D&D 4E 4E: What we think we know

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Our staff is hard at work playtesting 4th Edition, and each week, we’ll give you a look inside one of our very own D&D games. These articles include plenty of homebrewed material that the players and DMs have made up to suit their own campaigns, just like your games, but we’ll be sure to point out when they’re stretching their creative muscles.

Keep in mind that the game is still in a state of flux, as refinements are made by our design and development staff. You’re getting a look behind the curtain at game design in progress, so enjoy, and feel free to send your comments to dndinsider@wizards.com.

June 28th, Thursday Night, Wizards Conference Room (Wayne Manor).
Campaign Arc: Castle Smoulderthorn
DM: Dave Noonan
Players: Bruce Cordell (yours truly), Richard Baker, Logan Bonner, and Toby Latin

Before we begin play, another player is giving Rich grief about one of Rich’s character’s abilities that grants the rest of us a blanket +2 to saves; it just ain’t sexy. Rich says something like, “I don’t know, I doubt I’ll use it that much, but who knows, maybe everyone in the party will get entangled.”

Sure enough, not 10 minutes later this fire-crazed flame priest has entangled half the party with fire snakes! Rich throws up his +2 to saves and, voila, at least two of us get free immediately. I guess that power isn’t so corner case after all.

In my case, I’ve thrown together a “psion.” It’s because prior to the shift to the new playtest rules, I was playing a psion elan named Infandous. You wonder, why the scare quotes? Well, just between you and me, updated-Infandous-the-psion is actually a wizard with the serial numbers filed off.

Anyhow, I missed the last few sessions, so I’m slightly confused when the session begins—apparently the group is still breathing hard from their last session, not even rested or healed, when we hear a shuffle of footsteps from behind a set of double doors. The doors aren’t completely closed, so I “mentally” whip them open from across the room.

Coming down the hallway is a troop of azer, some sort of burning serpent, and the flame priest I mentioned earlier. And it was a fight! And . . . we won. Without really breaking a sweat, either, truth be told.

Emboldened, we advanced down that hallway now littered with azer remains and ash, took a right, and pretty quickly found a dusty lintel inscribed with the words: Tomb of the Black Host.

“Sounds like someplace loot is stored,” said Infandous, eager to expand his repertoire of cool equipment. A little more discussion, and we pushed on the door. It opened . . .

And Dave spent nearly 10 minutes constructing (using Dungeon Tiles!) an ominous, crypt-lined ruin complete with three golden sarcophagi that emanated magic. Dave did a good job laying out the floor plan of the room. Such a good job that we lingered in the door looking into the shadow-lined mausoleum for a minute, then, another . . . then decided as a group that, loot or no loot, perhaps it would be better to let whatever lay in the deathly quite of the tomb alone. So, we closed the door and continued down the main hallway.

Sorry, Dave.

The Design & Development article series premiered on the D&D website back in September 2005, and has been a staple ever since. With the approach of 4th Edition, and our designers and developers focused on the new edition, this column will be the primary vehicle for 4th Edition coverage. We’ll not only give you peeks at what’s forthcoming, but also the “how” and “why.”

Keep in mind that the game is still in a state of flux, as refinements are made by our design and development staff. You’re getting a look behind the curtain at game design in progress, so enjoy, and feel free to send your comments to dndinsider@wizards.com.

Here’s a highly probable conversation lifted from the future, one year from today, as two players who’ve just met at a convention discuss their PC choices for their upcoming D&D game.

“I’m playing a 3rd-level human fighter named Graelar.”

“Cool. Is he weapon and shield or two-hander?”

“He’s sword and board, man.”

“Longsword?”

“Yeah. I thought about going high Con and using a hammer, but I wanted to start with the chance to make a couple of attacks, so I’m using rain of blows as my good weapon attack, and I went with high Wis so that I can switch to the better oppy powers later.”

“My elf fighter uses a spear. I like the speed and the option to go past AC. But you’ve got the fighter covered. I’ll play a halfling rogue.”

The names and destinations of the powers mentioned above might have changed by the time the game is in your hands. What won’t change is that 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.

Many fighters will opt for swords. Swords have the most flexible assortment of powers. In a fighter’s hands, the longsword is the queen of the battlefield and the greatsword is the queen’s executioner. But each of the other significant melee weapons offers the fighter unique advantages and opportunities. For the first time, you’ll be able to say “I’m an axe fighter” or “I’m a flail fighter” and that will mean something cool.

The Design & Development article series premiered on the D&D website back in September 2005, and has been a staple ever since. With the approach of 4th Edition, and our designers and developers focused on the new edition, this column will be the primary vehicle for 4th Edition coverage. We’ll not only give you peeks at what’s forthcoming, but also the “how” and “why.”

Keep in mind that the game is still in a state of flux, as refinements are made by our design and development staff. You’re getting a look behind the curtain at game design in progress, so enjoy, and feel free to send your comments to dndinsider@wizards.com.

Set the wayback machine to May of 2004!

Even at that point, we knew 4th Edition was coming, though official work on it wouldn’t start for another year. At the time, the design team used to meet regularly in what we jokingly called the “Design Cabal.” And one day, in May ’04, we started kicking around the question of how many slices of pie a D&D character should consist of, and how big each piece should be.

In 3rd Edition, class and magic items were two big pieces of the PC pie. Race was important at 1st level, but by the time you hit 20th, there was rarely much to distinguish a dwarf fighter from a half-orc fighter. The difference between a +2 here and a +2 over there was drowned out by the huge bonuses from magic items and character level—it didn’t matter any more.

We wanted race to matter all the way up through a character’s career. We wanted there to be some difference between two characters of different races, all other things being equal. We had tried out mechanics like the racial paragons in Unearthed Arcana and the racial substitution levels in the Races of . . . series of books, and we liked the results.

In May of 2004, we started kicking around ideas like “the 20-level race.” In a 20-level race, at each level you gained, you’d get not only new class features, but also new racial qualities. Your race might predetermine which ability scores you increased at some levels, so a dwarf’s Constitution would always have an edge over characters of other races. It would grant you new special abilities as you advanced in level, always appropriate to your level, of course.

One key advantage we saw to this system was that it made it much easier to find room for new races without resorting to the kludgy and awkward mechanic of level adjustments. If we spread the tasty magical abilities of drow out through their levels, they could start at 1st level on a par with other character races. Races like the githyanki already anticipated some of that idea by granting new spell-like abilities at higher levels.

Well, over the next few years, things changed, as things are wont to do. We blew the game out to thirty levels, but put your most significant racial choices in the first ten. Above that, other choices started to crowd out room for special abilities coming from your race.

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.

The rules have changed a lot since that first idea of the 20-level race, but they still serve the same purpose: to make sure that your race stays not just relevant but actually important all the way up through thirty levels of adventure.

I, for one, am really liking how it sounds so far...
 

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moderadorsud20 said:
Hasn't anyone noticed that a Rules Compendium for 3.5D&D has been announced for October in spite of the 4th being launched four months later? What is the sense for this?

Maybe they realize that not everyone is going to switch to 4E and thus there's still a market with needs to be filled.
 

One important piece of the puzzle I just found is that D&Dinsider will cost $10/month starting in 2008. It will be free 'till then. The price sounds just about right.

Source: D&D insider fact sheet Morrus has on the front page.
 

Regarding 4e and the SRD and OGL

Hey Merric, Chris Sims has chimed in on one of the 4e threads over on WotC's forums.
Chris Sims said:
They've asked me to inform you: Prayer = Answered.

Seriously. There will be an OGL. There will be an SRD. Unfortunately, I can't get into detail because we're still working on the dang thing.
 

Hjorimir said:
My guess:

Player's Handbook - Mearls
Dungeon Master's Guide - Laws
Monster Manual - No clue
Robin Laws doesn't work for Wizards of the Coast, he freelances for them.

If there even are "lead writers", my guess is based on the people actually in charge of the game right now:

Player's Handbook - James Wyatt
Monster Manual - Rob Heinsoo
Dungeon Master's Guide - Andy Collins

Swap Heinsoo for Chris Perkins if you think it's the RPG R&D Managers who would be lead writers, but the names above are the official "Design Team" per the GenCon videos.
 


BiggusGeekus said:
They aren't charging you for stuff you bought they're charging you to help use the stuff you bought. All publications have stuff that doesn't make it into the book because of space or time or budget. Now you have a chance to see more of that if you pay the cash for it.

Instead of seeing more of that for free like we used to?

To be honest, I haven't abandoned the idea of a digital component yet, but it has to be really good and useful:

Those "cash enhancements" we were just talking about have to be proportionally priced. That means if the book has 200 pages and costs 20 bucks, the 2 extra pages should not cost more than 20 cents.

If I buy something like the next virtual dragon, I want to be able to keep using it even if I decide to stop paying the monthly fee. That means downloadable content, as PDF or xml data or whatever. I want to be able to print that stuff and all that. Since this is the big online wonder, I think it should be possible to assemble your own virtual dragon - so if you want to put together all those "monster ecology" articles as one pdf, there should be a way (I wouldn't have any problem if that "authoring" part would only be available to active subscribers - as long as you keep access to the stuff you bought, it's okay).

There need to be lists for spells, feats, whateverthenextbigthinginfoureis. Not those index tables we have now. I mean a tool where you can make a list of all the spells you "own" (because you bought those books and have entered the digital code, or because you bought the article it was in), that generates a spell-list thing like we have in the spells section of the PHB, followed by all the spell texts. Those lists should be filterable by school, origin, class and level, whether my character knows it, whatever you wish.


In short, the digital part should make good use of the possibilities a system with powerful databases and computers and ways to check what content a user owns offers, especially since you have pay to use it every month, and it's run by the company that calls itself world leader in hobby gaming with a great vision for the bright future of RPGs.


If it does all that, It's not unlikely that I'll shell out 10 bucks a month for it all, provided I move over to 4e (which a good online tool might actually improve the chances of). But I can't help to shake the feeling that it will just be non-print dungeon and dragon with lists that look a lot like those lists Wizards has now, except that it's all not free. I couldn't care less about a virtual tabletop - the day I stop playing D&D on an actual tabletop is the day I stop playing D&D period. Just not the same without people sitting at the table, might as well play WoW then.
 

mhacdebhandia said:
Player's Handbook - James Wyatt
Monster Manual - Rob Heinsoo
Dungeon Master's Guide - Andy Collins

Swap Heinsoo for Chris Perkins if you think it's the RPG R&D Managers who would be lead writers, but the names above are the official "Design Team" per the GenCon videos.
James Wyatt can produce excellent stuff. Rob Heinsoo... I have no opinion. Andy Collins - I've got a mixed opinion - I think he does great stuff, but I'm not agreeing with everything he likes.

And it needs more Mearls!

Cheers, LT.
 


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