Posted on July 7th, 2008 in Axel Night, Tabletop Gaming by Axel Night

Wizards of the Coast has been getting a lot of hate for their Fourth Edition (alright, it’s their third, but you know what I mean) of the infamous Dungeons & Dragons franchise of tabletop roleplaying since they first announced they might want to do it.  People hate change, and roleplayers are an extreme example of that in practice.  I finally got my three core books of the new system in the mail a few days ago, and after going over the books and watching some games in action, I’m ready to bust out my personal reactions.  Roll a jump check to see.

It is different.  Oh mother of Gruumsh is it different.  Cats are sleeping with dogs, right is wrong, bell-bottoms are coming back yet again, and the rules all say it’s okay.  So, why am I so happy?  When D&D 3e (Dungeons & Dragons: Third Edition, for the short-handedly challenged) came out, several of the people I knew embraced it and the ways it simplified that which had once been needlessly complicated.  It opened up creativity and customization where once there were restrictions and stereotypes.  It did away with silly rules that often existed for the sake of tradition.  D&D 4e (Dungeons & Dragons: Fourth Edition, if you’re still abbreviation handicapped) does this again, and I’m honestly very happy with the results, both on paper and in practice.

For the most part, tradition is thrown to the dogs.  What remains is a game that holds its roots in spirit alone.  This is not Dungeons & Dragons, but rather his child, fresh with ideas and ready to re-evaluate every paradigm we dared not question.  Old terminology and concepts return, but only as labels to something completely new.  Through this, I think it manages to create an environment that is far more friendly to new-comers, while promoting creativity and excitement for everyone present.

What has changed?  Everything and nothing.  Someone used to Third Edition will have no trouble settling into the game, and already understands the more complicated concepts, such as Attacks of Opportunity.  What really changes is what constitutes a character.  In Third Edition, your class dictated just about every number on your character sheet, as well as the progression of most of your special abilities.  If you were a wizard, hitting things with sticks was out of the question.  Rogues could dodge fireballs.  Fighters made good meat shields, because they had thick armor, lots of hit points, and nothing better to do than stand in things faces and flaunt those qualities.  Wizards and other spell casters had all of the cool abilities, but their problem was they may have had too many of them, with books upon books of lengthy rules and descriptions that made casting a spell a several minute process.  The complexity often drove away players unwilling to deal with it all.

Creating a character in Fourth Edition is an exercise in customization and choices.  Every avenue you could take is capable, balanced, and cool.  You, however, are designing your unique creation to fit your style and vision.  You start with a variety of fantasy races to choose from.  The selection is somewhat contested by D&D purists.  Gone are the popular half-orcs and gnomes, replaced by Tiefling (a race of fiendish, demon-tainted humanoids) and Dragonborn (large, scaled, dragon-featured people with a dragon’s breath attack), often considered "freak-show" races by experienced players, as they traditionally would be rare and shunned by civilization.  Races are no longer a list of bonuses and penalties.  Instead, each have genuinely useful abilities and a unique flavor that sets them apart from the others.  Your choices are:

Then comes class selection.  Forget what you already knew about Clerics or Fighters or Wizards.  What was once a chart of gradually increasing numbers with the occasional cool ability beside them is now several pages of options.  Each class comes with a few special abilities up-front, and a variety of powers to choose from in customizing what kind of abilities you’ll have in the thick of battle.  Their are eight classes in the core book.

Powers

Powers are your special abilities and attacks.  What used to be limited to spells and the occasional class-feature is now the core of everyone’s assault.  Each character gets three types of powers. 

Always at your disposal are two (three, if you’re human) At-Will powers.  These are similar to your basic "I hit it" with a slight twist.  A fighter might choose Cleave, which causes slight damage to an enemy adjacent to your target, or Reaping Strike, which still does a little damage on a miss.  A Rogue could get one called Deft Strike, which lets him move two squares before his attack or Piercing Strike, which uses the targets reflexes (much like a wizard’s fireball), rather than how much armor they’re wearing, to see if it hits.  If it’s your turn, and you want to hit something, you can use an At-Will power, and there is very rarely a reason not to.

Then come Encounter and Daily powers.  Encounter powers recharge in between fights, as long as you can muster five minutes to catch your breath.  For example, a wizard could hurl his Shocking Sphere spell, without worrying he might need it in a later fight, because it will be available to him again in each encounter.  Daily powers are like traditional spells in that they can only be used once before you need to go to sleep for the night to get it back.  They are also far more potent than the other powers, and almost always have some sort of effect, even if they fail (such as the wizard’s fireball spell doing half damage to anyone that it misses).

Customization

The biggest gripe I hear about Fourth Edition would be that multi-classing has been almost entirely removed, and that that removes the freedom to customize their character into something unique.  You now pick a class, and are that forever.  You can’t be a Fighter/Rogue, favoring which ever you want to take the most advantage of.  To this, I scream a violent "bullcrap," and here is the reason.  Multi-classing was fudging yourself a unique character.  You were combining two cookie-cutter concepts in an attempt to create your own.  Sure, several classes had points at which you could make choices, and there were feats and skills to choose from, and the whole system was not bad, but in the end, you were attempting to turn someone else’s ideas into your own.

If I made an axe fighter in Third Edition, I would likely take the Weapon Focus and Weapon Specialization feats, which would make me hit more often and do more damage with an axe.  I differ from a spear fighter in that the spear fighter does more damage with a spear.  In Fourth Edition, the axe fighter might choose to take the Crushing Blow encounter power at third level, which does lots of damage, and more so if you use an axe, hammer, or mace.  The spear fighter might take Armor-Piercing Thrust, a spear or light-blade attack that must beat the opponent’s reflexes rather than armor, granting more versatility in exploiting enemy vulnerabilities.  The two could even be in the same party and serve completely different functions, just because of the attack they chose at level three.

Feats, the greatest element in character customization in Third Edition, are now available in greater supply.  The character will receive six of them every ten levels, as opposed to only four in 3e.  Also gone are the long feat-chains that forced you to take several fairly worthless feats to get to the ones you wanted.  Almost every feat will now count for something, and will only typically require you to have a certain ability score or level before taking it.  Different races also have substantial improvements available to them in the form of feats for those who want to emphasize the unique characteristics of their chosen peoples.  Feats are almost always circumstantial or passive bonuses, rather than attacks, which now fall under powers.  Many passive class bonuses in Third Edition are now feats in Fourth Edition.  For example, the coveted Evasion defense is now a feat available to anyone level 11 or higher.  Any skill that was not part of your class can be trained in with a feat.  There are very few reasons to even need to dabble in more than one class, and in those few circumstances, there are feats for that too that grant you limited versions of class abilities and allow you to swap your attack powers for theirs.

Random little things I like.

And that about wraps up the things I wanted to rant on.  Now, assorted other changes that make me smile.

Suffice to say, I’m happy.  I realize the game drops some of its organic, perhaps "realistic" (ha!  sorry, gotta laugh at you people) nature in converting to something that favors balance and dramatic situations.  Yes, I feel the game does manage to build a sort of tension with a lot of its mechanics, even if they aren’t always perfectly logical.  People argue with me how much more they can do with a third edition character, to which I eventually realize they are listing off books and books of resources.  Faced corebooks versus corebooks, fourth edition has infinitely more room for me to play around, and I can only imagine how many more books of ideas, powers, and feats we have to look forward to.  My poor paycheck.

P.S.  Weep not for the Barbarian, Bard, Druid, Monk, or Sorcerer.  If you strike them down, they will return more powerful than you can ever imagine.

 

What are people saying about "Dungeons & Dragons: Fourth Edition - Axel Looks It Over In Too Much Detail"?

Architect of Awesome
Re: Dungeons & Dragons: Fourth Edition - Axel Looks It Over In Too Much Detail

It seems like it would be a good system after reading your handy review, as I am a sucker for silly things like new races and nifty attacks.  Unfortunatly, I'm still very much an item whore.  I love getting new weapons, armor, clothes, etc.  I can't help it.  When it comes to items of destruction-y metal, I'm a material girl.  I suppose it's a small gripe in what looks like a healing surge for the franchise.
Axel Night
Re: Dungeons & Dragons: Fourth Edition - Axel Looks It Over In Too Much Detail

Items haven't ceased being cool.  They've just cut down the absolute need of having them. 

For example, there's no more items or spells that boost ability scores.  Instead, players get more points to raise their scores as they level up.  Ability score boosts, both from items and spells, were a huge part of raising everything else in old versions.  This improved ability score progression is also what replaces the old Base Attack Bonus concept.  A fighter who is putting a point into strength at every chance (each level that lets you improve them gives you two points that must go into two different abilities, except levels 11 and 21, in which every ability goes up one) is going to, by leaps and bounds, be a better meleer than a wizard.  But, if that wizard decided he wanted to be capable in it as well, there is nothing stopping him from leveling up in strength as well.  He could even take the feats to swap out a spell for one of the fighter's melee encounter powers.  You're no longer screwed outright for wanting to be a fighter/mage.

Anyways, back on track.  The enchantment bonus caps at +6 at level 30, and there's no stacking.  Not in like complicated stacking rules, but that only armor can grant AC, only neck items can grant fort/refl/will, and only weapons can boost hit and damage.  It used to be that a significant portion of your extra damage came from items.  Now, if you look over the items, you'll notice a majority of them do "cool things" rather than simply granting large boosts.  Most items have a power (most often, a daily), similar to the ones you select for your characters.  For example, a flaming burst sword might have the power to cause a firey explosion on impact once per day.  There are rules limiting how many daily item powers you can use before resting, so you can't go hog-wild spamming items, but if you are of the hording nature, you'll still have a long list of special attacks and utilities at your disposal for whatever the situation may call for.

It isn't so much that items stopped mattering or being cool.  I think they got cooler, because they shifted from boosting numbers to actually doing something.  It's that they shifted it such that all of those people who like their low-magic, "drizzt used a +2 sword" worlds can still be playing in relatively the same ball-park as the Monty Haul league.  There's now much more freedom to play around with the loot.

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