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Sims: Cosmology article is "broad strokes"; plus not all usual suspects in the MM
Last post by Whizbang Dustyboots
Today 01:24 AM
8 Replies, 613 Views
Cosmology! The Feywild, The Shadowfell, The Elemental Chaos, and The Astral Sea
Last post by Hairfoot
Today 05:11 AM
42 Replies, 1,136 Views
Rich Baker on wizardly orders and implements; plus FR pantheon
Last post by Hairfoot
Today 01:49 AM
6 Replies, 800 Views
Thomasson: Playtest report
Last post by Glyfair
09-26-07 07:14 AM
0 Replies, 575 Views
Rich Baker: Warlock fine tuning
Last post by jeffh
Today 12:44 AM
8 Replies, 807 Views
Cordell: Hobgoblin fluff
Last post by Glyfair
09-25-07 10:21 PM
0 Replies, 650 Views
Perkins: DMG Screen, Character Sheets
Last post by TarionzCousin
09-26-07 06:14 AM
8 Replies, 622 Views
Bart Carroll: playest report - bullrush, falling damage
Last post by Benabik
09-25-07 05:58 PM
3 Replies, 726 Views
D&D Insider - October Launch
Last post by Glyfair
09-25-07 08:30 PM
2 Replies, 514 Views
Dividing Demons and Devils
Last post by TarionzCousin
Yesterday 06:35 AM
3 Replies, 653 Views
David Noonan: Skill Challenges and movement/positioning toolboxes
Last post by IceFractal
09-25-07 07:51 AM
11 Replies, 783 Views
James Wyatt on 4E Eberron
Last post by Meloncov
Yesterday 01:43 AM
7 Replies, 581 Views
Necromancer Games plans "Winter's Tomb", a freebie 4E adventure
Last post by Morrus
09-23-07 04:44 PM
0 Replies, 464 Views
Encounter Design in 4th Edition
Last post by Gwathlas
09-23-07 03:03 AM
3 Replies, 680 Views
Playtest Characters, Vampires, and Random Thoughts
Last post by TarionzCousin
09-23-07 04:28 AM
8 Replies, 1,218 Views
"I rolled not one, but *two* critical hits with fireball attack rolls"
Last post by IanArgent
09-25-07 06:05 AM
29 Replies, 1,264 Views
Pramas and Mona Talk 4E and the OGL
Last post by Hobo
09-21-07 08:23 PM
1 Replies, 724 Views
Ampersand: Rumor and Speculation
Last post by Morrus
09-21-07 01:05 PM
0 Replies, 637 Views
Noonan: DM's playtest report from June '07
Last post by Dinkeldog
09-21-07 02:22 PM
1 Replies, 421 Views
D&D Insider Updates
Last post by Glyfair
09-21-07 07:49 AM
0 Replies, 370 Views
4th Edition Art - William O'Connor
Last post by Snapdragyn
09-21-07 04:30 AM
8 Replies, 610 Views
Collins: Monster Manual Races as PCs
Last post by Meister Talon
09-23-07 06:01 AM
9 Replies, 628 Views
Mearls: PHB development almost complete
Last post by king_ghidorah
09-21-07 11:39 PM
11 Replies, 687 Views
Schubert: improvising monsters
Last post by Magus Coeruleus
09-21-07 06:13 PM
8 Replies, 534 Views
Perkins: Planes changing; warlocks and tieflings definitely in
Last post by Zzyzx
09-26-07 02:42 AM
2 Replies, 561 Views
Playtesting emails going out TODAY!
Last post by Cake Mage
09-20-07 08:11 PM
9 Replies, 639 Views
Noonan: traditions are not groupings of spells/spell schools
Last post by rounser
09-20-07 09:23 AM
2 Replies, 679 Views
Dave Noonan talks more about wizards' implements
Last post by Ashardalon
09-19-07 02:43 PM
4 Replies, 796 Views
Dave Noonan on (mixed) encounters in 4E
Last post by Fenes
09-18-07 04:36 PM
3 Replies, 940 Views
Ed Greenwood talks 4th Edition Forgotten Realms
Last post by Morrus
09-17-07 12:31 PM
0 Replies, 1,206 Views
Wizards' implements: orb, staff, tome, and wand.
Last post by KarinsDad
09-18-07 07:14 PM
19 Replies, 1,007 Views
D&D Insider Playtesting and 4E Playtester Updates
Last post by Kid Charlemagne
09-17-07 09:02 PM
5 Replies, 798 Views
Alea Publishing Group 4th Edition Tentative Plans
Last post by thundershot
09-16-07 02:39 AM
1 Replies, 504 Views
4E skills are not the same as Star Wars skills
Last post by darthkilmor
09-17-07 03:34 AM
12 Replies, 1,324 Views
Mike Mearls covers "putting things where they belong."
Last post by Ridley's Cohort
09-20-07 06:11 AM
2 Replies, 878 Views
Rich Baker on the Swordmage
Last post by Masquerade
09-15-07 04:50 PM
14 Replies, 673 Views
Bilsland on errata, Noonan playtest report
Last post by Whizbang Dustyboots
09-14-07 06:52 PM
1 Replies, 371 Views
Lots of D&D Insider Updates
Last post by IanArgent
09-17-07 05:47 PM
2 Replies, 743 Views
Swordmage predictions are accurate?
Last post by drdevoid
09-14-07 06:55 PM
3 Replies, 788 Views
A few minor details from Chris Perkins
Last post by Morrus
09-13-07 06:54 PM
0 Replies, 569 Views
New poll: advancement faster, slower or the same rate?
Last post by Morrus
09-12-07 05:13 PM
0 Replies, 430 Views
A race change to raise some eyebrows?
Last post by SPoD
09-16-07 05:59 AM
21 Replies, 1,074 Views
No more challenge ratings! Plus overall "power level" and DMG varied encounters
Last post by Mark Chance
09-13-07 05:16 PM
7 Replies, 1,067 Views
GameSpy interviews Chris Perkins: power levels increasing
Last post by hong
09-13-07 05:18 AM
9 Replies, 744 Views
RPGA Playtesters Selected
Last post by RigaMortus2
09-12-07 06:13 AM
4 Replies, 490 Views
An adventure with Fomorians, and playtesting this week?
Last post by frankthedm
09-11-07 03:23 PM
17 Replies, 707 Views
Necromancer Games & 4th Edition
Last post by Gentlegamer
09-11-07 03:19 AM
3 Replies, 635 Views
D&D Experience for the first finished 4E previews!
Last post by Morrus
09-10-07 10:50 AM
0 Replies, 619 Views
Minor 4E Page Rearrangement
Last post by Morrus
09-10-07 10:36 AM
0 Replies, 323 Views
Minor Updates on Multiclassing and Racial Traits
Last post by Morrus
09-08-07 09:53 AM
0 Replies, 837 Views
D&D Podcast: 4E Q&A
Last post by Yair
09-08-07 08:13 AM
3 Replies, 677 Views
New Playtest: Mire of Minauros warlock ability; once-per-day scorch wizard ability
Last post by illithian
09-17-07 09:26 PM
20 Replies, 1,134 Views
Latest on playtesting
Last post by Evilusion
09-07-07 09:29 PM
9 Replies, 956 Views
Eladrin are the weakest of their kin
Last post by Kae'Yoss
09-07-07 07:20 AM
9 Replies, 1,022 Views
Desert of Desolation Preview 1
Last post by Kae'Yoss
09-08-07 12:03 PM
2 Replies, 670 Views
D&D Insider label in the books
Last post by Morrus
09-06-07 10:26 AM
0 Replies, 352 Views
Virtual dice and bad rules
Last post by WarDragon
09-06-07 05:26 PM
2 Replies, 527 Views
Design & Development: Elves
Last post by Thundershield
09-06-07 11:07 AM
7 Replies, 675 Views
The Digital Front #2 - OGL/d20 Panel at Gen Con
Last post by Morrus
09-05-07 08:00 PM
0 Replies, 376 Views
David Noonan on the various reactions to 4E
Last post by Gwathlas
09-23-07 12:42 AM
25 Replies, 813 Views
Keep on the Shadowfell on Amazon
Last post by Sun Wukong
09-13-07 12:35 AM
3 Replies, 369 Views
More D&D Insider: offline use, mapmaker, RPGA, 3rd party software
Last post by heirodule
09-06-07 10:13 PM
9 Replies, 480 Views
New poll: Which rumoured aspects of 4th Edition do you like?
Last post by Morrus
09-05-07 10:47 AM
0 Replies, 318 Views
Andy Collins on Power Curves and 3.5 Character Role Issues
Last post by Gwathlas
09-23-07 01:14 AM
2 Replies, 450 Views
Rich Baker on Monsters' "Story Notes"
Last post by Morrus
09-04-07 06:15 PM
0 Replies, 566 Views
D&D Insider - Bits & Pieces
Last post by IanArgent
09-05-07 05:36 AM
4 Replies, 617 Views
Full-attack option removed from 4th Edition
Last post by Gwathlas
09-23-07 12:47 AM
36 Replies, 1,124 Views
Forgotten Realms campaign setting: August 2008.
Last post by Morrus
09-04-07 06:36 AM
0 Replies, 397 Views
James Wyatt on converting characters from 3.5 to 4E
Last post by der_kluge
09-05-07 08:50 PM
4 Replies, 593 Views
Star Wars SE as preview of 4E
Last post by Morrus
09-03-07 08:43 PM
0 Replies, 893 Views
David Noonan on spells
Last post by Villanelle
09-04-07 04:10 AM
7 Replies, 1,478 Views
Interview: Bruce Cordell on 4E
Last post by heggland
09-22-07 05:01 AM
6 Replies, 3,680 Views
Mike Mearls on H1: Keep on the Shadowfell
Last post by Melan
09-03-07 02:20 PM
9 Replies, 988 Views
Italian versions at the same time as English
Last post by Morrus
08-31-07 07:48 PM
0 Replies, 162 Views
Price of the 4E Player's Handbook?
Last post by Dice4Hire
09-01-07 12:49 AM
3 Replies, 552 Views
'Points of light' does not apply to established settings
Last post by Varianor Abroad
09-03-07 01:09 AM
3 Replies, 830 Views
On Kobolds and Traps
Last post by Darkwolf71
08-31-07 05:04 PM
5 Replies, 466 Views
"Immediate counterattack" triggers, "Second Wind", and "Wizard Strike"
Last post by Merlion
09-02-07 03:26 AM
8 Replies, 631 Views
PC Roles by Rob Heinsoo
Last post by Gwathlas
09-23-07 01:06 AM
4 Replies, 416 Views
New 4E artwork by Raven Mimura - "Eye of Flame Beholder"
Last post by Morrus
08-31-07 05:14 AM
0 Replies, 601 Views
Changes to the Forgotten Realms?
Last post by Morrus
08-30-07 11:38 PM
0 Replies, 473 Views
4E Easter Eggs on Dragon 360 cover; plus 4E-flavor death knight to feature
Last post by Razz
09-01-07 05:27 AM
3 Replies, 563 Views
Rich Baker on devils and demons
Last post by Gwathlas
09-23-07 02:32 AM
1 Replies, 445 Views
Chris Perkins on monsters, combat, Gleemax, Vancian spells, character roles and more
Last post by Gwathlas
09-23-07 02:30 AM
1 Replies, 895 Views
Mike Mearls on what is NOT in 4E
Last post by Morrus
08-29-07 06:18 PM
0 Replies, 613 Views
On 30th level spells
Last post by Morrus
08-29-07 04:46 PM
0 Replies, 339 Views
D&D Insider Screenshots
Last post by Morrus
08-29-07 05:45 AM
0 Replies, 187 Views
H for Heroic and Playtesters in September
Last post by Morrus
08-29-07 05:29 AM
0 Replies, 150 Views
Points of Light by Rich Baker - the default campaign world
Last post by tlantl
09-09-07 01:21 AM
4 Replies, 374 Views
4E Teaser Document
Last post by Morrus
08-28-07 11:14 PM
0 Replies, 250 Views
Saves, hit points and more...
Last post by Morrus
08-28-07 09:08 PM
0 Replies, 213 Views
Brazillian 4E covers
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08-28-07 10:29 PM
1 Replies, 223 Views
4E Memory Sticks
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08-28-07 11:47 AM
0 Replies, 178 Views
4E News Page
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08-28-07 11:14 AM
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WotC Blogs Contd
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08-27-07 08:17 PM
0 Replies, 302 Views
Rules we know of...
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08-23-07 07:08 AM
0 Replies, 398 Views
WotC Blog updates
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08-23-07 06:50 AM
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OMG Fireball, Noooooooooooo!
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09-23-07 02:51 AM
110 Replies, 3,512 Views
Playtest Report, Design and Development
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08-20-07 02:44 AM
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More 4E seminar notes
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08-18-07 08:47 AM
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4E pesentation videos
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Covers
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1st 4e seminar notes
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Report from the 4E Announcement
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08-17-07 12:27 AM
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New Images on Flash Drive
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What we know about 4e.
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4E logo
Unofficial D&D 4th Edition Info Page

Got a 4E news Scoop?  Email Morrus!  | 4E Messageboard
Release Schedule | Videos & Media | Look & Style | General Info | Rules Info* | D&D Insider | Miniatures | Playtesters | OGL & d20 | Pre-4E Releases | Non-English Releases
*Jump to: Classes | Races | Advancement | Magic | Monsters | Encounters | Skills | Settings

Free D&D 4E news for your website or RSS reader: you can syndicate EN World's 4th Edition news for free.  Click here for details.

D&D 4th Edition
was announced at GenCon Indy, 2007.  ICV2 article here. There will be several 4E releases through 2008, including core rulebooks, a quickstart adventure, accessories and miniatures  The new logo is shown How to use this pageabove.  4E will have four "parts":
  • Physical product (core rules, adventures, supplements, tiles, miniatures); 
  • Organized Play (Living Campaigns, convention play, special events, connecting players and DMs in new ways);
  • Community (Gleemax.com, a suite of social networking tools, ways for players to communicate with each other and with WotC, organise characters); 
  • Digital Offerings (DND Insider: collection of online tools for DMs, character creation, editorial game content, online expanded content for books, behind the scenes content for books, designer commentaries -much of this was analogous to the second disc in a DVD box set: every physical product will have a code which can be entered into D&D Insider which will unlock the product's digital version for you online, along with extra content).
EN World member der_kluge has created a 4E Teaser Document, which has been converted into a free PDF by Ozmar. it contains all of the information from this 4E Info Page as of 28th August 2007. Great to print out and show to your non web-browsing friends! Download it here.

Mike Mearls says that development on the Player's Handbook is almost complete, and that the final version (less playtesting changes) will be handed over on Friday, October 5.


Release Schedule (PDF press pack / Core Rules PDF press pack):
  • Pre-4E releases.
  • 4th Edition preview books:
  • Adventure H1: Keep on the Shadowfell: April 2008.  This is a quick-start adventure, which will include pregenerated characters -- "Get a jump on 4th Edition with Keep on the Shadowfell™, a D&D® adventure for characters of levels 1–3. This adventure includes a quick-start rulebook, an adventure booklet, a players’ booklet, 3 poster maps, and pre-generated characters. Additional adventure content will be presented on D&D Insider™ (www.dndinsider.com)."  96 pages.  [The "H" in "H1" stands for "Heroic"]. Mike Mearls comments on H1: "While H1 is far from a mega-dungeon, I've tried to incorporate at least some sense that the PCs can wander around the dungeon, exploring different sub-sectors and having a really different experience based on what they do....The really nice thing is that there isn't much of a sense of an XP grind in 4e." Keep on the Shadowfell has appeared on Amazon as a hardcover book:
    • "A D&D adventure for characters of levels 1-3. The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift, a dark scar in the world that was once a gateway to the Shadowfell but has been dormant for many years. Now, an evil cleric of Orcus, Demon Lord of the Undead, seeks to re-open the gate, and the only thing standing in his way is a small yet determined band of heroes from Winterhaven. Keep on the Shadowfell is an exciting Dungeons & Dragons adventure designed for characters of levels 1-3. It includes three double-sided poster maps suitable for use with D&D miniatures, as well as information on the town of Winterhaven and environs."
  • D&D Miniatures Game Starter Set: April 2008 -- "This new starter set for the D&D® Miniatures Game includes everything 2 players need to play, including revised rules that will appeal to experienced players as well as players new to the game. Now anyone can experience an adventure right out of the box with this comprehensive set. Included are:
    • 5 exclusive, non-random pre-painted plastic D&D minis, including a new Green Dragon
    • Battle map
    • d20 die
    • Rulebook
    • Stat cards and damage counters"
Player's Handbook
Monster Manual
Dungeon Master's Guide
  • Dungeons of Dread: April 2008.  Miniatures expansion -- "Battle the D&D game’s most iconic monsters with Dungeons of Dread™, a 60-figure expansion for the D&D Miniatures Game. Creatures are drawn from the pages of the new 4th Edition Monster Manual. Each booster pack contains:
    • 8 pre-painted plastic D&D minis, randomized with varying degrees of rarity to enhance collectibility
    • Stat cards and damage counters
    • Set checklist"
  • Player's Handbook: May 2008 (hardcover, 288 pages) -- "The Player’s Handbook® features a new cover design, a fresh new page layout, new character options, new magic items, and new rules that facilitate faster and more exciting gameplay from level 1 to level 30."  (Cover may change). Amazon.com is listing the 4th Edition PHB for $29.95 USD. Amazon.ca is listing it for CDN$ 23.95. Amazon.co.uk does not currently list it.
    • Character Record Sheets: May 2008 -- "Design of the new 4E character sheets is underway. A lot of learning has gone into the initial design. The good news is that we can fit everything on one double-sided page, without making the lines and boxes so small that you can't really write in them. That might not seem like a big deal in the context of the greater game, particularly with all of the other interesting 4E things going on, but it's still something to sing about." (source).
  • Monster Manual: June 2008 (hardcover, 288 pages) -- "Classic D&D® monsters and fearsome new foes populate the pages of the Monster Manual®. The book presents monsters of all levels, along with full-color monster illustrations and easy-to-use monster statistics."  The cover depicts Orcus, and Scott Rouse confirmed that the encounter range within the book would run from 1st-30th level.  Orcus is one of the critters in the MM.
  • Dungeon Master's Guide: July 2008 (hardcover, 224 pages) -- "Weave thrilling tales of heroism, filled with magic and monsters, with the new Dungeon Master’s Guide®. This book helps Dungeon Masters run great games, create exciting adventures, and build their own D&D campaigns." [Note: the D&D Q&A panel at GenCon Indy said the DMG would have 256 pages; the press release says 224].
    • Chris Perkins"...For example, in the Dungeon Master's Guide we're aiming to include a fully-detailed town or village that DMs can use as the starting point for their 4th Edition campaigns..."
    • David Noonan speaks about the DMG and how a large chunk of it will contain the infrastructure to manage varied encounters: "...lots of stuff going on during a fight, and a great DM will mix it up and employ lots of combat, social challenges, hazards/obstacles, and who knows what else."
    • DM's Screen: July 2008 -- "Ryan Sansaver, one of our D&D art directors, recently showed us final art for the new DM screen. It's a sprawling, beautifully lit Underdark scene filled with all sorts of D&D monsters lumbering, lurching, slithering, and crawling toward the viewer. It's really quite beautiful ... in a horrifying way. I'm sure the screen will hypnotize more than a few players!" (source).
  • Forgotten Realms campaign setting: August 2008.
    • Ed Greenwood working on the 4E FRCS.  He has been hired to write 5000 words for the book.
  • This post [unconfirmed] indicates that one year after the Core three books are released there will be a Players Handbook 2, DMG 2, and Monster Manual 2 and a new one every year after that.  Each will contain new races and classes.
  • An "as-of-yet unnanounced 4th Edition book" featuring the Eye of Flame Beholder by Raven Mimura on the cover.
  • Adventures, including at least one starring Formorians; Chris Perkins:  "one of our 4E adventures revolves around the schemes of a fomorian king".



The first live demos of 4th Edition will happen at the D&D Experience gaming convention in Washington D.C. in February 2008. Chris Tulach, RPGA Content Manager, mentions that D&D Experience (Februrary 28-March 2nd, Hyatt Regency Crystal City in Arlington, VA) will be "the first place you can play the full-on, finished 4th Edition game" and that this will take the form of preview adventures for Living Forgotten Realms. In addition, there will be workshops and seminars planned to discuss 4th Edition. He also says that "The final version of the Player's Handbook should be ready by D&D Experience, but the books will not have been printed yet."
  • Many of the products between now and May will have 4E material for them on D&D Insider (see pre-4E releases).
  • Some new monsters from the 4E Monster Manual will debut in D&D miniatures in November.
  • No video game licenses announced yet (note - this is a different statement to "there are no video game licenses"): "No licensing plans have been announced at this time, and nothing is likely to be announced until after the 4th Edition rules are finalized."




Green Dragon4E Presentation Videos & Photos/Media Coverage

GenCon 2007 4E announcement  presentation videos from WotC, available via YouTube from video blogger GamerZero:
A few photos from the announcement:



Look & Style


During my meeting with WotC at GenCon 2007, Scott Rouse told me that the the look and feel of 4th Edition would be different to 3rd Edition.  In particular, he said that the look of 4th Edition would be much less "textbook" and much more "magazine"; they felt this would be friendlier, clearer and more accessible. Expect to see a higher reliance on images and diagrams. Assumed world that will be "points of light in a dark world." 

Several art pieces have already been released:
Artist William O'Connor has begun posting 4th Edition art, beginning with an elven ranger. He says, on his web gallery, "Beginning in the Fall of 2006 I was commissioned by Wizards of the Coast to be a part of reimagining The Dungeons & Dragons World. Over the next year I was able to produce hundreds of sketches and paintings for the 2008 launch of the next generation of D&D games."

Artist Raven Mimura, who worked on a slew of 3rd Edition products including Fiendish Codex II, Complete Psychic and Oriental Adventures, has posted four pieces of 4th Edition artwork. The first three images you may have seen before, featuring in the GenCon presentation show [see here for YouTube videos of the presentation], but the last is a new piece entitled "Eye of Flame Beholder", for an "as-of-yet unannounced 4th Edition book". Click on each of the thumbnails below to jump straight to Raven Mimura's web gallery.

ReGeneration Heads Heads Heads


General Information

  • The meaning of "Core": will include expansions and D&D Insider materials, not just the first three books, when referred to by WotC.
  • Are the standard 6 ability scores used? Will they range from 3 to 18? "Yes, it's a d20 game."
  • James Wyatt discusses conversion of characters from 3.5 to 4th Edition. Or, more to the point, he says that "You can't really just convert a character directly from 3e to 4e." The post also mentions that the Knight class' abilities were, to an extent, split between the Fighter and Paladin for 4E ("The fighter and the paladin pretty well ganged up on the poor knight and divvied his stuff between them"), and the Swordsage is not, at this stage of design, a concept which is easy to translate.
  • Challenge Ratings are gone!  WotC's Greg Bilsland"I remember specifically asking Logan Bonner about the 3.5 problems with level adjustment and challenge rating. With a wry grin, he replied, “Challenge rating, what’s that?”
    • Mike Mearls:  "[3E]... assumed that the party fought only one monster. In 4th Edition, we’re doing things a bit different. We’re shifting to a system that assumes a number of monsters equal to the number of characters."
    • A hazard simply fits in in the same way that a monster does: "That makes it much easier to design green slime, pit traps, whirling blades, fountains that spray acid, and crumbling stone walls. One such hazard can simply take the place of one monster, leaving you with three or four monsters in the encounter. Since monster level is a more rigorous measure of power, we can turn those measures and scales around and use them to create environmental hazards, traps, set pieces, and other interesting tactical twists. ... A swaying rope bridge battered by howling air elementals fits under the encounter building system. A burning building that collapses around the PCs as they fight the evil hobgoblin wizard fills a similar role, as does a bizarre altar to Vecna that randomly teleports characters around the room. Hazards, traps, and other dangers simply fill in for one or more creatures in a fight."
  • Chris Perkins on switching to 4E: "We faced a similar situation with the change from 2nd Edition to 3rd Edition, so we assume that not every 3rd-Edition player will switch over to the new game overnight. All in all, 4th Edition offers a much better gaming experience for players and Dungeon Masters. Even though 3rd Edition is an excellent game, 4th Edition gives players better character options at every level, makes DM-ing less of a chore, and (as mentioned above) speeds up round-by-round combat. I expect that the improvements in game play will convince even reluctant players to switch over to 4th Edition. I also anticipate that the majority of d20 publishers will support 4th Edition going forward."
  • Bill Slavicsek's column, Ampersand, covers the subject of 4th Edition rumors and speculation. He reiterates the point that D&D is still a tabletop roleplaying game, and that electronic gaming is not going to replace traditional dining-table gaming. He also talks about conversion from 3rd Edition to 4th Edition, pointing out that straight character conversion will not be possible, and that you'll need to reinvent your character for 4th Edition - 3rd Edition has been around for eight years and has spawned a ton of books; not all of the options in those many, many books are going to fit in a 288-page Player's Handbook. Finally, he mentions that the new game is still a d20-system game, and that those familiar with the 3rd Edition rules will know, basically, how to play 4th Edition in a broader sense, although the details will be new.
  • Mike Mearls -- "3e got a lot of things right, but anyone who has played it for a time knows that it gets things wrong. There are also legacy issues with the game that have persisted unquestioned for years. 4e is all about taking the things that work in D&D, keeping them in the game, and fixing everything else."
  • The iconics will remain as a mix of old and new iconics (source: Scott Rouse at GenCon 2007).
  • What changes are in store for alignment? "In the end, there's still alignment. There will be some changes though. There'll be some tweaks... Even non-gamers know what a 12th level lawful good paladin is."
  • The D&D cosmology is being revised to the planes work better as adventure sites -- "Case in point, the individual Elemental Planes (as decribed in 2E and 3E) aren't the most interesting adventure locations... In the Wizards Presents: Worlds and Monsters book, we'll present in more detail 4th Edition's alternative to the Elemental Planes of Water, Fire, Earth, and Air."
    • There's a big Design & Development update which deals exclusively with 4th Edition Cosmology.
    • The Feywild -- "...the realm of faerie. It is an “echo” of the mortal world, a parallel dimension in which the natural features of the lands and seas are arranged in much the same configuration."
    • The Shadowfell -- "...the Shadowfell mimics the mortal world in a different manner. The Shadowfell is the land of the dead, where the spirits of the deceased linger for a time in a dark reflection of their previous lives before silently fading beyond all ken. Some undead creatures are born in the Shadowfell, and other undead are bound to it, but some living beings dwell in this benighted realm."
    • The Elemental Chaos -- "...a place where all fundamental matter and energy seethes. Floating continents of earth, rivers of fire, ice-choked oceans, and vast cyclones of churning clouds and lightning collide in the elemental plane."
    • The Astral Sea -- "If the Elemental Chaos is the manifestation of physicality, the Astral Sea is a domain of the soul and mind. The divine realms, the dominions of the gods, drift within Astral Sea’s unlimited silver deeps. Some of these are realms of glory and splendor—the golden peak of Mount Celestia, the verdant forests of Arvandor…. Others belong to dark powers, such as the Nine Hells where Asmodeus governs his infernal kingdom."
    • The Nine Hells have become "an astral dominion among other deific abodes in the Astral Sea", with Asmodeus as the resident deity. Asmodeus follows the "fallen angel" model, as do his followers. The Abyss, on the other hand, "gapes like a festering wound in the landscape of the Elemental Tempest". Demons are elemental beings who came too close and became trapped (source).
  • The "christmas tree" effect, whereby characters are loaded down with magic items, buff spells and other magical effects was one of the designers' goals to remove (source: Scott Rouse at GenCon 2007).
  • Star Wars Saga Edition and Book of Nine Swords were both "significant previews" of 4th Edition.
  • D20 gaming system – this is still a d20 game and game system. "We got rid of the parts that didn’t help it out, but most of the things that work continue to be used." (source).
    • Check out some of the Star Wars Saga Edition previews, which touch on talent trees, simplified skill system, saves, iterative attacks, and critical hits.
  • 4 player groups as the baseline? They are aiming for right around 5. Encounters are more modular, and now that there are a bunch, it’s a lot easier to scale it. Most data is 4-6 players are 80% or more of the gaming groups out there. (source).
  • The D&D economy is a major concern. "Fundamentally the D&D economy is not one".
  • Iron Heroes vs. 4th Edition – Mike Mearls: "Yes, there are some similiarities, ie, putting more emphasis on the class vs. the items for characters." (source).
  • Greg Bilsland's update covers errata:
    Once 4th Edition is released, the 3rd Edition errata will stop and we will focus on concerns with the present edition (which hopefully—given the amount of development and playtesting going in–will be few).

    Another factor that will change the face of errata is the implementation of the database, which plays such a central role in our management of 4 Edition. With the institution of ebooks that accompany one’s physical copy, we have the option of keeping one’s ebook updated with the latest changes, from the very small (a “+2” instead of a “+3”) to the very big (changing the text of an ability or feat). That’s not to say there still won’t be a physical copy of the errata, but we might simply compile quarterly changes made in the database into a readable format, rather than the sporadic release that now exists.
  • Will alignment be a factor in the new edition? "It’s not going to be what it is now. Alignment is part of the story, part of the character. It is a useful shorthand, but too many books and too many players mistake it for limitation. We want to treat alignment as something bigger than that. We won’t get rid of it, but we don’t want it to be a replacement for character and personality." (source).
  • Rodney Thompson -- "After having played (and worked on, a bit) D&D 4E, I really feel like a lot of things get blown out of proportion. When I play my 4E rogue, I feel like I'm playing what I call "3rd Edition ++" to steal a computer programming colloquialism. My rogue still sneaks around, leaps from the shadows, stabs a bad guy, and retreats just like in 3rd Edition. But my 4E rogue does all that, then leaps over the heads of a line of enemies, waits for an opening when an opponent attacks him and then counterattacks immediately, and twists the knife to create a huge gash in the enemy. I'm still finding traps, unlocking doors, ambushing bad guys, leaping from rooftops, and all of those things, but as I do so I'm far less distracted by the rules than I am under 3E."
  • Rodney Thompson -- "Going back to some 4E specifics, one of the the things I have enjoyed about 4E is that it's very much a "yes you can" game. It lets people do fun and exciting things, and it lets them do them without much complication. My character is Thicket, a brawny-dextrous rogue that's not too up on social graces and has some friends in low places (I can't believe I just quoted that song). At one point out tougher fighter-types and gone down and I was the #1 target for the monsters. While the other players whittled the enemies down, I was leading them around in a chase across the battlefield, running up walls and flipping over bad guys to keep them from laying down the inevitable smack. I'd built the character to be kind of a mobile combatant and it worked to my advantage. Thanks to one of my magic items I would occasionally dash across the battlefield when an enemy got too close, and we barely made it out alive. It was very exciting, and I essentially played the defensive role in the party once the fighter-types were down, just in an unusual way."
  • James Wyatt updates on math and the "sweet spot" -- 
"Then another two hours in the booth, mostly evangelizing about Fourth Edition again. I came to the realization that perhaps the most significant change in 4e is the one that's going to be the least visible: the math underlying the system. But it's hugely important!

The reason there's a "sweet spot" in the current game is that it's the approximate range of levels where, purely by coincidence, the math of the system actually works. In those levels, PCs don't drop after one hit, and they don't take a dozen hits to wear down. In those levels, characters miss monsters occasionally, but less than half the time, and monsters miss characters only slightly more often. It's pure chance, really, but it means the game is fun. Outside of those levels, the math doesn't work that way, and the game stops being fun.

In Fourth Edition, we've totally revamped the math behind the system, and that's a big part of the way that we've extended the sweet spot across the whole level range. When PCs fight monsters of their level, they'll find that the math of the system is more or less the same at level 30 as it is at level 1. There will always be variation with different PCs and different monsters, but that variation won't be so great that monsters are either too deadly or too weak.

Of course, there's more to the sweet spot problem than just the math. The proliferation of save-or-die effects and adventure-breaking effects like etherealness and scrying also makes high-level adventuring more difficult to pull off, and we've addressed those issues as well.

Fundamentally, this has meant we've had to abandon some things that might have seemed like sacred cows—fireball spells don't do 1d6/level any more, for example—but it's all in the interest of a far superior play experience."




Specific Rules Information

  • Classes
    • Levels run from 1-30; these levels attempt to capture the feel of the "sweet range" of 3E, which is levels 7-14.
      • 1-10 Heroic: foes are orcs and ogres, some giants, small dragons. Adventures tend to be local.
      • 11 - 20 Paragon: on par with the current low to mid teens right now. Bigger threats are faced that might threaten a kingdom.
      • 21 - 30 Epic: world or planar threats.
    • Fighter Rogue
    • Heroic, paragon, epic tiers are "not hard-edged boundaries", so a 9th-level character isn't all that different from a 11th-level character, but there are some mechanical differences. "The mechanics are informed by what tier you're in, but it's not a major change by any means." Different "tiers" do have different rules; not terribly different, but not exactly the same.
    • Every class will have a "power source". Every class will have actions based on powers... "You can customise your fighter in many different ways."
      • Power sources mentined on the cover of the PHB: Arcane, Divine, Martial.  [Speculative power sources from fans (non confirmed - these are just thoughts on where WotC may go with it): Nature, Ki, Pisonics.]
    • Fewer than 11 core classes (source). James Wyatt -- Although two PCs may serve the same role, they may do it in different ways. (Like fighters with different styles.) The roles are geared towards combat; a PC's non-combat aspects can differentiate him further. He also said that they are still considering the possibility of there being a class or two that doesn't quite fit the four "roles".
      • Update on number of classes from 4E Mechanical Designer Logan Bonner -- "There are 8 classes in PH1, but more will come out later in other books and the magazines. Think of it this way: There are many classes, but each will fit into one of the four roles. This way you have plenty of variability, but you can always be sure that the class is filling a basic function it's expected to."  Note, though that 11 classes have actually been mentioned so far (below), implying that while all of those classes are in 4E, they're not necessarily in the [first] PHB.
      • Logan Bonner (WotC designer): "Nobody has said which 8 classes are in or out of the PH1. We've talked about classes in seminars and on the boards, and we've mentioned way more than eight classes in them. All the classes in the 3.5 PH will appear at some point in the game's lifespan, but the only ones you can call "confirmed" in the PH1 are fighter, rogue, cleric, and wizard."
      • Fighter, Cleric, Rogue and Wizard definitely stay (multiple mentions and examples). Also mentioned Barbarian, Paladin and Ranger.  
      • Will the Wizard and Sorcerer merge? No (source). Sorcerer will be different from wizards in more ways than just resource management.
      • Mentioned a warlord class spotted on one of the DnD Insider screenshots.
      • The warlock definitely, definitely, definitely appears as a core class in the Player's Handbook.
        • Fine-tuning the warlock (Rich Baker): "Tomorrow I'll be working on the warlock class description. The development's done, so I'm really going to be looking to fine-tune the presentation and the flavor. We're going to have a "warlock flavor meeting" to talk about "developing" the class flavor. Just how close can we skate on the dark-and-sinister angle? What sort of naming themes do we want to use for powers? Would it be cool to give the warlock a strong planar theme and use names like Mire of Minauros and Armor of Agathys? (I sorta like 'em, they've got a nice Doctor Strange ring to them). Or would it be better to stay off of obscure previous-edition references like that? I'm looking forward to the conversation."
      • Druid mentioned in D&D's seminar's summary.
      • Monk mentioned in a rather ambiguous way by WotC Logan.
      • Some current base classes disappear; classes yet to be mentioned and therefore good candidates are Monk [update - now mentioned, above] and Bard. Classes that don't appear in the PHB will appear in future products.
      • Psionics not to be included in core, though they'll have support.
        • On psionics: "They will be a "power source" {but not in the PHB}. The PHB power sources will be "arcane", "divine" and "martial".
      • Prestige classes stay.
    • From GamerZer0's interview with James Wyatt: There are four "roles".
      • Defender: fighter & paladin classes
      • Leader: cleric & warlord classes
      • Controller: wizard class
      • Striker: rogue & ranger classes
      • Chris Perkins on roles: "Party roles existed in 3rd Edition, but they were never discussed openly in the core rules. We simply assumed that a typical group of players would know enough to make sure their party included a front-line fighter-type character, a cleric or other healer-type character, a wizard or other artillery-type character, and so forth. In the interest of helping less-experienced players build stronger parties, we’ve addressed the issue of party composition more openly and directly in 4th Edition by explaining party roles and the importance of having characters who can fill these roles. Each base class in 4th Edition has been designed to fill a specific role, but that’s not all the class aims to do, and every base class has things that it can do outside of its primary role."
      • Roles such as the "leader", into which the warlord and cleric fall [and, presumably, bard, if that class makes it in], won't require the character to stand around doing nothing but making other people better (through songs, or healing), but rather will gain access to those abilities in addition to actions he or she might want to take.  Lead designer Rob Heinsoo on PC roles: "Unlike their 3e counterparts, every Leader class in the new edition is designed to provide their ally-benefits and healing powers without having to use so many of their own actions in the group-caretaker mode. A cleric who wants to spend all their actions selflessly will eventually be able to accomplish that, but a cleric who wants to mix it up in melee or fight from the back rank with holy words and holy symbol attacks won’t constantly be forced to put aside their damage-dealing intentions. A certain amount of healing flows from the Leader classes even when they opt to focus on slaying their enemies directly."
    • Character Powers are to be sorted into at will, per encounter and per day abilities.
    • All classes will have resource management aspects.
    • Resource Management: All classes have defined roles – a fighter is never penalized for being a “tank”, a “healer” is never penalized for curing, a mage is never penalized for “magic missiling”.
    • More options, not restrictions. Everyone will be a constructive, useful member of the party, no accidental lame characters. (source).
    • Less feat trees, easier for characters to swap out abilities much easier and try different things out. Each level from 1 – 30 each character will have interesting character development options to choose (source).
    • Design & Development: Class, on fighter weapon choices: "Fighters care about which weapons they use much more than other characters. Other character classes have specific weapons and weapon types that they tend to rely on while still maintaining access to a larger chunk of the weapon chart. The fighter is the only current 4th Edition class with capabilities that depend on the weapon they have chosen to train the most with. Even at 1st level, a fighter who uses an axe has a different power selection than a fighter who relies on a flail or a rapier or a pick. In the long run, fighters can diversify and master powers related to a few different weapons, but most will opt to focus on the weapon that suits their personal style, helps their interactions with the rest of the PCs in the group, and carries all the magical oomph they’ve managed to acquire."
    • The goal is to have the levels play in a similar manner - they don't want a 25th character overwhelmed with 80 abilities. The main differences should be in the story, not how they play.
    • Mentioned that paladins can be of other alignments other than lawful good.
    • Backstab mentioned.
    • Fighter's "powers" depend highly on the weapon they chose as primary - spears have different "powers" available than axes; swords and greatswords are very flexible in terms of said "powers".
      • On the suggestion of magic/anime feel to fighter powers, WotC Logan confirms that the majority will be non-magical: "...at high levels, the fighter does push beyond the limits of human (or elf or dwarf) ability. Also, if someone wanted to make their fighter more magical-feeling, they could muck about with the flavor of the powers to make them less mundane."
    • Wisdom helps with power selection.
    • Mentioned a "rain of blows" power or maneuver for swords; mentioned making a choice between taking the abilities "Supreme Cleave" or "Massive Strike".
    • On paladin mounts appearing from nowhere: "No".
    • More on martial abilities: "A skilled halberdier can hack a foe with his weapon’s blade and spin around to smash a second foe with the haft. A fighter with a longsword disarms her foe with a flick of her wrist, while a battle hungry axeman cleaves through shields, armor, and bone." "Rogues have a similar relationship with skills. A nimble rogue dives through the air to tumble past an ogre, while a charismatic one tricks an enemy into looking away just before she delivers a killing blow with her dagger. Just as fighters do more with weapons than any other character, rogues push skills beyond the limits that constrain other PCs."
    • Cleric mentioned creating a "surge of healing power" alongside a critical hit. This hints (yet unconfirmed) to mechanics similar to some Crusader maneuvers, from Tome of Battle.
    • Chris Perkins on character abilities: "Fourth Edition gives characters interesting things to do and interesting choices to make during each round of combat. For example, characters always have some cool at-will powers they can use even after they've used up their 'heavy artillery.'"
    • Chris Perkins on Talent Trees: "Talent trees aren’t unique to MMORPGs. Wizards has produced other games that use talent trees, such as the d20 Modern Roleplaying Game and the Star Wars Roleplaying Game Saga Edition. The theory of game design, regardless of platform, is constantly evolving. We’ve taken our gaming experiences over the past decade, as well as player feedback on the games and supplements we’ve produced in that time period, to build a system for character creation and advancement in 4th Edition that draws inspiration from numerous sources, but isn’t exactly like anything that’s been done before."
    • What's all this about the Swordmage?  Rich Baker talks a bit:
      • It's a class we are going to design and publish someday, but it probably won't be in 2008.
      • Swordmages aren't "gishes" or bladesingers. Someone over on EN World made an uncannily accurate prediction about the class, which I can confirm here: A swordmage is a warrior who uses magic to fight better.
      • Swordmages use spells of armorning and protection instead of wearing heavy armor. At the most basic level, it's something along the lines of an always-on mage armor spell, renewed each morning. Since they're defenders, they need hit points and AC comparable to fighters, and swordmages get there by using persistent magic effects.I think there are other persistent wards in play too, spells that provide some energy resistance, mental defense, things of that sort.
      • Swordmages have lots of room for fun, combat-focused "immediate" spells and "move" spells. For example, my character Geran makes use of a few short-range teleports and transpositions, as well as instant shield-like effects. The movement effects will work great for a defender--what better way to get the troll to stop beating on the wizard than to simply trade places with your unarmored friend?
      • Swordmages have room for fun attack powers, too. For example, I have Geran make use of a short-duration, self-only strength spell, as well as another one that wreathes his sword in magical flames. There are a few others I touched on in my novel, but I don't want to give any more away 'cause I don't want to spoil things.
  • Races
    • Eladrin wizardThere is a tiefling in the player’s handbook. There may also be a changeling (from Eberron).  Mike did all the talking, where there will be a very REAL ACTIVE difference within the races that will really make a difference between the Dwarf Fighter and an Elven Fighter. (source).
      • It looks likely that gnomes will not be in the PHB (unconfirmed). When asked at GenCon UK, Bruce Cordell said "wait and see."
      • Seems the tiefling has company in the new races, with eladrin and warforged. At the very least, it being mentioned as a converted 3.5 game, no mention of conversion issues is raised.
      • And drow? "Possibly but not confirmed."
      • What's in store for humans? "Humans will be more "flavourful". There will be mechanical flair to make humans as exciting as any other race."
      • The tiefling definitely, definitely, definitely appears as a core race in the Player's Handbook.
    • Elves! There's a fluff piece on the official site (no rules info) which presents elves as wild, woodland, tribelike folks; very different to those in 3rd Edition with their Wizard favoured class. It mentions that elves are called wood elves, wild elves, or sylvan elves -- "Most elves are wild, free forest-dwellers, guarding their lands with stealth and deadly arrows from high boughs.... elves have gone a different route than their cousins, the eladrin. Elves rely on hard-won intuition and senses tuned to an arrow’s point instead of reason, intellect, or debate as eladrin are more wont to do.... They prefer the magic of the natural world to arcane magic. Elves are drawn to the worship of both the fey god Corellon and Obad-Hai, the god of the wild." Eladrin are mentioned in the article as cousins of the elves. The analogy seems to be that elves are what were wood/wild/moon elves, while eladrin may be gray/high/sun elves.
        • To the suggestion by EN World member Mouseferatu (Ari Marmell, whose name you'll see on Tome of Magic and Heroes of Horror) that: "Perhaps the eladrin known to dwell amongst mortals are simply the weakest of their kin, the fey that interact most frequently with the material plane. In other worlds, places with strange names like Arcadia and Arborea, far more alien eladrin, with powers beyond those comprehensible to mortals and strange titles like "ghaele" and "bralani," are said to dwell",  Michele Carter, RPG Senior Editor, replied: "You're a smart guy, Ari."
      • Will we be doing ECL? "That’s a good example of something applied to the game to help make somethings work easier. We don’t want to recreate this. We’re not going to give you rules to play a blink dog fighter… There will be many more choices, however, and we want to make sure they are all playable right out of the gate. If say, for instance, we put a tiefling in the PH, we would certainly want to make it playable right out of the gate. So, for example, we might have had to make a lot of the other races a little bit cooler to keep the balance straight between the races." (source).
      • Design & Development: Race, which discusses some of the choices that informed the way race was thought of as 4e started to be designed: -- "In the final version of 4th Edition, most of your racial traits come into play right out of the gate at 1st level—dwarven resilience, elven evasion, a half-elf’s inspiring presence, and so on. As you go up levels, you can take racial feats to make those abilities even more exciting and gain new capabilities tied to your race. You can also take race-specific powers built into your class, which accomplish a lot of what racial substitution levels used to do: a dwarf fighter with the friend of earth power can do something that other 10th-level fighters just can’t do."
      • "Dwarven resilience, elven evasion, a half-elf’s inspiring presence" mentioned as racial traits
      • Classes can be improved by racial feats, in a similar way to how current racial substitution levels work.
      • Peter Schaefer talks about racial traits ("Being really lucky, for example, works with the halfing rogue really well, and being durable is perfect for the dwarven fighter.") and how different classes can perform the same role without looking like clones of each other.
      • A racial change which may raise some eyebrows"Races were fun to develop, fast and easy. Each race works best with two or three classes, thanks to a stat bonus or other feature, and none suck at any class; a couple tweaks here and there let us reinforce those connections without weakening the races' flexibilities. Only one race gave us any trouble and got a bit of a change in return. It's the sort of thing that would raise some eyebrows in the playing public - and also in the office, I'm told, so we'll see if it makes it to your eyes. I hope it does, because it makes everything about the race simpler and just as effective."
  • Advancement
    • Chris Perkins on the rate of advancement: power level is increasing (although not by a "startling" amount); 20th level in 4th Edition is a little more powerful than 20th level in 3rd Edition. However, you'll reach 30th level in the same time you used to reach 20th level -- 
"The way character advancement works now, it takes fewer encounters to gain a level, but it takes roughly the same length of time to reach 30 levels in 4th Edition as it takes to reach 20 levels in 3rd Edition. The rate of level advancement is still being playtested, however, so the jury's still out on whether the final game will work this way.

One of the goals of 4th Edition is to make high-level play as fun, balanced, and manageable as low-level play, and to make high-level characters as easy to create and run as low-level ones. Comparing high-level 4th Edition characters to high-level 3rd Edition characters is not an apples-to-apples comparison because they're built very differently. However, there isn't a startling increase in overall power level from a 20th-level 3rd Edition character to a 20th-level 4th Edition character "
    • Will there still be XP? How will it work? "We still have XP, very similar to now... It's not an exponential power curve anymore. You go up more smoothly."
    • Levelling up geared towards every two or three sessions.
    • Personalizing and specializing your character is amped up, it’s one of the most powerful things about 4th edition. If you’re a barbarian, you’re not a frenzied berserker. If you’re a barbarian, you’re a barbarian for your entire career. The frenzied berserker and bear warrior will be at the very end (source).
    • David Noonan -- "Plus I had a nice, meaty design assignment to work on. Suffice it to say that I'm working on a significant customization choice your character makes midway through his or her career--and it's a choice that'll evolve over, say, ten levels or so. More on those when I get 'em written."
    • There will be rules akin to the retraining rules in PHBII - they don't like the idea of people planning their careers from level 1 to 30.
    • Multiclassing – lots of compelling and interesting choices. A fighter who dabbles in wizard or dabbles in cleric is something compelling, Andy’s brother is playing a rogue wizard and he’s said in the conversion "this is the character I wanted to play all along". The choices and powers are good powers on both sides. Backstab, throw chromatic orb across the room, then teleport across the room. There is no more “crappy fighter” attached to a “crappy wizard” (source).
      • Mike Mearls mentions that WotC are working on multiclassing, and how they're trying to get a ranger/cleric/wizard to work.
      • David Noonan -- "Gish lovers (and those who are, um, gish-curious), I've got your back. Terminology Note: When I say "gish," I'm not referring specifically to githyanki fighter/wizards. Nor am I talking about a really good Smashing Pumpkins album, Gish. I'm talking more generally about characters who are capable melee combatants and reasonably good arcane spellcasters, too.

        One of the things I'm working on is some character-building pieces to support the archetype. And as I write, I wonder, "I'm not sure the gish needs the help. He might be OK with just our crazy new multiclassing rules."

        Multiclassing: New multiclassing rules, you ask. Yep, we've got 'em. Multiclass characters are running at a couple of our internal playtest tables right now. Early results are promising, but we're talking about only a couple of characters, so we haven't seen broad proof of concept yet.

        It's easy to critique 3e multiclassing, but it's also important to remember that they represent a massive, double-quantum leap from multiclass/dual-class rules in 1e/2e. We really like the configurability and freedom of 3e multiclassing, the way it's extensible even when you add new classes to the mix, and how it respects (to a degree, anyway) the changing whimsy of players as their characters evolve.

        But it's got some problems--and in particular, it doesn't tackle the gish very well. There's the arcane spell failure problem, which takes some levels of the spellsword PrC, a little mithral, and some twilight enhancement to take care of. But beyond that, the low caster level can be just crippling for the fighter/wizard who wants to blast the bad guys into oblivion, rather than use his spellbook as a really good utility belt.

        So that's one big problem--the caster level situation. In 3e, we've cemented over that with some prestige classes and feats. But there's another problem: Your journey through the "Valley of Multi-Ineffectiveness." For the gish, it's hard to truly be, well, gishy at low levels before you've figured out a reasonable answer to the armor problem. You can't really wade into melee like a fighter, because you're gonna get creamed. So you have to take an "I'm basically a wizard for now" or "I'm basically a fighter for now." That works, but you're just biding your time until you get to play the character you want to play.

        And for the gish's cousin, the wizard/cleric, his "Valley of Multi-Ineffectiveness" isn't quite as deep, but it lasts a little longer--until he qualifies for mystic theurge, anyway.

        So the improvement we're seeking from the multiclass system is something that solves some specific math problems (the caster level thing) and some specific career-path problems (letting you feel like a blend of classes from the get-go).

        The Gish, Today: So what does this mean for our gish PCs at the playtest tables? Well, from very early levels, he's weariing armor, stabbing dudes, and casting spells. He's not as good at stabbing as the fighter, nor as good at casting as the wizard. But he's viable at both. In theory.

        In theory? Well, like I said, the gish characters don't have a lot of mileage on them yet. And creating hybrid characters involves a careful balancing act. Multiclass characters can't be optimal at a focused task (because that horns in the turf for the single-class character) and they can't be weaksauce (because then you've sold the multiclass character a false bill of goods and he doesn't actually get to use the breadth of his abilities). There's a middle ground between "optimal" and "weaksauce" that I'll call "viable." But it's not exactly a wide spot of ground.

        Finding that viable middle ground isn't a problem unique to 4e. The 3e designers (myself included) took lots of shots at it; the bard, the mystic theurge, and the eldritch knight are all somewhere on the optimal-viable-weaksauce continuum. And any WoW shaman, druid, or paladin knows firsthand the sorts of continual rebalancing they've undergone as Blizzard tries to keep their hybrid classes in the middle of that continuum."
    • XP remaining, and for those not comfortable with eyeballing it will have a clear time as to when to advance. Much easier for the DM. "I’ll build a level 8 encounter, totaling 8000 xp, this one, plus this one = 8000 done." No tables. Monsters have a level, just like characters. “A group vs. a “group” of 5th level is about the same as an EL5 encounter today.  (source).
  • Losing VanceMagic
    • Vancian 'spell slots' will be reduced in how much they control a caster's total ability -- "Vancian magic system – there’s an element of that we held on to, but it’s a much smaller fraction of their overall power. A wizard will never completely run out of spells. They can run out of their “mordenkainen’s sword, however” (source).
      • Mike Mearls -- "BTW, who knew that so many people disliked Vancian spellcasting? The entire audience in yesterday's seminar cheered and clapped when we told them it was (mostly) gone."
      • Vancian system survives, but it's only a "fraction" of the magic (or magic options) available to characters: "a wizard who casts all his memorized per day spells should be at about 80% of power."
      • Chris Perkins on Vancian magic -- "It’s safe to say that the “Vancian” spellcasting system has received as much scrutiny as every other aspect of the D&D game. One thing we don’t want is a character running out of cool things to do in combat. In 4th Edition, all characters have a selection of at-will, per-encounter, and per-day resources. The exact mechanical execution of this base concept will be disclosed in the coming months on D&D Insider and the Wizards Presents: Races and Classes preview book, so no spoilers here!"
    • It seems like four "classic" wizardly implements - the orb, staff, tome, and wand - are to play a more central role in the Wizard character class. Each implement is associated with certain types of magic: orb for terrain control, manipulation and divination; staff for forcefully projected powers as well as flight and telekinisis; tome for teleportation, summoning, shapechanging; and wand for long-range effects and protection.  The wizard can cast without the items, but is likened to "a slightly near-sighted man with glasses"; holding the associated implement grants a benefit to the wizard’s attack. The article refers to "the wand spell cinder storm", which implies that each spell will be an orb, staff, wand or tome spell.
      • Update - conspiracy theorists ahoy! All references to the "tome" have been edited out of the above article, leaving orb, staff and wand only. Why? I don't know! But there were references to the "tome" before, and now there aren't. Instead, we have extra flavour text, referring to Iron Sigil [potent defenses when invoking spells of thunder or force] and Serpent Eye [enchantment, beguiling, and ensnaring] traditions (orb), disciplines of the Hidden Flame [fierce powers of fire and radiance] and the Golden Wyvern [battle-mages] (staff), and Emerald Frost adepts [powers of cold and deadly acidic magic] and Stormwalker theurges [spells of lightning and force] (wand).
      • Bart Carroll on the change: "Hmm, well we do say it in the Design & Development column intro: "Keep in mind that the game is still in a state of flux, as refinements are made by our design and development staff." Case in point -- take another look at the most recent Wizards and Wizard Implements article. A revised version has just been posted, with several changes to the original article posted Friday [Note from Morrus - it wasn't there on Friday; it appeared today]. The version you see now is the version that should have originally gone live."
      • Note: breschau posted the original article.
      • Dave Noonan has spoken a little more about wizards implements (the orb, staff, wand, and elusive tome). He mentions that the level of importance attached to these items has not yet been finally decided ("The pendulum has swung around a lot during design on the implement issue... Right now the pendulum is resting somewhere in the middle.") He compares it to a fighter and his weapons: "...it might be worthwhile to think of a wizard's implements as analogous to a 3e fighter's weapon choice--if you assume that the fighter hasn't deeply, deeply specialized in that weapon through feat choice. Mid-level Tordek prefers axes, sure, and he probably has an advantage with an axe that's substantial but not overwhelming. You put a polearm in his hands, though, and he functions just fine. And he's accessing the salient properties of the polearm--reach, for example."
      • He also confirms that the design intention is that these things be adjustable to work in your campaign -- "You can add your own implements and disciplines/traditions to the mix. Doing so takes some work, but it's not a massive undertaking."
      • And on the nature of the described traditions: "...traditions are not groupings (fluffy or otherwise) of spells/spell schools/etc... I can see how someone could read the preview article and make the reasonable speculation that the traditions we mention are analogous to spell schools or domains. While that's a decent guess, and it fits the available data, it's not a correct guess."
      • Wizardly orders: "They're not really specializations in the sense of 3rd Edition specialist wizards; choosing one doesn't make the spells belonging to another unavailable to you. Basically they're a mechanism by which we answer the question, "How did your wizard learn magic? Was he trained in a magical academy, tutored by a single mentor, etc., etc." So each order provides a subset a spells your character is *best* at, but doesn't replace the notion of spell school from previous editions."
      • Implements: "Wizard implements now provide your character with a reason to care about a signature weapon in much the same way that the fighter cares about a signature sword. We think it's a good thing. Many other implements have been suggested, including things such as mask, dagger, and (of course) tome."
    • On spell selection: "Every class gets cool "non-attack" power choices as well as attack power choices. Wizards will still be able to cast spells such as Disguise Self, Jump, or Levitate. It's true that we'd like to "narrow" wizards a bit, and save (for example) some illusion spells for an honest-to-gosh Illusionist class down the road, or necromancy spells for a Necromancer. But wizards will still "splash" at least a few of the iconic powers in these themes of magic. For example, wizards still have Invisibility available to them. But when the Illusionist class comes around, he'll have better Invisibility options."
    • To the question of whether XP will be required to make magic items Andy Collins replied, "No, Hell No." How magic items will be made in character wasn't discussed beyond a vague statement that you wouldn't be burning a feat on it, and out of character the structure of magic item creation will become more loosened.
      • Magic Item Creation. "We tried to fool ourselves into the fact that there was a hard pricing, but we started recognizing that with MIC, that we should look at them more wholistically. There will not be magic item creation rules for DM’s as we realize that as professional game designers we don’t even get it right every time. We’re going to give you lots and lots of examples and suggest that you build it, test it, etc. " (source).
      • Will it be easier for a wizard to create magic items? "Yes, characters can still build magic items, it will be a way for characters to acquire things, but it will be more flexible and easier. There will be a preview article on this in two weeks on D&D Insider. Three releases a week (this one will be on Wed).". (source).
    • Rodney Thompson on how magic items won't be as necessary to character advancement -- "Last night at dinner Andrew Finch and I had an interesting discussion about the way magic items are going to work in 4th Edition. Since I was busy running Star Wars games and hosting my own seminars I didn't get to go to any of the D&D panels, so I don't know how much they revealed about magic items. Anyways, Andrew and I were having a bit of a disagreement about the way magic items contribute to the D&D experience. (As an aside, Andrew and I have had many such conversations back at the office, especially in a Star Wars context where loot and gear are almost meaningless). We both agree on this: finding a magic item is a tangible player reward that helps keep the game moving forward for the players. While XP may be its own reward, it's a delayed reward. When I conclude an encounter, I get XP, but I don't get its effects for another few encounters. The presence of magic items provides an immediate reward (or, at least, the potential for an immediate reward) at the conclusion of the encounter. You don't have to actually get a new magic item for the potential for reward to be there, and in many cases you'll feel as though you've been rewarded when someone else gets an item. In 4E, I think there is going to be a very interesting dynamic between magic items and players. I believe it was mentioned that some traditional things about magic items were going the way of the dodo, and that magic items aren't going to be required to do cool things at high levels. While that may be true, I think people are still going to want magic items because they are going to provide some cool and exciting effects. There's going to be a new dynamic where players are going to want new things but not necessarily need them as much to remain competitive, which I'm thinking is going to actually cause the "I'm happy for someone else when they get loot" mentality to spread. If I don't get new magic items for a while, I'm not becoming underpowered per se, so it's much easier for me to feel rewarded when someone else picks up a new magic item."
    • "Wizards will be able to cast 25th-level spells." 4E mechanical designer Logan Bonner also comments very briefly on the rumours of 30th level spells -- "Power level corresponds to the character level at which you gain the power."
    • Fireballs don't deal 1d6/level damage any more. Also, game breaking spells pells that fundamentally change the gaming scenario, like etherealness, scrying, and save or die effects) "have been addressed as well". 
      • The 4th Edition fireball has not only an attack roll, but you can crit with it? "A brief playtest note from last night's game, DM'd by Dave Noonan: I rolled not one, but *two* critical hits with fireball attack rolls last night. The second actually one-shotted a tough troglodyte skirmisher; just smoked him outright, full hp to dead in one go. Oh, and I had a great initiative roll, so it was the very first thing that happened in the fight. Hee hee hee! Scoring criticals with attack spells is *fun.* My warlord/wizard sure feels like he kicks some butt!"
    • Mentioned a "ray of freezing cold".
    • Warlock seen using "Mire of Minauros" which dissolved a couple of vampires, with an acidic bog.
    • Wizards have been seen to use a "wizard strike" (twice in a single combat) and a "once-per-day scorch" which blasted three opponents who were lined up in a row.  Neither appear to be spells.
    • Will we still have x/min level Buffs? "Nope. Buff durations will be drastically modified."
    • On save-or-die spells -- "We're trying to get away from mages that rely primarily on Save or Lose/Die spells. For example, we're basing most things around doing HP damage, then tying conditions to HP loss. We do not want characters dying from a single failed die roll.... "
    • Increase of magic across the board in all aspects of the game.
    • David Noonan on spells:

      "After two class meetings yesterday, I discover that I'm still smitten with the way we're "siloing" PC capabilities now. For example, it was always unfortunate how phantom steed had to compete with fireball on a wizard's "Spells Prepared" list. Don't get me wrong: Both spells are great, and they both have their place. But when all eyes at the table turn to you, it's a lot better to say, "I didn't prep phantom steed, but I've still got fireball," rather than "I didn't prep fireball, but I've still got phantom steed." Phantom steed suffers by comparison, despite its coolness, and thus it's relegated to scroll use and the occasional splash from a high-level wizard.

      Not so in 4e. We've devised various ways of grouping like capabilities with like capabilities, so you don't have to sacrifice phantom steed's utility for fireball's killin'-the-bad-guys effectiveness. You'll get both. And one of the clever bits in D&D--figuring out combat uses for utility spells and vice versa--remains.

      In some ways, it's like having a major and a minor in college. And 4e characters are looking a lot more well-rounded than their 3e counterparts."
  • Monsters
    • Monster Manual is a 288 pagebook, with over 300 monsters. New format for stat blocks, simpler and easier to use. (source).
    • Who's in and who's out? "...plenty of monsters will be in MM1, but not all the monsters you expect to see in D&D will be. Those that have a home in the new edition will eventually see release, however. Sometimes they'll even get a polish that makes them into something more useful and compelling, and maybe even more mythologically accurate."
      • Orcus will be in the MM. Grazzt will be in the Demonomicon on D&D Insider in October. (source).
      • Chris Perkins -- "In case you're wondering, Asmodeus won't be joining Orcus in the new MM because, as I previously hinted, the Lord of the Ninth is getting a promotion to god status in 4E. His holy (unholy?) symbol will be among those appearing in the Player's Handbook"
    • Troll
    • Challenge Ratings are gone!  WotC's Greg Bilsland"I remember specifically asking Logan Bonner about the 3.5 problems with level adjustment and challenge rating. With a wry grin, he replied, “Challenge rating, what’s that?”
    • Monsters won't have feats - at least that's what Logan Bonner is implying. 
    • Monsters will have roles outlined in the MM. Monster design will be more open ended. Not all monsters will have information necessary to make them playable characters.  Example mentioned roles include "Brute" and "Artillery", and their stats will be affected by their role.
      • The fog of war is much more interesting because when you approach an orc, he isn’t a set of specific stats. He has a very specific role, and you won’t know what it is until he unleashes it on the battlefield.  (source).
    • "There will be many more monsters for PC’s to fight. It’s more fun that way. There are very few encounters that are built to be all the PC’s against one big powerful bad guy. There will be more mechanics built to leverage the monsters and THEIR fundadmental roles. An ettin will be talking to itself throughout the encounter. This is the “monster’s job on the battlefield” this is how he reacts." (source).
    • Monstrous races? Can you still make kobold barbarians? "We’re not going to put limitations on the way we build monsters to make them work right. We know there are monsters that will become player character races. For example, it will be obvious how to play a goblin PC right out of the monster manual and PH." (source).
    • Since we're mentioning kobolds - it's barely a news item; it's barely even a hint. However, a Mike Mearls blog post,  makes a reference to kobolds and their affinity for traps: "... such as when James came over and talked about making the mechanics for kobolds really speak to our trap rules."
    • Chris Perkins on the ease of running monsters: "The game makes the DM's life easier in many ways. For one thing, monsters are more fun to play. A monster doesn't need thirty spell-like abilities to be cool. Given that the typical monster has a lifespan of 3 to 5 rounds, it really only needs one or two 'signature' abilities in addition to its normal attacks. The new game also makes it a lot easier for the DM to determine appropriate challenges for the party with an encounter-building system that's much more intuitive than the current EL/CR system. It also doesn't hurt that we'll have a data-driven, plug-n-play encounter builder tool on D&D Insider."
    • Monsters no longer drain XP (implied no draining of levels?)
    • Vulnerability to energy likely to work differently in 4e, with additional effects (like slowing in the case of cold) instead of (or in addition to?) extra damage.
    • Templates mentioned.
    • There will be a group of monsters called "foulspawn" in the Monster Manual that James Wyatt recommended be part of the family that includes dolgrim and dolgaunts (Eberron monsters).
    • Stephen Schubert mentions running an encounter with spiders without having stats for them in his latest blog entry. "I knew I wanted the small spiders to use webs to trap the PCs and pull them closer, and I wanted the large spider to be a more significant melee threat. With a couple of notes on those abilities, and using a generic set of level-appropriate attack bonuses and defenses, I was able to generate those monsters nearly entirely on the fly."
    • "The ettin, for instance, has the whole two-heads thing, so it can go twice in one round, and take unrelated actions."
    • A note on hobgoblin flavour: "Hobgoblins have a history of breeding beasts as guards and for battle. Among the few creatures hobgoblins have successfully bent to this purpose remain those still a work in progress. Like hairy-legged, poison-spewing arachnids that must be caged lest they begin snacking on their masters. A word to the wise: If you invade a hobgoblin warren and see a few defenders break for the iron cage rattling in the back room, consider trying to stop them before they open it."
    • Ancient (red?) dragons apparently now can do a lot of things ((the dragon can't do all those things every round - that was clarified by Wizards' staff in the gleemax forums):
      • An inferno aura, useable as a free action.
      • A tail slap attack with an added pushback effect, useable as a free action.
      • Two claw attacks, useable as a standard action.
      • A fireball spit that sticks to the target dealing extra damage, useable as a standard action.
      • A breath weapon, but we don't get to see what kind of action it normally takes - a free one like the inferno aura, as different uses of the same ability?
      • A special action granting an extra standard action.
      • They may take an immediate action to use their breath weapon when reduced blow half damage.
      • They may take an immediate action to use their tail slap when about to be flanked.
      • Said dragon would have around 1000 hit points.
"Anyway, dragons. Ready-to-play dragons, right in the Monster Manual! What a concept! I just pulled the 1977 Monster Manual and the 1993 Monstrous Manual off my shelf and realized that this is, in fact, the first Monster Manual in the history of the D&D game to give you complete, ready-to-play dragons right there in the book! (To be fair, you didn't have to do much for the dragons in the 1977 book, but you did have to contend with a range of possible Hit Dice, hit points per die that depended on the dragon's age, and a fair bit of text at the start of the dragon entry you had to refer back to in play. Plus, there was a random chance that a dragon might use magic, and its spells were determined randomly.

In the 1993 book, you had to consult two different tables, checking the dragon's age against the various columns, to determine its Hit Dice (let's see, page 79 tells me the silver dragon has 15 base Hit Dice, but it's adult, so page 64 tells me to add 2), AC, damage (1-8/1-8/5-30 on page 79, +6 from page 64), and so on. What fun!

And then, of course, there's 3e, with the whole stat block construction process. Choose skills and feats and spells for every dragon, and modify all the stats accordingly. Nuts!

So here we are, neck-deep in writing the 4e Monster Manual, and I have the happy task of filling in a 14-page dragon entry. (A waste of space? In a Dungeons & Dragons Monster Manual? I don't think so.) Each dragon has all the information you need to run it, self-contained in its stat block. Each spread gives you tactics, descriptions, encounters, and lore for the dragon at hand. The start of the section talks about the families of dragons, a legend of the birth of dragons, advice for building and running a dragon encounter—lots of great information, but nothing you're going to have to flip back to in the middle of any encounter.

Every attack, every statistic, every magic power each dragon has is contained right there in its stat block. Self-contained. As easy to run as you could ask a solo monster to be. Ready to go. Ready to kill your characters. Awesome."
- Devils are angels who rebelled. They rose up against the deity they served and murdered him. The crime of deicide is unimaginably perverse for angels, and hence devils were cursed and imprisoned in the Nine Hells.

- The Nine Hells are what became of the murdered deity's divine realm after his death. The Hells are the devils' prison, and it is difficult for them to get out without mortal aid.

- We've re-sorted demons and devils a bit, since we want these two categories of monsters to make a little more sense. Devils tend to be more humanoid in form, usually fight with weapons, and often wear armor. Most have horns, wings, and tails. One consequence of this: the erinyes and the succubus were holding down pretty similar territory, so we've decided that they're the same monster, called the succubus, and it's a devil.

- Ice devils don't look like other devils. We've decided that they are actually a demonic/yugoloth race... one that was entrapped by Mephistopheles long ago in an infernal contract. So ice devils hate other devils, retain their insect-like appearance, and have a special loyalty to Mephistopheles. It's one of the reasons why Asmodeus has never chosen to move against Mephistopheles. Asmodeus would of course win if he did, but that would let the ice devils out of their contract.
    • Lots more on demons and devils!  A Design & Development article focuses on the differences between demons and devils. "Throughout demons' and devils' existence in the D&D game, resemblances between them have been stronger and more numerous than differences.... Each member of both species has a wide array of similar (and often superfluous) supernatural powers."

      The article tells us that in 4th Edition, the Nine Hells have become "an astral dominion among other deific abodes in the Astral Sea", with Asmodeus as the resident deity. Asmodeus follows the "fallen angel" model, as do his followers. The Abyss, on the other hand, "gapes like a festering wound in the landscape of the Elemental Tempest". Demons are elemental beings who came too close and became trapped.

      The devils are cunning manipulators, seeking to gain influence among mortals, whereas demons are "savage and fearless engines of annihilation". The demon lords still exist, there's no structure or hierarchy there any more.

      "What does a clearer distinction between the two major species of fiends mean for your game? If you need a devious fiend that cares about souls and works on long-term schemes, use a devil. However, wholesale slaughter, pointless suffering, and terrifying devastation call for a demon."
"We are not going back to a 1st or 2nd edition means of creating monsters. Those editions had no standards for monster design. Everyone just eyeballed it and hoped it was fair and fun (often it wasn't).

Third edition gives the illusion of fairness by giving you formulas to rely on, but you can use all the formulas perfectly and easily end up with an unfair or unfun monster. Advancing monsters by hit dice is a great example. Depending on its type and ability scores, the CR raise you give it according to the formulas might work out okay, but just as often the monster ends up too tough for its CR or too weak.

CR is often just a shot in the dark. We usually get it right, but I'm betting you can think of some critters that are way out of their weight class.

For each level of play we're devising a range of numbers for monsters that provide fairness and fun. Those numbers are based on what the PCs bring to the fight in terms of their potency and defenses, and upon the general role in the fight a monster is likely to be in.

Thus, the ogre, who is most likely to be the tough brute in melee, uses the “brute” range of numbers for its level. The numbers in that range and their distribution are designed to be fair and fun in a fight while at the same time allowing the artillery monster (like maybe a gnoll archer) of the same level to feel different but still be fair and fun. Of course, an ogre can chuck spears and that gnoll archer can charge up and hit you, but the numbers are devised in a fashion to produce great results when the monsters are used how people normally would use them. The ogre that’s in your face has more hit points than the gnoll archer that is using the ogre as a shield.

Changing a monster will be easier and more fair that ever. Rather than jumping through hoops and doing a lot of math with uncertain results, you can just look at the numbers for where you want to be and put the monster there. You might get there by adding a class, by "advancing" a monster, by adding a template, or some combination. The key is that you'll know where you need to get to in order to make the monster work right."

David Noonan's previous favourite thing about 4th Edition ("revisiting adventure pacing...the whole "wizard is done at 9:05 a.m." problem") has been replaced with a new favourite: easy-to-mix monsters.
...in 4e, I find it:

• Easier to assemble those mixed monster groups on the fly.
• Easier to keep those monsters alive long enough to pull off their cool tricks.
• Easier to convince my players that they're a threat (in 3e, the power curve is such that a monster quickly falls from "appropriate challenge" to "speed bump" in the space of only a couple of levels).
• Easier to run those mixed monster groups at the table without my head exploding.
  • Encounters & Combat
    • Moving MoreAction points are core. They do different stuff than Star Wars force points and Eberron action points.
    • Encounters will be built differently in 4th edition. There will be much more “situation” and complexity in the environment, swinging bridges, gouts of lava, etc. An encounter is like a scene of a play – could be talking to a town guard, could be defending a town gate, could be traversing the mountainside to enter the shrine of Asmodeus (source).
    • Encounters are designed to handle more bad guys -- "In 4th Edition, your dungeons are going to be a lot more densely populated. The typical encounter has one monster per PC in the party, assuming that the monsters are about the same level as the PCs."
    • A better mechanic for turning undead.
    • You still die at -10 HP.
    • Hit points appear to have level ranges during which certain abilities are accessible -- "For example, you drop below half HP, you become Bloodied. Then there are abilities you can only use while Bloodied, and abilities you can only use against Bloodied opponents. (Sounds like Fighters can get a Last Stand buff, while Rogues can unleash some nasty attacks against Bloodied enemies.)"
    • Grapple got a major overhaul.
    • James Wyatt -- "See, in 3e there's a basic assumption that an encounter between four 5th-level PCs and one CR 5 monster should drain away about 25% of the party's resources, which primarily translates into spells (and primarily the cleric's spells, which determine everyone else's total hit points). What that actually means is that you get up the morning, then have three encounters in a row that don't reallly challenge you. It's the fourth one that tests your skill—that's where you figure out whether you've spent too much, or if you still have enough resources left to finish off that last encounter. Then you're done. So basically, three boring encounters before you get to one that's really life or death....It kind of makes sense, mathematically. The problem is, it's not fun. So what lots of people actually do, in my experience, is get up in the morning and have a fun encounter: there are multiple monsters that are close to the PCs' level, so the total encounter level is higher than their level. There's interesting terrain and dynamic movement. Sometimes there are waves of monsters, one after another. Whew! It's a knock-down, drag-out fight that could really go either way. And it's fun!"
    • Saves mentioned.
    • On saves vs. massive damage -- "You may have to make a Fort save or suffer penalties for the rest of the day, but you will not die from massive damage unless it drops you to -10."
    • AC mentioned, apparently with the same function as it has today.
    • Free, immediate, move and standard actions mentioned. (it stands to reason Swift actions will be present too).
    • Critical hits mentioned.
      • Confirmation rolls for critical hits possibly go away (no mention of confirmation in above linked playtest)..
    • Grapple greatly simplified (the big joke at the 4E announcement at GenCon).
    • Bullrush is in.
    • You can cause falling damage to an opponent by leaping down onto him.
    • Reference to "something being done" with hit points and with critical hits.
    • Combat still uses a square grid
    • DR may disappear (or be thoroughly changed)
    • Some kind of rule for "minions".
    • playtest report on the official site provides a number of clues regarding 4th Edition combat, including concepts such as a "second wind", a "wizard strike" and an "immediate counterattack".  The following can be noted from the report:
      • First we have Heron and Tian being the only characters to spot the goblins, and thus the only ones to act in the surprise round.
      • Flanking and tripping both appear to still be in.
      • No mention of confirming a critical hit (although the author may have just not mentioned it).
      • Seems the Tiefling has company in the new races, with Eladrin and Warforged. At the very least, it being mentioned as a converted 3.5 game, no mention of conversion issues is raised.
      • We then have Heron, who uses an "immediate counterattack" upon being missed by a goblin bowman, and who takes two shots back on his turn (he's a 1st level character).
      • Domna, a warlord, uses some kind of bard-like ability to boost her allies in addition to attacking a wolf.  It sounds like the "Leading the Attack" White Raven combat maneuver from Book of Nine Swords.
      • Sasha uses something called a "wizard strike" with her staff, which both injures and pushes a wolf.
      • Heron, the archer, moves away and regains some hit points on a "second wind" (Star Wars has a second wind rule: when your character is below half his total HP, he can regain points equal to 1/4 of his total or equal to his Con score, which is higher; usable once per day, takes a Swift Action; some feats, etc., allow more than once use per day, but never more than once per encounter; PC classes can do it, but NPC classes cannot.)
      • Tian misses a goblin, who is then able to move away without provoking an attack-of-opportunity.
      • An "initiative count" is mentioned "coming to the top again", which suggests there isn't a drastic change in that rule from 3rd Edition.
      • Sasha uses another "wizard strike", which blasts two wolves, pushing one away again.
      • Domna, the warlord, "uses her tactical acumen to attack in such a way that the wolf she hit opened itself up to Robozcniek". Sounds like some kind of bardic ability.
      • Note that support activities, such as the warlord's "tactical acumen" are being used in addition to regular actions, supporting the PC Roles article which indicated that "leader" characters will get to act, rather than stand around merely enhancing their allies.
    • In a discussion of weapon sizes (ala "how long is a pilum") James Wyatt mentions there will be medium weapons. More than likely weapon sizes won't be drastically changed.
    • Full attack option removed -- WotC's Andy Collins posts in this thread (seventh post down) that the full-attack option has been removed from 4th Edition. He also briefly discusses the designers' goals to create more mobile combats. Removing this option reduces the "shall I stand here and fight or move?" choice prevalent in 3E combats; added to that, of course, is the previous info that Attacks of Opportunity (pasted below) have also been either changed or removed, presumably with the same intent -- "we're designing the game to encourage, even mandate movement from one place to another. More powers that reward movement, more short-range teleportation/flight, more powers that involuntarily move enemies...these all get us away from the static fights that 3E encouraged."
      • Attacks of opportunity gone or greatly changed/simplified: a fighter charges a dragon and no AoO is mentioned.
      • AoO - "It won't be the same thing, but the concepts are all there. Please note that things ARE still in development. Nothing's finalized yet." (source).
      • Chris Perkins on running combats: "The 4E game system also speeds up round-by-round combat by smoothing out some of the clunky or less-intuitive mechanics. For example, we've made attacks of opportunity dirt-simple by reducing the number of things that provoke AoOs and keeping the list short, intuitive, and free of exceptions. We've also made it so that no single player's turn takes a lot longer than any other player's turn by eliminating things that cause players to stall on their turns (the shapechange spell as currently written is a fine example)."
    • Rules for non-combat encounters. The example given was social interaction. Unlike 3E, where negotiation amounts to a single Diplomacy check, it's treated almost like a combat in 4E.  Ari Marmell's blog -- "Social encounters. For those who don't just want to RP such things without some mechanical impact, the game has rules for non-combat encounters. The example given was social interaction. Unlike 3E, where negotiation amounts to a single Diplomacy check, it's treated almost like a combat in 4E. I make a skill check, but I also tell the DM what/how I'm doing. The opponent responds with behavior (and a check) of his own. I counter with a new check, and new words. And so forth."
    • Social interactions: Multiple checks between multiple characters (including back and forth) for a single social interaction, instead of a single roll as now.  Tools for helping DMs manage a social enounter which has suddenly been thrust upon them without warning; the example given is that the players suddenly decide to speak to the mayor, an event for which the DM is not prepared.
    • Social interations completely revamped.  Dave Noonan: 
"...And out comes a new iteration of our social challenge rules. We extracted a ton of useful data out of the test, and I'll probably spend the rest of the morning typing that up for my colleagues and messing with some the rules. But I can share some broad outlines with you.

1) I had perfect attendance at my table last night: 7 PCs, plus the dragon, plus the lich. A truly participatory social challenge at a table that big is going to be chaotic no matter how you structure it. Or at least you can't come up with rules that muzzle my players.

2) There was a lot of variety in both the mechanical techniques used (the checks/rolls/etc.) and the actual table dialogue. That's a pretty high priority, so it was good to see it emerge in actual play. But my table is predisposed to show those behaviors, so I can't see anything more definite than "it's a good system for people who throw themselves into that play style wholeheartedly."

3) The system we were testing involves skill checks (big surprise, huh?). One of the things I found fascinating was that some players preferred to deliver their dialogue, then roll the skill check and report the result. Others preferred to roll the skill check first, then deliver dialogue that matched their result (good or bad). The system works either way, so I might just make it explicit that you can "roll, then talk" or "talk, then roll."

4) There is a totally valid D&D playstyle that haaaaates the idea of social interactions being resolved with a die roll. This system should work for that playstyle, too, once you flip a few switches. That just isn't the playstyle we were testing last night.

The upshot? We had about 20 minutes of great dialogue at the table, then the lich was sufficiently convinced that the dragon was dangerously insane that he cautiously aided the PCs in attacking the dragon. Of course the lich turned on the PCs as the dragon fight was winding down. But the social challenge mattered, because the PCs were able to fight the dragon (with a little help), then fight the lich. That sure beats fighting dragon + lich."
  • Skills & Feats
    • Skill system – familiar but truncated. Getting rid of tailor, rope use, etc. Focus on the skills that are really useful in an encounter. Star Wars Saga Edition is a significant stride forward and should be considered a preview. Same for profession, etc. We want characters making acrobatics, bluff, jump, etc. No characters will be stuck at 10th level saying “oh I never invested in that.” Hide/Move Silent are brought together. Now an important part of your character, and here’s how to apply it to an encounter: "It’s rarely a check and done, it’s now, I make a check, and they react to it. What happens now?" (source).
    • D&D 4th Edition skills are not exactly the same as Star Wars Saga Edition skills: "Also remember that we designed the skill system in Saga so that, when you reach 20th level and are fighting the Sith Lord, it makes more sense for you to whip out your lightsaber and have a climactic duel than it does to just use move object to throw him off of one of the many no-handrails walkways that populate the SW universe. Given the lethality of Star Wars weapons (dealing 3d6 damage for a standard blaster pistol) the Jedi also need something to keep them survivable at low-levels while they're out in the fray with no cover and such....Star Wars and D&D are very different animals thematically, and we designed the Star Wars skill system to fit the way Star Wars should play, not the way a generic d20 game should play. I'm not saying there won't be similarities between SWSE's skill system and 4E's, but I doubt you'll see it work exactly the same way."
    • Skills are still in the game. There's a better implementation that's "easier and cleaner".
    • "Feats remain; people like feats... Some 3.5 classes really suffered for not having enough feats."
    • Mike Mearls talks about "bad rules", hinting that the Dodge feat may be going away or changing.
    • On spot checks and the like, in response to suggestions that the character's check be a static DC rolled by the hider/hidden object in order to not tip him/her off that he/she is making a spot check: "Way ahread of you."
    • Dave Noonan on "skill challenges" -- "A little something for the DMG we've variously called "skill challenges," "extended challenges," and "complex challenges." And if we're calling it those three things, you can probably suss out where we're going with the system. The part that excites me is that these rules represent a broadening of what constitutes a fun, engaging encounter. If we pull this off, we'll deliver more variety for the players and some more narrative freedom for the DM when he's wearing his "adventure writer" hat.

      And I'm trying like crazy to keep the system simple enough that it'll be improvisable for an intermediate DM. That's a tricky part, to be sure."
  • Settings
    • At the GenCon Indy Q&A, the question of whether Greyhawk will be the the default world was avoided, however Greyhawk proper names will remain -- "Greyhawk will not be default setting in core. We want to leverage the assets of the assumed parts of a D&D world – Mordenkainen, Bigby, Vecna, Llolth, Tiamat, Asmodeus, etc. However, we also want to call upon the great mythology that is more commonly known such as Thor, etc."
    • Corellon and Obad-Hai confirmed in the default setting.
    • Spelljammer/Ravenloft - no specific plans [that they can reveal].
    • Forgotten Realms will be the first setting released (Forgotten Realms campaign setting: August 2008.)
      • 'Points of light in a dark world' does NOT refer to existing settings  -- "One quick point of clarification I'd like to make... Don't assume that we're going to apply the 'Points of Light' conceit to existing campaign worlds. I think Realms and Eberron would prosper if they got just a little more points-of-lightish, but we're not going to overthrow worlds with that much breadth and history."
      • Ed Greenwood has spoken out about the Forgotten Realms in 4th Edition.  To the question: "But I hope Ed can tell us this much: was this change "his idea"? Or is he along right now mainly to do damage control and try to salvage SOMETHING?", Ed replies:  "Not, it was not my idea... I see the risk Wizards is taking, and sure hope it pays off. Whatever happens, I intend to go on sharing the Realms with gamers and readers for as long as I last. I am hard at work on future Realms goodies now, and am acutely aware of the Border Kingdoms and the unpublished city of Teziir and other things too long neglected."  Click here for the full text of his lengthly answer (Ed's post is the sixth one down, posted under the name "The Hooded One").
      • Ed Greenwood working on the 4E FRCS.  He has been hired to write 5000 words for the book.
      • On the FR pantheon: "Yes, we'd like a smaller pantheon in FR. However, that doesn't mean that three-quarters of the deities will kick off. It does mean that we're looking at a lot of marginal deities and asking ourselves, "Could this deity be a demigod--a divine figure who doesn't really have a continent-wide church with dozens of temples devoted to him or her?" For example, we like a lot of the demihuman deities as demigods who hang around with/work for the real heavy hitters like Moradin or Corellon."
    • Eberron will remain without major shakeups.
      • Although the timeline will be advanced two years: "We are planning to advance the timeline 2 years. As Keith has said, our reasons for doing so are primarily story-driven: We want the opportunity to introduce new villains, to mix things up so that players who know all the secrets of the world have some new things to discover, and to bring the setting in sync with 4E D&D. One of the driving conceits of the setting has been, "If it exists in D&D, it's in Eberron," and since D&D is changing, Eberron will change . . . to some extent.... I don't think that timeline advancement will change the tone of the world. The Treaty of Thronehold will be two years more distant in the past, but the shadow of the Last War will loom just as large over the political landscape—quite possibly more so."
      • A note on novels: "No, we're not ever going to make a blanket declaration that all the Eberron novels are canon, as if we could somehow say that you must reflect every novel we publish in your campaign. That said, Keith and I are both actively writing novels, and we both have an interest in having our novels reflect the changes coming down the pike for the world. It would be almost impossible for me to continue working on my trilogy and on Eberron 4E at the same time without some cross-fertilization going on, and I've chatted with Keith a few times about directions he's taking in his current novels to make sure we keep things in line. I meet regularly with folks in our book department to keep on the same page, and they'll be actively involved in the design of Eberron 4E as well. So I hope for more synergy between novels and RPG products, and maybe some articles on D&DI that would help you incorporate stuff from the novels in your game if you want to. But a blanket declaration of canon? No."
    • On the default setting: An article, by Rich Baker, has appeared on the official site entitled Points of Light. The article is about the default D&D campaign world, which has previously been cryptically described as "points of light in a dark world." The article certainly descibes such a world -- "Civilized folk live in small, isolated points of light scattered across a big, dark, dangerous world"... "Most of the world is monster-haunted wilderness. The centers of civilization are few and far between, and the world isn’t carved up between nation-states that jealously enforce their borders."

      "Another implication of this basic conceit of the world is that there is very little in the way of authority to deal with raiders and marauders, outbreaks of demon worship, rampaging monsters, deadly hauntings, or similar local problems. Settlements afflicted by troubles can only hope for a band of heroes to arrive and set things right. If there is a kingdom beyond the town’s walls, it’s still largely covered by unexplored forest and desolate hills where evil folk gather. The king’s soldiers might do a passable job of keeping the lands within a few miles of his castle free of monsters and bandits, but most of the realm’s outlying towns and villages are on their own."


D&D Insider
(D&D Insider Fact Sheet)

D&D Insider is the WotC vehicle for online content.  It includes the former magazines, Dragon and Dungeon, both of which will continue in online form.
  • D&D Insider video preview
  • "Meeting Gleemax" video
  • Video: Chris Thomasson, producer of D&D Insider (part 1, part 2)
  • This is the "D&D Online" section of Gleemax.DnD Insider Screenshot - Virtual Tabletop
  • Pricing is $9.95 per month beginning in 2008.  Free previews are available until then.  Age limit of 12 and up.
    • Scott Rouse: "We are looking at many forms of payment that will not require a credit card including paypal."
  • It contains a "Dungeon Master's Kit" that includes the following:
    • dungeon builder (map tool)
    • adventure builder
    • PC generator
    • die roller
    • other things (Source)
    • "D&DI makes Dungeon Mastering easy with ready-to-use maps and stat blocks, a groundbreaking dungeon map builder, instant encounter and adventure builders, libraries of virtual miniatures and virtual dungeon tiles, and online tools to help you create and organize your D&D campaigns."
  • "Character Generator" -- "Your character is the most important part of the game. D&DI™ allows you to create a 3D visual representation of your character that you can save and print. Create, update, and save your character sheets and images with a click of the mouse."
    • character sheets
    • character visualizer (Source)
  • "My Campaign"DnD Insider Screenshot - Character Builder
  • "My Character" (Source)
  • "D&D Game Table" (Source) -- "Can’t get the gaming group together on Saturday night? The D&DI game table allows you to play with friends 24/7, with a special online forum that allows DMs to find players and players to join games on the fly."
  • "Dungeon & Dragon Magazines" (Source) -- "D&D Insider is the place to receive news about upcoming releases, errata and rules clarifications, previews of future 4th edition products, exclusive game content, and D&D adventures for all levels of play. Dragon and Dungeon magazines bring you the fun every Monday, Wednesday, and Friday — with collected “issues” at the end of each month."
    • On the launch of the digital magazines: "At the end of October, our first pdf issues will be out. We finally have a page layout, which is great. It's also interim/test material. We'll be looking for feedback on everything. We're already working on the 4th Edition versions, which I'm more excited about. What we'll be rolling out in a month is a sort of hybrid in look between 3rd and 4th Edition. Our art director, Stacy, did an awesome job putting it together on short notice. It will be even better when we can fully commit to a 4E look."
    • The intention is to provide subscriber services alongside the current free content, although some free content will move over.
  • Community -- "Get behind-the-scenes glimpses into the making of the D&D game, player rewards for participation in games, and quality time with the R&D team on D&D Insider’s new community forums."
  • The whole digital thing is heavily linked in to the physical product line. In Indy 2007, WotC  empasized that they were marrying to two together. D&D books will have a code in them which, when entered into the online service, will provide digital access to that content.  The analogy used was that of a DVD box set - the book is the "movie disk", and the online content is the "extra material disk".
    • Additional material is accessible for a "nominal fee".
  • GenCon 2007 -- "The digital game table was a large part of the conversation, with screenshots on how you generate a character online using the physical books you own, customize its appearance, and then generate a "virtual miniature" for use in the online game experience. The online game is tool, not a game in itself - a mapping system with battlemaps, generators and so forth, all run by a DM. I saw a few screenshots, showing overhead and isometric views, and virtual miniatures including a PC and a green dragon."
  • D&D Insider – DRM, Downloadable vs. view online. "We are still investigating, digital issues will be usable without being connected. Books – You will need to be logged in to use them. Still working out how to make this work for you and for us." (source).
  • DnD Insider Screenshot - Virtual TabletopWill the D&D Insider authors be considered “canon”? "Yes, it is our intention to treat this material as integral to the game and to the campaign worlds." (source).
  • Platform compatability? Starting with PC. (source).
  • Online D&D games will run on a central server, not user-to-user, so if it goes down you're out of luck.
  • Mike Mearls -- "The important thing to keep in mind is that we're not necessarily interested in changing things into completely new things. The core lies in making D&D an even better version of D&D, not some other, new game. I've said this a few times at the con, but we have no interest in turning D&D into a miniatures game, a computer game, a game that requires a laptop at the table, or a boardgame. We want D&D to be D&D."
  • Chris Perkins on the role of Gleemax vs. D&D Insider -- "Gleemax provides D&D players with free access to a central repository of fan-created D&D content as well as a social network that includes customizable personal pages, blogs, friends lists, calendars, and more. Gleemax will also allow D&D players to store their characters and campaign notes in “vaults” that can be made public or private by the individual user. Some additional features of the Character Vault and Campaign Vault may be available to D&D Insider subscribers only, but the exact details and features have yet to be determined."
  • Scott Rouse on virtual miniatures: "You'll get a basic set of monsters and NPCs as part of you subscription to Insider. You'll be able to make PC based minis with the character creator (and I suppose NPCs within the core races/classes). New sets of monsters will be released that you'll be able to add to your game over time.There will also be tokens you can use on the game table to represent monsters/NPCs."
  • A bunch of questions answered by WotC's Didier Monin (at various times); questions paraphrased:
Some questions about the character generator:

Q: Will we be able to use it Offline?

A: I can't answer this question in a generic way. There will be some possibilities to use part of the D&DI applications offline. The exact details of that use are not available yet.

Q: Will we be able to save characters on our own computers, or be limited by the character vault?

A: It will be possible to save characters on your own computers. There will be advantages, though, to save your characters on the vaults... Once again, I can't say more at that stage, but answers will come.

Q: Will all other character "creator" software for D&D be illegal now?

A: I am not sure by what you mean exactly by the term "illegal". The only licensed character creator for D&D was the E-Tools, and their license has not been renewed. As you now know, we have been planning to bring these developments in house, and could not talk about this before the Gencon announcement. The D&D character creator software will be a part of the D&DI offerings.

In any case, stay tuned on the dndinsider.com in the next months for more details in that area.

Q: Am I, as an owner of RPG Forge, be allowed to put in information for my own use from other Wizards book?

A: Any ownership is associated to legal agreements and/or copyrights laws. I am not the best placed to answer that question, as this is not my field. I would recommend that you refer to the legal text and copyrights information provided with the books or products you have bought.

Here he answer bits about the map maker.

One of the application in the D&DI offering will be a more advanced version of the basic dungeon tile web utility that is in our web tools archive. This new one will include some basic drawing capabilities.

It will also be possible to hand draw directly within the D&D game table (and snap to grid for those like myself that are not very good line drawers - the cabinet in the secret passage was drawn by me.

Here he addresses comments about "buying miniatures."

I think that you will not find in D&DI anything different than the experience you describe at your game table.

You do not get the miniature out of the Monster Manual book, and if you have some miniatures, you can always use a similar one for a monster you do not have the miniature off.

The V-miniatures are just 3D representation on the D&D game table. They are not always linked to preloaded stats (even if they can have default stats much like the DDM miniature come with a default stat card)

So, when playing through the D&D game table online, you will be able to use your V-mini collection the way you want to. If you decide to not use V-Miniatures, there will be ways to represent the monsters you will be using that will be included in your subscription package.

Here he discusses the game table and the RPGA:

We are looking into providing support for RPGA scenarios and campaigns. This may not something that will be available immediately at launch, but is fairly high in our priority list.

If the RPGA scenarios are developped with the D&DI tools, there is no reason they can't be used and made available for the D&DI subscribers to use on the D&D game table, as well as being available as PDF like they are now.
Q: Will my players need to own the book and activate it to use those options in the character generator?

Answer: We already have mentioned that owning the E-version of a published book will allow to see the details of the book content within the D&DI applications, if you are a D&DI subscriber.

Now you will still be able to build a character using features from a published book even if you do not own the E-Version of that published book. You will not be able to see the detailed descriptions of the resources you have used from that published book, though.

Q: What if I don't want to play online, but want to use the map maker and character generator for my home game?

Answer:  If you are a D&DI subscriber, you will be able to use the various resources for your games, regardless if you are running them at home or through the internet. For example, nothing will prevent you to use some of the D&D game table functionalities on your home game, if you want to, provided you are online and a current subscriber when you do so.

This said the game table is designed to facilitate games between people that will not physically be at the same location, it is not designed to replace your normal home game experience. If you are running the game with all your players already around your table, some of the game table functionalities may become either useless or more complicated to use than simply having your tiles, miniatures, books and character sheets.

In the end though, each DM will be able to decide for themselves how they prefer to run their game. The D&DI applications will simply provide new options...


Q: Will I need internet access to use D&D Insider

Answer:  The D&D game table and the character builder are windows applications driven by a 3D-engine (DirectX based).

The character sheet, dungeon builder and encounter builder will be standard windows application.

You will indeed need to access the internet and be a D&DI subscriber to use these applications to their fullest potential.


Q: Will I need to subscribe to D&D Insider to play on the virtual game table?

Answer 1 & Answer 2:  To be a player in a game hosted through the D&D game table, there will be a possibility to play without having to subscribe. The details about that type of access will be provided in the upcoming months through articles on the dndinsider.com web site.

Starting a game session using the D&D game table will require a DM with a D&DI subscription.

Now we are planning to allow players to join a game session without necessarily being a D&DI subscriber. I am not saying it will be free, but it will not require a D&DI subscription to participate to a game. The details about this type of access for players will be unveiled in the upcoming month from the dndinsider.com web site. Stay tuned!

Q: Do you really expect everyone to bring their laptops to the gaming table?

Answer:  Please remember that the key goal of D&DI is not to bring laptops to the game table. It is to allow players that are not able to get together around the same gaming table to still play D&D, using the internet as their gaming table with the D&D game table application...

Having more laptops on your home game table is certainly a possible consequence of that D&DI initiative, but it is not our core drive for the D&DI project.


Q: Do you realize your data on Macs is inaccurate?

Answer 1 & Answer 2:  We are aware of the trends in this area, and as I mentioned earlier we are looking if some of our D&DI applications can be used with the more recent intel based mac systems, while keeping in mind our delivery goals and timeline. We also have made our decisions regarding serving the PC platform first based on factual market research data, not estimated data. A lot of our future steps will depend on the success of the first steps.


Hey, I did not say we were using generic Market Research data... We have our own market research department at Wizards...


Q: How will additional miniatures be available on the virtual game table?

Answer:  We are still looking and defining the exact details of how digital miniatures will be available for the game table, and we will provide the relevant information in due time through the dndinsider.com articles.

Getting miniatures for the online game table from randomized boosters is certainly envisioned, even if that may not be the only way to get them.


Q: Why will we be limited to 3 games a month with the D&D Game Table?

Answer:  I do not know where this 3 time a month comes from, but it is simply a rumor, and, as far as I know, does not come from any official statement.

I'll be happy to check on your source if you can provide some link of where you have heard about these limitations.

Q: Will the Character Visualizer be updated with new expansions?

Answer: The visualizer will be expanded over time, indeed. We may not have new weapons or armors for the character visualizer with every single new published product, but we will have regular updates during the year, and certainly some updates when significant core books are released.
New stuff added over time will increase the choices for all subscribers. We may, in the future, do a few special items as rewards for various things.

It is not likely that you can identify an item clearly just by seeing it. The visualizer just propose various shapes of weapons, and the users chose what they are supposed to represent... So a vorpal weapon can be represented in many different ways according to the players' taste, and we want to preserve that aspect which is part of the RPGer's imagination.

We may have some iconic material though that can be easily recognizable, but not necessarily associated to specific powers.

Q: Will we be able to make our own custom scripts for the Game Table?

Answer: The extent of the possible customization is not yet fully defined, so do not read too far into it... I was mainly meaning that in the future, there will always be room for making new developments to help facilitating playing D&D 4th Edition...

Q: Will there be a free trial period?

Answer: There are plans for having free trials, but all these details are still very far away and will be announced fully in due time through dndinsider.com.

Q: Which D&D Insider elements require Direct X?

Answer: The only two Direct X based applications are the D&D game table and the Character visualizer.

The other D&DI applications (dungeon builder, Character sheet, Encounter builder) will be windows based, but not using DirectX.

Q: What use are the Dungeon Builder, Character Sheet and Encounter Builder if you can't use the Game Table and Character Visualizer?

Answer:  This is a good question. In fact the reason we are not doing all these applications in one integrated software is to allow various degrees of accessibility and usefulness.

The character sheet application for example will allow you to print your character sheet, and this does not require having a machine supporting DirectX9 to that effect, like the game table application will require.

We are still working on the details of the functionalities specific to each of those, stay tuned on dndinsider.com for more information in the upcoming months.

Q: Will we be able to use the game table without being online?

Answer: The game table will require being connected to use. This said, nothing will prevent you from using it on your home game with all the players around the table, if you want, provided you are connected while doing so.

As I mentioned in an earlier post, some of the functionalities may not be as practical than if all your players were online, but we do not have any plan to prevent Dungeon Masters to use the game table without having any players connected.

Q: If I subscribe to D&D Insider and own a particular book, will I be able to use those materials in creating my character?

Answer:  You will be able to use the published material to create your character from the character sheet application regardless of your ownership of any particular E-Book.

If you are a D&DI subscriber, the ownership of an E-book allows you to consult the details of a feat (for example) from your computer screen. Without this E-Book, you will simply know the name of the feat and will have to use the physical book to see what this feat does. You can use this feat when creating your character from the character sheet application, even if you do not own the E-book where that feat was published.


Q: Will the Character Sheet run on my computer while I'm not online?

Answer:  Most of the functionalities of the D&DI applications will require that you are logged in and a current D&DI subscriber.


Q: Will D&D Insider have regular downtimes due to maintainance like the forums?

Answer:  I would assume that there will always be time where the servers have to be down for maintenance purpose. I have no idea today how often this will have to occur, but obviously we will do our best to keep the required maintenance time to a minimum.


Q: Will the RPG designers build their rules keeping the D&D Insider applications in mind?

Answer:  With 4th Edition, there is a huge effort from R&D to work in a more structured and "data-friendly" way. This of course is not affecting the game design itself. The designers/developers do not have any mandate to create rules and systems that match a specific data structure. It is the data structure that needs to follow where they lead. This said, there are ongoing discussions both ways that helps shape the whole thing, but in case of a doubt, the D&D game always win over any data structure.

We are using versioning tools as well as Filemaker Pro databases to provide the best flexibility and adaptability to this ongoing process, as we also have to account to the natural evolutions that happen from one play test phase to another, until the game rules are fully consolidated.


Q: Will there be strong Quality Assurance testing of the D&D Insider applications?

Answer:  Our Q/A department will be involved, and we have a process in place that is incorporating testing as part of the deliverable we expect. We are using the Agile (or Scrumm) methodology, and are going through developments in sprints of a few weeks. At the end of each sprint, as per the Scrumm methodolody, we take delivery of an application that is tested and could theorically be shipped as is. This is the nature of the Scrumm process, and a big change of methods that the new Digital Gaming department at Wizards of the Coast has been spear-heading. Radiant Machine is also very involved in that process as in fact, they are the ones that introduced us to this methodology.

We do plan to have alpha, closed beta and open beta tests for the D&DI applications suite when the time is right.

Last, know that I'd prefer to produce a quality product that is not full of bugs.


Q: Are we subscribing to the online magazines or renting?

Answer: For the online magazines, the model we are planning for is a subscription (i.e. even if you are not a subscriber anymore, you can still read the articles that were published while you were a subscriber). So we are not planning for a rented access in that area. The exact details are still being worked on, and will be communicated on dndinsider.com.


Q: Will we get to use the game table for free if we buy the books and will the map be able to be used for outdoor areas?

Answer:  To be able to create a game with the D&D game table, you will have to be a D&DI subscriber. The ownership of the E-books is not directly related to your use of the D&D game table.

Regarding your other question, the movie prototype was done within a dungeon to demonstrate the lighting effect, but nothing will prevent the DM to use it for outdoor, or city maps type. As a DM you are free to make your grid represent what you want, much like your battlemap on your gaming table...




Miniatures
(4E minis fact sheet):

4th Edition Miniatures will launch in April 2008.  Some new monsters from the 4E Monster Manual will debut in D&D miniatures in November
  • D&D Miniatures Game Starter Set: April 2008 -- "This new starter set for the D&D® Miniatures Game includes everything 2 players need to play, including revised rules that will appeal to experienced players as well as players new to the game. Now anyone can experience an adventure right out of the box with this comprehensive set. Included are:
    • 5 exclusive, non-random pre-painted plastic D&D minis, including a new Green Dragon
    • Battle map
    • d20 die
    • Rulebook
    • Stat cards and damage counters"
  • Dungeons of Dread: April 2008.  Miniatures expansion -- "Battle the D&D game’s most iconic monsters with Dungeons of Dread™, a 60-figure expansion for the D&D Miniatures Game. Creatures are drawn from the pages of the new 4th Edition Monster Manual. Each booster pack contains:
    • 8 pre-painted plastic D&D minis, randomized with varying degrees of rarity to enhance collectibility
    • Stat cards and damage counters
    • Set checklist"


Playtesters

If you want to be a 4th Edition playtester, selections are going to be made from RPGA members and people who sign up to DNDInsider.com.  Application will be "sometime in September [2007]".
  • Scott Rouse -- "We are not excluding Canadians (or other non-USA residents for that matter) as we discuss the plans. The only hitch I can foresee is because testers will be asked to sign a confidentiality agreement I am not sure how it would work with people outside the USA."
The latest on playtesting (as of 6th September 2007) comes from David Noonan:
  • "Playtest packets are coming together. I worked a bit yesterday with our Legal folks on the logistics for the NDAs. Suffice it to say that just as in previous playtests, mum's the word from the testers. They don't even admit that they are playtesters. We R&D guys can talk more of course, and we intend to.

    I know a lot of folks are waiting for their chance to contribute. It's coming soon, but any estimate I give could be off by +/- two days. So no promises. If you want to be eligible to contribute, assemble a group of six (DM and five players) people who are cool with NDAs and are reliable enough to show up at your table and participate meaningfully."
Chris Tulach on playtesters (as of 11th September 2007):

The list of playtesters selected through the RPGA was finalized today. All of the RPGA playtesters should now be aware that they are playtesting 4th Edition.If you didn't get contacted, the D&D Insider selections are still being made. Sign up for a forum account and that will automatically enter you into the pool. 

Playtesting updates as of 16th September 2007:

The RPGA has selected many groups of external playtesters(around 50) from their ranks. All of these groups should have received notification by now as well as a Non-Disclosure Agreement that they need to sign and return.

Additionally, we'll be selecting another couple dozen groups randomly from all the folks who signed up for D&D Insider. We'll announce when those groups have been selected and provide further details.

Just as a reminder, if you have a Wizard's forum account, you've been automatically signed up for D&D Insider.

Followed by:

I'll need to double check on the details, but here is how I believe it will go:

- We will contact those who are randomly selected and provide them with some sort of list questions/qualifications to see if they reply and if they meet the qualifications to be a playtester.

- We'll pull more random D&Di folks and repeat the process until we meet our goal for numbers.

- I don't currently know what the qualifications will be for the D&Di playtesters.

I'll give you more info when I can.


Playtesting emails for D&D Insider account holders went out on September 19th 2007:

Playtesting: We're sending out emails to DDI/message board members today asking whether they'd like to participate in a playtest wave that starts this week. If you get one, I hope you can do it. This game lives or dies at the table, and more insight into more tables equals a better game.
Interested in playtesting the D&D Insider features?   Read on:

There will be a closed beta, and an open beta for the D&DI insider tools.

These beta tests are separate from the playtests occuring for the 4th Edition rules. 

So being selected as a 4th Edition rule playtester will not mean you will automatically participate to the D&DI beta tests. The exact details of the beta testers selection are not fully defined yet.

At that time, we do not have any time frame to provide for the beta tests. Stay tuned on dndinsider.com to learn more about those...





Open Gaming License

  • WotC has confirmed that the OGL will continue to be supported, and that there will be a 4E SRD.
  • At GenCon Indy, 2007, WotC held an "emergency d20 publishers panel".  At this meeting, WotC asked publishers how they wanted to see third-party licensing for 4E happen.  At this point, no final decision has been made on how this will work, but there is talk of limiting the availability of licenses in some way in order to prevent the devaluing of the brand (as happened with "d20").
    • Scott Rouse: "We had a great discussion and some good ideas were generated especially from Chris Pramas, Erik Mona, Joseph Goodman, and the folks from Adamant Entertainment. We have a few thing to discuss and chew on here and "ll keep you posted. One outcome was we have likely abandoned the idea of a fee based d20 STL."
    • The Digital Front Podcast Episode 02 has been released featuring the entire OGL/d20 Panel held by Wizards of the Coast at Gen Con 2007 in audio format: "This panel was held Friday, August 17, at 6:00 pm, immediately after the closing of the Exhibit Hall, meaning a lot of publishers were either not present or arrived late. The panel, hosted by Scott Rouse and Bill Slavicek [sic], was meant to discuss the issue of the OGL and d20 Licenses under the newly-announced 4th Edition D&D, though it was more of a townhall meeting as WotC admitted they did not have a clear idea yet and wanted to hear opinions. The audio file is long, almost an hour and a half, but given the small amount of publishers that made it, we thought it a good idea to distribute the recording as widely as possible."
  • D20 gaming system – this is still a d20 game and game system. We got rid of the parts that didn’t help it out, but most of the things that work continue to be used. (source).
Some of you may be wondering what your favourite 3rd party publishers plan for 4th Edition. There hasn't been much information on that front yet, since the d20 STL/OGL/SRD issues haven't yet been resolved.

Necromancer Games has announced some tentative plans, however:
  • Tome of Horrors -- "A Tome of Horrors at or near launch is an obvious move. And we are already working on it."
  • Judges' Guild: Tegal Manor --"Tegel is now 4E. Sorry guys." What's Tegal Manor? "Tegel Manor, originally published in 1977, was the first published fantasy adventure module to deal with the haunted house format. It has entered adventure game legend as one of the classic adventures of the early days of gaming."
  • Other stuff -- "We have two other cool products in the works--a Hyboria-style setting and adventure path type product and one set in a setting so cool you will wonder why no one ever has done it like this. cant tell more right now."
  • A freebie product -- "And there ABSOLUTELY will be a Wizard's Amulet-like freebie from us for 4E." Necromancer were, I believe, the first third-party company to release 3rd Edition material in the form of their free Wizard's Amulet adventure.
    • The freebie will be called Winter's Tomb: "Hopefully Winter's Tomb can be a similar gateway to 4E. We plan to provide the same stuff--pregens and a story hook all in a package that you can print and run within 15 minutes. To me, that first night should be immersive right away. You want to pass out pregens and start playing right away. Heck, if you want to run your own campaign later, great; or make your own characters later, great. But lets get playing NOW!!!"
    • Necromancer's Clark Peterson:    

       Look for a new freebie adventure from us a la Wizard's Amulet that you can download from the Necro website at the very first second that we are legally allowed to for 4E.

      It's called Winter's Tomb. I am writing it. It will be a kick off for 1st level characters that will include pregens and tips for running 4E adventures. It will be alot like Wizard's Amulet in that it will be ready to run right out of the box with some step by step tips for new DMs and everything. Like WA did with Crucible of Freya, etc., Winter's Tomb will tie into some upcoming products from Necro.

      It will be awesome.

      It will harken back to some classic adventures. It even steals a trick from the Hidden Shrine of Tomoachan, if you can believe it. Since Erik and I both feel a strong need to keep "our" D&D strongly tied to the traditions and references of the past versions of D&D and the shared history.

      A land where the elements collide.
      A frozen setting in a snowy mountain range.
      A battle with gnolls and frost hyenas.
      A cave in forces the characters to find a way out or perish.
      An ancient tomb of an unknown hero.
      An evil-looking magical weapon--a barbed glaive.
      An apparation with a strange message.
      An iron key.
      A return to the cavern-city of Tharza with more questions than answers.
Alea Publishing Group is another third-party publisher which has announced its tentative plans for D&D 4th Edition. Their Feudal Lords Campaign Setting, originally scheduled for release in December, is now slated for an after 4th Edition debut.


Pre-4E Releases


The D&D Q&A at GenCon Indy 2007 offered some information on pre-4E releases:
  • The 3.5 Rules Compendium will be something of a last hurrah for 3e, "A celebration and compilation" (Bill Slavicsek). The book will feature an encyclopedia-like layout and have designer commentaries on why the rules were structured are the way they are.
  • Many of the products between now and may will have 4E material for them on D&D Insider
  • Elder Evils was discussed. It is a compilation of mini adventures structured around famous super monsters that aren't quite god level in power such as Kezef Chaos Hound and Dendar the Night Serpent.
  • Some new monsters from the 4E Monster Manual will debut in D&D miniatures in November
  • Books that are being put out between now and May will be of an "edition proof" nature.
  • Dungeon Survival Guide was discussed. It will be a pictorial tabletop / coffeetop book that takes you through famous dungeons in D&D including the Tomb of Horrors and the original Castle Ravenloft.
  • Innfighting was announced - it is a non collectabale dice game designed by Rob Heisno. It is to dice what Three Dragon Ante was to cards.
  • In the Forgotten Realms A Grand History of the Realms will be released as a book. This is an adaptation of the web release of the same name with new art and additional entries from authors including Ed Greenwood and Eric Boyd.
  • The Desert of Desolation miniatures set slated for November may appear at first glance to be just a D&D Miniatures item. But it's more than that - it's one of the pre-4th Edition releases which serve to preview 4E:
    Desert of Desolation also provides a look at some of the concept art we've been developing for use in the new Dungeons & Dragons game. While most of the monsters (and minis) you're used to from earlier products will look pretty much the same, 4th edition provided us an opportunity to revisit a few of the monsters and re-envision them with a different look.
    In addition, all but one of the miniatures in this set will appear in the 4th Edition Monster Manual.
There are books and products not tied to any edition (edition proof):

Dungeon Tiles
Dice
Three Dragon Ante
Inn Fighting
Dungeon Survival Guide
Grand History of the Realms
Eberron Survival Guide

There are books and products that will get a 4e update:

Exemplars of Evil
Elder Evils
Dragons of Eberron
Eberron City of Stormreach
Desert of Desolation DDM
Dragons of Eberron

and there are products that are 4e previews or feature final 4e rules:

Wizards Presents: Classes and Races
Wizards Presents: Worlds and Monsters
Grand History of the Realms
Desert of Desolation DDM
Keep on the Shadowfell
Dungeons of Dread DDM
DDM Starter


Non-English Releases

  • On the brazilian forum RegeRPG, Douglas Ricardo Guimarães, one of the heads of Devir Publishing (who has the WotC publishing rights in Brazil), posted this reagrding Brazilian releases of 4E related materials [roughly translated]: "We have to wait to analyze the Races & Classes and Monsters & Worlds before we can define if they will be published [in Brazil]." Also, regarding the product covers in Brazil, he said: "The Player Handbook cover has changed. It’s not the same cover from the preview, but the artist is the same." Thanks to Rafael Rocha for the scoop. [Bruno Cobbi informs that the correct translation is "...before we can define WHEN they will be published..."].
  • Ciro Alessandro Sacco says that "According to the publisher, the Italian edition should be out in the same time the English language edition appears (assuming the books will be completed by designers in due time...)"
  • Ciro Alessandro Sacco reports on Italian language editions of Star Wars Saga Edition and D&D 4th Edition:

    1) According to reliable sources, there will be an Italian edition of the new version of the Star Wars RPG due at the end of October, during the big (85,000 attendees in 2006!) Lucca Comics & Games convention.

    2) It seems that the new D&D 4th Edition Gleemax area will be multilingual and that Italian could be one the first (if not the very first) non English languages used for it.

    3) Wyzard's Quest, a new Italian RPG magazine in print form, will have a 4th Edition feature in its second issue (due next week [week starting 24 Sep]."
» Poll
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