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D&D Older Editions, OSR, & D&D Variants
What AI thinks about 4th Edition
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<blockquote data-quote="Gorgon Zee" data-source="post: 9691378" data-attributes="member: 75787"><p>So, to provide another version of the same question I used o3 to evaluate the following prompt:</p><p></p><p><em>You are a professional writer creating an article for experienced roleplayers. Your task is to create an article that describes D&D 4E as a TTRPG. In your article, use headers to organize the sections and bullet points for each statement. Each statement must include a citation to a source document.</em></p><p></p><p>o3 took almost 2 minutes to work through this with chain of reasoning. It spawned off 2-3 queries to get the basic core ideas and then another 4-5 to get more details on the sections. Here is the result:</p><h2>System Snapshot (2008 Launch)</h2> <ul> <li data-xf-list-type="ul">Fourth Edition debuted on June 6 2008 with the <em>Player’s Handbook</em>, <em>Dungeon Master’s Guide</em>, and <em>Monster Manual</em> releasing simultaneously—an unprecedented “all-core-books-at-once” strategy. <a href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons?utm_source=chatgpt.com" target="_blank">en.wikipedia.org</a></li> <li data-xf-list-type="ul">Levels are split into three 10-level “tiers” that frame the campaign arc—Heroic (1-10), Paragon (11-20), and Epic (21-30)—each promising bigger stakes and new class perks. <a href="https://rpg.stackexchange.com/questions/7317/whats-with-this-tier-stuff-and-how-does-that-translate-to-levels?utm_source=chatgpt.com" target="_blank">rpg.stackexchange.com</a></li> <li data-xf-list-type="ul">Default adventures assume the “Points of Light” setting introduced in <em>Keep on the Shadowfell</em>, a deliberately sketchy world meant to welcome drop-in modules or homebrew material. <a href="https://en.wikipedia.org/wiki/Keep_on_the_Shadowfell?utm_source=chatgpt.com" target="_blank">en.wikipedia.org</a></li> </ul><h2>Core Resolution & Math</h2> <ul> <li data-xf-list-type="ul">Every attack is “roll 1d20 + half-level + mods” against one of four static Defenses—AC, Fortitude, Reflex, or Will—streamlining the older split of attack rolls vs. saving throws. <a href="https://slyflourish.com/dungeons_and_dragons_4th_edition_review.html?utm_source=chatgpt.com" target="_blank">slyflourish.com</a></li> <li data-xf-list-type="ul">Tactical maps are calibrated to <em>one 1-inch square = 5 ft</em>, with shifts, bursts, and blasts measured in squares for quick visual adjudication. <a href="https://rpg.stackexchange.com/questions/15457/pathfinder-5-foot-step-vs-dd-4e-shift?utm_source=chatgpt.com" target="_blank">rpg.stackexchange.com</a></li> <li data-xf-list-type="ul">The action economy is rigid but terse—each turn grants 1 Standard, 1 Move, and 1 Minor action, plus possible Immediate or Opportunity actions. <a href="https://dnd4.fandom.com/wiki/Action?utm_source=chatgpt.com" target="_blank">dnd4.fandom.com</a></li> </ul><h2>Powers, Roles & Sources</h2> <ul> <li data-xf-list-type="ul">All classes use a unified power schedule: At-Will (spammable), Encounter (once per fight), and Daily (once per long rest), equalizing spotlight time across archetypes. <a href="https://geek-related.com/2008/05/31/4e-phb-readthrough-chapter-4-classes/" target="_blank">geek-related.com</a></li> <li data-xf-list-type="ul">Classes are built to fill one of four combat Roles—Defender, Striker, Leader, Controller—encouraging MMO-style party balance at the table. <a href="https://dnd4.fandom.com/wiki/Role" target="_blank">dnd4.fandom.com</a></li> <li data-xf-list-type="ul">Each class also tags its abilities with a <em>Power Source</em> (Martial, Arcane, Divine, Primal, Psionic, or Shadow), a hook for feats, paragon paths, and thematic rituals. <a href="https://dnd4.fandom.com/wiki/Role" target="_blank">dnd4.fandom.com</a></li> </ul><h2>Resource Loops</h2> <ul> <li data-xf-list-type="ul">Healing Surges replace traditional hit-point recovery: a character can spend limited surges during combat or after a 5-minute short rest to regain roughly 25 % of max HP each time. <a href="https://dnd4.fandom.com/wiki/Healing_surge?utm_source=chatgpt.com" target="_blank">dnd4.fandom.com</a></li> <li data-xf-list-type="ul">Action Points let PCs buy one extra action per encounter; you start each adventuring day with one and earn another after every second combat “milestone.” <a href="https://dnd4.fandom.com/wiki/Action_point?utm_source=chatgpt.com" target="_blank">dnd4.fandom.com</a></li> </ul><h2>Encounter-Focused Toolkit</h2> <ul> <li data-xf-list-type="ul">Skill Challenges frame non-combat scenes as structured races to X successes before 3 failures; <em>Dungeon Master’s Guide 2</em> overhauled the original rules to be looser and more narrative-driven. <a href="https://dmdavid.com/tag/the-dungeon-masters-guide-2-remakes-the-skill-challenge/" target="_blank">dmdavid.com</a></li> <li data-xf-list-type="ul">Monsters come in Minion (1 HP), Standard, Elite (2× XP/value), and Solo (4×) packages so DMs can scale threat without bookkeeping; Minions give “cinematic mook” vibes by dropping on the first hit. <a href="https://www.reddit.com/r/Pathfinder2e/comments/z8krnz/4e_minions_in_pf2/?utm_source=chatgpt.com" target="_blank">reddit.com</a></li> </ul><h2>Design Philosophy & Reception</h2> <ul> <li data-xf-list-type="ul">Lead designer Mike Mearls later acknowledged that 4E intentionally borrowed pacing and clarity cues from MMORPGs like <em>World of Warcraft</em> to court lapsed tabletop players. <a href="https://dmdavid.com/tag/dds-biggest-controversies-ranked-4-fourth-edition-sparks-an-edition-war-and-the-creation-of-the-pathfinder-roleplaying-game/" target="_blank">dmdavid.com</a></li> <li data-xf-list-type="ul">The shift toward balanced, video-game-style tactics thrilled tacticians but alienated some narrative-first fans, sparking an “edition war” that helped fuel Paizo’s Pathfinder boom. <a href="https://dmdavid.com/tag/dds-biggest-controversies-ranked-4-fourth-edition-sparks-an-edition-war-and-the-creation-of-the-pathfinder-roleplaying-game/" target="_blank">dmdavid.com</a></li> </ul><h2>Why It Matters Today</h2> <ul> <li data-xf-list-type="ul">4E’s grid-tight combat, explicit roles, and equalized class design laid groundwork for later games such as <em>13th Age</em> and influenced 5E’s advantage system and flatter math, even while 4E itself remains a distinct, tactical outlier in D&D’s lineage.</li> </ul></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9691378, member: 75787"] So, to provide another version of the same question I used o3 to evaluate the following prompt: [I]You are a professional writer creating an article for experienced roleplayers. Your task is to create an article that describes D&D 4E as a TTRPG. In your article, use headers to organize the sections and bullet points for each statement. Each statement must include a citation to a source document.[/I] o3 took almost 2 minutes to work through this with chain of reasoning. It spawned off 2-3 queries to get the basic core ideas and then another 4-5 to get more details on the sections. Here is the result: [HEADING=1]System Snapshot (2008 Launch)[/HEADING] [LIST] [*]Fourth Edition debuted on June 6 2008 with the [I]Player’s Handbook[/I], [I]Dungeon Master’s Guide[/I], and [I]Monster Manual[/I] releasing simultaneously—an unprecedented “all-core-books-at-once” strategy. [URL='https://en.wikipedia.org/wiki/Dungeons_%26_Dragons?utm_source=chatgpt.com']en.wikipedia.org[/URL] [*]Levels are split into three 10-level “tiers” that frame the campaign arc—Heroic (1-10), Paragon (11-20), and Epic (21-30)—each promising bigger stakes and new class perks. [URL='https://rpg.stackexchange.com/questions/7317/whats-with-this-tier-stuff-and-how-does-that-translate-to-levels?utm_source=chatgpt.com']rpg.stackexchange.com[/URL] [*]Default adventures assume the “Points of Light” setting introduced in [I]Keep on the Shadowfell[/I], a deliberately sketchy world meant to welcome drop-in modules or homebrew material. [URL='https://en.wikipedia.org/wiki/Keep_on_the_Shadowfell?utm_source=chatgpt.com']en.wikipedia.org[/URL] [/LIST] [HEADING=1]Core Resolution & Math[/HEADING] [LIST] [*]Every attack is “roll 1d20 + half-level + mods” against one of four static Defenses—AC, Fortitude, Reflex, or Will—streamlining the older split of attack rolls vs. saving throws. [URL='https://slyflourish.com/dungeons_and_dragons_4th_edition_review.html?utm_source=chatgpt.com']slyflourish.com[/URL] [*]Tactical maps are calibrated to [I]one 1-inch square = 5 ft[/I], with shifts, bursts, and blasts measured in squares for quick visual adjudication. [URL='https://rpg.stackexchange.com/questions/15457/pathfinder-5-foot-step-vs-dd-4e-shift?utm_source=chatgpt.com']rpg.stackexchange.com[/URL] [*]The action economy is rigid but terse—each turn grants 1 Standard, 1 Move, and 1 Minor action, plus possible Immediate or Opportunity actions. [URL='https://dnd4.fandom.com/wiki/Action?utm_source=chatgpt.com']dnd4.fandom.com[/URL] [/LIST] [HEADING=1]Powers, Roles & Sources[/HEADING] [LIST] [*]All classes use a unified power schedule: At-Will (spammable), Encounter (once per fight), and Daily (once per long rest), equalizing spotlight time across archetypes. [URL='https://geek-related.com/2008/05/31/4e-phb-readthrough-chapter-4-classes/']geek-related.com[/URL] [*]Classes are built to fill one of four combat Roles—Defender, Striker, Leader, Controller—encouraging MMO-style party balance at the table. [URL='https://dnd4.fandom.com/wiki/Role']dnd4.fandom.com[/URL] [*]Each class also tags its abilities with a [I]Power Source[/I] (Martial, Arcane, Divine, Primal, Psionic, or Shadow), a hook for feats, paragon paths, and thematic rituals. [URL='https://dnd4.fandom.com/wiki/Role']dnd4.fandom.com[/URL] [/LIST] [HEADING=1]Resource Loops[/HEADING] [LIST] [*]Healing Surges replace traditional hit-point recovery: a character can spend limited surges during combat or after a 5-minute short rest to regain roughly 25 % of max HP each time. [URL='https://dnd4.fandom.com/wiki/Healing_surge?utm_source=chatgpt.com']dnd4.fandom.com[/URL] [*]Action Points let PCs buy one extra action per encounter; you start each adventuring day with one and earn another after every second combat “milestone.” [URL='https://dnd4.fandom.com/wiki/Action_point?utm_source=chatgpt.com']dnd4.fandom.com[/URL] [/LIST] [HEADING=1]Encounter-Focused Toolkit[/HEADING] [LIST] [*]Skill Challenges frame non-combat scenes as structured races to X successes before 3 failures; [I]Dungeon Master’s Guide 2[/I] overhauled the original rules to be looser and more narrative-driven. [URL='https://dmdavid.com/tag/the-dungeon-masters-guide-2-remakes-the-skill-challenge/']dmdavid.com[/URL] [*]Monsters come in Minion (1 HP), Standard, Elite (2× XP/value), and Solo (4×) packages so DMs can scale threat without bookkeeping; Minions give “cinematic mook” vibes by dropping on the first hit. [URL='https://www.reddit.com/r/Pathfinder2e/comments/z8krnz/4e_minions_in_pf2/?utm_source=chatgpt.com']reddit.com[/URL] [/LIST] [HEADING=1]Design Philosophy & Reception[/HEADING] [LIST] [*]Lead designer Mike Mearls later acknowledged that 4E intentionally borrowed pacing and clarity cues from MMORPGs like [I]World of Warcraft[/I] to court lapsed tabletop players. [URL='https://dmdavid.com/tag/dds-biggest-controversies-ranked-4-fourth-edition-sparks-an-edition-war-and-the-creation-of-the-pathfinder-roleplaying-game/']dmdavid.com[/URL] [*]The shift toward balanced, video-game-style tactics thrilled tacticians but alienated some narrative-first fans, sparking an “edition war” that helped fuel Paizo’s Pathfinder boom. [URL='https://dmdavid.com/tag/dds-biggest-controversies-ranked-4-fourth-edition-sparks-an-edition-war-and-the-creation-of-the-pathfinder-roleplaying-game/']dmdavid.com[/URL] [/LIST] [HEADING=1]Why It Matters Today[/HEADING] [LIST] [*]4E’s grid-tight combat, explicit roles, and equalized class design laid groundwork for later games such as [I]13th Age[/I] and influenced 5E’s advantage system and flatter math, even while 4E itself remains a distinct, tactical outlier in D&D’s lineage. [/LIST] [/QUOTE]
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