about upcoming
releases, errata and rules clarifications, previews of future 4th
edition products, exclusive game content, and D&D adventures
for all levels of play. Dragon and Dungeon magazines bring you the fun
every Monday, Wednesday, and Friday — with collected
“issues” at the end of each month."
- On the launch
of the digital magazines: "At
the end of October, our first pdf issues will be out. We finally have a
page layout, which is great. It's also interim/test material. We'll be
looking for feedback on everything. We're already working on the 4th
Edition versions, which I'm more excited about. What we'll be rolling
out in a month is a sort of hybrid in look between 3rd and 4th Edition.
Our art director, Stacy, did an awesome job putting it together on
short notice. It will be even better when we can fully commit to a 4E
look."
- The intention is to provide subscriber services
alongside the current free content, although some free content will
move over.
- Community -- "Get
behind-the-scenes glimpses into the making of the D&D game,
player rewards for participation in games, and quality time with the
R&D team on D&D Insider’s new community
forums."
- The whole digital thing is heavily linked in to the
physical product line. In Indy 2007, WotC empasized that they
were marrying to two together. D&D books will have a code in
them which, when entered into the online service, will provide digital
access to that content. The analogy used was that of a DVD
box set - the book is the "movie disk", and the online content is the
"extra material disk".
- Additional material is accessible for a "nominal fee".
- GenCon 2007 -- "The
digital game table was a large part of the conversation, with
screenshots on how you generate a character online using the physical
books you own, customize its appearance, and then generate a "virtual
miniature" for use in the online game experience. The online game is
tool, not a game in itself - a mapping system with battlemaps,
generators and so forth, all run by a DM. I saw a few screenshots,
showing overhead and isometric views, and virtual miniatures including
a PC and a green dragon."
- D&D Insider – DRM, Downloadable vs. view
online. "We are
still investigating, digital issues will be usable without being
connected. Books – You will need to be logged in to use them.
Still working out how to make this work for you and for us."
(source).
Will the D&D Insider authors be
considered
“canon”?
"Yes, it is our intention to treat this
material as integral to the game and to the campaign worlds." (source).
- Platform compatability? Starting with PC. (source).
- Online D&D games will run on a central server, not
user-to-user, so if it goes down you're out of luck.
- Mike
Mearls --
"The important thing to keep in mind is that we're not necessarily
interested in changing things into completely new things. The core lies
in making D&D an even better version of D&D, not some
other, new game. I've
said this a few times at the con, but we have no interest in turning
D&D into a miniatures game, a computer game, a game that
requires a laptop at the table, or a boardgame. We want D&D to be
D&D."
- Chris Perkins on the role
of Gleemax vs. D&D Insider -- "Gleemax provides
D&D players with free access to a central repository of
fan-created D&D content as well as a social network that
includes customizable personal pages, blogs, friends lists, calendars,
and more. Gleemax will also allow D&D players to store their
characters and campaign notes in “vaults” that can
be made public or private by the individual user. Some additional
features of the Character Vault and Campaign Vault may be available to
D&D Insider subscribers only, but the exact details and
features have yet to be determined."
- Virtual miniatures will not be randomized:
"There have
been many discussions internally on the topic of randomization, and
offering the V-minis for the D&D Game Table in randomized
boosters is a concept that has gone by the wayside. It was considered,
discussed and discarded."
- Scott Rouse on virtual
miniatures: "You'll
get a basic set of monsters and NPCs as part of you subscription to
Insider. You'll be able to make PC based minis with the character
creator (and I suppose NPCs within the core races/classes). New sets of
monsters will be released that you'll be able to add to your game over
time.There will also be tokens you can use on the game table to
represent monsters/NPCs."

- The nominal fee to access the electronic version of a
book you already own on D&D Insider will be in the region of $1-$2.
- You do not need
to be a D&D Insider subscriber to access
the elctronic versions of these books. Each individual copy of a book
will have a unique code used to access the electornic version.
- The electronic versions [are likely to be] PDF documents
which you download to your hard drive. If you also happen to be a
D&D Insider subscriber, that code will also automatically
update your database for online tool content.
- Also worth checking out is former D&D Brand
Manager Charles Ryan's comments on the reasoning behind the
nominal fee.
- There's a page on the
official site: 4th Edition
Compatibilty. Compatibility with 4th Edition is
indicated by use of the D&D Insider Logo (pictured
right). In addition, there's a list of already publicized
4E compaitble products over the next few months, along with
"Edition-proof" products.
- A bunch of questions answered by WotC's Didier Monin (at
various times); questions paraphrased:
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
- 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"
- 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"
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]".
- Scott
Rouse -- "We
are not excluding Canadians (or other non-USA residents for that
matter) as we discuss the plans. The only hitch I can foresee is
because testers will be asked to sign a confidentiality agreement I am
not sure how it would work with people outside the USA."
The latest on playtesting (as of 6th
September 2007) comes from David
Noonan:
- "Playtest
packets are coming together. I worked a bit yesterday with our Legal
folks on the logistics for the NDAs. Suffice it to say that just as in
previous playtests, mum's the word from the testers. They don't even
admit that they are playtesters. We R&D guys can talk more of
course, and we intend to.
I know a lot of
folks are waiting for their chance to contribute. It's coming soon, but
any estimate I give could be off by +/- two days. So no promises. If
you want to be eligible to contribute, assemble a group of six (DM and
five players) people who are cool with NDAs and are reliable enough to
show up at your table and participate meaningfully."
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
- Big News!
No d20 STL for 4E! D&D Brand
Manager Scott Rouse has confiirmed
unequivocably that there will be no d20 System
Trademark License for 4th edition. "There will be the OGL and
Wizards D&D products period. No d20 STL (tiered or otherwise)
to be even more clear." Note that the Open Gaming License
will still be around (which allows for third party products) - the d20
STL deals with the logo usage only. Scott adds
that "We are
looking to incorporate some sort of compatibility language within the
new version of the OGL. Something like "Compatible
with the 4th Edition of the Dungeons & Dragons Roleplaying
game..."
- WotC has confirmed that the OGL will continue to be
supported, and that there will be a 4E SRD.
- At GenCon Indy, 2007, WotC held an "emergency d20
publishers panel". At this meeting, WotC asked publishers how they wanted to see
third-party licensing for 4E happen. At this point, no final
decision has been made on how this will work, but there is talk of
limiting the availability of licenses in some way in order to prevent
the devaluing of the brand (as happened with "d20").
- Scott
Rouse: "We
had a great discussion and some good ideas were generated especially
from Chris Pramas, Erik Mona, Joseph Goodman, and the folks from
Adamant Entertainment. We have a few thing to discuss and chew on here
and "ll keep you posted. One outcome was we have likely abandoned the
idea of a fee based d20 STL."
- The Digital Front Podcast Episode 02
has been released featuring the entire OGL/d20 Panel
held by Wizards of the Coast at Gen Con 2007 in audio format: "This
panel was held Friday, August 17, at 6:00 pm, immediately after the
closing of the Exhibit Hall, meaning a lot of publishers were either
not present or arrived late. The panel, hosted by Scott Rouse and Bill
Slavicek [sic], was meant to discuss the issue of the OGL and d20
Licenses under the newly-announced 4th Edition D&D,
though it was more of a townhall meeting as WotC admitted they did not
have a clear idea yet and wanted to hear opinions. The audio file is
long, almost an hour and a half, but given the small amount of
publishers that made it, we thought it a good idea to distribute the
recording as widely as possible."
- D20 gaming system – this is still a d20 game and
game system. We got rid of the parts that didn’t help it out,
but most of the things that work continue to be used. (source).
- WotC
announces plans for 4e SRD and OGL: On January
7th 2008, Wizards of the Coast held a courtesy call with the 3rd party
publishers who had expressed close interest in gaining advance access
to the 4e rules. Attending the call were:
- Adamant Entertainment
- EN Publishing
- Expeditious Retreat Press
- Fantasy Flight Games
- Goodman Games
- Green Ronin Publishing
- Mongoose Publishing
- Necromancer Games
- Paizo Publishing
- Paradigm Concepts
- Privateer Press
On the line for WotC were Scott Rouse, Linae Foster (Licensing
Manager), Sara Girard, Andy Collins, Bill Slavicsek, and Chris Perkins.
Their formal announcement can be found here,
but here's what we learned from the call.
4e publisher support
will be released in two phases.
Phase One
is for publishers who want access to the 4e rules early. Taking a
lesson from software publishers, WotC will be making available an OGL
Designers Kit. This gives early access to rules and is offered to any
publisher, not just the ones on the conference call. Access to the kit
requires a legitimate business license, a signed NDA, and a one-time
$5000 fee.
This kit will be available within a matter of weeks, as soon as several
legal logistics are complete. It provides three hardcopy
pre-publication versions of the three core rule books, copies of the
OGL and SRD, and a FAQ. Publishers will continue to receive updates to
these rules as changes are made, one in the beginning of February and
possibly one in March. Publishers will also receive advance copies of
the final rule books. Importantly, publishers who purchase the kit may
begin selling product on August 1, 2008 – earlier than other
publishers.
Phase Two
is free and begins on June 6th, when the OGL goes live. Any publisher
can then produce D&D supplements under the OGL, but these
cannot be published until January 1, 2009.
Effectively, this means that publishers who pony up the $5000 fee get
four months of advance production time for their products, can sell
their products at GenCon and Christmas without a whole lot of
competition, and have a five month grace period when theirs are the
only 4e products available. Publishers who choose not to pay the fee
will enter the market at a later date.
I took notes during the Question and Answer portion of the call, and
the following Q&A comes from my notes. In some cases the
information is paraphrased instead of an exact quote.
1. What's the current
status of the core rules?
The Players Handbook heads
to typesetting on Wednesday. The Monster Manual heads off at the end of
January, and the Dungeon Masters Guide in the middle of February.
Additional changes and corrections will continue to be made in the
galley through the end of March, but the rules are largely complete.
Lots of playtester feedback, both internal and external, has been
incorporated.
2. Tell us about the
4e OGL and SRD.
The 4e OGL will contain
some aspects of the old d20 license, and is more restrictive in some
areas than the prior Open Gaming License. We are tying the OGL more
closely to D&D. There is a free registration process, a
community standards clause, enforceability clauses, and no expiration
date. Phase One publishers who sign a NDA will have the opportunity to
read the OGL before they pay the $5000 early licensing fee.
The 4th edition
SRD will be much more of a reference document than the 3e SRD. The
current edition contains almost all of the rules and allows
“copy and paste” publishing. WotC would prefer to
see 3rd party publishers to use their creativity and talent instead of
reformatting or slightly changing pre-existing rules. As such, the 4e
SRD will contain more guidelines and pointers, and less straightforward
rules repetition.
The community
standards clause will follow the same spirit as the current version. It
will lay out in broad brushstrokes what’s appropriate and
what isn’t in a D&D-compatible product. If publishers
have any questions, they’re always welcome to ask WotC about
specifics. This clause applies to content, and wouldn’t apply
to (say) a shoddy or ugly cover. (Note that this is a rare occurrence
anyways; according to Scott Rouse, there has only been one case in the
last two years where the community standards clause came into effect,
and that was amicably resolved.)
In any case,
material that’s open under the 3.5 OGL remains open, and
there will be no language in the 4e OGL to restrict 3.0 or 3.5 products.
3. How will
publishers indicate 4e compatibility with D&D?
There will be no
front-cover logo. There will be specific compatibility language that
indicates a book is “compatible with 4th Edition Dungeons
& Dragons,” or something similar. There will also be
verbiage to be included in the book that includes an official
“visual statement” linking the product to
D&D.
WotC will work
to educate distributors and the market about D&D-compatible
products, but expects publishers to help educate consumers as well.
4. Will subsequent
core releases be promptly added to the SRD?
Subsequent content will be
added when it is Open Source.
(In my opinion,
Scott Rouse sounded a little abashed when he added that subsequent
rules would be added more promptly than 3rd edition rules were. That's
probably a good sign for publishers who want to utilize rules and
monsters from subsequent releases.)
5. Under Phase One,
how are rules distributed to freelancers?
A company’s NDA
covers their agents and contractors. As such, any freelancer for a
publisher is legally bound by their NDA. The pre-release rules will be
three copies of a physical document (although WotC is flexible on the
quantity, and may provide more copies if necessary.) Companies working
together as partners only pay one fee.
6. Can 3rd party
publishers get involved with Gleemax or DDI?
Publishers are welcome to
have a product support page in Gleemax. At this stage, plans to
integrate 3rd party publisher support in the DDI have not reached
beyond the discussion phase.
7. With the OGL tied
more closely to D&D, how would that impact the future impact of
games like Spycraft or Mutants and Masterminds – games that
in 3e used the core d20 concept but diverged radically from D&D?
The new version of the OGL
isn’t as open-ended as the current version. Any 4e OGL
product must use the 4e PHB as the basis of their game. If they
can’t use the core rule books, it won’t be possible
to create the game under this particular version of the OGL.
Future versions
of the OGL, including a 4e d20 Modern version, may make certain games
possible where they weren’t before.
8. Does the NDA
prevent publishers from announcing that they are participating in Phase
One?
Absolutely not.
They’re free to promote their involvement.
9. Will the Phase One
program make subsequent releases (the PHB 2, for instance) available to
publishers more quickly?
No, it won't. The program
only applies to the games’ launch and the first three core
books. However, we will likely allow Phase One developers to distribute
free 4e material on Free RPG Day, and to show (but not sell) sample
books at Origins.
10. Who's the contact
person for publishers interested in Phase One?
Linae Foster (linae dot
foster at wizards dot com) is WotC’s contact person for
purchasing or learning more about the OGL Developers Kit.
- On the WotC forums someone asked "Will you be able to use
the SRD to play the game?" Andy Collins replied:
"The SRD will not be a replacement for the Player's Handbook."
- After someone asked for clarification Scott Rouse chimed
in: "To
elaborate on what Andy said: The
4e SRD will be a "reference document" for publishers working under the
4e OGL to know what content can be used in their own products. It will
reference sections and passages from 4e D&D books and will also
contain table/formating guidelines like the monster stat block to allow
for consistency among products. It will not be a stripped down core
rulebook (PHB) that largely allows you to play D&D."
- I asked WotC's Linae Foster a couple of questions regarding
the recent announcement concerning the OGL. Here were her replies:
You mentioned that
companies working as a partnership need only purchase a single Dev Kit.
Does this apply only to to existing partnerships, or would partnerships
created for that purpose be valid?
Existing and
new partnerships will be honored. However, we are only supplying three
copies of the Kit to each Phase One purchaser. All copies will be
printed on copy-proof paper and clearly marked with the recipient's
company name. We are willing to make exceptions to the three copies
rule. The key word being "exceptions."
A few people have
raised the concern that the cost of the Dev Kit means that a
significant number of smaller publishers will find it necessary to
continue to publish 3.x products in order to keep trading. Are there
any concerns at WotC that this will prolong a secondary market for a
continually supported 3.x system and possibly delay player upgrade to
4E in some cases?
We feel our 4e
products, and those published by Phase One third party publishers, will
be compelling enough to bring players into Dungeons & Dragons
4th edition.
What is in store for
the 3.x d20 STL? We know that the 3.x OGL cannot be revoked; is there
any intention to revoke the 3.x d20 STL, or will companies still be
free to produce 3.x products bearing the d20 logo under that license?
We have no
intention of revoking the 3.x d20 STL.
The question regards
the requirement of a business license; how is this resolved for
companies outside the US? Do you require such companies to register for
and obtain a business license in the US, if there is no equivalent?
I'm still
waiting for confirmation from WotC legal. We are working to find a
solution.
Linae also mentioned that a video interview being put together will
cover these and more questions, and that it is also worthwhile keeping
an eye on her Gleemax blog for information.
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:
- Tome of Horrors -- "A
Tome of Horrors at or near launch is an obvious move. And we are
already working on it."
- Judges' Guild: Tegal Manor --"Tegel
is now 4E. Sorry guys." What's Tegal Manor? "Tegel
Manor, originally published in 1977, was the first published fantasy
adventure module to deal with the haunted house format. It has entered
adventure game legend as one of the classic adventures of the early
days of gaming."
- Other stuff --
"We have two other cool products in the
works--a Hyboria-style setting and adventure path type product and one
set in a setting so cool you will wonder why no one ever has done it
like this. cant tell more right now."
- A freebie product -- "And
there ABSOLUTELY will
be a Wizard's
Amulet-like
freebie from us for 4E." Necromancer were, I
believe, the first third-party company to release 3rd Edition
material in the form of their free Wizard's
Amulet adventure.
- The freebie
will be called Winter's
Tomb:
"Hopefully
Winter's Tomb can be a similar gateway to 4E. We plan to provide the
same stuff--pregens and a story hook all in a package that you can
print and run within 15 minutes. To me, that first night should be
immersive right away. You want to pass out pregens and start playing
right away. Heck, if you want to run your own campaign later, great; or
make your own characters later, great. But lets get playing NOW!!!"
- Necromancer's
Clark Peterson:
Look for a new
freebie adventure from us a la Wizard's
Amulet that you can download from the Necro website at the
very first second that we are legally allowed to for 4E.
It's called Winter's Tomb. I am
writing it. It will be a kick off for 1st level characters that will
include pregens and tips for running 4E adventures. It will be alot
like Wizard's Amulet
in that it will be ready to run right out of the box with some step by
step tips for new DMs and everything. Like WA did with Crucible of Freya,
etc., Winter's Tomb
will tie into some upcoming products from Necro.
It will be
awesome.
It will
harken back to some classic adventures. It even steals a trick from the
Hidden Shrine of
Tomoachan, if you can believe it. Since Erik and I both
feel a strong need to keep "our" D&D strongly tied to the
traditions and references of the past versions of D&D and the
shared history.
A land where
the elements collide.
A frozen
setting in a snowy mountain range.
A battle with
gnolls and frost hyenas.
A cave in
forces the characters to find a way out or perish.
An ancient
tomb of an unknown hero.
An
evil-looking magical weapon--a barbed glaive.
An apparation
with a strange message.
An iron key.
A return to
the cavern-city of Tharza with more questions than answers.
- In this
post and this
thread, Clark Peterson discusses the plans Necromancer Games
has for 4E.
Necromancer
Games is IN, most likely in conjunction with Paizo. We will have
products for GenCon or shortly thereafter.
Products include:
1.
Tome of Horrors 4E: if WotC leaves monsters out of the
offial rules, we
will put them back in (cant say which ones cause we dont have the rules
yet). Plus all the classics from the original Tome that you want in
your 4E game will be back.
2. Advanced Player's
Guide: Designed
in part by industry insider Ari Marmell, if they left classes and races
out, we put them back in (Of course, we can't say if bards or druids or
barbarians or gnomes or half-orc are or arent in 4th edition, but we
know some stuff has been cut, and whatever is missing we will create
for you with work by respected designer Ari Marmell.)
3. Tegel Manor.
A 4E version of the 1E Judges Guild classic.
4. Winter's Tomb.
A free, downloadable PDF along the lines of Wizard's
Amulet, Necro's Ennie-winning introductory adventure, that will help
jump start your 4E campaign.
Winter's Tomb
will be available
at the first day 4E products can be released. Tome 4E should be
available at GenCon with the Advanced
Player's Guide.
Tegel is also
targeted for GenCon. Dates could slip pending WotC's delivery of the
design kits.
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:
- The 3.5 Rules Compendium will be something of a last hurrah
for 3e, "A
celebration and compilation" (Bill Slavicsek). The book
will
feature an encyclopedia-like layout and have designer commentaries on
why the rules were structured are the way they are.
- Many of the products between now and may will have 4E
material for them on D&D Insider
- Elder Evils
was discussed. It is a compilation of mini
adventures structured around famous super monsters that aren't quite
god level in power such as Kezef Chaos Hound and Dendar the Night
Serpent.
- Some new monsters from the 4E Monster Manual will
debut in
D&D miniatures in November
- Books that are being put out between now and May will be of
an "edition proof" nature.
- Dungeon
Survival Guide was discussed. It will be a
pictorial tabletop / coffeetop book that takes you through famous
dungeons in D&D including the Tomb of Horrors and
the original Castle
Ravenloft.
- Innfighting was
announced - it is a non collectabale dice
game designed by Rob Heisno. It is to dice what Three Dragon Ante
was
to cards.
- In the Forgotten Realms A Grand History of the
Realms will be released as a book. This is an adaptation of
the web release of the same name with new art and additional entries
from authors including Ed Greenwood and Eric Boyd.
- The Desert of Desolation
miniatures set slated for November may appear at first glance to be
just a D&D Miniatures item. But it's more than that - it's one
of the pre-4th Edition
releases which serve to preview 4E:
Desert of Desolation also provides a look
at some of the concept art we've been developing for use in the new
Dungeons & Dragons game. While most of the monsters (and minis)
you're used to from earlier products will look pretty much the same,
4th edition provided us an opportunity to revisit a few of the monsters
and re-envision them with a different look.
In addition, all but one of the miniatures in this set will appear in
the 4th Edition Monster Manual.
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
-
On the brazilian forum RegeRPG, Douglas Ricardo
Guimarães, one of the heads of Devir Publishing (who has the
WotC publishing rights in Brazil),
posted this
reagrding Brazilian releases of 4E related materials [roughly
translated]:
"We have to wait to analyze the Races
& Classes and Monsters & Worlds before we can define if
they will be published [in Brazil]." Also, regarding the
product
covers in Brazil, he said:
"The
Player Handbook cover has changed. It’s not the same cover
from the preview, but the artist is the same." Thanks to
Rafael Rocha
for the scoop. [
Bruno Cobbi informs that the
correct translation is
"...before
we can define WHEN they will be published..."].
- Ciro Alessandro Sacco says that "According to the
publisher, the Italian edition should be out in the same time the
English language edition appears (assuming the books will be completed
by designers in due time...)"
- Ciro Alessandro Sacco reports on Italian language editions
of Star Wars Saga
Edition and D&D
4th Edition:
1)
According to reliable sources, there will be an Italian edition of the
new version of the Star Wars RPG due at the end of October, during the
big (85,000 attendees in 2006!) Lucca Comics & Games
convention.
2) It seems that the new D&D
4th Edition Gleemax area will be multilingual and that
Italian could be one the first (if not the very first) non English
languages used for it.
3) Wyzard's Quest,
a new Italian RPG magazine in print form, will have a 4th Edition
feature in its second issue (due next week [week starting 24 Sep]."