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What is your top question/concern about 4th edition?


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What is magic like?

More specifically, what is arcane magic like?

Even more specifically, how much is there of the Vancian conceits, and (semi-related) of the option that makes wizards such superior utility guys: the ability to learn to cast extremely situational spells without it becoming a significant opportunity cost later.
 

I hope the game moves away from Diablo style magic item acquisition. The whole idea of 'slots' for magic items, and stackable sources of bonuses feeds a kind of arms race mentality that is not beneficial to the game.

I would prefer no (or few) stacking bonuses at all. To get a higher bonus get a better item (or better yet, go up levels, get feats etc..).
 

I guess the number one thing I'm curious about it how they are messing with the magic system; I'm intensely curious about what will be done to start the final tear-down of the Vancian system. I don't want them to stop half-way.

Magic is another concern: how (or if) they have addressed some of the more game-breaking/transforming spells - Teleport, Find the Path, etc.

Another thing I'm intensely curious about is how they will handle multiclassing in a way that doesn't screw the pure spell caster classes.
 

My second biggest concern is the statement, from "Book of Nine Swords", that "this isn't your parents' D&D" (or something to that effect). My concern is that the new edition won't feel like my D&D... and if it doesn't, then it really doesn't matter to me how successful it is, how many new players it draws in, or anything else - if it doesn't feel right to me then it's of little to no use to me.
 

WHAT ABOUT THE DAMN DRUID?!?

Ahem.

I mean, I'm curious as to the druid's presence in 4e; reserved for a later core? Further separated from the cleric? Rolled into the cleric for a taste of its 1e roots (in which case, do the Visage of the Diety suggest a theme of 'taking on greater power' with Divine magic)?
 

What, if anything, are the developers unwilling to re-examine? In other words, what is 'off limits' to development, and why?

Naturally my preferred answer would be "nothing".
 

delericho said:
My second biggest concern is the statement, from "Book of Nine Swords", that "this isn't your parents' D&D" (or something to that effect). My concern is that the new edition won't feel like my D&D... and if it doesn't, then it really doesn't matter to me how successful it is, how many new players it draws in, or anything else - if it doesn't feel right to me then it's of little to no use to me.
Very much agreed. I hope that statements like that, as well as the general vibe I'm getting from the 4E design and development articles, are just typical marketing hyperbole rather than a foundational principle of the new edition. While I certainly don't want to retain confusing or just plain bad rules out a slavish devotion to "tradition," I still want the game to be recognizable as the same one I've been playing for (gulp) more than 25 years.

Maybe that's too much to ask, but, ultimately, whether I take the 4E plunge or not will be based almost entirely on this point. After all, there are plenty of solid rules sets for fantasy roleplaying, but there is only one D&D. I'd like to be sure I can pick it out from the crowd by its natural good looks and stylish fashion sense. If I can't -- and right now, from the little we've seen, it doesn't look like I will -- I'll just stick with v.3.5 and the tons of books I already have for it. It's not like they have an expiry date.
 

That Wizards will make asymmetrical and uncomprehensive design choices for the first three rulebooks, so that they can sell sourcebooks to plug the holes later. I'm looking at you, "lack of swordmage in the Players Handbook, despite the continued redundant presence of wizards and sorcerers."

Also, that too much of Dungeons & Dragons' wonky flavor will be entwined with the rules, making it difficult to adapt things to your setting.
 

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