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D&D Age: 4.0 Is Coming - Official Thread of Nerdom and Mother's Basements

Dnd4_logo.jpg


Buy Here: Amazon: $57 for all the Core Rulebooks

The long awaited update to Dungeons and Dragons (that 3.5 shit doesn't count) is almost here! On June 7th, 2008 Wizards of the Coast will officially release the Core Rulebooks although if your internet savy you can "obtain" them now.


Key Changes:

- Character Levels now go up to 30 in the Player's Hand Book.
- Character Levels are broken up into 3 "Tiers" 1-10 is known as Heroic, 11-20 is Paragon and the higher level characters are known as Epic characters.
-Character Roles: controller,defender, leader, and striker.
- Major changes with spells and abilities. Characters now have At-Will, Encounter, and Daily powers to choose from when leveling up and these are fucking cool as hell.
- For example, Magic Missile is a first level At-Will power for Wizards that does 2d4 + Intelligence modifier force damage.
- 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
- There are 5 Alignments: Good, Lawful Good, Evil, Chaotic Evil, Unaligned.
- Skills system has been completely revamped to not suck. For instance, old shitty skills like Climb, Jump, Swim and similar skills are now combined into one individual skill, Athletics. Listen, Search, Spot are now all under Perception. Stealth takes the place of Hide and Move Silently.
- At level 11 you can embark on a Paragon Path
- Healing Surges (more on this later)

As your class describes your basic role in the party,
your paragon path represents a particular area of
expertise within that role. It’s a form of specialization
beyond even what a build choice represents. You might
be a battle cleric and specialize in melee powers, but
starting at 11th level you can be a warpriest and specialize
in battle prayers.

- The Paragon Paths are all cool as hell
- Death and Dying: At 0 hit points, you are unconscious. You die if you reach negative Hit Points equal to your Bloodied value (half your hit points). At the end of your turn, if you haven’t been stabilized, roll a d20:
-9: You get worse. If you get this result 3 times before being stabilized, you die.
10-19: No change.
20: You stabilize.
- Healing becomes a lot easier in this version. Once per day your character can choose to rest for 6 hours and become fully healed.
- Crits have been significantly changed. Not sure how though, haven't read that far.
-Saves have been replaced by defense and have almost totally revamped. Everyone gets a bonus to defense equal to half their level.
- Aggro is now an important factor. Tanking mobs becomes harder.
- The point of character death is now half your max hit points. If you have 120 hp, when you get to -60 your ass is dead.
- When your in the negative say -25 for health and healed for say 10 hp, your then have 10 hit points.
- Character movement is now completely based on squares.
- Rituals are an important type of spells, not sure how they work yet. I know big spells like Raise Dead are rituals and significantly different than other simpler ones.
- Gnomes are gone!

Races

- Dragonborn
4e12.jpg

Ability Scores: +2 Str +2 Cha
Size: Medium
Speed: 6 squares
DragonBreath special ability 1d8 + Constitution modifier of acid, cold, fire, lightning, or poison damage.
Favored Class: Warlord

- Dwarf
4e10.jpg

Ability Scores: +2 Con +2 Wis
Size: Medium
Speed: 5 squares
Racial Abilities: Cast-Iron Stomach buffs to saving throws for poisons. Dwarven Resilience allows you to use Second Wind as a minor action. Stand your Ground - dwarves are moved one less square when pushed relative to other characters.
Favored Class: Fighter

- Eladrin
3.jpg

Ability Scores: +2 Dex +2 Int
Size: Medium
Speed: 6 Squares
Racial Abilities: Eladrin Will: +5 to saving throw vs. charm, Defense Bonus: +1 Will, Fey Origin: Considered a Fey creature, Trance: Spend 4 hours in extended rest instead of 6; while taking an extended rest, you are fully aware of your surroundings (AWESOME)
Fey Step - Encounter power that allows character to teleport 5 squares in battle.
Favored Class: Wizard

- Elf
4e13.jpg

Ability Scores: +2 Dex +2 Wis
Size: Medium
Speed: 7 Squares
Racial Abilities: Elven Accuracy - allows you to reroll an attack roll once per encounter.
Wildstep: Ignore difficult terrain when you shift
Group Awareness: All allies within 10 squares gain a racial bonus of +1 to Perception checks
Favored Class: Ranger

-Half Elf (They are no longer useless)
Ability Scores: +2 Cha +2 Con
Size: Medium
Speed: 6 Squares
Racial Abilities: Group Diplomacy: Grants allies within 10 squares a +1 bonus to Diplomacy
Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Favored Class: Any

-Halfling
hcleric.jpghttp:

Ability Scores: +2 Dex +2 Cha
Size: Small
Speed: 6 Squares
Racial Abilities:
Bold: You gain a +5 racial bonus to saving throws against fear
Nimble Reaction: You gain a +2 racial bonus to AC against attacks of opportunity
Second Chance: You can use second chance as an encounter power
Second chance: Immediate, Interrupt, Encounter power - When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.
Favored Class: Rogue

-Human
4e14.jpg

Ability Scores: +2 to any ability score!
Size: Medium
Speed: 6 squares
Racial Abilities:
Bonus At-Will Power: You know one extra at-will power from your class
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.
Favored Class: Any

- Tiefling
tiefling.jpg

Ability Scores: +2 Int +2 Cha
Size: Medium
Speed: 6 squares
Racial Abilities:
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fire Resistance: You have resist fire 5 + one-half your level.
Infernal Wrath: You can use infernal wrath as an encounter power.
Infernal Wrath - Encounter, Minor Action, Personal - You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, do +Cha extra damage.
Favored Class: Warlock

Classes

Cleric - A divinely inspired warrior
Role: Leader
Power Source: Divine
Key Abilities: Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +2 Will
Trained Skills: 4
Skill Modifiers: none
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Class Features: Channel Divinity, Healer’s Lore, healing word, Ritual Casting


Fighter - A master of martial combat
Role: Defender
Power Source: Martial
Key Abilities: Strength, Dexterity, Wisdom, Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Class Features: Combat Challenge, Combat Superiority,
Fighter Weapon Talent
Combat Challenge - Fighters can mark targets giving them -2 to attack rolls on targets other than the fighter. Lasts until the end of the next round.
Combat Superiority - Gain a bonus to your opportunity attacks based off your wisdom modifier.
Fighter Weapon Talent - Gain a +1 bonus on attack rolls for either one handed or two handed weapons.


Paladin - A champion dedicated to a specific deity.
Role: Defender
Power Source: Divine
Key Abilities: Strength, Charisma, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implements: Holy symbol
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 10 + Constitution modifier
Class Features: Channel Divinity, Divine Challenge, lay on hands
Channel Divinity - Can be used once per encounter to invoke the power of your deity, filling yourself with power.
Divine Challenge: A really cool ability. Marks an enemy, lowers their attack rolls, damages them, and more.
Lay on Hands- You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.

Ranger - A ranged or two-weapon combat specialist.
Role: Striker
Power Source: Martial
Key Abilities: Key Abilities: Strength, Dexterity, Wisdom
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Class Features: Fighting Style, Hunter’s Quarry, Prime Shot
Fighting Style - Two Handed or Ranged gives you a bonus feat
Hunter's Quarry - Once per round you can designate an enemy as your Quarry. Extra damage is done to this creature based on your level. Only one quarry at a time.
Prime Shot - +1 bonus to attack roles if your the closest party member to a ranged target.



Rogue - A combatant who uses stealth and slyness to thwart enemies.
Role: Striker
Power Source: Martial
Key Abilities: Dexterity, Strength, Charisma
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Dagger, hand crossbow, shuriken, sling, short sword
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Class Features: First Strike, Rogue Tactics, Rogue Weapon Talent, Sneak Attack
First Strike - Rogues have a combat advantage at the start of a battle
Rogue Tactics - Choose a bonus to sneak or AC
Rogue Weapon Talent - When using a dagger your +1 to hit. With a shuriken, up your die size by 1. Good.
Sneak Attack - Same as before



Warlock - A wielder of arcane power gleaned from otherworldly entities.
Role: Striker
Power Source: Arcane
Key Abilities: Charisma, Constitution, Intelligence
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Class Features: Eldritch blast, Eldritch Pact, Prime Shot, Shadow Walk, Warlock’s Curse


Warlord - A commander who leads from the front. Fucking Awesome
Role: Leader
Power Source: Martial
Key Abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Class Features: Combat Leader, Commanding, Presence, inspiring word

Wizard - The world’s most powerful purveyor of magic.
Role: Controller
Power Source: Arcane
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Class Features: Arcane Implement Mastery, cantrips,
Ritual Casting, spellbook

More Updates Still Coming
 
Wrong forum but cool thread.

EDIT: There we go. The Gaming forum!


Rolling an Eldarin Rogue! Cannot wait for the new books.
 

godhandiscen

There are millions of whiny 5-year olds on Earth, and I AM THEIR KING.
This may be offtopic, but how good/bad is the MMO? I always guessed it sucked because given the fanbase it never took off. However, in the ATI forums ppl seem to love it.
 
godhandiscen said:
This may be offtopic, but how good/bad is the MMO? I always guessed it sucked because given the fanbase it never took off. However, in the ATI forums ppl seem to love it.


Ask Manabyte. :D
 
Good, good. Supposedly the D&D insider beta should be starting this week too. A sneak peek at some of the rules perhaps before everyone can get their hands on the books?
 

Ulairi

Banned
godhandiscen said:
This may be offtopic, but how good/bad is the MMO? I always guessed it sucked because given the fanbase it never took off. However, in the ATI forums ppl seem to love it.


Do you like d&d? If so, you'll like it. It's not like WoW or LOTRO.
 
Teknopathetic said:
Good, good. Supposedly the D&D insider beta should be starting this week too. A sneak peek at some of the rules perhaps before everyone can get their hands on the books?

I'm really excited about insider! Everything I've read about it makes it seem really cool.
 

Victrix

*beard*
godhandiscen said:
This may be offtopic, but how good/bad is the MMO? I always guessed it sucked because given the fanbase it never took off. However, in the ATI forums ppl seem to love it.

I kind of liked it. But I couldn't get my friends out of the wow pit to give it an honest shot, so I don't know how it is at later levels.
 

elbkhm

Member
I'm cautiously optimistic, although the whole "mandatory prestige classes, so we can force you to buy more books" thing is pretty lame.
 
elbkhm said:
I'm cautiously optimistic, although the whole "mandatory prestige classes, so we can force you to buy more books" thing is pretty lame.

I'm not sure what you mean. All 30 levels are in the main book. If anything this will save us from 3E's pile o'books somewhat. Of course if you want more choices you will have to buy more books, but no one is forcing anything this time.
 
Ulairi said:
Do you like d&d? If so, you'll like it. It's not like WoW or LOTRO.

Eh.. not necessarily. I like D&D, but abhor the Eberron setting. If the MMO were FR or DragonLance, I'd probably eat it up.

Back on topic (sort of), I wonder when we can expect some D&D 4E CRPG licenses to start being announced. I'm ready for a 4E Baldur's Gate.
 

elbkhm

Member
krypt0nian said:
I'm not sure what you mean. All 30 levels are in the main book. If anything this will save us from 3E's pile o'books somewhat. Of course if you want more choices you will have to buy more books, but no one is forcing anything this time.
Well, sure, all 30 levels are in the book. But to my knowledge, your character _has_ to take a paragon path/epic destiny at levels 10 and 20, and there is of course a limited selection of these in the core books. Further, they seem pretty specific, and are roughly equivalent to prestige classes from 3.0/3.5.
 

Ulairi

Banned
krypt0nian said:
I'm not sure what you mean. All 30 levels are in the main book. If anything this will save us from 3E's pile o'books somewhat. Of course if you want more choices you will have to buy more books, but no one is forcing anything this time.

Aren't there going to be like 5 of each of the core books, one each year?
 

sk3tch

Member
Complete newbie joining the fold here.

I just placed an order direct with Chessex for an opaque black/red 7 die set, a reversible Megamat (1" squares/1" hexes), and a 4-pack of water soluble markers to go along with my 4th edition books coming from Amazon.

Any tips you guys have for newbies...send 'em on. I thought this was a pretty neat way to get an idea of what D&D is like (it's a Flash-based tutorial). So anyone that's new, check it out. :)
 
sk3tch said:
Complete newbie joining the fold here.

I just placed an order direct with Chessex for an opaque black/red 7 die set, a reversible Megamat (1" squares/1" hexes), and a 4-pack of water soluble markers to go along with my 4th edition books coming from Amazon.

Any tips you guys have for newbies...send 'em on. I thought this was a pretty neat way to get an idea of what D&D is like (it's a Flash-based tutorial). So anyone that's new, check it out. :)

Are you going to DM, or just play?
 

sk3tch

Member
sorryaboutdresden said:
Are you going to DM, or just play?

There's a potential that I'll be a DM locally (I have about 3 semi-nerd friends on the fence and they'll do it if I DM) and just be a player with another group or two online.
 

Monroeski

Unconfirmed Member
sorryaboutdresden said:
- For example, Magic Missile is a first level At-Will power for Wizards that does 2d4 + Intelligence modifier force damage.
That turns me on right there.
 
I love the concept of At-Will, Encounter, and Daily powers.

^^ If your Dming try to browse Wizard's forums and ask some of the people there for adventuring tips. If you want to, you can also get one of those pre-fab adventure books. I don't know how good they are though, never used them.
 

Anth

Member
4E is noticeably different from 3E. An improvement in many ways, but also a shift towards another philosophy. I like almost everything the have done with the combat system, but dislike how they cut the flavor text from monster descriptions.
Okay, I still have the 2E and 3E texts, so it doesn't actually affect me, but I would hate not having access to them.

sorryaboutdresden said:
The best part of these books so far has been the art. Its fucking incredible.
I'm not entirely sure if it's better than 3E. But given that 3E has been the best I have seen before that, that's not saying much. Wizards of the Coast is unrivaled in the art department. All those contacts made with Magic: the Gathering really pay off.
 
Some interesting details. I haven't played pen & paper in over 10 years, but I sometimes still get nostalgic for it. I used to love PnP before ORPGs/MMOs came along. Would enjoy revisting one day, and a release like this is likely a good time.

Not really fond of the art, for what that's worth. I'm a Elmore/Easley/Parkinson fan I suppose. Last five or six years I suppose, seems they've went a little more cartoonish and fantastical--a little less realism. Not a big deal but I suppose I have a lot of nostalgia for old Easley and Elmore covers. Caldwell, too; especially with Greyhawk or classic D&D. Even Brom with Dark Sun.
 

Piscopink

Member
I played a druid back in the AD&D days.

Now in every MMO/fantasy video game I play the class I choose is druid. It seems they are a no-show in 4.0, which is pretty sad.

I guess they died and went to Concordant Opposition.
 

EviLore

Expansive Ellipses
Staff Member
I don't play P&P D&D, but I'm always interested in the PC RPG implications when a new edition hits. Unfortunately, I'm not sure who would even make a 4E game. I doubt Bioware has any interest, Obsidian is full on projects right now, and Troika is dead.
 

Xanathus

Member
It seems to me that with each iteration of the D&D ruleset it becomes closer towards catering for the PC fanbase. The rules become simpler and easier to be represented in a PC game. In fact with this version it seems to be catering towards the MMO crowd, I especially get an MMO vibe from the classes and level progression (choosing paths within each class for example).
 

Victrix

*beard*
KyanMehwulfe said:
Even Brom with Dark Sun.

This right here. Awesome art.

I'd kill for a properly done Dark Sun rpg. Shattered Lands was awesome, Baldur's Gate years before Baldur's Gate.

Probably my favorite setting they've ever done. Wish they'd ditched the base races completely, but at least the halflings were barbarian cannibals.
 

turk128

Member
Just did a quick run through of the Players Manual. Wow, the new rules are incredibly user friendly, easy to access (thank you competant graphic designers) and the learning curve seems to be so much more forgiveable. The straightforward rules for movement and strategies attached is also very much appreciated.

It's like they implemented video game elements and built from there; big chunks of Diablo can readibly be noticed with the feats/powers (tree), simplification and streamlining of the rules are very WoW-ish, and the healing system from modern FPS.

Really stoked for this to come out so my group and I can really get down to some old school hack and slash.



EDIT: I'd be awesome if someone did a homebrew DS program that the DM can map out rooms and enemies and players can position their characters via wifi. Actually, a dice rolling homebrew would also be helpful... *goes searchin*
 

justchris

Member
Everything I've read about 4th ed makes it seem like a great improvement on the concept. Really, really looking forward to getting into it.

Rituals are spells that take a long time to cast, so can't be used in battle. Primarily utility spells that you'd never use in battle anyway. I really like the way they've simplified the components sytem.

DimmuBurgerKing said:
Eh.. not necessarily. I like D&D, but abhor the Eberron setting. If the MMO were FR or DragonLance, I'd probably eat it up.

Back on topic (sort of), I wonder when we can expect some D&D 4E CRPG licenses to start being announced. I'm ready for a 4E Baldur's Gate.

100% agree. Eberron is practically non-sensical.
 

turk128

Member
Some of the higher level powers are basically Dark Stalkers super moves. There's even one class power that basically gives each of your team mates free attack making it almost like the "Variable Combination" in Marvel vs SNK.
 

sk3tch

Member
Do you guys think Amazon will start shipping Thursday or will they wait for the Friday release and then ship?

My order (with overnight shipping) still says it has an estimated delivery date of Monday, June 9. :(

EDIT: well, from the discussions on Amazon's site it looks like they have historically released the books on the actual day and then shipped out. They don't ship out any earlier. I guess that's Wizards of the Coast's way of supporting the local game shops. Anyone that wants to game 4E over the weekend has to buy local.
 
sk3tch said:
Do you guys think Amazon will start shipping Thursday or will they wait for the Friday release and then ship?

My order (with overnight shipping) still says it has an estimated delivery date of Monday, June 9. :(

EDIT: well, from the discussions on Amazon's site it looks like they have historically released the books on the actual day and then shipped out. They don't ship out any earlier. I guess that's Wizards of the Coast's way of supporting the local game shops. Anyone that wants to game 4E over the weekend has to buy local.

Yeah man it sucks cause you save soo much money off Amazon. I wish I could support the local shop, but 57 for all 3 books is a fucking steal.
 

shoplifter

Member
^^^ my books are shipping from Amazon today

justchris said:
100% agree. Eberron is practically non-sensical.

It's completely sensical if you take a world where magic is common to its logical conclusion. I'd say it's much more reasonable to have everburning torches lining streets, trains powered by magic, and all the rest of it than having Wizards just hole themselves up and never use any of their magic for the public good. It's really a case of "building the world around the rules" rather than "building the rules around the world".

With the huge number of wizards in FR one would think they'd have developed at least some of that stuff instead of filling out forms in triplicate in Elminster's tower.

I'll give you that maybe you don't like the feel of Eberron, but it *does* have an internal consistency that most other D&D settings don't, mostly because they're shoehorned into the d&d rules or built small and then bloated like FR.
 
EviLore said:
I don't play P&P D&D, but I'm always interested in the PC RPG implications when a new edition hits. Unfortunately, I'm not sure who would even make a 4E game. I doubt Bioware has any interest, Obsidian is full on projects right now, and Troika is dead.
Wizard's Coast could do what they did with AD&D, put out the license for someone to make a game about it.
 

Chairman Yang

if he talks about books, you better damn well listen
EviLore said:
I don't play P&P D&D, but I'm always interested in the PC RPG implications when a new edition hits. Unfortunately, I'm not sure who would even make a 4E game. I doubt Bioware has any interest, Obsidian is full on projects right now, and Troika is dead.

Based on what I've read of the rules so far, here are some potential implications:

* movement is way more important than older editions, with lots of abilities that let you reposition yourself, enemies, or allies. If a videogame RPG wants to preserve this major element of the rules, it's pretty much going to have to have a tactical grid of some sort.

* characters now carefully pick their attacks each round rather than going with any sort of "default" attack 90% of the time. This means real-time combat is going to be tough to implement in a CRPG. Either things will have to move really slowly (giving players time to pick abilities), encounters will have to be easy (so it doesn't matter what attacks players pick), or the rules will have to be dumbed down. Hopefully developers will realize that none of these alternatives are particularly appealing, and will go with turn-based systems instead.

* the rules have a lot more strategy built in to the combat, as opposed to earlier editions where the designer/DM had to work carefully to make combat interesting. This means that "random encounters" would be a lot more appealing in 4th Ed CRPGs--which means that developers might unfortunately rely on them for heavily.

* it's easier to add new things to 4th Ed. without breaking the system or creating unintended consequences. This is great for developers who can't help but meddle with the D&D rules for their games.
 
I wasn't going to purchase into 4th edition initially, having been burned with 3E (IE the change to 3.5) and not agreeing with many of the changes that the system has undergone in this edition, but 45% off is just too damn good to pass up (especially since I have a ten dollar Amazon gift card to knock that price down as well), so I guess I'll be rejoining you guys in this madness, after my lengthy vacation from tabletop RPGs, after all. Hell, with the fact that it can be played online easily, maybe I'll actually be able to get some game time in without having to keep my young ones from eating the dice and running off with my character sheets, like they usually do? At least I have a vast array of 2E material (like, two full bookcases of it) I can cull info and ideas from, maybe I can retrofit some of it to work in 4E. Hope you like that Cursed Spear of Berserking, kiddies! :lol
 
Really, really miss the days of playing d&d. Had many years with 2nd edition, a couple with 3rd edition then the group sort of went seperate ways.
 

hiryu

Member
I must say the new Dungeon Master Guide is one of the best RPG products I've ever read. I'm very encouraged that they mention many things that the RPG Indie scene have been using for the past few years. Such things as player narrative and player authorship and many other "forge" ideas can only make the game better. I'm pretty excited to run it and I'm starting with Keep on the Shadowfell in July. Even many in my group who swore off D&D are excited for it.
 

GPsych

Member
I don't understand, is the release date June 6th or 7th? My friend who works at Barnes & Nobles is saying June 6th, but the OP says 7th. Which one is it?

-g
 
GPsych said:
I don't understand, is the release date June 6th or 7th? My friend who works at Barnes & Nobles is saying June 6th, but the OP says 7th. Which one is it?

-g

Wizards says the 7th, but I bet they will be in stores on the 6th like your friend says.

^^ I'm not done reading the DM's guide but so far it is really awesome. I love 4e so far.
 

shoplifter

Member
Personally, I didn't care for it. However, I've been playing d&d since 1985. I hate the delve format, the paper quality was poor, and I didn't really think it was a 'good' adventure.

That said, as someone who has never played before, it would probably be *very* helpful to you. It should give you a general idea of encounter design and 'flow' of how an adventure should work. It's also your only 4e option for now, unless you want to use some things that were put together by fans with the incomplete ruleset. Just don't pay retail for it.
 

sk3tch

Member
shoplifter said:
That said, as someone who has never played before, it would probably be *very* helpful to you. It should give you a general idea of encounter design and 'flow' of how an adventure should work. It's also your only 4e option for now, unless you want to use some things that were put together by fans with the incomplete ruleset. Just don't pay retail for it.

Thank you...that's all I needed to hear. It's in my Gold Box today at Amazon ($18.78). I have a feeling that the structure would be good for a beginner like me. From there I can decide to branch out to player-created content or even create my own if I choose.
 
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