adembroski said:
I get the impression that this edition is inspired not by a long standing role playing tradition nor a century of fantasy literature, as previous versions were. This seems to be the pen and paper son of Everquest, Utima Online, and World of Warcraft.
This edition is aiming to compete with MMOs yes, but not by joining them, by streamlining D&D and playing its strengths against the weaknesses of MMOs. D&D 4e is embracing roleplaying, story, fluff and drama, questing as a means for advancing, heroic focus adventure focused on the players. They intend to compete with MMOs by 1) appealing to casual players for the first time (the non-gamer friend or girlfriend/ wife who plays WOW) 2) making D&D more visual and fluff driven. 3) make D&D WAY more intuitive and faster to DM.
The core game continues to drift further and further from its Tolkienesque roots; the beautifully simple and recognizable foundation upon which world's can be molded from the DM's mind. In the place of that elegance is an almost forced mythology, with Tieflings... which should always be a DMs option... presented from the outset as a base race.
They are re-establishing what D&D is and making it as appealing to the entire market as possible. LOTR has been done to death. Fantasy is in most cases, edgier and gritter, as our action heroes in film, television, comics and books. Look at 300, Transformers, Heroes, Lost, Marvel comic's Civil War, or Game of Thrones and you will see what is successful right now. D&D can't live in the 70's or 80's and make it.
Further, we have roles which seem to mirror the common class roles in our pure-combat/no-role-play online RPGs. Might as well have cut to the chase and renamed the Fighter class "Tank".
The roles are to help define and guide the classes for new players and for game designers to work with. Look at magic the gathering's color pie for how open ended you can make a "role".
There have been references to "Trees" rather than free form feats. The abominable power tree system from WoW does not free the player, it shackles him.
Dexterity now apparently counts full even when fully armored. One of the most logical and game-balancing changes of the 3rd edition has been scrapped for the sake of character power.
Also from our friends in the MMORPG business, fighters and paladins can now apparently will their opponents to attack them. Will we have a "threat" score as well?
Ah, the Warlord class... how wonderful, a class that can do pretty much the same thing any other class can do with the right skill combination. A warlord is not a class, it's a role.
I understand your frustrated and concerned. But alot of these worries are either wrong or do not have evidence yet to support them. Talent Trees are not going to be in the game, the closest form may be what Star Wars Saga has, which is grouping of talents into general areas and a couple prerequsites. You still choose the talents you want to have, and they replace class features. Feats are still open eneded and you are getting more of them.
As for the bonuses, they need to be as intuitive and easy for a new gamer to work with as possible, or no new customer. I know D&D 4e is cutting out ability loss, negetive levels, touch AC and flat footed, so dexterity limited by armor is a natural change too. The designers have stated that the game still has effects that do these things, just that it is done in ways that do not hamper play time (i.e. from readjusting your whole character sheet), instead there will be negative effects placed on you. Armor could "encumber" you and give a penalty to certain tests and bascially be working against dexterity as it does now, but with out the recalculating of your secondary stats.
Finally, the melee classes do need more to do than swing their sword every round. Taunting, distracting enemy and drawing heat is all things that heroes do in other forms of entertainment. That is the reason they do it in MMOs too. Why not here. The designers have flat out said that they tried a taunt rule and it was totally wrong for the game. They said that taunting as you see in MMOs is NOT in the game.
Power Progression... gone are the days when a world can be defined by its prestige classes, another of the brilliant additions of 3rd edition. Now we are stuck on this destined path where we must reach a given level no matter what organization or devotion we wish to join with. There always were level issues, but they were adjustable... emphasizing the prestige of those with high requirements.
There will still be ways to represent these things. My understanding is that characters are getting more flexibility and that multiclassing has been overhauled and balanced. I am sure we will find ways to represent what prestige classes were, if not, then Forgotten Realms is going to have some issues when it releases.
Dragonborn... once again, what should be a DM's discression race available at the outset, force the DM to be the bad guy if the race does not fit his world.
Multiclassing... FYI, sometimes restrictions are good things. To simply allow a character to willy-nilly grab whatever class/race combo they want generally does not make for a great game.
Wizardly implements... again, forcing the mythology of a campaign on us where it will may not fit.
Combat... listen, guys, there comes a point when speeding up combat takes too much complexity from an already simplified system. 3rd edition sped up combat to an astonishing degree. It seems like it's a bit too much of an emphasis at this point considering how well 3rd edition handled it.
4th edition skills focus on encounters... no use rope, no tailor... in other words, you're a video game character now. Stop your role playing, damn it!
Anyways, I'll stop now, I just wanted to get some weight behind my feelings. Maybe some of you can ease my fears, I'm sure I'll get a flame or two. Maybe I'm just overreacting... but I've never been hesitant about a new edition before... those issues just jumped out at me.
Dragonborn allow D&D to own their mythology now.
Most players like the wizard implements. WOTC is doing this for all classes, giving powers and class effects instead of just raw ability bonuses. It makes magic items more special and interesting. With that said, they said magic items are rarer and the Christmas tree effect is supposedly gone. This is part of that.
My understanding on combat is as follows:
1) Classes have more options than before. You will have tactical chooses based on class abilities, magic items, and other actions you character can take.
2) Combat is more fluid and involves movement, position and terrain more than before.
3) Monsters are simpier to run, their CR is based on total xp value (so you can throw 100 goblins at a level 10 party and have it work), and they have tactical options too. Lots of DM support to make the monsters more intersting for the players to encounter.
4) Combat runs faster and more intense. So far, the playtest reports have supported all of this and more.
Skills are streamlined yes, but the same as they were in Star Wars RPG SAGA edition. You should check Star Wars out, everyone was happy with 90% of the changes and begged for WOTC to do it to D&D 4e. Well, it is happening and then some. I think WOTC is going to surprise you.