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<blockquote data-quote="MerricB" data-source="post: 3702535" data-attributes="member: 3586"><p><strong>4th Edition is Coming</strong></p><p>* D&D 4e has been in development since 2005.</p><p>* Specific 4e forums have been created at the Wizards site: </p><p><a href="http://forums.gleemax.com/forumdisplay.php?f=686" target="_blank">4th edition discussion</a></p><p><a href="http://forums.gleemax.com/forumdisplay.php?f=691" target="_blank">D&D Insider article discussion</a></p><p>* Also see <a href="http://www.dndinsider.com" target="_blank">www.dndinsider.com</a></p><p>* Yes, there will be a "Player's Handbook", "Dungeon Master's Guide" and "Monster Manual" in 4e. </p><p>* There will be at least 7 books of D&D 4 on 2008. (source: <a href="http://www.enworld.org/showthread.php?t=204147" target="_blank">this post</a>)</p><p>* Forgotten Realms Campaign Setting 4e (<a href="http://www.enworld.org/showpost.php?p=3703604&postcount=80" target="_blank">this post by thormagni</a>) in August 2008.</p><p>* "One new campaign setting per year"... vague plan. Dragonlance? Ravenloft? Greyhawk?(<a href="http://www.enworld.org/showpost.php?p=3703604&postcount=80" target="_blank">this post by thormagni</a>)</p><p>Wizards of the Coast will release two 4th Edition preview books in December and January — <a href="http://www.amazon.com/Wizards-Presents-Classes-Michele-Carter/dp/0786948019" target="_blank">Wizards Presents: Classes and Races</a> and <a href="http://www.amazon.com/Wizards-Presents-World-Monsters-Supplement/dp/0786948027" target="_blank">Wizards Presents: Worlds and Monsters</a>. The first live demos of 4th Edition will happen at the D&D Experience gaming convention in Washington D.C. in February 2008. The full scope of 4th Edition books, miniatures, and adventures will be available in the spring and summer of 2008.</p><p></p><p><strong>General Changes:</strong></p><p>* Still a d20 game!</p><p>* 30 Levels: Levels 1-10, 11-20: Paragon, 21-30: Epic.</p><p>* D&D products released between now and the launch of 4th Edition will fall into three groups. Edition-proof products (which are mostly story) will not include mechanics that are edition-specific. Some products will be "enhanced" to 4th Edition mechanics after release through DnDInsider, and a couple of series will end as 3.5 products. </p><p>* The setting for the core books are campaign neutral. Forgotten Realms will be the first campaign setting to be updated (in August 2008). Other campaign settings will be updated at a rate of one per year. </p><p>* Seems likely that attacker rolls dice against target number for everything - attacks, spells, etc. as in SW: Saga Edition.</p><p></p><p><strong>Philosophy of the Change:</strong></p><p>Design game elements for their intended use. Secondary uses are nice, but not a goal. Basically, when we build a monster we intend you to use it as a monster. If we build a feat, it's meant as a feat, not a monster special attack. If we also want to make it a playable character race, we'll design a separate racial write up for it. We won't try to shoehorn a monster stat block into becoming a PC stat block. The designs must inform each other, but we're better off building two separate game elements rather than one that tries to multiclass.</p><p></p><p>As an example, the a theoretical minotaur PC race write up draws on and evokes the feel of the minotaur monster, but it doesn't simply copy over the rules. - <a href="http://forums.gleemax.com/showthread.php?t=906391" target="_blank">Mike Mearls</a></p><p></p><p>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. - <a href="http://forums.gleemax.com/showthread.php?t=906388" target="_blank">James Wyatt</a></p><p></p><p><strong>Races</strong></p><p>* Races will grant abilities at levels other than first - most of the abilities will be gained in the first 10 levels, but there will be some gained at higher levels. </p><p>* Dwarven Resilience (1st level)</p><p>* Elven Evasion (1st level)</p><p>* Half-Elven Inspiring Presence (1st level)</p><p>* Racial Feats to improve racial abilities</p><p>* Racial-specific Powers for class, accomplishing what Subsitution levels did. Example: Dwarf Fighter with "Friend of Earth" power at 10th level</p><p></p><p><strong>Characters</strong></p><p>* An 8th level power (or spell) is a power you gain at 8th level. (<a href="http://forums.gleemax.com/showthread.php?t=910164" target="_blank">Thadir's FAQ</a>)</p><p></p><p>* "We are doing something different with hit points. It's not exactly what you described, but characters will be more likely to survive a single hit at low level. I like to say the changes we've made make it so you won't go down in one hit at low level or high level." (<a href="http://forums.gleemax.com/showthread.php?t=910164" target="_blank">Thadir's FAQ</a>)</p><p></p><p>* All classes let you do a little of all three. At-will powers are there so you never run out of options. Per-encounter powers are there so you can always take it up a notch. Per-day powers are there so you can really bring down the thunder when you need to.</p><p></p><p>* 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. (<a href="http://enworld.org/showthread.php?p=3724633" target="_blank">Logan Bonner</a>)</p><p></p><p>* Four roles: Striker, Defender, Controller, Leader. All classes fit one of those roles, with some hybrids. </p><p></p><p>* Cleric, Fighter, Rogue and Wizard are definitely in. Other classes are up for debate. Likely: Warlord, Ranger, Paladin, possibly Monk... but possibly not.</p><p></p><p><strong>Cleric</strong></p><p>* Healing power triggered by striking a creature in melee</p><p>* The cleric doesn't give up his attacks just because he can heal—it's part of his role. (<a href="http://forums.gleemax.com/showthread.php?t=910164" target="_blank">Thadir's FAQ</a>)</p><p></p><p><strong>Fighter</strong></p><p>* "Martial" power source being non-magical, as will manuevers. Non-anime.</p><p>* That being said, 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. (<a href="http://forums.gleemax.com/showthread.php?t=910164" target="_blank">Thadir's FAQ</a>)</p><p></p><p><strong>Rogue</strong></p><p>* The rogue (for example) still has plenty of social focus. The thing is, we don't take away his combat ability because of it. (<a href="http://forums.gleemax.com/showthread.php?t=910164" target="_blank">Thadir's FAQ</a>)</p><p></p><p><strong>Wizard</strong></p><p>* Fireball doesn't do 1d6 per level any more.</p><p></p><p><strong>Multiclass</strong></p><p>* Multiclass wizards (gish) will be more balanced from the beginning. (<a href="http://forums.gleemax.com/showthread.php?t=910060" target="_blank">Dave Noonan</a>)</p><p></p><p><strong>Monsters</strong></p><p>* Statblocks will be simplified, and not the same as for PCs.</p><p>* A very enjoyable part of this work is designing sample encounters for the monsters. We talked just today about whether that would be better on D&D Insider, but we agreed that it's important to reinforce the message that an interesting encounter consists of multiple, different monsters grouped in interesting ways. - <a href="http://forums.gleemax.com/showthread.php?t=906388" target="_blank">James Wyatt</a></p><p></p><p>* [In 3e, we] end up jumping through dozens of hoops set up by the rules of monster design. If I don’t use all the monster’s skill points, it’s “wrong.” If I give it more than the “correct” number of feats, I have to explain that it has a bonus feat. And don’t even think about putting that ogre in full plate without advancing it enough to gain the Armor Proficiency (heavy) feat. Good grief. I want to design a cool monster, not wrestle with the system for hours. Thankfully, 4th edition is doing it completely differently. Monsters are being designed for their intended use: as monsters. We’re not shoehorning them into the character system and hoping what comes out works in the game. Of course, they look alike in many ways and use the same game system, but now the results matter, not the rules for minutiae. - <a href="http://forums.gleemax.com/showthread.php?t=910861" target="_blank">Matt Sernett</a> <strong><- read this entry!</strong></p><p></p><p></p><p><strong>Digital Versions of Rulebooks</strong></p><p>* Each paper product will include codes to unlock digital versions on the site for a "nominal" activation fee. </p><p></p><p><strong>Wizards Presents: Classes and Races</strong></p><p>* December 2007</p><p>* An introduction to the changes of 4e.</p><p></p><p><strong>Wizards Presents: Worlds and Monsters</strong></p><p>* December 2007</p><p>* An introduction to the changes of 4e</p><p></p><p><strong>Keep of the Shadowfell</strong></p><p>* April 2008</p><p>* Adventure for 1st-3rd level PCs</p><p>* Includes pre-generated characters</p><p>* Will include a set of quickstart rules for 4E.</p><p>* Quick-start rulebook; adventure booklet; player booklet; 3 poster maps.</p><p>* Additional content on D&D Insider. </p><p>* The adventure is designed to show off all sorts of 4e stuff. It serves as a quick start guide, but while parts of it are there to teach rules, it's a full-blown D&D adventure. You'll need to roleplay, figure out puzzles, out-think the bad guys, and everything else you need to do in D&D. Oh yeah, and there's tons of monsters to fight. - <a href="http://forums.gleemax.com/showthread.php?t=906391" target="_blank">Mike Mearls</a></p><p></p><p><strong>Player's Handbook 4e</strong> </p><p>* May 2008 </p><p>* 288 pages, done in a more "magazine" format - i.e. lots of diagrams and pictures.</p><p>* Levels 1-30</p><p>* Includes Magic Items</p><p>* Many complex rules eliminated or simplified (Grapple!)</p><p>* New page layout; new character options</p><p>* Character advancement is meaningful at each level</p><p>* High level play as fun and meaningful as low level.</p><p>* Character class roles are going to be more tightly defined within the rules.</p><p>* New power sources will be introduced for the other classes.</p><p>* Resource Management overhauled. Game will keep going even when the caster</p><p>is out of spells.</p><p></p><p><strong>Monster Manual 4e</strong></p><p>* June 2008</p><p>* 288 pages. </p><p>* Full colour illustrations; easy-to-use format.</p><p>* Simplified Statblocks (NPC and Monster, I guess)</p><p>* Monster rules are being redefined - DM will have easier time finding right</p><p>monster for the right job.</p><p></p><p><strong>Dungeon Master's Guide 4e</strong></p><p>* July 2008 </p><p>* 224 pages. </p><p>* Helps DMs run great games, create exciting adventures, and weave their own D&D campaigns.</p><p>* Game will be easy to DM.</p><p></p><p><strong>D&D Insider</strong></p><p>* Players will also be able to use DnDInsider tools and access regular new content similar to the material that was previously released in Dragon and Dungeon magazines for a monthly fee greater than the old subscription price, but less than a MMORPG subscription.</p><p>* Monthly fee $10/month (source: PDF handout)</p><p>* Magazine-style content will be added to the site three times a week and compiled into digital "issues" monthly. </p><p>* This is the "D&D Online" section of Gleemax</p><p>* It contains a "Dungeon Master's Kit" that includes the following:</p><p>- dungeon builder (map tool)</p><p>- adventure builder</p><p>- PC generator</p><p>- other things (Source: <a href="http://forums.gleemax.com/showthread.php?t=905806" target="_blank">Wizards forum post</a>)</p><p>* "Character Generator"</p><p>- character sheets</p><p>- character visualizer (Source: <a href="http://forums.gleemax.com/showthread.php?t=905808" target="_blank">Wizards forum post</a>)</p><p>* "My Campaign"</p><p>* "My Character" (source: <a href="http://forums.gleemax.com/showthread.php?t=905809" target="_blank">http://forums.gleemax.com/showthread.php?t=905809</a>)</p><p>* "D&D Game Table" (source: <a href="http://forums.gleemax.com/showthread.php?t=905805" target="_blank">http://forums.gleemax.com/showthread.php?t=905805</a>)</p><p>* "Dungeon & Dragon Magazines" (source: <a href="http://forums.gleemax.com/showthread.php?t=905804" target="_blank">http://forums.gleemax.com/showthread.php?t=905804</a>)</p><p></p><p><strong>D&Di Game Table</strong></p><p>* It will not adjudicate game rules.</p><p>* Like your normal games it will be up to the DM to share his or her house rules for his or her players, and enforce them using the voice interaction provided by the VOIP, the text chat window, and the DM's settings. (<a href="http://forums.gleemax.com/showthread.php?t=910164" target="_blank">Thadir's FAQ</a>)</p><p></p><p><strong>The Dungeons & Dragons Insider Package</strong></p><p></p><p>Source: <a href="http://www.enworld.org/showthread.php?t=181281&referrerid=4046" target="_blank">http://www.enworld.org/showthread.php?t=181281&referrerid=4046</a></p><p></p><p><strong>Open Gaming Licence</strong></p><p>* 4th edition will be OGL</p><p>* There will be a new SRD</p><p>* Details on the new d20 System License (or equivalent) are still being worked out. It seems unlikely there will be a fee.</p></blockquote><p></p>
[QUOTE="MerricB, post: 3702535, member: 3586"] [b]4th Edition is Coming[/b] * D&D 4e has been in development since 2005. * Specific 4e forums have been created at the Wizards site: [url=http://forums.gleemax.com/forumdisplay.php?f=686]4th edition discussion[/url] [url=http://forums.gleemax.com/forumdisplay.php?f=691]D&D Insider article discussion[/url] * Also see [url]www.dndinsider.com[/url] * Yes, there will be a "Player's Handbook", "Dungeon Master's Guide" and "Monster Manual" in 4e. * There will be at least 7 books of D&D 4 on 2008. (source: [url=http://www.enworld.org/showthread.php?t=204147]this post[/url]) * Forgotten Realms Campaign Setting 4e ([url=http://www.enworld.org/showpost.php?p=3703604&postcount=80]this post by thormagni[/url]) in August 2008. * "One new campaign setting per year"... vague plan. Dragonlance? Ravenloft? Greyhawk?([url=http://www.enworld.org/showpost.php?p=3703604&postcount=80]this post by thormagni[/url]) Wizards of the Coast will release two 4th Edition preview books in December and January — [url=http://www.amazon.com/Wizards-Presents-Classes-Michele-Carter/dp/0786948019]Wizards Presents: Classes and Races[/url] and [url=http://www.amazon.com/Wizards-Presents-World-Monsters-Supplement/dp/0786948027]Wizards Presents: Worlds and Monsters[/url]. The first live demos of 4th Edition will happen at the D&D Experience gaming convention in Washington D.C. in February 2008. The full scope of 4th Edition books, miniatures, and adventures will be available in the spring and summer of 2008. [b]General Changes:[/b] * Still a d20 game! * 30 Levels: Levels 1-10, 11-20: Paragon, 21-30: Epic. * D&D products released between now and the launch of 4th Edition will fall into three groups. Edition-proof products (which are mostly story) will not include mechanics that are edition-specific. Some products will be "enhanced" to 4th Edition mechanics after release through DnDInsider, and a couple of series will end as 3.5 products. * The setting for the core books are campaign neutral. Forgotten Realms will be the first campaign setting to be updated (in August 2008). Other campaign settings will be updated at a rate of one per year. * Seems likely that attacker rolls dice against target number for everything - attacks, spells, etc. as in SW: Saga Edition. [b]Philosophy of the Change:[/b] Design game elements for their intended use. Secondary uses are nice, but not a goal. Basically, when we build a monster we intend you to use it as a monster. If we build a feat, it's meant as a feat, not a monster special attack. If we also want to make it a playable character race, we'll design a separate racial write up for it. We won't try to shoehorn a monster stat block into becoming a PC stat block. The designs must inform each other, but we're better off building two separate game elements rather than one that tries to multiclass. As an example, the a theoretical minotaur PC race write up draws on and evokes the feel of the minotaur monster, but it doesn't simply copy over the rules. - [url=http://forums.gleemax.com/showthread.php?t=906391]Mike Mearls[/url] 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. - [url=http://forums.gleemax.com/showthread.php?t=906388]James Wyatt[/url] [b]Races[/b] * Races will grant abilities at levels other than first - most of the abilities will be gained in the first 10 levels, but there will be some gained at higher levels. * Dwarven Resilience (1st level) * Elven Evasion (1st level) * Half-Elven Inspiring Presence (1st level) * Racial Feats to improve racial abilities * Racial-specific Powers for class, accomplishing what Subsitution levels did. Example: Dwarf Fighter with "Friend of Earth" power at 10th level [b]Characters[/b] * An 8th level power (or spell) is a power you gain at 8th level. ([url=http://forums.gleemax.com/showthread.php?t=910164]Thadir's FAQ[/url]) * "We are doing something different with hit points. It's not exactly what you described, but characters will be more likely to survive a single hit at low level. I like to say the changes we've made make it so you won't go down in one hit at low level or high level." ([url=http://forums.gleemax.com/showthread.php?t=910164]Thadir's FAQ[/url]) * All classes let you do a little of all three. At-will powers are there so you never run out of options. Per-encounter powers are there so you can always take it up a notch. Per-day powers are there so you can really bring down the thunder when you need to. * 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. ([url=http://enworld.org/showthread.php?p=3724633]Logan Bonner[/url]) * Four roles: Striker, Defender, Controller, Leader. All classes fit one of those roles, with some hybrids. * Cleric, Fighter, Rogue and Wizard are definitely in. Other classes are up for debate. Likely: Warlord, Ranger, Paladin, possibly Monk... but possibly not. [b]Cleric[/b] * Healing power triggered by striking a creature in melee * The cleric doesn't give up his attacks just because he can heal—it's part of his role. ([url=http://forums.gleemax.com/showthread.php?t=910164]Thadir's FAQ[/url]) [b]Fighter[/b] * "Martial" power source being non-magical, as will manuevers. Non-anime. * That being said, 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. ([url=http://forums.gleemax.com/showthread.php?t=910164]Thadir's FAQ[/url]) [b]Rogue[/b] * The rogue (for example) still has plenty of social focus. The thing is, we don't take away his combat ability because of it. ([url=http://forums.gleemax.com/showthread.php?t=910164]Thadir's FAQ[/url]) [b]Wizard[/b] * Fireball doesn't do 1d6 per level any more. [b]Multiclass[/b] * Multiclass wizards (gish) will be more balanced from the beginning. ([url=http://forums.gleemax.com/showthread.php?t=910060]Dave Noonan[/url]) [b]Monsters[/b] * Statblocks will be simplified, and not the same as for PCs. * A very enjoyable part of this work is designing sample encounters for the monsters. We talked just today about whether that would be better on D&D Insider, but we agreed that it's important to reinforce the message that an interesting encounter consists of multiple, different monsters grouped in interesting ways. - [url=http://forums.gleemax.com/showthread.php?t=906388]James Wyatt[/url] * [In 3e, we] end up jumping through dozens of hoops set up by the rules of monster design. If I don’t use all the monster’s skill points, it’s “wrong.” If I give it more than the “correct” number of feats, I have to explain that it has a bonus feat. And don’t even think about putting that ogre in full plate without advancing it enough to gain the Armor Proficiency (heavy) feat. Good grief. I want to design a cool monster, not wrestle with the system for hours. Thankfully, 4th edition is doing it completely differently. Monsters are being designed for their intended use: as monsters. We’re not shoehorning them into the character system and hoping what comes out works in the game. Of course, they look alike in many ways and use the same game system, but now the results matter, not the rules for minutiae. - [url=http://forums.gleemax.com/showthread.php?t=910861]Matt Sernett[/url] [b]<- read this entry![/b] [b]Digital Versions of Rulebooks[/b] * Each paper product will include codes to unlock digital versions on the site for a "nominal" activation fee. [b]Wizards Presents: Classes and Races[/b] * December 2007 * An introduction to the changes of 4e. [b]Wizards Presents: Worlds and Monsters[/b] * December 2007 * An introduction to the changes of 4e [b]Keep of the Shadowfell[/b] * April 2008 * Adventure for 1st-3rd level PCs * Includes pre-generated characters * Will include a set of quickstart rules for 4E. * Quick-start rulebook; adventure booklet; player booklet; 3 poster maps. * Additional content on D&D Insider. * The adventure is designed to show off all sorts of 4e stuff. It serves as a quick start guide, but while parts of it are there to teach rules, it's a full-blown D&D adventure. You'll need to roleplay, figure out puzzles, out-think the bad guys, and everything else you need to do in D&D. Oh yeah, and there's tons of monsters to fight. - [url=http://forums.gleemax.com/showthread.php?t=906391]Mike Mearls[/url] [b]Player's Handbook 4e[/b] * May 2008 * 288 pages, done in a more "magazine" format - i.e. lots of diagrams and pictures. * Levels 1-30 * Includes Magic Items * Many complex rules eliminated or simplified (Grapple!) * New page layout; new character options * Character advancement is meaningful at each level * High level play as fun and meaningful as low level. * Character class roles are going to be more tightly defined within the rules. * New power sources will be introduced for the other classes. * Resource Management overhauled. Game will keep going even when the caster is out of spells. [b]Monster Manual 4e[/b] * June 2008 * 288 pages. * Full colour illustrations; easy-to-use format. * Simplified Statblocks (NPC and Monster, I guess) * Monster rules are being redefined - DM will have easier time finding right monster for the right job. [b]Dungeon Master's Guide 4e[/b] * July 2008 * 224 pages. * Helps DMs run great games, create exciting adventures, and weave their own D&D campaigns. * Game will be easy to DM. [b]D&D Insider[/b] * Players will also be able to use DnDInsider tools and access regular new content similar to the material that was previously released in Dragon and Dungeon magazines for a monthly fee greater than the old subscription price, but less than a MMORPG subscription. * Monthly fee $10/month (source: PDF handout) * Magazine-style content will be added to the site three times a week and compiled into digital "issues" monthly. * This is the "D&D Online" section of Gleemax * It contains a "Dungeon Master's Kit" that includes the following: - dungeon builder (map tool) - adventure builder - PC generator - other things (Source: [URL=http://forums.gleemax.com/showthread.php?t=905806]Wizards forum post[/URL]) * "Character Generator" - character sheets - character visualizer (Source: [url=http://forums.gleemax.com/showthread.php?t=905808]Wizards forum post[/url]) * "My Campaign" * "My Character" (source: [url]http://forums.gleemax.com/showthread.php?t=905809[/url]) * "D&D Game Table" (source: [url]http://forums.gleemax.com/showthread.php?t=905805[/url]) * "Dungeon & Dragon Magazines" (source: [url]http://forums.gleemax.com/showthread.php?t=905804[/url]) [b]D&Di Game Table[/b] * It will not adjudicate game rules. * Like your normal games it will be up to the DM to share his or her house rules for his or her players, and enforce them using the voice interaction provided by the VOIP, the text chat window, and the DM's settings. ([url=http://forums.gleemax.com/showthread.php?t=910164]Thadir's FAQ[/url]) [b]The Dungeons & Dragons Insider Package[/b] Source: [url]http://www.enworld.org/showthread.php?t=181281&referrerid=4046[/url] [b]Open Gaming Licence[/b] * 4th edition will be OGL * There will be a new SRD * Details on the new d20 System License (or equivalent) are still being worked out. It seems unlikely there will be a fee. [/QUOTE]
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