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Sims: Cosmology article is "broad strokes"; plus not all usual suspects in the MM
Today 01:24 AM
8 Replies, 613 Views |
Cosmology! The Feywild, The Shadowfell, The Elemental Chaos, and The Astral Sea
Today 05:11 AM
42 Replies, 1,136 Views |
Rich Baker on wizardly orders and implements; plus FR pantheon
Today 01:49 AM
6 Replies, 800 Views |
Thomasson: Playtest report
09-26-07 07:14 AM
0 Replies, 575 Views |
Rich Baker: Warlock fine tuning
Today 12:44 AM
8 Replies, 807 Views |
Cordell: Hobgoblin fluff
09-25-07 10:21 PM
0 Replies, 650 Views |
Perkins: DMG Screen, Character Sheets
09-26-07 06:14 AM
8 Replies, 622 Views |
Bart Carroll: playest report - bullrush, falling damage
09-25-07 05:58 PM
3 Replies, 726 Views |
D&D Insider - October Launch
09-25-07 08:30 PM
2 Replies, 514 Views |
Dividing Demons and Devils
Yesterday 06:35 AM
3 Replies, 653 Views |
David Noonan: Skill Challenges and movement/positioning toolboxes
09-25-07 07:51 AM
11 Replies, 783 Views |
James Wyatt on 4E Eberron
Yesterday 01:43 AM
7 Replies, 581 Views |
Necromancer Games plans "Winter's Tomb", a freebie 4E adventure
09-23-07 04:44 PM
0 Replies, 464 Views |
Encounter Design in 4th Edition
09-23-07 03:03 AM
3 Replies, 680 Views |
Playtest Characters, Vampires, and Random Thoughts
09-23-07 04:28 AM
8 Replies, 1,218 Views |
"I rolled not one, but *two* critical hits with fireball attack rolls"
09-25-07 06:05 AM
29 Replies, 1,264 Views |
Pramas and Mona Talk 4E and the OGL
09-21-07 08:23 PM
1 Replies, 724 Views |
Ampersand: Rumor and Speculation
09-21-07 01:05 PM
0 Replies, 637 Views |
Noonan: DM's playtest report from June '07
09-21-07 02:22 PM
1 Replies, 421 Views |
D&D Insider Updates
09-21-07 07:49 AM
0 Replies, 370 Views |
4th Edition Art - William O'Connor
09-21-07 04:30 AM
8 Replies, 610 Views |
Collins: Monster Manual Races as PCs
09-23-07 06:01 AM
9 Replies, 628 Views |
Mearls: PHB development almost complete
09-21-07 11:39 PM
11 Replies, 687 Views |
Schubert: improvising monsters
09-21-07 06:13 PM
8 Replies, 534 Views |
Perkins: Planes changing; warlocks and tieflings definitely in
09-26-07 02:42 AM
2 Replies, 561 Views |
Playtesting emails going out TODAY!
09-20-07 08:11 PM
9 Replies, 639 Views |
Noonan: traditions are not groupings of spells/spell schools
09-20-07 09:23 AM
2 Replies, 679 Views |
Dave Noonan talks more about wizards' implements
09-19-07 02:43 PM
4 Replies, 796 Views |
Dave Noonan on (mixed) encounters in 4E
09-18-07 04:36 PM
3 Replies, 940 Views |
Ed Greenwood talks 4th Edition Forgotten Realms
09-17-07 12:31 PM
0 Replies, 1,206 Views |
Wizards' implements: orb, staff, tome, and wand.
09-18-07 07:14 PM
19 Replies, 1,007 Views |
D&D Insider Playtesting and 4E Playtester Updates
09-17-07 09:02 PM
5 Replies, 798 Views |
Alea Publishing Group 4th Edition Tentative Plans
09-16-07 02:39 AM
1 Replies, 504 Views |
4E skills are not the same as Star Wars skills
09-17-07 03:34 AM
12 Replies, 1,324 Views |
Mike Mearls covers "putting things where they belong."
09-20-07 06:11 AM
2 Replies, 878 Views |
Rich Baker on the Swordmage
09-15-07 04:50 PM
14 Replies, 673 Views |
Bilsland on errata, Noonan playtest report
09-14-07 06:52 PM
1 Replies, 371 Views |
Lots of D&D Insider Updates
09-17-07 05:47 PM
2 Replies, 743 Views |
Swordmage predictions are accurate?
09-14-07 06:55 PM
3 Replies, 788 Views |
A few minor details from Chris Perkins
09-13-07 06:54 PM
0 Replies, 569 Views |
New poll: advancement faster, slower or the same rate?
09-12-07 05:13 PM
0 Replies, 430 Views |
A race change to raise some eyebrows?
09-16-07 05:59 AM
21 Replies, 1,074 Views |
No more challenge ratings! Plus overall "power level" and DMG varied encounters
09-13-07 05:16 PM
7 Replies, 1,067 Views |
GameSpy interviews Chris Perkins: power levels increasing
09-13-07 05:18 AM
9 Replies, 744 Views |
RPGA Playtesters Selected
09-12-07 06:13 AM
4 Replies, 490 Views |
An adventure with Fomorians, and playtesting this week?
09-11-07 03:23 PM
17 Replies, 707 Views |
Necromancer Games & 4th Edition
09-11-07 03:19 AM
3 Replies, 635 Views |
D&D Experience for the first finished 4E previews!
09-10-07 10:50 AM
0 Replies, 619 Views |
Minor 4E Page Rearrangement
09-10-07 10:36 AM
0 Replies, 323 Views |
Minor Updates on Multiclassing and Racial Traits
09-08-07 09:53 AM
0 Replies, 837 Views |
D&D Podcast: 4E Q&A
09-08-07 08:13 AM
3 Replies, 677 Views |
New Playtest: Mire of Minauros warlock ability; once-per-day scorch wizard ability
09-17-07 09:26 PM
20 Replies, 1,134 Views |
Latest on playtesting
09-07-07 09:29 PM
9 Replies, 956 Views |
Eladrin are the weakest of their kin
09-07-07 07:20 AM
9 Replies, 1,022 Views |
Desert of Desolation Preview 1
09-08-07 12:03 PM
2 Replies, 670 Views |
D&D Insider label in the books
09-06-07 10:26 AM
0 Replies, 352 Views |
Virtual dice and bad rules
09-06-07 05:26 PM
2 Replies, 527 Views |
Design & Development: Elves
09-06-07 11:07 AM
7 Replies, 675 Views |
The Digital Front #2 - OGL/d20 Panel at Gen Con
09-05-07 08:00 PM
0 Replies, 376 Views |
David Noonan on the various reactions to 4E
09-23-07 12:42 AM
25 Replies, 813 Views |
Keep on the Shadowfell on Amazon
09-13-07 12:35 AM
3 Replies, 369 Views |
More D&D Insider: offline use, mapmaker, RPGA, 3rd party software
09-06-07 10:13 PM
9 Replies, 480 Views |
New poll: Which rumoured aspects of 4th Edition do you like?
09-05-07 10:47 AM
0 Replies, 318 Views |
Andy Collins on Power Curves and 3.5 Character Role Issues
09-23-07 01:14 AM
2 Replies, 450 Views |
Rich Baker on Monsters' "Story Notes"
09-04-07 06:15 PM
0 Replies, 566 Views |
D&D Insider - Bits & Pieces
09-05-07 05:36 AM
4 Replies, 617 Views |
Full-attack option removed from 4th Edition
09-23-07 12:47 AM
36 Replies, 1,124 Views |
Forgotten Realms campaign setting: August 2008.
09-04-07 06:36 AM
0 Replies, 397 Views |
James Wyatt on converting characters from 3.5 to 4E
09-05-07 08:50 PM
4 Replies, 593 Views |
Star Wars SE as preview of 4E
09-03-07 08:43 PM
0 Replies, 893 Views |
David Noonan on spells
09-04-07 04:10 AM
7 Replies, 1,478 Views |
Interview: Bruce Cordell on 4E
09-22-07 05:01 AM
6 Replies, 3,680 Views |
Mike Mearls on H1: Keep on the Shadowfell
09-03-07 02:20 PM
9 Replies, 988 Views |
Italian versions at the same time as English
08-31-07 07:48 PM
0 Replies, 162 Views |
Price of the 4E Player's Handbook?
09-01-07 12:49 AM
3 Replies, 552 Views |
'Points of light' does not apply to established settings
09-03-07 01:09 AM
3 Replies, 830 Views |
On Kobolds and Traps
08-31-07 05:04 PM
5 Replies, 466 Views |
"Immediate counterattack" triggers, "Second Wind", and "Wizard Strike"
09-02-07 03:26 AM
8 Replies, 631 Views |
PC Roles by Rob Heinsoo
09-23-07 01:06 AM
4 Replies, 416 Views |
New 4E artwork by Raven Mimura - "Eye of Flame Beholder"
08-31-07 05:14 AM
0 Replies, 601 Views |
Changes to the Forgotten Realms?
08-30-07 11:38 PM
0 Replies, 473 Views |
4E Easter Eggs on Dragon 360 cover; plus 4E-flavor death knight to feature
09-01-07 05:27 AM
3 Replies, 563 Views |
Rich Baker on devils and demons
09-23-07 02:32 AM
1 Replies, 445 Views |
Chris Perkins on monsters, combat, Gleemax, Vancian spells, character roles and more
09-23-07 02:30 AM
1 Replies, 895 Views |
Mike Mearls on what is NOT in 4E
08-29-07 06:18 PM
0 Replies, 613 Views |
On 30th level spells
08-29-07 04:46 PM
0 Replies, 339 Views |
D&D Insider Screenshots
08-29-07 05:45 AM
0 Replies, 187 Views |
H for Heroic and Playtesters in September
08-29-07 05:29 AM
0 Replies, 150 Views |
Points of Light by Rich Baker - the default campaign world
09-09-07 01:21 AM
4 Replies, 374 Views |
4E Teaser Document
08-28-07 11:14 PM
0 Replies, 250 Views |
Saves, hit points and more...
08-28-07 09:08 PM
0 Replies, 213 Views |
Brazillian 4E covers
08-28-07 10:29 PM
1 Replies, 223 Views |
4E Memory Sticks
08-28-07 11:47 AM
0 Replies, 178 Views |
4E News Page
08-28-07 11:14 AM
0 Replies, 96 Views |
WotC Blogs Contd
08-27-07 08:17 PM
0 Replies, 302 Views |
Rules we know of...
08-23-07 07:08 AM
0 Replies, 398 Views |
WotC Blog updates
08-23-07 06:50 AM
0 Replies, 992 Views |
OMG Fireball, Noooooooooooo!
09-23-07 02:51 AM
110 Replies, 3,512 Views |
Playtest Report, Design and Development
08-20-07 02:44 AM
0 Replies, 136 Views |
More 4E seminar notes
08-18-07 08:47 AM
0 Replies, 1,742 Views |
4E pesentation videos
08-18-07 08:26 AM
0 Replies, 111 Views |
Covers
08-17-07 10:27 PM
0 Replies, 140 Views |
1st 4e seminar notes
08-17-07 10:04 PM
0 Replies, 517 Views |
Report from the 4E Announcement
08-17-07 12:27 AM
0 Replies, 384 Views |
New Images on Flash Drive
08-16-07 11:26 PM
0 Replies, 113 Views |
4e at GenCon
08-16-07 10:29 PM
0 Replies, 154 Views |
What we know about 4e.
08-16-07 12:51 PM
0 Replies, 460 Views |
Countdown to 4dventure?
08-16-07 03:10 AM
0 Replies, 214 Views |
Necromancer Games: Clark Peterson on the State of Necromancer, Speculation about 4e
06-04-07 01:29 AM
0 Replies, 255 Views |
The direction of 4E
04-02-07 03:27 AM
2 Replies, 286 Views |
No 4th Edition this year.
02-15-07 05:13 PM
0 Replies, 311 Views |
Ryan Dancey on 4th Edition
01-18-07 08:26 AM
0 Replies, 253 Views |
Neutral stance from WotC
08-12-06 08:05 PM
0 Replies, 383 Views |
WotC at GenCon: 4E to be announced at Winter Fantasy?
08-12-06 01:47 AM
0 Replies, 416 Views |
Ryan Dancey Speaks: 4E and OGL
08-10-06 03:17 PM
0 Replies, 386 Views |
WotC Denies 4E Rumours
08-08-06 07:57 AM
1 Replies, 495 Views |
The First 4E News Scoop!
08-03-07 02:40 PM
20 Replies, 3,493 Views |
Charles Ryan speaks on 4E - "At least a year's notice"
12-11-04 06:56 AM
0 Replies, 313 Views |
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Unofficial
D&D 4th Edition Info Page
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 above.
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"
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- 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."
4E
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.
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).
- 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.
- 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
- There 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).
- Magic
- 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"
- 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
- Action
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".
- A 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.
- 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"
- "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).
- Will 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]."
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