WotC Spring 2009 Catalog

No one commented on the question I asked earlier. Since it appears there will be cards for every class power...
- Will there be power cards for basic attacks and utilities, such as Melee Basic, Ranged Basic, Second Wind, First Aid, Intimidate?
- Will there be cards for class features that operate like powers but are not presented as such? For example, Arcane Implement Mastery, Sneak Attack, or Combat Challenge? (Some might debate the usefulness/"powerness" of these abilities, but I have cards of them for the same reason I have cards of attack powers: to keep me out of the PH when I'm at the table.)
- Will there be cards for magic items and their powers?​
Since, at this moment, the answer to all of the above is probably, "I don't know," does anyone else think there should be?

I'm interested in cards that cover the above. How about everyone else?
 

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Write me down as "confused by the mandatory cards" thing, too. If people haven't required cards to keep track of their wizard/cleric/druid spells over the past eight years, they sure aren't going to need cards for 4e - in fact, less so because high-level PCs carry fewer available resources at any one time than in previous editions. The minis complaint, I can see, because people kind of wrote those out of existance with their own house rules in editions prior to 3e, and you have to "guesstimate" or modify a whole lot of powers in 4e that deal with squares of movement.
 



Dungeon Delve

Any clues as to what this is?

From the catalog:

Dungeon Delve
A D&D Adventure by David Noonan and Bill Slavicsek
Dungeon Delve provides the DM withan array of small, easy-to-run dungeons each especially designed for a night of gaming.
This book is designed for groups looking for an exciting night of monster-slay9ngwithout the prep time. It contains dozens of self-contained easy-to-run mini-dungeons, or "delves," each one crafted for a few hours of game-play.
The book includes delves for 1st- to 3oth-level characters, and features dozens of iconic monsters for the heroes to battle. Dungeon Masters can run these delves as one-shot adventures or weave them into their campaign.
Key Selling Points
  • This book has encounters for all levels of characters, from 1st to 30th.
  • DMs can drop each of the mini-dungeons into their games at a moment's notice.
  • Based on the extremely popular "Delve" events held at gaming conventions.
  • Every delve is designed to use existing D&D Dungeon Tiles and D&D Miniatures.
Hardcover, 192 pages, $29.95, February 17, 2009
 

From the catalog:

Dungeon Delve
A D&D Adventure by David Noonan and Bill Slavicsek
Dungeon Delve provides the DM withan array of small, easy-to-run dungeons each especially designed for a night of gaming.
This book is designed for groups looking for an exciting night of monster-slay9ngwithout the prep time. It contains dozens of self-contained easy-to-run mini-dungeons, or "delves," each one crafted for a few hours of game-play.
The book includes delves for 1st- to 3oth-level characters, and features dozens of iconic monsters for the heroes to battle. Dungeon Masters can run these delves as one-shot adventures or weave them into their campaign.
Key Selling Points
  • This book has encounters for all levels of characters, from 1st to 30th.
  • DMs can drop each of the mini-dungeons into their games at a moment's notice.
  • Based on the extremely popular "Delve" events held at gaming conventions.
  • Every delve is designed to use existing D&D Dungeon Tiles and D&D Miniatures.
Hardcover, 192 pages, $29.95, February 17, 2009

Wow! Thats pretty sweet! Thanks for the info!
 

Write me down as "confused by the mandatory cards" thing, too. If people haven't required cards to keep track of their wizard/cleric/druid spells over the past eight years, they sure aren't going to need cards for 4e - in fact, less so because high-level PCs carry fewer available resources at any one time than in previous editions. The minis complaint, I can see, because people kind of wrote those out of existance with their own house rules in editions prior to 3e, and you have to "guesstimate" or modify a whole lot of powers in 4e that deal with squares of movement.
My real question is - why didn't we think of spell cards as a prop earlier? (I mean it is not a new idea, but it wasn't widely used or suggested). What is different between earlier editions and 4E that makes people suddenly interested in it.

My guess would be:
- This is the first time every class benefits from cards.
- Compared to a 3E Wizard spellbook, the number of powers/spells that you need per game session is manageable. While you might have ~80 powers per class, you only need 8-24 per character.
- The way the powers are written down is a lot more manageable. Some earlier edition spells had widely different amounts of text describing the text, and a lot of information was 'hidden' in that text. Fitting this on a card can sometimes be difficult, and parsing the information out of the card is not really easier then from the book.
 



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