D&D 4E What AI thinks about 4th Edition

All responses are biased but that truism aside.



Possibly true statements although [citation needed]. But stating these and only these — By implication 4e had no other major goals? Which is demonstrably false given a reading of the preview books, extant wizards.com articles, and the PH/DMG themselves.

One of the major goals, and I distinctly recall James Wyatt writing about this, was to emphasize (a particular type of) FUN. He wrote about how it’s not super fun to unload your big impressive signature class power and have nothing happen. (I believe his specific example was 3e paladin smite.)

Another major goal, although the 4e guys (wisely) couched it in non-Forge terms, was to make the game support STORY. They never wrote “fail forward” nor “story now” nor any other phrases like that, but reading between the lines, that’s part of what they were going for. “Skip the shopping trips and get back to the adventure” is something 4e explicitly stated. (And, again: not for everyone. But clearly a design goal.)

—-

I’ll have to come back later, my wireless keyboard just died and I am not typing the rest of this long rebuttal on the iPad :ROFLMAO:
Interesting, since lack of focus on story was a major 4E complaint. Im not saying, im just saying.
 

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That's the one (and only) thing that I like about Google search's AI summary, is it gives you sources for what it's talking about ... so when you wonder why it's saying something very wrong, you can go to the source that it scraped it from and see that it was because it was sourced from someone talking out of their arse.
Or it completely misrepresents the material in its sources! I have seen it do that. The AI said one thing and the linked sources said the opposite!
 

Generative AI is a terrible search tool, which is how you used it here.
It's a great brainstorming tool for someone who has passing or better familiarity with the subject being brainstormed. So that said someone can filter out the naughty word, and pull the pearls from the slop.
 


AI response on 1e.

First Edition Dungeons & Dragons (1e), released by TSR in 1978, was the first full-fledged version of the iconic role-playing game. It built upon the original 1974 Dungeons & Dragons (OD&D) rules while formalizing the mechanics and structure that would define the game for decades. Developed primarily by Gary Gygax, Advanced Dungeons & Dragons (AD&D 1e) introduced a more detailed rule set, expanding character options, combat systems, and worldbuilding potential.

Core Design Philosophy


1e was designed to bring more structure to the loose, wargame-inspired rules of OD&D. Gygax emphasized game mastery, expecting Dungeon Masters (DMs) to interpret rules rather than rely on rigid systems. The game encouraged creativity, problem-solving, and player agency in a vast fantasy setting influenced by pulp fiction, mythology, and wargaming traditions.

Key Mechanics

1e introduced many elements that became core to D&D’s identity:

Character Classes & Races

  • Classes: Fighter, Magic-User, Cleric, Thief, Paladin, Ranger, Druid, Assassin, Monk, and Illusionist (with some subclasses).
  • Races: Human, Elf, Dwarf, Halfling, Half-Orc, Gnome, and Half-Elf.
  • Alignment: Expanded to a nine-point system, combining Law/Chaos and Good/Evil (e.g., Chaotic Neutral, Lawful Good).

Combat & Mechanics

1e’s combat system was wargame-inspired, focusing on abstract turns and tactical movement:

  • THAC0 (To Hit Armor Class 0): Attacks were resolved with a d20 against Armor Class (AC) on a combat matrix.
  • Saving Throws: Characters had different categories like Spells, Poison, or Petrification, based on class progression.
  • Initiative & Segments: Combat rounds were divided into 10-second segments, with casting times and actions fitting within these segments.
  • Weapon Speed & Spacing: Factors like weapon reach, speed factors, and group initiative made combat feel tactical.

Magic & Spells

  • Vancian Magic: Magic-users and clerics had to memorize spells in advance and lost them after casting, inspired by Jack Vance’s Dying Earth novels.
  • Level-Based Power Scaling: High-level spellcasters could reshape reality with spells like Wish or Gate.

Experience & Advancement

  • XP from Gold: Treasure collected awarded XP, encouraging exploration and heists.
  • Level Caps: Some non-human races had hard limits on advancement, enforcing human superiority in long-term play.
  • Multiclassing: Only available to non-humans, requiring XP to be split between classes.

Tone and Worldbuilding

  • High Lethality: 1e was deadly, with instant-kill traps, unforgiving combat, and limited healing.
  • Sandbox Play: DMs were encouraged to create their own worlds rather than rely on prebuilt settings.
  • Dungeons & Exploration: Hex-crawling and dungeon-delving were primary playstyles, with survival elements like tracking food and light.
  • Greyhawk & The Known World: While not tied to a single setting, Greyhawk was heavily referenced as Gygax’s campaign world.

Reception and Legacy

1e became the gold standard for RPGs, defining the genre:

  • Its complexity and dense rulebooks (e.g., Dungeon Master’s Guide and Player’s Handbook) led to house rules and DM adjudication.
  • Module Boom: Iconic adventures like Tomb of Horrors, Keep on the Borderlands, and Ravenloft became classics.
  • It paved the way for 2e (1989), refining balance while retaining core mechanics.

Though considered clunky by modern standards, 1e remains beloved for its depth, grit, and emphasis on player creativity. Many OSR (Old School Revival) games today draw from its design, keeping its spirit alive.
 

Hmm, not sure I agree with this:
Classes: Fighter, Magic-User, Cleric, Thief, Paladin, Ranger, Druid, Assassin, Monk, and Illusionist (with some subclasses).
Even if we're excluding Unearthed Arcana (which, fair, they're pretty terrible), what does it think is a subclass? The bard? That's a multi-class thing, not a subclass.
 

Hmm, not sure I agree with this:

Even if we're excluding Unearthed Arcana (which, fair, they're pretty terrible), what does it think is a subclass? The bard? That's a multi-class thing, not a subclass.
I think it would make more sense with the parenthetical right at the beginning rather than the end as paladins and rangers are subclasses of fighter.

The part I don’t remember is it pushing to use home made over pre built settings. The DMG talked a little about creating your own with stuff like government types and such but there was no tar prebuilt settings yet when it was written. 1e eventually came out with two versions of Greyhawk (folio and boxed set,) Lankhmar, Forgotten Realms, and Dragonlance. I had three of those five in the 1e era and used Greyhawk for my long term 1e campaign.
 

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