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D&D 4e Discussion Scroll

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Printed on: 10 May 2024

Topic:


Topic author: The Sage
Subject: D&D 4e Discussion Scroll
Posted on: 16 Aug 2007 04:18:33
Message:

Now that the new edition of the D&D core game is apparently upon us, I'm setting aside this scroll for official 4e discussion. Let's try to keep most of the chatter about the new edition confined to this scroll for the time being, until the proper release of official 4e D&D core products.

Replies:


Reply author: Kentinal
Replied on: 16 Aug 2007 05:19:53
Message:

Right now all I can say is even Firefox is not tellinging anything except there is a countdown. I have to look at the source code to even see 4th Edtion indicated. If the web introduction is an indication, 4th appears to be a very bad idea.

Edit it appear gleemax will not let me read the post because I was not given permision to read that section of those forums. WotC did recognise me so login is not the problem. Gleemax appears to be restricted in someway in that I can not view. Perhaps percause I did not make many posts over there, maybe invitational, *shrugs* but there clearly is a reason.


Reply author: Skeptic
Replied on: 16 Aug 2007 06:04:56
Message:

quote:
Originally posted by Kentinal
it appear gleemax will not let me read the post because I was not given permision to read that section of those forums. WotC did recognise me so login is not the problem. Gleemax appears to be restricted in someway in that I can not view. Perhaps percause I did not make many posts over there, maybe invitational, *shrugs* but there clearly is a reason.



It was a leak that they closed shortly after.


Reply author: Kentinal
Replied on: 16 Aug 2007 06:12:24
Message:

*chuckles*

I see, though still not impressed by the countdown website. The 'js' is looping and I suspose after time is right content will appear explaining the countdown. Right now all I can see is part of a picture (clearly not bordered) and the bloody countdown.


Reply author: Dargoth
Replied on: 16 Aug 2007 06:35:05
Message:

Hopefully 4ed will see the end of the LG Paladin


Reply author: ShepherdGunn
Replied on: 16 Aug 2007 07:54:02
Message:

Personally, I don't mind the Lawful Good Paladin.

I just hope it's not D&D "Saga" Edition.

Also, does this mean a re-release of the main Forgotten Realms Campaign Setting book? It does explain why there's nothing for the first trimester listed in the catalogs, then.

I'm just really not too shiny on the whole 4e idea right now.


Reply author: Ergdusch
Replied on: 16 Aug 2007 10:20:31
Message:

I myself am not very happy about the 4th edition thingy eiter. I truely hope the changes in game system will not be too dramatic. I'll sit it out until the count has run down to say anything more on this.


Ergdusch

P.S.: Whats wrong with LG paladins? (pm me maybe to keep that discussion out of this 4th-ed.-only-thread)


Reply author: Dargoth
Replied on: 16 Aug 2007 10:39:18
Message:

"Paladins" should be like Clerics and be open to all alignments


Reply author: Uzzy
Replied on: 16 Aug 2007 11:06:26
Message:

Maybe it's all a big joke played on us all? *fingers crossed* Waiting for more actual info, as opposed to the rampant speculation going on over at EnWorld.

I don't particularly like the idea of all my good quality and rather expensive sourcebooks become obsolete for one! I do have to seriously ponder the wisdom of announcing this before clearing the current run of sourcebooks too. They still have the Rules Compendium to come out! Anyone want to take bets on how little that will sell?


Reply author: Dhomal
Replied on: 16 Aug 2007 13:31:14
Message:

Hello-

I have a couple of friends who are WOTC delegates - and they said - right her ein the Sagamore ballroom - tonight at 6:30 - some sort of "D&D Announcement"

Unless it is some elaborate hoax - it does seem the time has come...

I will try and re-post when I hear more... and since these are in the Sagamore ballroom - I am hoping it will not take too long...

Dhomal


Reply author: Chosen of Moradin
Replied on: 16 Aug 2007 13:43:04
Message:

http://grimorioesquecido.blogspot.com/

Player's in may 2008
DM in june and Monster in july


Well... the positive thing about this is that Ed have said for us to expect some good surprise at Gen Con...


Reply author: Wooly Rupert
Replied on: 16 Aug 2007 13:47:36
Message:

http://theminiaturespage.com/news/519193/

quote:
August 16, 2007 (Renton, WA) Whether you storm a mad wizard's tower every week or haven't delved into a dungeon since you had a mullet and a mean pair of parachute pants, one thing is certain - millions of D&D players worldwide have anticipated the coming of 4th Edition for many years. Today, Wizards of the Coast confirms that the new edition will launch in May 2008 with the release of the D&D Player's Handbook. A pop culture icon, Dungeons & Dragons is the #1 tabletop roleplaying game in the world, and is revered by legions of gamers of all ages.

The 4th Edition Dungeons & Dragons game includes elements familiar to current D&D players, including illustrated rulebooks and pre-painted plastic miniatures. Also releasing next year will be new web-based tools and online community forums through the brand-new Dungeons & Dragons Insider (D&D Insider) digital offering. D&D Insider lowers the barriers of entry for new players while simultaneously offering the depth of play that appeals to veteran players.

The 4th Edition rules emphasize faster game play, offer exciting new character options, and reduce the amount of "prep time" needed to run the game. D&D Insider includes a character creator that lets players design and equip their D&D characters, dungeon- and adventure-building tools for Dungeon Masters, online magazine content, and a digital game table that lets you play 24/7 on the internet the perfect option for anyone who can't find time to get together.

"We've been gathering player feedback for eight years," said Bill Slavicsek, R&D Director of Roleplaying and Miniatures Games at Wizards of the Coast. "Fourth Edition streamlines parts of the D&D game that are too complex, while enhancing the overall play experience. At its heart, it's still a tabletop game experience. However, D&D Insider makes it easier for players to create characters, run their games, and interact with the rest of the D&D community."

Wizards of the Coast will release two 4th Edition preview books in December and January Wizards Presents: Classes and Races and Wizards Presents: Worlds and Monsters. The first live demos of 4th Edition will happen at the D&D Experience gaming convention in Washington D.C. in February 2008. The full scope of 4th Edition books, miniatures, and adventures will be available in the spring and summer of 2008.

Since its first release in 1974, the fantasy roleplaying game Dungeons & Dragons has taken millions of players on imaginary adventures of epic scale. Today, D&D is universally regarded as the original game that created the roleplaying game category, and the inspiration for generations of game designers. D&D is enjoyed by millions of players worldwide, while countless more remember it with fond nostalgia.


Reply author: Wooly Rupert
Replied on: 16 Aug 2007 13:48:56
Message:

Hmm, Chosen of Moradin posted the same thing I did, just a bit earlier... Ah, well. I'll leave my post there to keep folks from having to go elsewhere.


Reply author: Kentinal
Replied on: 16 Aug 2007 14:08:15
Message:

Faster play?

Perhaps d10 or getting rid of dice rolls?


Reply author: SirUrza
Replied on: 16 Aug 2007 14:09:07
Message:

quote:
Originally posted by ShepherdGunn

Also, does this mean a re-release of the main Forgotten Realms Campaign Setting book?


Of course it does. The FRCS was the only big seller in the Realms line. Why do you think they barely converted the Realms to 3E? They weren't making any money on it.

What this really explains is why Monte Cook is retrying from the RP Supplement business.



Side note, here's a screenshot that got out for the 2 seconds that the information leaked...

http://www.daggergate.com/wizards4e.gif


I have a feeling it's going to be "Saga" edition. Of all the products the miniatures sell the best, it only makes sense for them to force them into the game.


Reply author: Sian
Replied on: 16 Aug 2007 14:20:45
Message:

well ... i must admit ... i don't want to take an opinion about wether a new edition is good or bad before i get the chance to sit down and read it from cover to cover :p


Reply author: Mace Hammerhand
Replied on: 16 Aug 2007 14:40:19
Message:

I wonder whom they got their feedback from? I switched from 2nd to 3.5 one and a half years ago and I will not restock my library once again. If it remains compatible with the 3rd edition stuff fine, if not, screw 'em


Reply author: Skeptic
Replied on: 16 Aug 2007 14:47:38
Message:

quote:
Originally posted by Mace Hammerhand

I wonder whom they got their feedback from? I switched from 2nd to 3.5 one and a half years ago and I will not restock my library once again. If it remains compatible with the 3rd edition stuff fine, if not, screw 'em



I hope the opposite, because compatibility means no real changes.

They seem to go for simpler rules, which IMHO is a very good idea.


Reply author: Kentinal
Replied on: 16 Aug 2007 14:58:59
Message:

Feedback can have come from many places.

WotC could have watch its own forum for likes and dislikes, house rules to fix things people thought was broken.

Clearly they could request opinions of former design team members as well.


Reply author: Chosen of Moradin
Replied on: 16 Aug 2007 15:26:04
Message:

quote:
Originally posted by Wooly Rupert

Hmm, Chosen of Moradin posted the same thing I did, just a bit earlier... Ah, well. I'll leave my post there to keep folks from having to go elsewhere.



Good idea! I make that post quickly, because I was going to see a sell of dvds... but to my despair, the most "new" movie on the store was Bonanza...

And now that the inevitable is upon us, I start to wonder what names we will see in the cover of FR 4th edition... If was to satisfy my taste, these names will be:

Ed of the Green Wood
Steven Schend
Eric Boyd
George Krashos
Sean K Reynolds
Thomas Reid


Reply author: Wooly Rupert
Replied on: 16 Aug 2007 15:39:00
Message:

When 1E shifted to 2E, the changes were rather minor. To my mind, they were almost entirely cosmetic.

When 2E shifted to 3E, they flipped the entire game upside-down. It was a very drastic change. In my opinion, they did improve the game with this shift, mainly by going to a more elegant and intuitive ruleset.

The shift from 3E to 3.5E was mostly fine-tuning what had been done before.

Now we're facing 4E. I'm inclined to think it's going to be more like 1E to 2E, or 3E to 3.5E, rather than the shift from 2E to 3E. Among other things, this kind of minor shift will have less impact on all the other companies that do D20 material.

This does mean, though, that I'm now no longer going to worry about all the 3E Core stuff that I lost.


Reply author: Wooly Rupert
Replied on: 16 Aug 2007 15:40:13
Message:

quote:
Originally posted by Sian

well ... i must admit ... i don't want to take an opinion about wether a new edition is good or bad before i get the chance to sit down and read it from cover to cover :p



That's my thinking as well. Speculating about what will and will not be changed isn't terribly productive, and complaining is even less productive.


Reply author: Wooly Rupert
Replied on: 16 Aug 2007 15:47:34
Message:

Heh, I just had a goofy thought. Maybe it's not Fourth Edition D&D they're announcing -- maybe it's the 4th edition of the WotC search engine, which will, believe it or not, actually help you find things!

Okay, so I know that it's really 4E, but the idea still amuses me. And their search engine is just this side of useless...


Reply author: Arkhaedun
Replied on: 16 Aug 2007 15:49:44
Message:

I'm getting the distinct impression that 4th edition will indeed be very similar to the Saga Edition of Star Wars, though I've no inside information.

What this means is that its still a class based system, and hit points and BAB still scale pretty similarly to the current edition, and movement is pretty much the same as we have become accustomed too in 3rd edition.

Where the "simpler and faster" comes from, again, if they use Saga as a model, is that skills are either trained or focused, and then what your actual "number" is derived from your level. So if you are trained in a skill you have 1/2 your class + ability modifier for the skill, +5 if you are focused in it (I might be off a bit, but that's the general idea).

Classes in Saga are "modular" and based on ability trees, so if you start down a certain path, the next time you get a class ability, its somewhat based on the ability you took before in that class.

Still free multiclassing, if Saga is the model. Still prestige classes, though PrC don't really have trees like the base classes, but a set progression.

No iterative attacks, again, if they follow the Saga model. You can take feats to give you iterative attacks, but in general you just get better to hit and doing more damage with your main attack.

From the D&D podcast and from some recent design choices (skill tricks, Book of Nine Swords, reserve feats) I'm getting the feeling that there may be more of a move toward "per encounter" rather than per day use of abilities. How this specifically works out for spellcasters I don't know, though its likely to be a little like the Book of Nine Swords model of things.

Also, the healing reserve feats don't allow you to heal more than 50% of your hit points with the ability, so I'm guessing there may be a similar mechanic when it comes to healing outside of encounters.

Again, all of this is pure conjecture, but I'm guessing based on what I've seen of Star Wars Saga and what the designers themselves have said in recent podcasts about what was "wrong" with D&D.


Reply author: KnightErrantJR
Replied on: 16 Aug 2007 15:52:28
Message:

quote:
Originally posted by Arkhaedun

I'm getting the distinct impression that 4th edition will indeed be very similar to the Saga Edition of Star Wars, though I've no inside information.

What this means is that its still a class based system, and hit points and BAB still scale pretty similarly to the current edition, and movement is pretty much the same as we have become accustomed too in 3rd edition.

Where the "simpler and faster" comes from, again, if they use Saga as a model, is that skills are either trained or focused, and then what your actual "number" is derived from your level. So if you are trained in a skill you have 1/2 your class + ability modifier for the skill, +5 if you are focused in it (I might be off a bit, but that's the general idea).

Classes in Saga are "modular" and based on ability trees, so if you start down a certain path, the next time you get a class ability, its somewhat based on the ability you took before in that class.

Still free multiclassing, if Saga is the model. Still prestige classes, though PrC don't really have trees like the base classes, but a set progression.

No iterative attacks, again, if they follow the Saga model. You can take feats to give you iterative attacks, but in general you just get better to hit and doing more damage with your main attack.

From the D&D podcast and from some recent design choices (skill tricks, Book of Nine Swords, reserve feats) I'm getting the feeling that there may be more of a move toward "per encounter" rather than per day use of abilities. How this specifically works out for spellcasters I don't know, though its likely to be a little like the Book of Nine Swords model of things.

Also, the healing reserve feats don't allow you to heal more than 50% of your hit points with the ability, so I'm guessing there may be a similar mechanic when it comes to healing outside of encounters.

Again, all of this is pure conjecture, but I'm guessing based on what I've seen of Star Wars Saga and what the designers themselves have said in recent podcasts about what was "wrong" with D&D.




I spent months swearing that the Saga system wasn't a prelude to 4th edition, but given that d20 Star Wars was the prelude to 3rd edition, its likely now that this might have been a glimpse of the future.


Reply author: Chosen of Moradin
Replied on: 16 Aug 2007 15:56:51
Message:

Well... when the 3rd edition was announced, I stay with the idea that it will use the Alternity rules system, that was the best rules set (IMHO) in those days. But I was surprised with the 3rd edition rules, and I really like of them... let's see what these news will bring to us.

The oficial announcement will happen at 6:30 pm, here in Brazil.
Good to me, in this hour my wife is watching tv novels, and I'm in the control of the keyboard.


Reply author: Uzzy
Replied on: 16 Aug 2007 16:04:17
Message:

Does anyone else remember a quote from a WOTC employee recently stating that '4th Edition wasn't be worked on at the moment, and we generally develop our products for at least 2 years before release'? Or words to that effect? And one saying that the DnD Experience would be where big announcements about DnD would be made? I'm sure I remember something like that.


Reply author: Kentinal
Replied on: 16 Aug 2007 16:08:25
Message:

Well not having to asign skill points would speed character creation.

The change of combat could very well speed encouters, would at least speed a round.


Reply author: Chosen of Moradin
Replied on: 16 Aug 2007 16:14:11
Message:

I find this floatin in EN World:

"A 4e Forgotten Realms will be the first setting book released, and I believe that is scheduled for next August. Chris Perkins was pretty vague when I asked directly what they were going to do with Ravenloft, Dragonlance and Eberron. It seemed like the plan would be to roll out one new setting each year. He even teased me that Greyhawk could be one of those. But I think that was just because I admitted to being an old-school Greyhawk gamer."


Reply author: synboy
Replied on: 16 Aug 2007 16:19:10
Message:

quote:
Originally posted by Chosen of Moradin

quote:
Originally posted by Wooly Rupert

Hmm, Chosen of Moradin posted the same thing I did, just a bit earlier... Ah, well. I'll leave my post there to keep folks from having to go elsewhere.




And now that the inevitable is upon us, I start to wonder what names we will see in the cover of FR 4th edition... If was to satisfy my taste, these names will be:

Ed of the Green Wood
Steven Schend
Eric Boyd
George Krashos
Sean K Reynolds
Thomas Reid



I don't really care one way or another who writes it.....as long as that person knows and loves the Realms as much as we do. They would resist "unnecessary" changes (remember the map debacle?), and while updating old info (which would be necessary) they would put in enough new stuff to make the purchase feel "worth it" to the people who have the "old" versions of the same products. No direct rehashes.

Things like this is why I like "fluff heavy" product. I'd like to see (however unlikely) a complete separation of "crunch" vs. "fluff" products. Assuming no "executive decision" stupidity (map again, TOT, etc.) "fluff" products trancend editions. My favorite products of all time (and I've been playing since 1979) are the 2nd edition deity books. I still use them in nearly every game I play, and they are a requirement for any cleric player in my games. There's "crunch" stuff in there, but it's not and essential part of the product......the lore is.

I guess I'm just tired of buying the "same" products over and over. Do we REALLY need another version of the FRCS? If it was done correctly the first time, you'd only need to buy it once (or again when the first version fell apart from overuse


Reply author: Wenin
Replied on: 16 Aug 2007 16:20:08
Message:

quote:

Now we're facing 4E. I'm inclined to think it's going to be more like 1E to 2E, or 3E to 3.5E, rather than the shift from 2E to 3E. Among other things, this kind of minor shift will have less impact on all the other companies that do D20 material.


3.5E to 4E Saga is much in line with what you're describing (more 1E - 2E than 3E - 3.5E).

While I won't look kindly to a DnD Saga edition, I'll hold my tongue until I see the system in print.


Reply author: Chosen of Moradin
Replied on: 16 Aug 2007 16:55:17
Message:

And now, I've find this floating in the web:

Wizards of the Coast is announcing at GenCon today that it will release the 4th Edition of its category-leading Dungeons and Dragon roleplaying game in 2008, the first full new edition in eight years. The three core books will be released next summer on a monthly schedule: Player's Handbook in May, Monster Manual in June, and Dungeon Master's Guide in July. Pricing and page counts of the new products will be consistent with current packaging. Graphics have been updated, art will be used on the covers, and interior design has been opened up to make the books less intimidating to new players.

Lead-in products, Wizards Presents: Classes and Races and Wizards Presents: Worlds and Monsters, will be released in December. An April release, Keep of the Shadowfell, will include a set of quickstart rules for 4E.

While there are changes in play (such as incorporating "epic-level play," with 30 levels instead of 20), they are described as "evolutionary" rather than "revolutionary." Other changes include new power sources, changes in resource management, and new encounter design, and more clearly defined monster roles. Changes will speed play, make the game easier to learn, and make DM-ing easier. Concepts for 4th Edition gameplay were tested in the new Star Wars RPG, and the Book of 9 Swords.

What the company does describe as revolutionary is the method of product delivery, which will incorporate online play for the first time. WotC is incorporating online components into the game through a new Website, DnDInsider.com. Each paper product will include codes to unlock digital versions on the site for a "nominal" activation fee. Players will also be able to use DnDInsider tools and access regular new content similar to the material that was previously released in Dragon and Dungeon magazines (see "Interview with Liz Schuh") for a monthly fee (as yet undetermined) greater than the old subscription price, but less than a MMORPG subscription. Magazine-style content will be added to the site three times a week and compiled into digital "issues" monthly.

Gameplay features on the Web will include a digital D&D game table, and voice chat and text messaging, to allow online players to communicate with each other. The online play is designed to "supplement, not replace" meatspace play.

The Open Gaming License will continue as it has in the past, allowing the use of the rules in other publishers' games.

Work on the new edition began in 2005, with the major work all accomplished in the last year.

D&D products released between now and the launch of 4th Edition will fall into three groups. Edition-proof products (which are mostly story) will not include mechanics that are edition-specific. Some products will be "enhanced" to 4th Edition mechanics after release through DnDInsider, and a couple of series will end as 3.5 products.

The setting for the core books are campaign neutral. Forgotten Realms will be the first campaign setting to be updated (in August 2008). Other campaign settings will be updated at a rate of one per year.

Marketing support will initially focus on migrating the existing player base, and then move to an acquisition strategy to re-activate lapsed players and acquire new ones. Midnight launch parties will be used to kick off sales of the first new release in May.


Click here for the article


P.S.: Please, some moderator could clean the link?


Reply author: sleyvas
Replied on: 16 Aug 2007 16:56:10
Message:

Well, hopefully they fix some of the gimpy things they did. For instance, red wizards having to give up 3 schools of magic to get circle ability, whereas witches and halruaans don't, without there being a power given to the reds to compensate the loss in comparison (wouldn't mind the loss of the schools, if they got to cast even more spells from their specialized school.. or got increasing DC's with their school, etc...).

At the same time, I'm not interested in seeing regional books again that state X town is here and does this, and Y town is here... and there's enmity between group Z and Q. Up front come out with a crunch book doing any needed redesign of the various prestige classes. Doing it by region where 70% of the book is rehashed is just gonna push me away, no matter how much of an improvement there is to the system.


Reply author: Alaundo
Replied on: 16 Aug 2007 16:56:57
Message:

quote:
Originally posted by Chosen of Moradin

Click here for the article


P.S.: Please, some moderator could clean the link?




Well met

There, how's that?!


Reply author: Chosen of Moradin
Replied on: 16 Aug 2007 16:58:46
Message:

Yes, master of the awesome staff!!!

Thanks for the kind hand.


Reply author: Jorkens
Replied on: 16 Aug 2007 17:00:27
Message:

I am just looking forward to the first 5th edition threads on various boards.

I am happily placed in the old days of TSR still, but I am curious as to how this will affect the Realms.


Reply author: Alaundo
Replied on: 16 Aug 2007 17:02:10
Message:

Well met

So, the time is almost upon us. I have mixed feelings about this, but then many people react negatively to change.

However, this has been just a matter of time for quite a while now and i'm still feeling pretty much the same as I did when it was merely speculation and rumour. I'm quite happy to leave my D&D purchases at 3.5 edition as I have enough 3.5 (and previous) material to last a lifetime. The thought of starting again to pick up another DMG, PHB, MM (I-V?! ) etc. etc. is just too daunting.

As to the FR material, i'm sure i'll continue with this. Even so, I can't see the justifications of another FRCS, Faiths and Pantheons, Waterdeep (yet again! As much as I love the place to a great degree, is it really necessary?).

It's for this reason I always wished that campaign specific products should be purely fluff. That way, new editions of the RPG system can be released and the campaign products remain unchanged. I can understand the business requirements for wanting to rerelease campaign material, but I believe it doesn't have the desired effect overall.


Reply author: Jorkens
Replied on: 16 Aug 2007 17:06:18
Message:

quote:
Originally posted by Alaundo

Well met

So, the time is almost upon us. I have mixed feelings about this, but then many people react negatively to change.

However, this has been just a matter of time for quite a while now and i'm still feeling pretty much the same as I did when it was merely speculation and rumour. I'm quite happy to leave my D&D purchases at 3.5 edition as I have enough 3.5 (and previous) material to last a lifetime. The thought of starting again to pick up another DMG, PHB, MM (I-V?! ) etc. etc. is just too daunting.

As to the FR material, i'm sure i'll continue with this. Even so, I can't see the justifications of another FRCS, Faiths and Pantheons, Waterdeep (yet again! As much as I love the place to a great degree, is it really necessary?).

It's for this reason I always wished that campaign specific products should be purely fluff. That way, new editions of the RPG system can be released and the campaign products remain unchanged. I can understand the business requirements for wanting to rerelease campaign material, but I believe it doesn't have the desired effect overall.



Hey on the positive side, maybe they can change the maps back to the original again

I have a feeling that we will have an update on the North region again, but I have a slight hope that there will be some attention given to areas not covered in 3ed. A Cormyr book would be nice.


Reply author: Alaundo
Replied on: 16 Aug 2007 17:09:18
Message:

Well met

Worse still, it's going to play havoc with the uniformity and format of the 3.5e tomes on my shelf

I wonder if perhaps Brian's Grand History of the Realms is to be the new look? Full cover art with a transparent logo?


Reply author: Jorkens
Replied on: 16 Aug 2007 17:11:59
Message:

quote:
Originally posted by Alaundo

Well met

Worse still, it's going to play havoc with the uniformity and format of the 3.5e tomes on my shelf

I wonder if perhaps Brian's Grand History of the Realms is to be the new look? Full cover art with a transparent logo?



In addition one can hope that Grand History of the Realmsis a sign of more lore heavy products in the near future, so as to make them compatible for both editions. Then again that is just hopeful speculations on my part.


Reply author: Xysma
Replied on: 16 Aug 2007 17:19:39
Message:

quote:
Originally posted by Alaundo

However, this has been just a matter of time for quite a while now and i'm still feeling pretty much the same as I did when it was merely speculation and rumour. I'm quite happy to leave my D&D purchases at 3.5 edition as I have enough 3.5 (and previous) material to last a lifetime. The thought of starting again to pick up another DMG, PHB, MM (I-V?! ) etc. etc. is just too daunting.





I have spent too much money to start all over, gods know there are enough classes, pc races, monsters, feats, etc, in the 3.5 material, so I will probably not continue on with 4th ed core books. But... Realms books I will certainly pick up, regardless of their edition.


Reply author: Chosen of Moradin
Replied on: 16 Aug 2007 17:28:45
Message:

I will wait to see... Maybe I talk with my players, and we buy the player's handbook to take a look, and decide if we will migrate for the 4th or stay in 3.5.

Beside this, my personal feeling about this match with Xysma.

A great problem right here right now here in Brazil is the fact that our public have less than 5% of the 3.0/3.5 stuff translated to our language...

We're, now, with 2 years of wait , expecting the release of Draconomicon and Player's Guide to Faerun in our language...


Reply author: Mace Hammerhand
Replied on: 16 Aug 2007 18:46:23
Message:

quote:
Originally posted by Chosen of Moradin

I will wait to see... Maybe I talk with my players, and we buy the player's handbook to take a look, and decide if we will migrate for the 4th or stay in 3.5.

Beside this, my personal feeling about this match with Xysma.

A great problem right here right now here in Brazil is the fact that our public have less than 5% of the 3.0/3.5 stuff translated to our language...

We're, now, with 2 years of wait , expecting the release of Draconomicon and Player's Guide to Faerun in our language...



Truth be told (and yes, that's the cynic speaking in me), you won't be seeing those books because in 2 years there will be 4th edition stuff that the publisher wants to push.


Reply author: Kentinal
Replied on: 16 Aug 2007 19:02:04
Message:

Transalations of 3.0 and 3.5 still might be offered if WotC believes there is profit in it. They also might lisense those out for a percent of sales price or other scheme allowing others to take the profit or loss risk.

This is something to wait and see. Yes they will want to sell 4th, but if non English demand is large enough they still can sell 3rd or even earlier material


Reply author: VonRaventheDaring
Replied on: 16 Aug 2007 19:03:35
Message:

quote:
Originally posted by Alaundo



As to the FR material, i'm sure i'll continue with this. Even so, I can't see the justifications of another FRCS, Faiths and Pantheons, Waterdeep (yet again! As much as I love the place to a great degree, is it really necessary?).




I Agree Grand Sage, I fear we might see Mysteries of the Moonseas again.... of course hopefully they will do it right, and give us more regional information. One can only hope after all....


Reply author: lokilokust
Replied on: 16 Aug 2007 19:09:04
Message:

http://www.icv2.com/articles/home/11123.html
some interesting bits of info.


Reply author: Sanishiver
Replied on: 16 Aug 2007 19:18:26
Message:

Hey Sage sorry about my earlier thread.....just got so excited! ;)

Wow, another edition of game rules.....and the Realms to follow --naturally, I suppose.

How will this effect our FR campaigns (those of us using 3.0/3.5) I wonder?

For me, well I dunno...my group's been running since the time 3.0 came out. 4E may herald the end of our game, or a transition to a brand new campaign, with new 1st level Realms Characters and a new sandbox to play in.

All I know for sure is I love those guys and I'll game with them no matter what edition we use, for as long as they're interested.


Reply author: initiate
Replied on: 16 Aug 2007 19:44:51
Message:



Honestly, I'd almost forgotten about the likelihood that this would happen some time soon. I'd seen the "Classes and Races" and "World and Monsters" thingies on amazon a couple times, but never made the connection between them and a possible edition change. Likewise "Keep on the Shadowfell", (which sounds like another megadventure, possibly Greyhawk based, though the last is guesswork.)

Like Chosen of Moradin and a lot of other people, I'm not yet sold, but, also like many others, I'm not outraged. It just doesn't seem like something that particularly effects me. I'll look at 4th edition, sure, and if I like some of the changes I might incorporate them. Might even migrate completely eventually, if I like the new rules enough. Can't see it happening, but I'm not entirely opposed to being convinced; WotC's got some great designers working for them, after all. As for rebuying all the crunch info, though, the prospect ain't appealing. I'm at this party primarily for the role-playing goodness. Now that I've got an edition of the game that works fine for me, edition changes feel like they're something that happens to somebody else. The only thing that would've really got me upset would have been a cancellation of the FR line, something which has most certainly not happened. FR products will continue and, with the release of "Grand History", there is at least a chance (though a slim one) that more of them will tend towards heavier lore content. Thus, I am happy.

While I've got no particular plans to update, (at least not right away), there is one thing about the announcement that makes me very happy, specifically the announcement that the Realms will be the first updated setting in August 2008. Another FRCS, full of general descriptions of things, doesn't thrill me especially, (though I'm looking forward to some consolidated updates to the time-line post Grand History). However, the fact that WotC is updating the Realms so early, only one month after they've finished releasing the core books, seems to me a clear indication that they still rely heavily on the Realms, and consider it one of their flagship lines.

Some of the reintegration WotC's been doing also makes more sense now. I assume that they'll update Eberron in 09, and then tackle Krynn themselves for the first time in many years in 2010, (or the other way around.)

Some of the rumblings within the FR setting itself now also make more sense. Perhaps this is another one of those big transition upheavals like the ToT, only slightly less unified in one big event.
General Spoilers:

Myth Drannor is reclaimed, Thay is in the middle of an upheaval which might just change it rather a lot, the drow deities are involved in a game potentially fatal to more than one of them, the plains are in turmoil, the Zhents and the elves of Cormanthor and allies are at war, and the Shades look to be making a major powerplay. This gives WotC an opportunity to make some big, edition-marking changes if they want to. (I sort of hope they keep them minimal, but if they don't want to, so it goes,,,) As they've done previously, they can kill some gods, stir up a couple nations, and generally leave 4th edition a mark on poor peaceloving Faerun. In particular, this gives them an opportunity to tweek the cosmology if they so desire. I'm happy with the Great Tree myself, but I know a lot of people aren't.

Wonder what's going on with the WotC website. Presumably, given the 4dVenture heading displayed above the timer, [which is currently all that appears], its got something to do with fourth edition. Ah well, we'll know in four hours or so. I was a big fan of last year's Secrets of the Realms coverage, [I was a lurker back then], so hopefully, some of the scribes attending will be able to send us some more updates from Gen Con.



Reply author: Wooly Rupert
Replied on: 16 Aug 2007 20:05:48
Message:

quote:
Originally posted by initiate

Some of the rumblings within the FR setting itself now also make more sense. Perhaps this is another one of those big transition upheavals like the ToT, only slightly less unified in one big event.


I'm not so sure about that... When 3E was inflicted on us, the return of Shade was a great opportunity to try to explain away at least some of the changes. Instead we got a lot of changes, even some direct contradictions, with little or no explanation beyond "It's always been that way, but no one knew about it."

The FR transition to 3E is something that still upsets a lot of people, because of the lack of in-game explanation. With that in mind, and the continuing attitude of "attract new fans, and don't worry about existing ones", I'm not confident that they'll give us any kind of explanation.

Besides, as I said above, I don't think this is going to be all that dramatic a change.


Reply author: Sanishiver
Replied on: 16 Aug 2007 20:17:35
Message:

quote:
Originally posted by Wooly Rupert
The FR transition to 3E is something that still upsets a lot of people, because of the lack of in-game explanation.
To be fair, it made as many (if not more) people happy, because there was no repeat of a ToT style disrupion in the Realms.

I hope WotC's memory is not so faulty that they elect to repeat anything like the ToT, whether in a small way or a large way, with the release of the next FRCS.


Reply author: initiate
Replied on: 16 Aug 2007 20:25:28
Message:

Re: Wooly's post:
Ah, I see. I confess, I wasn't actually around for the change to 3rd edition; I came to the game when 3E was young, but not before. Thus, I saw only the aftermath of the changeover, and kind of assumed that the major changes were something WotC did to create a sort of timeline related point of reference for the edition change. Now that you mention it, I have heard that there were some significant changes made without satisfactory explanations. Let's hope it doesn't happen this time.


Reply author: Wooly Rupert
Replied on: 16 Aug 2007 20:42:05
Message:

quote:
Originally posted by Sanishiver

quote:
Originally posted by Wooly Rupert
The FR transition to 3E is something that still upsets a lot of people, because of the lack of in-game explanation.
To be fair, it made as many (if not more) people happy, because there was no repeat of a ToT style disrupion in the Realms.

I hope WotC's memory is not so faulty that they elect to repeat anything like the ToT, whether in a small way or a large way, with the release of the next FRCS.



It doesn't have to be something major like the ToT... Just something to explain changes, rather than insult our intelligence by saying things were always that way.


Reply author: sleyvas
Replied on: 16 Aug 2007 20:45:20
Message:

I just hope that the Classes and Races book means there actually going to sit down and make a list of what are the "core" prestige classes that are out there that people use and what are the "core" special races that people use and try to give a big book of crunch instead of using an eye-dropper to redo this class in this book, and that one in that book, etc....

Hopefully, it will also take some of these classes which they've released lately that are fairly balanced and/or well liked and moving them over to 4th edition right away. Things like the binders, the incarnum wielders, the classes in PHB2, warlocks, the classes from book of nine swords, favored souls, scouts, swashbucklers, spirit shamans, war mages, archivists, dread necromancers, etc.... Hopefully, they'll also hit the prestige classes which people would consider core examples as well (spell sword, eldritch knight, mystic theurge, the ultimate magus (re-worked), bladesinger) for their use when multi-classing.


Reply author: Kentinal
Replied on: 16 Aug 2007 20:57:11
Message:

What you mean things like Elven High Magic disappearing, 10th level spells banned (but one that was 10th became a 9th level Epic spell), why Eilistraee uses one sword in 3.X when she used two in 2nd>

Things like that and many more make no sense espcially when Ed says potion of longevity did exist (and some charaters might still have some) but nobody else can get one/find one/make one (Even with Epic magic).

However the FR translation is about a year off or so, let us perhaps just deal with how 4th will change existing NPCs. Actually until we get the highlights of the improvement we can not even start to do that.


Reply author: Sanishiver
Replied on: 16 Aug 2007 21:44:17
Message:

quote:
Originally posted by Wooly Rupert

It doesn't have to be something major like the ToT... Just something to explain changes, rather than insult our intelligence by saying things were always that way.
This just makes me shake my head. I mean, I try to have empathy for this feeling and I can understand why someone would want that......but I just still cant believe people feel this way.

Simply put: WotC's decision to listen to its active fan base (at that time, circa 1998-2000) is hardly some form of insult to one's intelligence.

The fans did not want another ToT. Or anything like it.

And quite frankly, re-imagining the Realms as WotC asked us to do seven or so years ago might be hard for a five year old, but it should be a nothing-effort for experienced gamers of our caliber.

That said, if WotC has changes in store for the Realms...well, I still stand by my earlier statement: I hope they put the burden (such as it is) on gamers and not on the Realms itself.

Under no circumstances should the Realms setting have to suffer as it did via the ToT for the sake of game rules being updated to the next edition. If the choice to not repeat those errors at looses WotC a few hardcore fans, fine. Cut em loose, I say. The setting can do without them.

If WotC decides to change aspects of the setting for the sake of the setting -and not just as a response to game rules changes- (as they did the maps and Cosmology), Im all for it.


Reply author: Sian
Replied on: 16 Aug 2007 21:56:03
Message:

well ... prehaps they'll use 'Grand history of the realm' a major cornerstone with only some minor tweakings here and there to make it enough to be diffent ... might stage some beginning resurrections of old empires ... might dump a civil war destabilizing a specific area ... nothing realmshattering ... but in some areas protential shattering ... but as said earlier ... i don't really want go believe anything about what'll happen when before i sit with the book reading it though

though i as said hope that it would be mainly cosmetic changes that the game gets without the need of rebuilding all crunch (well ... some specific areas ought to be rebuilt since there have to be some changes but ...)


Reply author: sleyvas
Replied on: 16 Aug 2007 21:59:56
Message:

ah, just reread it, classes and races isn't a rule book... its a preview.


Reply author: Skeptic
Replied on: 16 Aug 2007 22:27:13
Message:


The only reasons why many changes are necessary during an edition switch, it's because D&D gives too much details in "official numbers". Of course if you give 2-pages stats for an NPC, it may change a lot with a new edition !

Like Sanishiver said, I believe these rules-changes should have minimal "in-game" explanations, because they are not that important. What is important about Elminster (in D&D terms) ?
He's a wizard capable of launching the most difficult spells? Yes. His Chosen status ? Yes.
The complete list of his feats ? No!


Reply author: Drakul
Replied on: 16 Aug 2007 22:44:54
Message:

It has become official. WotC has announced that there will be a 4E and it will be out in less than an hour. D&D section of WotC is closed down until the coundown is over.


Reply author: Zanan
Replied on: 16 Aug 2007 22:45:03
Message:

MY personal count-down regarding D&D, or more precisely FR, stands at barely 11 days. That's when Storm of the Dead is out. Who cares for the trivial pursuits of those miniture lovers and rule gurus!


Reply author: Wooly Rupert
Replied on: 16 Aug 2007 23:28:11
Message:

quote:
Originally posted by Sanishiver

quote:
Originally posted by Wooly Rupert

It doesn't have to be something major like the ToT... Just something to explain changes, rather than insult our intelligence by saying things were always that way.
This just makes me shake my head. I mean, I try to have empathy for this feeling and I can understand why someone would want that......but I just still cant believe people feel this way.

Simply put: WotC's decision to listen to its active fan base (at that time, circa 1998-2000) is hardly some form of insult to one's intelligence.

The fans did not want another ToT. Or anything like it.

And quite frankly, re-imagining the Realms as WotC asked us to do seven or so years ago might be hard for a five year old, but it should be a nothing-effort for experienced gamers of our caliber.


Yeah, they're known for listening to the fanbase. That's why they specifically said they didn't, and that's why they just changed things because they felt like it, with no regard whatsoever for how anyone might feel about it. That's an excellent example of listening. Oh, and the gods know we've all been asking for a new RSE every week...

I'll say it again: they had the opportunity to officially change things with the return of Shade. And not only did they not do it, they also failed to do it with a trilogy that has some seriously mixed reviews.

Can we explain the changes ourselves? Yes, indeed. But why should we have to? Why should we have to try to come up with an explanation for an arbitrary change? Shouldn't the persons making the change give a good reason for it?

I don't care if they decide to change something. I like it when things change in the setting -- it keeps things flowing and dynamic, and for me, that is a huge part of the appeal of the setting. I just disagree with the "Ignore all the references to this being this other way -- this new lore which specifically invalidates years of old lore is not only the way it is, it's the way it's always been." If something like that isn't insulting our intelligence, then I don't know what is. And maybe I'm being selfish, but when I've faithfully supported a company for 20 years, I don't like being told that my opinion matters much less than the opinion of this new guy who has never before picked up a D&D book. And that, too, is something that has been explicitly stated.


Reply author: Wooly Rupert
Replied on: 16 Aug 2007 23:31:12
Message:

The timer hit zero, said Now! and became a hyperlink... to a "Service Unavailable" page.


Reply author: Kentinal
Replied on: 16 Aug 2007 23:32:23
Message:

Yes I am really impressed as well, I even tried a reload with no success.


Reply author: Dungeon Moron
Replied on: 16 Aug 2007 23:32:33
Message:

Perhaps every DnD fanatic is hitting the refresh button atm :D
If you'll would just wait a sec and let a few of us in


Reply author: Drakul
Replied on: 16 Aug 2007 23:34:30
Message:

What in the Nine Hells is goin on now?? How long with the site be down for??


Reply author: Zanan
Replied on: 16 Aug 2007 23:34:41
Message:

The day ... ahem ... night when D&D bit the bullett. ;)


Reply author: Sanishiver
Replied on: 16 Aug 2007 23:36:52
Message:

I thought I might try EnWorld for back up....no dice there, either.

Who broke the internet?

;)


Reply author: Kentinal
Replied on: 16 Aug 2007 23:36:55
Message:

I had two browsers open, only used one, the 'js' sent the other browser to NA as well.

Page source indicates no script running, I think somebody in webmaster department either was not ready or had a fundmental design flaw.


Reply author: Bakra
Replied on: 16 Aug 2007 23:47:50
Message:

quote:
Originally posted by Kentinal

I had two browsers open, only used one, the 'js' sent the other browser to NA as well.

Page source indicates no script running, I think somebody in webmaster department either was not ready or had a fundmental design flaw.



I vote for both!
Oh magic will the WOTC site be up before monring? *shakes *
Hmmm all signs point to yes.

I think it lies.


Reply author: Kentinal
Replied on: 16 Aug 2007 23:49:59
Message:

Oh that is good, somebody or something apparently took out all of WotC website.
I relaoded the main page to only end up getting NA. I can not visit Magic or any other product line.


Reply author: Drakul
Replied on: 16 Aug 2007 23:52:49
Message:

It looks like the forums are up and runnin. It loads slow, but they workin.


Reply author: KnightErrantJR
Replied on: 16 Aug 2007 23:54:37
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Sanishiver

quote:
Originally posted by Wooly Rupert

It doesn't have to be something major like the ToT... Just something to explain changes, rather than insult our intelligence by saying things were always that way.
This just makes me shake my head. I mean, I try to have empathy for this feeling and I can understand why someone would want that......but I just still cant believe people feel this way.

Simply put: WotC's decision to listen to its active fan base (at that time, circa 1998-2000) is hardly some form of insult to one's intelligence.

The fans did not want another ToT. Or anything like it.

And quite frankly, re-imagining the Realms as WotC asked us to do seven or so years ago might be hard for a five year old, but it should be a nothing-effort for experienced gamers of our caliber.


Yeah, they're known for listening to the fanbase. That's why they specifically said they didn't, and that's why they just changed things because they felt like it, with no regard whatsoever for how anyone might feel about it. That's an excellent example of listening. Oh, and the gods know we've all been asking for a new RSE every week...

I'll say it again: they had the opportunity to officially change things with the return of Shade. And not only did they not do it, they also failed to do it with a trilogy that has some seriously mixed reviews.

Can we explain the changes ourselves? Yes, indeed. But why should we have to? Why should we have to try to come up with an explanation for an arbitrary change? Shouldn't the persons making the change give a good reason for it?

I don't care if they decide to change something. I like it when things change in the setting -- it keeps things flowing and dynamic, and for me, that is a huge part of the appeal of the setting. I just disagree with the "Ignore all the references to this being this other way -- this new lore which specifically invalidates years of old lore is not only the way it is, it's the way it's always been." If something like that isn't insulting our intelligence, then I don't know what is. And maybe I'm being selfish, but when I've faithfully supported a company for 20 years, I don't like being told that my opinion matters much less than the opinion of this new guy who has never before picked up a D&D book. And that, too, is something that has been explicitly stated.




The explanation didn't have to be a "gods walk Toril" kind of major event. Heck, even if the powers that be had adopted Bruce Cordell's "out" in Die, Vecna, Die, that reality had been warped by Vecna's assault on Sigil, but not even that was used as an explanation, but rather we were told explicitly that nothing had changed, which is what was a bit frustrating.


Reply author: Sanishiver
Replied on: 17 Aug 2007 00:00:48
Message:

I respect you, Wooly, but I sure as hell disagree with you.

quote:
Originally posted by Wooly Rupert

Yeah, they're known for listening to the fanbase. That's why they specifically said they didn't, and that's why they just changed things because they felt like it, with no regard whatsoever for how anyone might feel about it.
I call absolute, 100% pure BS, unless you can cite your source(s) for the three very specific claims you just made.

WotC's record of data gathering and interaction with fans from time period is public knowledge -on the record, as it were- as is their record of explaining what they were doing during that time period.

Therefore, your claims are patently false.

quote:
Originally posted by Wooly Rupert

Can we explain the changes ourselves? Yes, indeed. But why should we have to? Why should we have to try to come up with an explanation for an arbitrary change? Shouldn't the persons making the change give a good reason for it?
???
Where, when and why are you forced to explain things? And to whom are you explaining?

Really, Id like to know.

Ive asked people this question for, well, seven or so years now in response to similar claims and nobody (not Kuje, not Shemy, not GothicDan, nobody) has been able to answer it.

Youre claiming theres a problem here, when there isnt.

quote:
Originally posted by Wooly Rupert

I just disagree with the "Ignore all the references to this being this other way -- this new lore which specifically invalidates years of old lore is not only the way it is, it's the way it's always been."
The invalidation argument is as equally flimsy as the claim we were all forced to explain away the revisions. Really, if you -as a fan- like the older maps, then use them. Wheres the problem in this?

Same thing for the Cosmology.

When, exactly, were you stripped of your power to do this? Its a fact the new material didnt make the old material unusable --which pretty much kills your claim that WotC is telling us to ignore the old lore.

Wizards of the Cost never, ever did that. You just assumed otherwise.

quote:
Originally posted by Wooly Rupert

And maybe I'm being selfish, but when I've faithfully supported a company for 20 years, I don't like being told that my opinion matters much less than the opinion of this new guy who has never before picked up a D&D book. And that, too, is something that has been explicitly stated.
Prove it.

As Ive oft said, and it bears repeating here, WotC owes its fans exactly ZERO for their choice to purchase WotCs products.

WotCs business and design decisions not reflecting the opinions of the hardcore vocal online minority in no way serves as proof that WotC does not listen to its customers.


Reply author: Kentinal
Replied on: 17 Aug 2007 00:30:01
Message:

Hmm the debate on fan base being listened to has no facts on either side. Unless they has been a poll taken to prove an indication.

WotC clearly listens to some fans on some issues, The Sage clearly offered reinterpertations based on fan questions.

This debate of how resposive WotC is can be based on preception only. When TSR (not sure if WotC had purchased them yet) they found in warehouse unsold material that dated back years. The offer was made "we will sell at cover price what we have, what we do not sell gets trashed". I offered the idea of a Dutch Auction (even with a minimun price) to maximise sales, plus shipping and handling. This idea was rejected outright. This fan was not listened to in that regard. Other fans clearly can believe they were not listened to.

In fairness I will admit I was listen to, just the policy was already set and would not be revisited.

So a lot of material went to the trash. *shrugs*


Reply author: Chosen of Moradin
Replied on: 17 Aug 2007 00:39:06
Message:

Here in Brazil, nothing load until now in the D&D site...

...and I'm here in this scroll to discuss about the news of the 4th edition. So, if Sanishiver (and Wooly, too) could make a great favor, and send his disagreement by Private Message (a good tool, indeed), the scroll stay more clean, for all of us.

Thanks.


Reply author: Uzzy
Replied on: 17 Aug 2007 00:41:42
Message:

I'd just like to say that the new D&D site looks fantastic. Good luck getting it to load though! Have a look here if you can't get to see it though.

D&D Official Site Pic (Large!)


Reply author: Kentinal
Replied on: 17 Aug 2007 00:49:03
Message:

quote:
Originally posted by Uzzy

I'd just like to say that the new D&D site looks fantastic. Good luck getting it to load though!



*LOL*

As I think about it the webmaster planted their own time bomb. Everyone that had that countdown page open would be sent the announcement at the same time. A prefect recipie for a server crash, espciallially if the announce ment included movie and sound. Odds are likely there was a cascade of failures taking out most of the site (As forums were reported to be working) because WotC tried to send out content to too many people at the exact same time.


Reply author: SirUrza
Replied on: 17 Aug 2007 01:41:26
Message:

Well the female warrior sketch is hot. ;)

I also like the new Dungeons & Dragons logo/text style.


Reply author: KnightErrantJR
Replied on: 17 Aug 2007 01:42:21
Message:

quote:
Originally posted by Sanishiver
WotC's record of data gathering and interaction with fans from time period is public knowledge -on the record, as it were- as is their record of explaining what they were doing during that time period.

Therefore, your claims are patently false.


WOTC does indeed gather information, but the thing to keep in mind is that they are giving equal weight to those who don't play D&D and those who don't play in the Realms as well, in the hopes of drawing them into the setting. They are taking a gamble that "we," the established fans, will stick with them no matter what the put out while the try to grow the base. Some will, some won't, but the main point is they don't like that their core players average 30 now, and they are intentionally going for people that do not currently game, so obviously, this is giving weight to those that do not game.

This has been stated several times on the WOTC site, in their initiatives, in interviews with various online gaming sites, and in Dragon Magazine. Its not that they don't care if anyone plays the game, but the established base isn't who they are catering too, since they are assuming we are a "lock."


quote:
Originally posted by Sanishiver
???
Where, when and why are you forced to explain things? And to whom are you explaining?

Really, Id like to know.

Ive asked people this question for, well, seven or so years now in response to similar claims and nobody (not Kuje, not Shemy, not GothicDan, nobody) has been able to answer it.

Youre claiming theres a problem here, when there isnt.


Anytime you have to explain it to a gamer that's been away from the Realms since 2nd edition it comes up. Anytime someone comes to the site and asks why there has been a change . . . if you are a DM and have players used to the "old way," you may want to explain what happened . . . no, perhaps "forced" in the literal sense isn't true, but "forced" in the sense that if you want to give an answer you have to, well, yes.


quote:
Originally posted by Sanishiver
The invalidation argument is as equally flimsy as the claim we were all forced to explain away the revisions. Really, if you -as a fan- like the older maps, then use them. Wheres the problem in this?

Same thing for the Cosmology.

When, exactly, were you stripped of your power to do this? Its a fact the new material didnt make the old material unusable --which pretty much kills your claim that WotC is telling us to ignore the old lore.

Wizards of the Cost never, ever did that. You just assumed otherwise.


Well, several designers have said that, "Its this way now, and there is no explanation because its always been this way." Maybe not "officially" WOTC statements, but its pretty clearly stated by people that have worked on the material.

And again, anyone that is familiar with the new material, if you use the old material, is going to wonder why things don't match up. If you have good players, they'll accept that you prefer the old way, but that doesn't keep the confusion from arising in the first place.


quote:
Originally posted by Sanishiver

Prove it.

As Ive oft said, and it bears repeating here, WotC owes its fans exactly ZERO for their choice to purchase WotCs products.

WotCs business and design decisions not reflecting the opinions of the hardcore vocal online minority in no way serves as proof that WotC does not listen to its customers.





No, WOTC doesn't owe me anything. If I blindly buy their products without any thought, I deserve what I get. But if they want my continued support, it would be a good idea to actually pay attention to what I want from them.

They are trying to seize the unsure but "potential" dollar by not providing what the proven base has already purchased. But then again, I must be missing the market research that you are privy too that proves that we curmudgeons here at Candlekeep are aberrations to the Forgotten Realms fanbase.

The gamble is that they can do something to bring in new, young gamers that aren't familiar with the game, and that the people that have been around 20 years or more (that would include me) will this stick around and wait out whatever experiments they do. They know this, but they are intentionally betting on this, and if it works, so be it, but it doesn't mean that we are in the minority of Realms fans or that they are serving a larger portion of their audience.





Reply author: Kentinal
Replied on: 17 Aug 2007 01:52:03
Message:

A slight improvement

quote:

We're Experiencing Technical Difficulties

Unfortunately, due to an extremely high load on our web servers, we have been unable to bring you our normal web content. We apologize for the inconvenience and ask that you please try again in a few hours! Our technical team is aware of the problem and working on it.

Thank you for your patience!
1995-2007 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.


Bombing yourself if that was what occured and I think it was will cause problems for you.


Reply author: Uzzy
Replied on: 17 Aug 2007 01:58:06
Message:

Not surprising. I bet they are receiving more hits this evening then they did in the whole of this year.


Reply author: Faraer
Replied on: 17 Aug 2007 01:58:54
Message:

quote:
Originally posted by SirUrza
The FRCS was the only big seller in the Realms line. Why do you think they barely converted the Realms to 3E? They weren't making any money on it.
You think Wizards would release four big Realms sourcebooks each year for seven straight years while not making any money?
quote:
Originally posted by Wooly Rupert
When 1E shifted to 2E, the changes were rather minor. To my mind, they were almost entirely cosmetic.
There's a great difference in philosophy, much smaller difference in the literal rules.
quote:
I'm inclined to think it's going to be more like 1E to 2E, or 3E to 3.5E, rather than the shift from 2E to 3E.
The 3E approach is too popular for a drastic change, but I have some hope of it drifting in a direction I prefer.
quote:
Originally posted by KnightErrantJR
I spent months swearing that the Saga system wasn't a prelude to 4th edition, but given that d20 Star Wars was the prelude to 3rd edition, its likely now that this might have been a glimpse of the future.
I expect a few similarities, but I don't believe Saga is any kind of detailed preview simply because 4E isn't designed by Owen Stephens and Rodney Thompson.
quote:
Originally posted by Alaundo
fluff
Sir, you know better than that.
quote:
Originally posted by Kentinal
Things like that and many more make no sense espcially when Ed says potion of longevity did exist (and some charaters might still have some) but nobody else can get one/find one/make one (Even with Epic magic).
Characters can only do things explicitly detailed in rulebooks?
quote:
Originally posted by Wooly Rupert
Yeah, they're known for listening to the fanbase. That's why they specifically said they didn't, and that's why they just changed things because they felt like it, with no regard whatsoever for how anyone might feel about it.
Sometimes they listened -- especially when what they heard matched what they wanted to do -- sometimes not. I don't believe temporary custodians of other people's settings have any business retconning them to match their preferences; I see good arguments for and against turning the retcons into in-world events.


Reply author: Kentinal
Replied on: 17 Aug 2007 02:02:32
Message:

quote:
Originally posted by Uzzy

Not surprising. I bet they are receiving more hits this evening then they did in the whole of this year.



But they called for the hits with their bloody countdown. Server load goes both ways, sending out too much (or trying to) can cause a crash quicker then having random requests at or about 6:30 local time. They programed their crash by not having extra resourses available to do a massive data dump all to start at 0.


Reply author: Uzzy
Replied on: 17 Aug 2007 02:04:04
Message:

Very true. They should have been prepared!


Reply author: Rinonalyrna Fathomlin
Replied on: 17 Aug 2007 02:07:46
Message:

You know what guys?

I find myself...not having passionate feelings about 4th edition at all. I'm interested in seeing what's done. I'm still trying to access the WotC website. Most importantly, if I don't like something, or prefer things "the old way", I'll just ignore that which I do not like. I plan to ride the tide, and I'll ride it with a sense of humor.

But then again, I am not a DM and I did not buy all that many hardcover sourcebooks, at least not compared to a lot of other vocal fans, so I can understand where the anxiety is coming from. I'm sure those who have read many of my posts realize that I'm not a rules junkie at all and am mainly concerned with stories, characters, theme, and roleplaying (none of that is or should be changed by new editions--but again, I'm not a DM!).


Reply author: Kentinal
Replied on: 17 Aug 2007 02:08:48
Message:

quote:
Originally posted by Faraer

quote:
Originally posted by Kentinal
Things like that and many more make no sense espcially when Ed says potion of longevity did exist (and some charaters might still have some) but nobody else can get one/find one/make one (Even with Epic magic).
Characters can only do things explicitly detailed in rulebooks?


Well it becomes rather hard to explain to 3.X players joining a campaign that 2nd Edition magic exists. Yes I can House rule anything I want, but such changes do not make sense. It does not flow properly. There again we still have about a year to see what changes will come. Perhaps this should belong to another scroll. As none of the transition from 2nd to 3rd has anything to do with transistion from 3rd to 4th.


Reply author: Faraer
Replied on: 17 Aug 2007 02:17:50
Message:

What I don't fully understand is the strong negative feeling of some toward the new edition in principle, as if it somehow affects their ability to use the 3E materials they have.

Click here to view a 4E promo picture, but shield your view of the filename in the address bar. What does it seem to depict?


Reply author: Rinonalyrna Fathomlin
Replied on: 17 Aug 2007 02:20:51
Message:

quote:
Originally posted by Faraer

What I don't fully understand is the strong negative feeling of some toward the new edition in principle, as if it somehow affects their ability to use the 3E materials they have.

Click here, but shield your view of the filename in the address bar. What does it seem to depict?



I don't like his face at all (then again, "fugly" characters aren't anything new). And yes, (highlight!) he looks human at first glance.


Reply author: warlockco
Replied on: 17 Aug 2007 02:28:20
Message:

quote:
Originally posted by Sian

well ... i must admit ... i don't want to take an opinion about wether a new edition is good or bad before i get the chance to sit down and read it from cover to cover :p



Its bad, because it will likely mean, regurgitation of stuff that has already been covered in 3 Editions so far, with nothing that is "NEW" to come out.


Reply author: warlockco
Replied on: 17 Aug 2007 02:29:57
Message:

quote:
Originally posted by Chosen of Moradin

quote:
Originally posted by Wooly Rupert

Hmm, Chosen of Moradin posted the same thing I did, just a bit earlier... Ah, well. I'll leave my post there to keep folks from having to go elsewhere.



Good idea! I make that post quickly, because I was going to see a sell of dvds... but to my despair, the most "new" movie on the store was Bonanza...

And now that the inevitable is upon us, I start to wonder what names we will see in the cover of FR 4th edition... If was to satisfy my taste, these names will be:

Ed of the Green Wood
Steven Schend
Eric Boyd
George Krashos
Sean K Reynolds
Thomas Reid



Fixed


Reply author: Wooly Rupert
Replied on: 17 Aug 2007 02:34:28
Message:

quote:
Originally posted by Sanishiver

I respect you, Wooly, but I sure as hell disagree with you.

quote:
Originally posted by Wooly Rupert

Yeah, they're known for listening to the fanbase. That's why they specifically said they didn't, and that's why they just changed things because they felt like it, with no regard whatsoever for how anyone might feel about it.
I call absolute, 100% pure BS, unless you can cite your source(s) for the three very specific claims you just made.

WotC's record of data gathering and interaction with fans from time period is public knowledge -on the record, as it were- as is their record of explaining what they were doing during that time period.

Therefore, your claims are patently false.


Really? Before my wrongful banning from the WotC forums, I had made the suggestion that maybe they could take a poll to see what people actually wanted for web content. A staffer came in and explained they didn't want that kind of feedback -- they only looked at page hits.

As for the other part -- it was the words of Rich Baker himself, on the WotC forums. He specifically stated that they weren't as concerned about the old fans, they were only worried about new fans. So they felt free to change things, because it was all for the new fans, who didn't know things had been changed.

And I don't recall what it was, but when asked about something specific that was changed, the answer was along the lines of "I just felt like changing it."

I do not state things as fact unless I know they are actual facts. I quite resent your implications otherwise.

quote:
Originally posted by Sanishiver

quote:
Originally posted by Wooly Rupert

Can we explain the changes ourselves? Yes, indeed. But why should we have to? Why should we have to try to come up with an explanation for an arbitrary change? Shouldn't the persons making the change give a good reason for it?
???
Where, when and why are you forced to explain things? And to whom are you explaining?

Really, Id like to know.

Ive asked people this question for, well, seven or so years now in response to similar claims and nobody (not Kuje, not Shemy, not GothicDan, nobody) has been able to answer it.

Youre claiming theres a problem here, when there isnt.


How have you not seen the running list of changes that weren't explained?

Here's something to explain, then -- if there are no worlds other than the Realms, as they specifically stated, then how are gods and people from other worlds able to get to Toril? How have people from Toril casually stepped from one plane to another, when now those planes either don't exist, or you can't get to them without going thru either the Astral or the Shadow Planes? How is it that a quite non-magical race (dwarves) suddenly has mages and sorcerers?

And who am I explaining those things to? Myself, and any other fan of the setting. Things that were undeniable fact for years have been chucked out the window, with no explanation. This damages internal consistency, which makes the setting less believable. How is this not a problem?

quote:
Originally posted by Sanishiver

quote:
Originally posted by Wooly Rupert

I just disagree with the "Ignore all the references to this being this other way -- this new lore which specifically invalidates years of old lore is not only the way it is, it's the way it's always been."
The invalidation argument is as equally flimsy as the claim we were all forced to explain away the revisions. Really, if you -as a fan- like the older maps, then use them. Wheres the problem in this?

Same thing for the Cosmology.

When, exactly, were you stripped of your power to do this? Its a fact the new material didnt make the old material unusable --which pretty much kills your claim that WotC is telling us to ignore the old lore.

Wizards of the Cost never, ever did that. You just assumed otherwise.


When new material specifically and point blank contradicts old material, how is the old material still usable? When an old book says that A happened, and then a new book says that A is impossible, then how can we continue to use books that say A happened?

Do I have the power to explain things for my own satisfaction? Yes. Yes, I do. But again I ask: if someone changes the setting that they produce, why is it unreasonable to want them to explain it? If you prefer to try to stick with canon, you've got to take whatever the current canon is.

I don't care what they do, so long as everything remains plausible and internally consistent. Many of the 3E changes did not meet this category. The fact that things were not explained for the older fanbase is clear proof of how the older fanbase is simply disregarded.

quote:
Originally posted by Sanishiver

quote:
Originally posted by Wooly Rupert

And maybe I'm being selfish, but when I've faithfully supported a company for 20 years, I don't like being told that my opinion matters much less than the opinion of this new guy who has never before picked up a D&D book. And that, too, is something that has been explicitly stated.
Prove it.

As Ive oft said, and it bears repeating here, WotC owes its fans exactly ZERO for their choice to purchase WotCs products.

WotCs business and design decisions not reflecting the opinions of the hardcore vocal online minority in no way serves as proof that WotC does not listen to its customers.





When they specifically state that they aren't interested in our opinions, yeah, it does show they don't listen to us. And I may be a hardcore online minority, but I'm also one who, until a recent fire, had damn near every single FR product ever made, and a huge host of other D&D products -- over 500 books, modules, and boxed sets, altogether. I've spent literally thousands on D&D products, so being told point blank that my opinion doesn't matter rankles more than a little.

It wouldn't really have taken all that much effort for them to explain many of the things they changed. For example, the Thunder Blessing would have been an excellent way to explain how a race so non-magical they had problems using arcane devices is suddenly not having any problems like that, and now is fielding plenty of their own arcane spellslingers. But did they take that opportunity? Nope. And why not? Because, as was explicitly stated, it wasn't important to acknowledge the people that kept the company around for more than 20 years -- it was better to ignore them in favor of the hope of grabbing new fans.

*sigh*

Even though I've referred to publicly made statements, I'm certain this argument is not over. But... This isn't the place for it. And we've likely had this argument before. Respond or not as you will. As long as I'm not called a liar again, I'm done with this discussion.


Reply author: Kentinal
Replied on: 17 Aug 2007 02:35:56
Message:

quote:
Originally posted by Faraer

What I don't fully understand is the strong negative feeling of some toward the new edition in principle, as if it somehow affects their ability to use the 3E materials they have.



Long going campaigns are still trying to adjust 2nd to 3rd in a way that makes sense to players that only know 3.X. We do not know what changes 3 to 4 will have, hopefully minor. However there is some indication that skill ranks disappear to be replaced by another scheme which could make charater conversion unrecognisable. Excelled at disarming traps because even having three class levels, the charater level is much higher and skills points were high. That is game mechanique concern. RP concern involes the above in prepurchase 4th modules. The 3rd Edition Charater will be facing a different foe in skills, feats and posible other changes we do not know about.

Compatibility is an issue, blending 1st thru 3rd becomes a House tule that a new player would have to adjust to. That brand new 4th PHB will be of little use. For new gamers and new DMs prior Edtions mean nothing at all so those that only know or only played 3rd are unlikely to understan the concerns of players in omgoing campaigns trying to adjust to some rather strange changes to their campaign would, because a new class sounds good, but has to be balanced, old charaters might need to lose things to remain in balance.

If onepicks and chooses from all versions and the players are happy with it, there is no discord. In part the problem comes when a new player enters. FR map changed a new player would not expect the old map. Oh this ca be fixed by the DM making a copy of the old map. It though would not stop there, explaination of which rules from each version applies. Each DM could find themselves in a position of writing a mini PHB for the House game.


Reply author: KnightErrantJR
Replied on: 17 Aug 2007 02:46:14
Message:

Well, at least the picture of the halfling proves one thing . . . they aren't going for the hip "dungeonpunk" look anymore.


Reply author: Chosen of Moradin
Replied on: 17 Aug 2007 02:59:12
Message:

really.

And it looks like Roberc, of the Bladesinger novel, don't you think?


Reply author: Rinonalyrna Fathomlin
Replied on: 17 Aug 2007 03:01:52
Message:

quote:
Originally posted by Wooly Rupert


And I don't recall what it was, but when asked about something specific that was changed, the answer was along the lines of "I just felt like changing it."




Xara Tantlor, from the Silver Marches region (went from NG to NE with no in-setting explanation)?

I want to say my impression of the current design direction for the FR setting definitely chimes with what Wooly is saying.


Reply author: Rinonalyrna Fathomlin
Replied on: 17 Aug 2007 03:03:03
Message:

quote:
Originally posted by KnightErrantJR

Well, at least the picture of the halfling proves one thing . . . they aren't going for the hip "dungeonpunk" look anymore.



Well, that's a good thing. I hope the anime-style characters are no longer in fashion, either...


Reply author: Sanishiver
Replied on: 17 Aug 2007 03:11:37
Message:

quote:
Originally posted by warlockco
Fixed
That post was made of stupid.

God I hope Reynolds is in on the next FRCS, if only to make the people willing to insult game designers expose themselves for the jerks they are.

I'll get some enjoyment out of it, then.


Reply author: Arkhaedun
Replied on: 17 Aug 2007 03:24:06
Message:

Okay, that's it. No more shots at each other, no more personal attacks, no more names. I've had enough and everyone here has been here long enough to know how to have a civil discourse. Let's straigten up and try to have a discussion instead of scoring points with name calling and personal attacks.


Reply author: Kentinal
Replied on: 17 Aug 2007 03:26:22
Message:

Well the site is kinda working, it appears they are bringing back weapon types. It will matter what weapon you use in combat.

It also appears I am expected to login, but they still might be fixing bugs.


Reply author: Rinonalyrna Fathomlin
Replied on: 17 Aug 2007 03:42:03
Message:

quote:
Originally posted by Kentinal
Well the site is kinda working,


It is? :-/

quote:
it appears they are bringing back weapon types. It will matter what weapon you use in combat.




Where'd you read that?


Reply author: Purple Dragon Knight
Replied on: 17 Aug 2007 03:46:02
Message:

quote:
Originally posted by Dargoth

"Paladins" should be like Clerics and be open to all alignments

Blasphemy! How dare you?!?


Reply author: KnightErrantJR
Replied on: 17 Aug 2007 03:47:21
Message:

There was a "classes" blog entry on the site (when it was working) that mentioned that fighters learn different maneuvers (similar to the ones in Tome of Battle) and that different maneuvers will be available depending on what kind of weapon a fighter specializes in.


Reply author: Rinonalyrna Fathomlin
Replied on: 17 Aug 2007 03:53:58
Message:

quote:
Originally posted by KnightErrantJR

There was a "classes" blog entry on the site (when it was working) that mentioned that fighters learn different maneuvers (similar to the ones in Tome of Battle) and that different maneuvers will be available depending on what kind of weapon a fighter specializes in.



I guess that's the problem--the site's acting funny.

Thanks for the info.


Reply author: Kentinal
Replied on: 17 Aug 2007 03:54:39
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Kentinal
Well the site is kinda working,


It is? :-/

I got in for a few minutes, with my non image browser. It is out again
quote:


quote:
it appears they are bringing back weapon types. It will matter what weapon you use in combat.




Where'd you read that?



On the site, alas when I used image enabled browser it stalled and site went off line again.


Reply author: Rinonalyrna Fathomlin
Replied on: 17 Aug 2007 03:55:39
Message:

Thanks anyway. Hopefully the site will be more accessable when the initial craze dies down.


Reply author: Kentinal
Replied on: 17 Aug 2007 03:59:59
Message:

quote:
Originally posted by KnightErrantJR

There was a "classes" blog entry on the site (when it was working) that mentioned that fighters learn different maneuvers (similar to the ones in Tome of Battle) and that different maneuvers will be available depending on what kind of weapon a fighter specializes in.



Well that sounds simple and quicker, break out the golf bag again?

Perhaps called shots are back?

It does not sound too attractive what little I seen, but of course I can not see much right now. It might not be that bad, feats allowed an attack bonus if using a specific weapon (trained in) so the change might not be much at all.


Reply author: SirUrza
Replied on: 17 Aug 2007 04:05:31
Message:

quote:
Originally posted by Faraer

quote:
Originally posted by SirUrza
The FRCS was the only big seller in the Realms line. Why do you think they barely converted the Realms to 3E? They weren't making any money on it.
You think Wizards would release four big Realms sourcebooks each year for seven straight years while not making any money?



Big? Sorry, but what Wizard of the Coast put out as far as the Realms is concerned is barely anything. Other companies, smaller companies at that have put out more material in more time. It's about getting the talent there to make the books. Make the books cheapter to make, ditch the glossy, ditch the unnecessary color. The Malhavoc books are perfect examples of high quality books with low production costs.

Wizards could be putting out 6-8 books Realms supplements a year, instead they only put out 4 because they can't risk anything else because they have to see a return on the book.

Wizard runs on a tight budget, it's been this way since Hasbro took them over. Before that they took a lot of risks. Look at their track record since, it's 1:1 every year for D&D. One product line gets replaced with another because Hasbro doesn't give them to money to take chance, they have a bottom line and they must make money on every product or else the bean counters come firing.

The proof is there. Wizards stopped producing campaigns and adventures because they weren't selling. Why can they do it now (you ask)? Well, they have Miniature profits to float on, something they didn't originally have.


Reply author: SirUrza
Replied on: 17 Aug 2007 04:09:40
Message:

quote:
Originally posted by Purple Dragon Knight

quote:
Originally posted by Dargoth

"Paladins" should be like Clerics and be open to all alignments

Blasphemy! How dare you?!?



It's make being a blackguard a whole lot easier. Take the cleric's ability to inflict or cure spontaneously. Choice. Take the ranger's ranged vs dual wield. Choice.

Give the paladin a good or evil chain. IF the paladin falls (turns evil or turns good) then they have to "redeem" themselves or quest to convert to the new way.


Reply author: Kentinal
Replied on: 17 Aug 2007 04:17:21
Message:

Why should being a blackguard be made easier?

Though the BD&D had Paladin and Advenger both subjected to same basic rules (though the Advenger had to pay an evil Cleric for blessings to be evil, I suspect that was TSR desire to make it hard for PCs to become Evil charaters).


Reply author: SirUrza
Replied on: 17 Aug 2007 04:57:08
Message:

quote:
Originally posted by Kentinal

Why should being a blackguard be made easier?


Why should it be hard? An evil paladin is an evil paladin, it shouldn't be a prestige class. If you're playing an evil character.. or playing in an evil campaign.. you should start off as an evil paladin. If you want "Blackguard" to mean something in name, make it into the evil Divine Champion (and make DC something good paladins would want to become.) :P

This isn't TSR and it's code of lawful goodness.


Reply author: hammer of Moradin
Replied on: 17 Aug 2007 05:18:50
Message:

I would be upset about this if I was not already expecting it. I am excited about it because it seems to me from the press releases and information I have read so far that D&D will go digital age!

I think I speak for a good percent of us here at Candlekeep in saying that the majority of my gaming or gaming related experiences come from contact with the fine folks on this site. Now we can pair off against Alaundo or Sage in a tabletop game without the clunky play-by-post waiting that ruined several on-line groups I participated in over the past few years. New updated rules, bring 'em on, but they also better have quite a bit of extras come from on-line Dragon and Dungeon, and the WOTC website, as they have in printed form. Heck, give me a few basic core books and put everything else in digital format as long as it is accessible and user friendly.

9 months and counting, but I want to be first in line for the Candlekeep role-playing group we can get together. I want to see Alaundo and a few authors joining in. Talk about your selling points for the site!

See you in May 2008 for an 4dventure.


Reply author: Skeptic
Replied on: 17 Aug 2007 05:30:20
Message:

quote:
Originally posted by SirUrza

quote:
Originally posted by Kentinal

Why should being a blackguard be made easier?


Why should it be hard? An evil paladin is an evil paladin, it shouldn't be a prestige class. If you're playing an evil character.. or playing in an evil campaign.. you should start off as an evil paladin. If you want "Blackguard" to mean something in name, make it into the evil Divine Champion (and make DC something good paladins would want to become.) :P

This isn't TSR and it's code of lawful goodness.





D&D (not all RPGs) is made to play adventurous heroes, many things are build around that idea. Knowing that, I can understand that the core rules doesn't support Evil PCs.


Reply author: Jorkens
Replied on: 17 Aug 2007 06:47:40
Message:

quote:
Originally posted by KnightErrantJR

Well, at least the picture of the halfling proves one thing . . . they aren't going for the hip "dungeonpunk" look anymore.



Well that would be the first good news on the illustration front in, what is it now, seven years? Now a few telephones to Steven Fabian, Larry Elmore and Valerie Valusek and we are rollin'


Reply author: Skeptic
Replied on: 17 Aug 2007 06:53:27
Message:

quote:
Originally posted by hammer of Moradin
9 months and counting, but I want to be first in line for the Candlekeep role-playing group we can get together. I want to see Alaundo and a few authors joining in. Talk about your selling points for the site!

See you in May 2008 for an 4dventure.




Ok, now I have a good reason to learn how to speak English


Reply author: warlockco
Replied on: 17 Aug 2007 08:08:31
Message:

quote:
Originally posted by SirUrza

quote:
Originally posted by Purple Dragon Knight

quote:
Originally posted by Dargoth

"Paladins" should be like Clerics and be open to all alignments

Blasphemy! How dare you?!?



It's make being a blackguard a whole lot easier. Take the cleric's ability to inflict or cure spontaneously. Choice. Take the ranger's ranged vs dual wield. Choice.

Give the paladin a good or evil chain. IF the paladin falls (turns evil or turns good) then they have to "redeem" themselves or quest to convert to the new way.





There are rules for Variant Paladins.

Dragon has released rules for a Paladin of each alignment, and Unearthed Arcana has 3 more there too.


Reply author: Zanan
Replied on: 17 Aug 2007 08:35:27
Message:

People, peace! We know next to nothing about the 4E, so no use getting at each others throats and all that over things we have no real clue about. Maybe all will be better and fan-oriented? Maybe the one-step rule goes out of the window and all classes have at least 4 skill points per level? Maybe ... well ...


Reply author: Alaundo
Replied on: 17 Aug 2007 08:46:21
Message:

Well met

I'm unable to access the site this morning (firewall block rather than an issue with WotC servers, you'll be pleased to hear )... could anyone please confirm if the 3.5 D&D and FR material is still available or if this has been archived off.


Reply author: Brenigin
Replied on: 17 Aug 2007 09:01:02
Message:

Alaundo, I've been trying all day to access the site, without joy. Just keep getting the polite "we're broken right now" message from Wizards.


Reply author: warlockco
Replied on: 17 Aug 2007 10:33:52
Message:

quote:
Originally posted by Alaundo

Well met

I'm unable to access the site this morning (firewall block rather than an issue with WotC servers, you'll be pleased to hear )... could anyone please confirm if the 3.5 D&D and FR material is still available or if this has been archived off.



I still get the overloaded site page.


Reply author: warlockco
Replied on: 17 Aug 2007 10:34:26
Message:

quote:
Originally posted by Zanan

People, peace! We know next to nothing about the 4E, so no use getting at each others throats and all that over things we have no real clue about. Maybe all will be better and fan-oriented? Maybe the one-step rule goes out of the window and all classes have at least 4 skill points per level? Maybe ... well ...



If 4E is like the Saga System for Star Wars, Skill took a big nerf.


Reply author: Drakul
Replied on: 17 Aug 2007 11:04:51
Message:

quote:
Originally posted by Alaundo

Well met

I'm unable to access the site this morning (firewall block rather than an issue with WotC servers, you'll be pleased to hear )... could anyone please confirm if the 3.5 D&D and FR material is still available or if this has been archived off.



I still keep gettin the 'We are experiencing Technical Difficulties' thing. Whatever they are doin, they must be redoin everything. I wouldn't be surprised to find a completely new design and set-up.


Reply author: warlockco
Replied on: 17 Aug 2007 11:08:55
Message:

quote:
Originally posted by Drakul

quote:
Originally posted by Alaundo

Well met

I'm unable to access the site this morning (firewall block rather than an issue with WotC servers, you'll be pleased to hear )... could anyone please confirm if the 3.5 D&D and FR material is still available or if this has been archived off.



I still keep gettin the 'We are experiencing Technical Difficulties' thing. Whatever they are doin, they must be redoin everything. I wouldn't be surprised to find a completely new design and set-up.



I haven't been able to access it even once today so far.


Reply author: Theophilus
Replied on: 17 Aug 2007 11:30:31
Message:

Well, after having come back to D&D after a 13+ year break I'm only just getting used to the 3.5 ed rules so I hope the 4th ed. is not too different. I also hope that they aren't doing it purely to make some money out of the fans. (It seems to be a statement of heterodoxy here but I still prefer the 2nd ed rules.)


Reply author: Alaundo
Replied on: 17 Aug 2007 12:03:08
Message:

quote:
Originally posted by hammer of Moradin

9 months and counting, but I want to be first in line for the Candlekeep role-playing group we can get together. I want to see Alaundo and a few authors joining in. Talk about your selling points for the site!

See you in May 2008 for an 4dventure.




Well met

Now there's a thought


Reply author: Alaundo
Replied on: 17 Aug 2007 12:04:50
Message:

Well met

Thanks all for trying to get on and let me know. Hmmm, I can imagine the load on the WotC server has been quite heavy. I'd best not whine about it after the recent server problems we had here at Candlekeep, however Still, a big corporation like WotC can afford to splash out on big meaty web servers


Reply author: Kiaransalyn
Replied on: 17 Aug 2007 12:17:35
Message:

I'm glad they're going to 4th Edition because that gives me a quit date. Or does it? D&D can be addictive and I know some part of me is curious to know what they'll do.

Will they do away with the thousands of feats that 3rd Edition spawned? I hope so, since to my thinking each new feat is another rule. Will they make Blackguard a character class? I hope so, since it and some of the other prestige classes, e.g. shadow-dancer in 3rd Edn DMG looked as though they'll be good as straight-forward classes.

Will they include an option where Non-player character classes can be traded? I think that commoner as an NPC class should have the ability to exchange classes after enough experience has been gained?

The problem with these questions is they're just the thoughts of one person. We all have things we'd like to change and yet at the same time none of us like throwing our money away needlessly. I can't help feeling that 4th Edn will be a con job just like v3.5 was.

Edit: Maybe they'll finally do away with alignment! That would halve the number of table-top and forum discussions right there!


Reply author: ShadowJack
Replied on: 17 Aug 2007 13:28:43
Message:

I knew something diabolical was up when i tried to log on to WotC the other day. I knew it was going to cost me more money! Why can I not choose cheap hobbies like rock collecting? You go out for a walk, find a rock you like, take it home, simple as that. No money spent... That's not for me, I spend money for 3.5 rulebooks just so two years later I can do it all over again... I imagine the new players handbook will be forty dollars... Sorry, had to get it off my chest. I will not say anything else until more info comes out...


Reply author: Wooly Rupert
Replied on: 17 Aug 2007 13:33:49
Message:

quote:
Originally posted by Kiaransalyn

Edit: Maybe they'll finally do away with alignment! That would halve the number of table-top and forum discussions right there!



I still maintain that there's nothing wrong with the existing alignment system -- it's simply not something most people perceive correctly. I don't know if it's because they refuse to read the alignment descriptions (which I think are more than clear) or if it's because they simply can't wrap their minds around such things as chaotic evil not equalling murderous psychopath.

The thing that irks me the most about 4E is that now we're going to have to get more reprinted sourcebooks that are partial rehashes, while we're still waiting on updates from 1E and 2E stuff. That's why I wish we could get a return to books that are pure lore... Leave the rules for other books, so that new rulesets don't demand reprints of everything.


Reply author: Wooly Rupert
Replied on: 17 Aug 2007 13:37:35
Message:

quote:
Originally posted by ShadowJack

That's not for me, I spend money for 3.5 rulebooks just so two years later I can do it all over again...



That's the biggest flaw I see with this plan to release a new ruleset so soon after the release of a prior ruleset... I just lost all my stuff; this new ruleset means I'm not even going to bother with re-acquiring any of the Core stuff.


Reply author: Ergdusch
Replied on: 17 Aug 2007 13:45:20
Message:

Stinky wizard's home page! No excess since this morning. Seems that too many people are interested in this "4adventure thing".

*Grrrrrrrrrrrrrrr*

Ergdusch


Reply author: Kentinal
Replied on: 17 Aug 2007 14:08:24
Message:

quote:
Originally posted by Alaundo

Well met

I'm unable to access the site this morning (firewall block rather than an issue with WotC servers, you'll be pleased to hear )... could anyone please confirm if the 3.5 D&D and FR material is still available or if this has been archived off.



When I was in the site hours ago my bookmark worked. At least that material was not archived. I certainly can not speak for other material as I was only had limited time to read anything.

There is good reason to hope no material was moved, deleted or archived


Reply author: Mace Hammerhand
Replied on: 17 Aug 2007 14:36:14
Message:

I had some time to dwell on the 4th edition thingy while at work...

Fact 1: a company needs to make a living/earn money to exist
Fact 2: when the market has leveled out you have to tap into a new customer base to expand
Fact 3: thank goodness the RPG-industry is not like the car industry, otherwise we would get a new edition every 18 months or so

Yes, it is annoying, but if wizards didn't sell any books at all they'd declare D&D outdated and take the whole game to the pasture to be shot. So they wanna tap into new resources, fine with me, as long as my screw A (namely a book from a previous edition) still works with the new model and vice versa, I might eventually give it a shot. Hell, I waited 6 years to actually play 3.X, and believe me, I was one of the first people to own the new PHB in 2000.

In a way it is like buying a car, most people drive it until they see the need for a sleeker model. I did, at a point where I had far too many discussions and rules-questions on the gaming table, and far too much headache after a game to enjoy DMing it.

Maybe, I start buying 4.x just a couple of years before 5th edition is released, BUT WOTC should start making things backward compatible, so that we can still use the stuff we bought for 3.x is STILL USABLE in forthcoming editions.

To work with the car metaphor a little longer, here in Germany there is a rule(or some such thing) that spare parts for a certain model have to be available for X number of years after the model has gone out of productions... maybe they could learn something from that (in a way)...


Reply author: ShepherdGunn
Replied on: 17 Aug 2007 14:47:31
Message:

Ok, here's what I found out by going to the ::shudder:: Gleemax part of the WotC site. (And, man, did I have to dig through blogs to find this stuff out.)

First, the reason the D&D site's down it two-fold. First, it's the amount of people that aren't at GenCon trying to figure out what's up with 4e. Second... they moved all their D&D stuff to it's own server. I sure hope they migrated a bunch of the FR stuff over there, too. Apparently the new site's going to have character generator and virtual gaming tables, and oodles and oodles of techno-gadgets to bring table top games into the 21st century (read... more like a brainless video game for the Hasbro crowd I'm fearing).

Also, the new 4e is going to be more digitally based, as well, it seems. I don't think I'd mind that, really. I just don't want to lose all my gaming materials if my hard drive decides to crash. And I'm going to have to print out pages to do my thinking while I'm sitting... at the DM thinkin' spot. Ahem.

The comment was made about a change of weapon set up. I kinda like the idea of a little alteration on the weapon rules. I think they were starting to lean towards that a bit, but I think if a character is proficient with swords, they shouldn't need to spend the a feat to use a kopesh. And... whips should be a given to all female characters!

Another concern... there's been no mention of OGL. If the OGL goes bye-bye what's going to happen to all those gaming companies that have brought us some innovative ideas and products, but are resting on the OGL? I hope they're smart enough to adapt and change... but I fear that too many of them may throw their hands up. I currently play test for one of the small up and coming companies. I know the owner/writer is very concerned since most of his sales are from the d20 OGL crowd.

Finally, we have to remember that Hasbro bought WotC all those years ago not for D&D but for Pokemon, and then lost the rights. Personally, I am hoping that WotC can, at sometime in the future, split from Hasbro, so they can become a Gaming Company again. They bought TSR, I was told, not because of some grab for gaming, but to keep D&D alive. I hope that old spirit is still sleeping somewhere in the bowels of WotC, and that it may yet stir. Of course... they did create Magic.


Reply author: Faraer
Replied on: 17 Aug 2007 15:05:32
Message:

quote:
Originally posted by SirUrza
Big?
Yes, twice as big as the average TSR book.
quote:
Other companies, smaller companies at that have put out more material in more time.
Yes, Wizards' main goal isn't to maximize page count.
quote:
. . . they have a bottom line and they must make money on every product or else the bean counters come firing.
Which makes your conjecture about Realms sourcebooks being unprofitable senseless.
quote:
Originally posted by Theophilus
I also hope that they aren't doing it purely to make some money out of the fans.
Well, cycling editions is part of the standard RPG business model, but with Jonathan Tweet and Monte Cook gone, I'm sure the current staff designers honestly see things that 'need fixing' (= don't match their preferences).
quote:
(It seems to be a statement of heterodoxy here but I still prefer the 2nd ed rules.)
Many of us do.
quote:
Originally posted by Wooly Rupert
The thing that irks me the most about 4E is that now we're going to have to get more reprinted sourcebooks that are partial rehashes, while we're still waiting on updates from 1E and 2E stuff.
Not necessarily for the Realms; the FR and FOR series went right through the 1E/2E shift, the exceptions being welcome expanded treatments like City of Splendors.


Reply author: KnightErrantJR
Replied on: 17 Aug 2007 17:10:36
Message:

For what its worth, here is the link to the 4E Forgotten Realms discussion thread at (I hate using this term) Gleemax:

http://forums.gleemax.com/showthread.php?p=13446690&posted=1

If you feel so inclined, you may want to make your opinion heard, if only so you know that you've said your peace. It amazes me that some of the first posters are people that aren't fans of the Realms either trying to modify a setting they already don't like or calling for is dissolution.


Reply author: Jorkens
Replied on: 17 Aug 2007 17:22:36
Message:

And the Wizards boards has gotten its first 5 ed thread .


Reply author: Kiaransalyn
Replied on: 17 Aug 2007 17:40:49
Message:

quote:
Originally posted by Wooly Rupert
I still maintain that there's nothing wrong with the existing alignment system -- it's simply not something most people perceive correctly. I don't know if it's because they refuse to read the alignment descriptions (which I think are more than clear) or if it's because they simply can't wrap their minds around such things as chaotic evil not equalling murderous psychopath.


I do see your point.
And I do know that in the PHB it says something like alignment is a guideline more than straitjacket.

But then I see NPCs like Greyanna Dhuunir (spelt wrong I'm sure, sorry) from the recent Shadowvale adventure and I wonder why a drow, of all possible races, should need Protection from Good. 'Protection from Drow' would be better since those are the creatures a drow would most fear and at the least influence their daily spell preparation. I don't mean to be facetious with that example but I think when a spell can detect a person's general disposition and physically interact with them then alignment becomes in the eyes of many indelible.

If as you say, the system is understandable but it's a thing most people don't get then the system perhaps should change to accommodate the majority.

I know alignment is a contentious issue and I fear I haven't made the point that I wish to make very well. Maybe we need alignment and aura. Powerful demons and suchlike would have evil auras and as such Protection from Good spells work against them but not affect a normal orc with an evil alignment. After all, if you're brought up in an evil culture and you have never known any other way to behave, is it really your fault that you're evil? Surely, a truly evil person makes a commitment to an evil deity or cause; and in doing so confers upon themselves an evil aura. In my eyes, being an orc and worshipping Gruumsh does not make the orc evil because orcs tend to worship orc deities and many orcs are not exposed to any other pantheons so therefore do not have a choice.

My final comment on the issue is I like the Arcanis approach, which places deities above alignment and they say that Cure spells tend to be thought of as good spells but curing a murderer who you know will kill again is an evil act.


quote:
Originally posted by Wooly Rupert
The thing that irks me the most about 4E is that now we're going to have to get more reprinted sourcebooks that are partial rehashes, while we're still waiting on updates from 1E and 2E stuff. That's why I wish we could get a return to books that are pure lore... Leave the rules for other books, so that new rulesets don't demand reprints of everything.



I've been thinking about that myself. I think ever since I saw that the Lichdrow Dyrr had changed from a wizard to a sorcerer I began developing a dislike for the newest editions. Sorcerers have never made sense in a drow setting anyway. The retro-fitting really does jar when you've followed a setting through various editions.

I think you're very right, books on pure lore would be welcome. Maybe once a year we can get updates on all the significant events that have happened in the Realms. There are six hundred and sixty six layers of the Abyss how many times does 66th one need a source-book.


quote:
Originally posted by Mace Hammerhand
In a way it (4th Edition) is like buying a car, most people drive it until they see the need for a sleeker model.


I don't agree with you there, Mace. When D&D changes edition it's like going from a horse-drawn carriage to a car. A lot changes. I think for many the choice can be presented as 'upgrade or "die"'. When I use the term, "die" I mean that suddenly players feel that they're out-of-date; they know there is no more support. There are a lot of people out there who can still get support from mechanics and spare part shops for their old bangers. Is anybody issuing 2nd Edn sourcebooks any more? Could anyone actually do that without contravening copyright anyway?

Maybe, WotC could think about different systems for different settings. 4th Edn for Ebberon, 2nd Edn for the Realms and 3rd Edn for Greyhawk, for example.

Ah well, I'm not sure why I'm writing about the whole thing, it's not as if I can affect what WotC chooses to do.


Reply author: Faraer
Replied on: 17 Aug 2007 17:56:02
Message:

quote:
Originally posted by Kiaransalyn
If as you say, the system is understandable but it's a thing most people don't get then the system perhaps should change to accommodate the majority.
But we have no evidence that that's so.
quote:
I think for many the choice can be presented as 'upgrade or "die"'. When I use the term, "die" I mean that suddenly players feel that they're out-of-date; they know there is no more support.
There's a practical element to that, but a very large part is the powerful irrational consumerist conditioning that (a) a ruleset or setting must have continuous new material or it's 'dead', (b) that you're, as you say, out of date if you're not using the latest, and (c) the most recent rules are naturally the best, the most advanced or 'evolved'. An analogy is made to software version numbers, which is a deception because unlike with RPG rules, the improvement in hardware does allow successive versions to be more powerful.
quote:
Is anybody issuing 2nd Edn sourcebooks any more? Could anyone actually do that without contravening copyright anyway?
Several small RPG presses publish 1E-compatible books, whereas admiration of 2E is tied more to settings than rules.


Reply author: Kentinal
Replied on: 17 Aug 2007 18:00:55
Message:

While a person might want a new improve car, they decide when to get it.

An Edition change is more about WotC wanting a new car and hoping other people will pay for it.

Some people will be eager for the new mayerial, hoping it fixes things they believe is broke in 3.X, others might buy some 4th material and convert that back to what version they believe is best.


Reply author: Wenin
Replied on: 17 Aug 2007 18:15:32
Message:

I wonder if Gleemax will support 3.5.....

Will you only be able to place monsters within the gameboard that you have access to from the monster manuals you own?
The dungeon tiles that are offered, are they only offered if you purchased the Dungeon Tile product from WoTC?

I'm REALLY interested in the website that is coming with 4th edition, even though neither of my gaming groups will use it..... the one that is internet savvy don't play DnD, and the other that does play DnD, not all have computers. =(


Reply author: Drakul
Replied on: 17 Aug 2007 18:29:18
Message:

For those that don't already know, the site is back up. And I was right, the setup and everything is different.


Reply author: Kiaransalyn
Replied on: 17 Aug 2007 18:30:20
Message:

quote:
Originally posted by KnightErrantJR

For what its worth, here is the link to the 4E Forgotten Realms discussion thread at (I hate using this term) Gleemax:

http://forums.gleemax.com/showthread.php?p=13446690&posted=1

If you feel so inclined, you may want to make your opinion heard,


Thanks for the link, KnightErrant. I liked what you said in your posts by the way.

Hmm, it's been some time since I last visited the Wizards forums I think:

quote:
Welcome, kiaransalyn.
You last visited: 07-12-05 at 03:14 PM


Reply author: Wooly Rupert
Replied on: 17 Aug 2007 18:40:27
Message:

quote:
Originally posted by KnightErrantJR

For what its worth, here is the link to the 4E Forgotten Realms discussion thread at (I hate using this term) Gleemax:

http://forums.gleemax.com/showthread.php?p=13446690&posted=1

If you feel so inclined, you may want to make your opinion heard, if only so you know that you've said your peace. It amazes me that some of the first posters are people that aren't fans of the Realms either trying to modify a setting they already don't like or calling for is dissolution.



I want to go there and comment, but I can't... Gleemax is WotC, so my refusal to participate on their forums is extended to there. I won't go back until my wrongful banning is rescinded. And that'll happen about the same time Bane hangs up the evil gig and joins the Girl Scouts.


Reply author: Kentinal
Replied on: 17 Aug 2007 18:58:32
Message:

quote:
Originally posted by Drakul

For those that don't already know, the site is back up. And I was right, the setup and everything is different.



Yup it is up and aparently not FireFox compatible as to display.


Reply author: PaulSKemp
Replied on: 17 Aug 2007 18:59:42
Message:

quote:
Originally posted by Wooly Rupert
And that'll happen about the same time Bane hangs up the evil gig and joins the Girl Scouts.



Strangely enough, that's in the cards for the 4E FRCS. Bane happens to enjoy Tagalongs and Do Se Does and wanted to get directly at the source. Of course, as Mask tells it, the real reason isn't the cookies. It's that Bane likes to wear a green skirt and beret.

I'm just reporting what I've heard.

Anyway, try to remember your old password.


Reply author: Drakul
Replied on: 17 Aug 2007 19:02:52
Message:

You know, I remember the email I used and the password and yet, I can only sign in as a Guest. Whats up with that??


Reply author: warlockco
Replied on: 17 Aug 2007 19:04:46
Message:

quote:
Originally posted by ShadowJack

I knew something diabolical was up when i tried to log on to WotC the other day. I knew it was going to cost me more money! Why can I not choose cheap hobbies like rock collecting? You go out for a walk, find a rock you like, take it home, simple as that. No money spent... That's not for me, I spend money for 3.5 rulebooks just so two years later I can do it all over again... I imagine the new players handbook will be forty dollars... Sorry, had to get it off my chest. I will not say anything else until more info comes out...



Becareful where you do that rock collecting at.

Someplaces have serious fines for that, as it is "defacing" nature.


Reply author: warlockco
Replied on: 17 Aug 2007 19:09:38
Message:

quote:
Originally posted by PaulSKemp

quote:
Originally posted by Wooly Rupert
And that'll happen about the same time Bane hangs up the evil gig and joins the Girl Scouts.



Strangely enough, that's in the cards for the 4E FRCS. Bane happens to enjoy Tagalongs and Do Se Does and wanted to get directly at the source. Of course, as Mask tells it, the real reason isn't the cookies. It's that Bane likes to wear a green skirt and beret.

I'm just reporting what I've heard.

Anyway, try to remember your old password.



lol


Reply author: Kentinal
Replied on: 17 Aug 2007 19:11:11
Message:

quote:
Originally posted by Drakul

You know, I remember the email I used and the password and yet, I can only sign in as a Guest. Whats up with that??



The system is not taking members right now from indications.
After I entered my email then went to password by email turned back to guest.


Reply author: Drakul
Replied on: 17 Aug 2007 19:12:33
Message:

Thats what I meant. When will everything be in working order??


Reply author: Kentinal
Replied on: 17 Aug 2007 19:18:55
Message:

Do not ask me, I am not webmaster. *shrugs*


Reply author: Faraer
Replied on: 17 Aug 2007 19:30:14
Message:

The following is apparently not a joke.

quote:
Heres a highly probable conversation lifted from the future, one year from today, as two players whove just met at a convention discuss their PC choices for their upcoming D&D game.

Im playing a 3rd-level human fighter named Graelar.

Cool. Is he weapon and shield or two-hander?

Hes sword and board, man.

Longsword?

Yeah. I thought about going high Con and using a hammer, but I wanted to start with the chance to make a couple of attacks, so Im using rain of blows as my good weapon attack, and I went with high Wis so that I can switch to the better oppy powers later.

My elf fighter uses a spear. I like the speed and the option to go past AC. But youve got the fighter covered. Ill play a halfling rogue.


Reply author: Wooly Rupert
Replied on: 17 Aug 2007 19:35:56
Message:

quote:
Originally posted by Faraer

The following is apparently not a joke.
quote:
Heres a highly probable conversation lifted from the future, one year from today, as two players whove just met at a convention discuss their PC choices for their upcoming D&D game.

Im playing a 3rd-level human fighter named Graelar.

Cool. Is he weapon and shield or two-hander?

Hes sword and board, man.

Longsword?

Yeah. I thought about going high Con and using a hammer, but I wanted to start with the chance to make a couple of attacks, so Im using rain of blows as my good weapon attack, and I went with high Wis so that I can switch to the better oppy powers later.

My elf fighter uses a spear. I like the speed and the option to go past AC. But youve got the fighter covered. Ill play a halfling rogue.




Are we discussing World of Warcraft or D&D?


Reply author: warlockco
Replied on: 17 Aug 2007 19:45:44
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Faraer

The following is apparently not a joke.
quote:
Heres a highly probable conversation lifted from the future, one year from today, as two players whove just met at a convention discuss their PC choices for their upcoming D&D game.

Im playing a 3rd-level human fighter named Graelar.

Cool. Is he weapon and shield or two-hander?

Hes sword and board, man.

Longsword?

Yeah. I thought about going high Con and using a hammer, but I wanted to start with the chance to make a couple of attacks, so Im using rain of blows as my good weapon attack, and I went with high Wis so that I can switch to the better oppy powers later.

My elf fighter uses a spear. I like the speed and the option to go past AC. But youve got the fighter covered. Ill play a halfling rogue.




Are we discussing World of Warcraft or D&D?



how is that supposed to make combat faster/similiar?


Reply author: warlockco
Replied on: 17 Aug 2007 19:46:18
Message:

I got Service Unavailable trying to access the D&D page.


Reply author: Skeptic
Replied on: 17 Aug 2007 20:05:54
Message:

quote:
Originally posted by Faraer

The following is apparently not a joke.
quote:
Heres a highly probable conversation lifted from the future, one year from today, as two players whove just met at a convention discuss their PC choices for their upcoming D&D game.

Im playing a 3rd-level human fighter named Graelar.

Cool. Is he weapon and shield or two-hander?

Hes sword and board, man.

Longsword?

Yeah. I thought about going high Con and using a hammer, but I wanted to start with the chance to make a couple of attacks, so Im using rain of blows as my good weapon attack, and I went with high Wis so that I can switch to the better oppy powers later.

My elf fighter uses a spear. I like the speed and the option to go past AC. But youve got the fighter covered. Ill play a halfling rogue.




I see no problem about that and what D&D is supposed to be*. It's only offering more usable figthing styles.

Nothing prevent you to add on top of it any amount of "roleplay" you want.

IMHO, from what we already know, D&D 4E seems to be a better D&D than 3.5 was. However, it may not be a better RPG for the Forgotten Realms setting to shine the way many scribes here seems to like it.

*If you want a game that is about making difficult morale dilemna, don't look for D&D 4E, look at Indie RPGs.


Reply author: Faraer
Replied on: 17 Aug 2007 20:18:42
Message:

Lucky for us Ed Greenwood didn't follow that advice.


Reply author: Sian
Replied on: 17 Aug 2007 20:19:47
Message:

... well ... off the bat i would say that it's nice that they do something with the weapons so they aren't that much dry numbers with no big diffence other than if it is a d6 or d8 :p ... off cause there's kinda damage (b,s and p) but thats rarely (read never) an issue unless they got damage reduction ageinst that kinda damage


Reply author: Skeptic
Replied on: 17 Aug 2007 20:20:41
Message:

quote:
Originally posted by Faraer

Lucky for us Ed Greenwood didn't follow that advice.



Could you elaborate on this ?


Reply author: warlockco
Replied on: 17 Aug 2007 20:28:35
Message:

quote:
Originally posted by Skeptic

quote:
Originally posted by Faraer

Lucky for us Ed Greenwood didn't follow that advice.



Could you elaborate on this ?



Ed doesn't use 3.x Rules in his campaign. He still pretty much uses 1/2E rules, plus from what I heard various House Rules.


Reply author: warlockco
Replied on: 17 Aug 2007 20:29:22
Message:

quote:
Originally posted by Sian

... well ... off the bat i would say that it's nice that they do something with the weapons so they aren't that much dry numbers with no big diffence other than if it is a d6 or d8 :p ... off cause there's kinda damage (b,s and p) but thats rarely (read never) an issue unless they got damage reduction ageinst that kinda damage



1E did have rules for making weapons different. Things like Speed Factor, just very few DMs used them.


Reply author: Faraer
Replied on: 17 Aug 2007 20:30:20
Message:

The Realms has benefited from its association with D&D, and D&D has benefited from Ed and other creative people who don't confuse characters with boardgame playing pieces and treat players as idiots, such as almost everyone who's written for it. Human concerns aren't marginal.


Reply author: warlockco
Replied on: 17 Aug 2007 20:37:33
Message:

Yay, the wotc site is working.

Saw the 4E Teaser Trailer. Looks like they were "putting down" previous versions of the game to try to make 4E look better.


Reply author: Skeptic
Replied on: 17 Aug 2007 20:46:28
Message:

quote:
Originally posted by Faraer

The Realms has benefited from its association with D&D, and D&D has benefited from Ed.


Ok I can buy that.

quote:
Originally posted by Faraer
and other creative people who don't confuse characters with boardgame playing pieces



Can you expand on that part ?

quote:
Originally posted by Faraer
and treat players as idiots, such as almost everyone who's written for it. Human concerns aren't marginal.



Here I'm not understanding at all.


Reply author: Alaundo
Replied on: 17 Aug 2007 21:17:34
Message:

quote:
Originally posted by Kiaransalyn

I'm glad they're going to 4th Edition because that gives me a quit date.


Well met

Aye, i'm not sure my bookcases can cope with another edition of such an extensive RPG system either Version numbering will always enforce progression and so long as WotC are still around, there WILL be a 5th ed, and a 6th and so on. Without this, the question will be raised of "just how old is this edition of D&D?". I believe that WotC are thinking like the big corporations (as per software producers, if you wish to apply this trend analysis to anything), where a system must be continually updated to new editions regardless, lest it is deemed "out of date", despite it working perfectly and doing a great job.

So with this foresight, I envisage we'll be here in a number of years now, where the 4th ed. fans are now disgruntled that they have to start all over again with a new 5th ed. PHBDMG etc.

Anyway, enough of my ramblings, but like Kiaransalyn - I DO see this as a cut off date for me and will be quite happy with that based on what i've accumulated thus far


Reply author: Jorkens
Replied on: 17 Aug 2007 21:26:00
Message:

quote:
Originally posted by Faraer

The following is apparently not a joke.
quote:
Heres a highly probable conversation lifted from the future, one year from today, as two players whove just met at a convention discuss their PC choices for their upcoming D&D game.

Im playing a 3rd-level human fighter named Graelar.

Cool. Is he weapon and shield or two-hander?

Hes sword and board, man.

Longsword?

Yeah. I thought about going high Con and using a hammer, but I wanted to start with the chance to make a couple of attacks, so Im using rain of blows as my good weapon attack, and I went with high Wis so that I can switch to the better oppy powers later.

My elf fighter uses a spear. I like the speed and the option to go past AC. But youve got the fighter covered. Ill play a halfling rogue.




Now this makes my head hurt. I sincerely hope I never end up having to use this system. But each to his own, that's what most people are saying about 2ed. I am still worried for the Realms though.


Reply author: Kentinal
Replied on: 17 Aug 2007 21:30:49
Message:

quote:
Originally posted by Alaundo



Anyway, enough of my ramblings, but like Kiaransalyn - I DO see this as a cut off date for me and will be quite happy with that based on what i've accumulated thus far



Over at the new forum that should not be mentioned, at least one claims
quote:
If anything, Wizards has made it easier for those with no intention of playing 4th Edition to persue their 3rd edition collections. Out of print books very often see reductions in price (a phenomenon that never ceases to confuse me) especially when new editions are released.


This of course is offered as an opinion, not a statement of fact.


Reply author: Skeptic
Replied on: 17 Aug 2007 22:01:27
Message:


New details : http://www.enworld.org/showthread.php?t=204357&page=1

Just a word : Wow !


Reply author: Kentinal
Replied on: 17 Aug 2007 22:33:23
Message:

quote:
Originally posted by Skeptic


New details : http://www.enworld.org/showthread.php?t=204357&page=1

Just a word : Wow !



*shudders*

No conversion posible, build new characters.

Encounter based, what does that mean? If one does not do expected task all die? 4 against 4 at same level, 50 percent chance of party winning, if all of party does what they are expected to do.

I perhaps wait for official text, that WotC appears to keep well hidden, before commenting more so. I am not loading vids of my box.


Reply author: Wooly Rupert
Replied on: 17 Aug 2007 23:01:31
Message:

quote:
Originally posted by Skeptic


New details : http://www.enworld.org/showthread.php?t=204357&page=1

Just a word : Wow !



Great -- D&D is becoming WoW. If I want to play WoW, I'll play WoW. I won't play WoW if I want D&D, though.

One line in particular enrages me:
quote:
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.




Excuse me? I pay for something, but then I can't use it when and where I want unless I'm tethered to a computer? Oh, piss all over that. I'm beginning to rethink my earlier stance... I don't play D&D to be tethered to my computer. If I can't use material without an internet connection, then I won't buy that material. I may just stick with 3.5 and tell them where to put their 4E stuff.

It's not about being resistant to change. It's about being resistant to having arbitrary limits placed on things I pay for.


Reply author: Kentinal
Replied on: 17 Aug 2007 23:06:21
Message:

Pay? I saw they want 9.95 USD a month to become an Insider. Not sure if they will take other funds yet from other places. I am having a very hard time finding any text concerning official abboucement, and I am not a YouTube type of person.

The report indicates the PHB and DMG is almost complete, so ranting not likely going to do any good.


Reply author: Skeptic
Replied on: 17 Aug 2007 23:08:34
Message:

quote:
Originally posted by Wooly Rupert

Great -- D&D is becoming WoW. If I want to play WoW, I'll play WoW. I won't play WoW if I want D&D, though.

One line in particular enrages me ...

Excuse me? I pay for something, but then I can't use it when and where I want unless I'm tethered to a computer? Oh, piss all over that. I'm beginning to rethink my earlier stance... I don't play D&D to be tethered to my computer. If I can't use material without an internet connection, then I won't buy that material. I may just stick with 3.5 and tell them where to put their 4E stuff.

It's not about being resistant to change. It's about being resistant to having arbitrary limits placed on things I pay for.



I never meant Wow as in World of Warcraft*, I meant IMHO, 4e is the best thing that could happen to D&D (of course it's not the perfect RPG in my eyes, but D&D will never be it).

You will not need a computer to use the physical books you have purchased.

*Again IMHO, the MMORPGs haven't created much gaming concepts, many funny names yeah, but not many concepts. The party members in D&D always got a role to play, it's not because D&D designers use the now popular "tank", "healer", "nuker" terms that it's something new in D&D. Even Ed said it : http://www.youtube.com/watch?v=pwRxXbcruUg


Reply author: Wooly Rupert
Replied on: 17 Aug 2007 23:46:18
Message:

quote:
Originally posted by Skeptic

quote:
Originally posted by Wooly Rupert

Great -- D&D is becoming WoW. If I want to play WoW, I'll play WoW. I won't play WoW if I want D&D, though.

One line in particular enrages me ...

Excuse me? I pay for something, but then I can't use it when and where I want unless I'm tethered to a computer? Oh, piss all over that. I'm beginning to rethink my earlier stance... I don't play D&D to be tethered to my computer. If I can't use material without an internet connection, then I won't buy that material. I may just stick with 3.5 and tell them where to put their 4E stuff.

It's not about being resistant to change. It's about being resistant to having arbitrary limits placed on things I pay for.



I never meant Wow as in World of Warcraft*, I meant IMHO, 4e is the best thing that could happen to D&D (of course it's not the perfect RPG in my eyes, but D&D will never be it).

You will not need a computer to use the physical books you have purchased.

*Again IMHO, the MMORPGs haven't created much gaming concepts, many funny names yeah, but not many concepts. The party members in D&D always got a role to play, it's not because D&D designers use the now popular "tank", "healer", "nuker" terms that it's something new in D&D.





I didn't think you were referring to WoW at all -- but reading thru the stuff on that link, I was thinking they were trying to turn D&D into WoW -- and I don't want that.

And yeah, physical books are one thing -- but they specifically state you have to be logged in to use them. So that means online content won't be available offline -- and if I have to pay to access it, I want it available at any time after I've paid for it.


Reply author: Skeptic
Replied on: 17 Aug 2007 23:57:35
Message:

quote:
Originally posted by Wooly Rupert

I didn't think you were referring to WoW at all -- but reading thru the stuff on that link, I was thinking they were trying to turn D&D into WoW -- and I don't want that.


What exactly bother you? I want to understand because I loved every bit of that text. (Again, that doesn't mean D&D4E is my ideal RPG, just a better D&D)

quote:
Originally posted by Wooly Rupert
And yeah, physical books are one thing -- but they specifically state you have to be logged in to use them. So that means online content won't be available offline -- and if I have to pay to access it, I want it available at any time after I've paid for it.



I think online content will be partialy available offline, but the details seem not fixed yet. And it's a policy that is easy to change if people ask for it.


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Aug 2007 00:48:32
Message:

quote:
Originally posted by Faraer

The following is apparently not a joke.
quote:
Heres a highly probable conversation lifted from the future, one year from today, as two players whove just met at a convention discuss their PC choices for their upcoming D&D game.

Im playing a 3rd-level human fighter named Graelar.

Cool. Is he weapon and shield or two-hander?

Hes sword and board, man.

Longsword?

Yeah. I thought about going high Con and using a hammer, but I wanted to start with the chance to make a couple of attacks, so Im using rain of blows as my good weapon attack, and I went with high Wis so that I can switch to the better oppy powers later.

My elf fighter uses a spear. I like the speed and the option to go past AC. But youve got the fighter covered. Ill play a halfling rogue.




What language are they speaking? And how old are they?

"Oppy powers", LOL!


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Aug 2007 00:54:27
Message:

quote:
Originally posted by warlockco

Yay, the wotc site is working.

Saw the 4E Teaser Trailer. Looks like they were "putting down" previous versions of the game to try to make 4E look better.



I had to stop watching it. The fake French accent was hurting my ears.


Reply author: Skeptic
Replied on: 18 Aug 2007 00:59:54
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
I had to stop watching it. The fake French accent was hurting my ears.



The grapple joke was fine, but I didn't understand the fake French accent either.


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Aug 2007 01:03:01
Message:

quote:
Originally posted by Kentinal

quote:
Originally posted by Drakul

You know, I remember the email I used and the password and yet, I can only sign in as a Guest. Whats up with that??



The system is not taking members right now from indications.
After I entered my email then went to password by email turned back to guest.



After a cursory read-through of that webpage, they aren't going to start making people pay for content until the spring. The point is to let people see what they will be paying for. So, everyone is a "guest" right now.


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Aug 2007 01:10:22
Message:

Oh, by the way, I'd love to join in an "4venture" with you all, myself, assuming I can make the time.


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Aug 2007 01:21:48
Message:

quote:
Originally posted by Faraer
(c) the most recent rules are naturally the best, the most advanced or 'evolved'. An analogy is made to software version numbers, which is a deception because unlike with RPG rules, the improvement in hardware does allow successive versions to be more powerful.



Having watched the little YouTube presentations, I definitely got that "vibe". I always try to keep in mind that these are products that WotC is trying to sell. I try to be both skeptical and positive at the same time. I'm very interested in seeing what will be coming in the next few months, but at the same time I wasn't entirely "sold" on the claimed improvements of 4th Edition, such as:

quote:
More options, not restrictions. Everyone will be a constructive, useful member of the party, no accidental lame characters.


What's an "accidental lame character"? Where there any classes that were truly not constructive or useful before? Isn't it at least partly about what the player brings to the table (and of course, roleplaying)?


Reply author: Kentinal
Replied on: 18 Aug 2007 01:26:18
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Kentinal



The system is not taking members right now from indications.
After I entered my email then went to password by email turned back to guest.



After a cursory read-through of that webpage, they aren't going to start making people pay for content until the spring. The point is to let people see what they will be paying for. So, everyone is a "guest" right now.



Well it would be nice if they let me see content as a guest, however I do have java disabled and that might be a reason I can not see content.

I still not impressed with webmaster or IT team for what I can see. Blame them more for what I can not see and should be able to.


Reply author: Kentinal
Replied on: 18 Aug 2007 01:30:39
Message:

"accidental lame character" is likely a Wizard with Int of 3 as a gross example. It sounds like stats defime what character you should play. Low Dex thieves do not work well, etc. Perhaps a return of minimun stats to take a class?


Reply author: Asgetrion
Replied on: 18 Aug 2007 01:35:15
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by KnightErrantJR

For what its worth, here is the link to the 4E Forgotten Realms discussion thread at (I hate using this term) Gleemax:

http://forums.gleemax.com/showthread.php?p=13446690&posted=1

If you feel so inclined, you may want to make your opinion heard, if only so you know that you've said your peace. It amazes me that some of the first posters are people that aren't fans of the Realms either trying to modify a setting they already don't like or calling for is dissolution.



I want to go there and comment, but I can't... Gleemax is WotC, so my refusal to participate on their forums is extended to there. I won't go back until my wrongful banning is rescinded. And that'll happen about the same time Bane hangs up the evil gig and joins the Girl Scouts.



Gleemax is Bane's latest evil stunt... have you not noticed the colors?


Reply author: Skeptic
Replied on: 18 Aug 2007 01:35:27
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
What's an "accidental lame character"? Where there any classes that were truly not constructive or useful before? Isn't it at least partly about what the player brings to the table (and of course, roleplaying)?



The first time you try a Wizard 10 / Cleric 10 character, you understand what is an "accidental lame character" under 3.x.

D&D assumes that combat take much of the time spent at the table, so the "spot-light" balance can be ensured with a good "combat-power" balance.

However, the rules make it quite easy to come with characters of the same level with vastly different "combat-power"*.

It seems they have worked hard to make it less a problem under 4E.

What is a lot more interesting in the text linked above, is the more open "encounter" definition, including "social interaction" ones.

We can guess that characters will not only have different abilities to kill monsters, but also to interact with various NPCs in different ways, that's really good news.

*And this without using a rule-loop or 40 different splatbooks.


Reply author: warlockco
Replied on: 18 Aug 2007 01:41:32
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Skeptic


New details : http://www.enworld.org/showthread.php?t=204357&page=1

Just a word : Wow !



Great -- D&D is becoming WoW. If I want to play WoW, I'll play WoW. I won't play WoW if I want D&D, though.

One line in particular enrages me:
quote:
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.




Excuse me? I pay for something, but then I can't use it when and where I want unless I'm tethered to a computer? Oh, piss all over that. I'm beginning to rethink my earlier stance... I don't play D&D to be tethered to my computer. If I can't use material without an internet connection, then I won't buy that material. I may just stick with 3.5 and tell them where to put their 4E stuff.

It's not about being resistant to change. It's about being resistant to having arbitrary limits placed on things I pay for.



yuck

I'll admit I have about 40gigs of pdfs, but I absolutely HATE Reading on my monitor.


Reply author: Kentinal
Replied on: 18 Aug 2007 01:49:36
Message:

Well you could print them out *wink*


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Aug 2007 01:55:46
Message:

quote:
Originally posted by Skeptic

We can guess that characters will not only have different abilities to kill monsters, but also to interact with various NPCs in different ways, that's really good news.




True, true.


Reply author: Asgetrion
Replied on: 18 Aug 2007 01:56:41
Message:

quote:
Originally posted by Kentinal

Well you could print them out *wink*



And pay an equal sum of dollars for a pile of B/W-prints that you'd pay for a bound four color book?


Reply author: Kentinal
Replied on: 18 Aug 2007 02:00:18
Message:

quote:
Originally posted by Asgetrion

quote:
Originally posted by Kentinal

Well you could print them out *wink*



And pay an equal sum of dollars for a pile of B/W-prints that you'd pay for a bound four color book?



I did not say it was a prefect answer, just an alternitive to reading files on screen. *Smiles*


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Aug 2007 02:05:04
Message:

Hmmm, wouldn't black and white printouts actually be cheaper overall? And yes, I can understand not wanting to gaze at a computer screen all the time. Reading paper is more relaxing and easier on the eyes.


Reply author: Asgetrion
Replied on: 18 Aug 2007 02:24:47
Message:

quote:
Originally posted by Wooly Rupert

I didn't think you were referring to WoW at all -- but reading thru the stuff on that link, I was thinking they were trying to turn D&D into WoW -- and I don't want that.

And yeah, physical books are one thing -- but they specifically state you have to be logged in to use them. So that means online content won't be available offline -- and if I have to pay to access it, I want it available at any time after I've paid for it.



My thoughts *exactly* - all I have read about this 'new and shining 4th Edition' reminds me of WoW, Diablo II and similar MMORPGs and computer games.

Clearly defined character and monster roles? No more unplayable characters? No more wizards slinging out crossbows? You will never be out of spells? Difference between an elf fighter and a dwarf fighter? Your weapon of choice will matter as you progress levels? You'll be playing online? (etc.)

Sounds like we will get a similar "feat tree" for weapon skills as Severance or Diablo II has. It also sounds like we will have less versatile choices for choosing feats and skills, as our characters have more "clearly defined roles"? I would also bet that "never running out of spells" would mean something like a "rechargeable" mana system (a la WoW, for example).

I was also wondering what does it means that the monsters will have "clearly defined roles" in encounters - will it be some sort of generalized "templates", such as 'orc scout', 'orc shaman' or 'dangerous raging orc'? (which seems to be the preferred approach to monsters in most CRPGs)

And how will all those NPCs fit into this "more heroic" concept? Will they pick character levels, too, or is there any system for statting craftsmen or merchants with "less heroic" skills such as Profession or Craft? Reading between the lines it almost seems like they have a "clearly defined role", too, as being "meaningless flavour-text people between the encounters"?


Reply author: LucianBarasu
Replied on: 18 Aug 2007 02:34:10
Message:

I love this site, and I hate to be the scowler and the pouter in the corner...

but Ladies and Gentlemen...Welcome to Dungeons and Dragons: The Gathering Edition 4

Soon we shall see Dungeons & Dragons : Weathertop, and Dungeons and Dragons: Oasis, and Dungeons & Dragons: Ice Age.

*ponders about the new PrC of : Black Lotus*

i'm firmly deciding on going back to 2nd edition (where I have more books) and hug my ThAC0!


Reply author: Kentinal
Replied on: 18 Aug 2007 02:34:42
Message:

Well I thought 3.0 was more computer friendly, 4.0 just might be in love with computers however we do not know the whole plan yet.


Reply author: Asgetrion
Replied on: 18 Aug 2007 02:37:41
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

Hmmm, wouldn't black and white printouts actually be cheaper overall? And yes, I can understand not wanting to gaze at a computer screen all the time. Reading paper is more relaxing and easier on the eyes.



I don't know about exact printing costs in the U.S., but I think it'll cost about the same sum, even if you use your own printer (when you add the subscription cost to what you pay for paper and ink).

If you use a printing house, at least here in Finland most of them charge a stiff price (about 20 euros) for "security reasons" (risking a potential virus infection) - and that's a hefty sum if you only wish to print a single article/adventure. And if you wish to print at a public library, for example, you will paying 10 cents/page (10 euros for a 100 pages!).


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Aug 2007 02:49:31
Message:

quote:
Originally posted by Asgetrion

quote:
Originally posted by Rinonalyrna Fathomlin

Hmmm, wouldn't black and white printouts actually be cheaper overall? And yes, I can understand not wanting to gaze at a computer screen all the time. Reading paper is more relaxing and easier on the eyes.



I don't know about exact printing costs in the U.S., but I think it'll cost about the same sum, even if you use your own printer (when you add the subscription cost to what you pay for paper and ink).

If you use a printing house, at least here in Finland most of them charge a stiff price (about 20 euros) for "security reasons" (risking a potential virus infection) - and that's a hefty sum if you only wish to print a single article/adventure. And if you wish to print at a public library, for example, you will paying 10 cents/page (10 euros for a 100 pages!).



You're right--at a library or some other "printing place", you'd have to pay a fee (10 cents per page is standard for libraries, I think). But I imagine that using your own printer would cut down on the cost. And of course, it's a matter of what you are willing to trade off--i.e. less money for a less comfortable reading experience (staring at the monitor).


Reply author: Skeptic
Replied on: 18 Aug 2007 03:24:00
Message:

quote:
Originally posted by Asgetrion
Clearly defined character and monster roles? No more unplayable characters? No more wizards slinging out crossbows? You will never be out of spells? Difference between an elf fighter and a dwarf fighter? Your weapon of choice will matter as you progress levels?


D&D alwas had "clearly defined character", that what's classes are. What exactly you feel wrong in the rest of the list ?

quote:
Originally posted by Asgetrion
It also sounds like we will have less versatile choices for choosing feats and skills, as our characters have more "clearly defined roles"?


I have heard/read many designers comments saying that 4E has MORE options than 3E had for character's building.

quote:
Originally posted by Asgetrion
I would also bet that "never running out of spells" would mean something like a "rechargeable" mana system.


Three different kind of abilities : at will / per encounter / per day. Look at the Warlock and Reserve feats, that's probably the way 4E will do it.

quote:
Originally posted by Asgetrion
I was also wondering what does it means that the monsters will have "clearly defined roles" in encounters.



It means that not every monster will be built as if it was a playable race. You won't get "complete stats" for every one of them, only what you really need to put it in play to have fun & challenging encounters.

quote:
Originally posted by Asgetrion
And how will all those NPCs fit into this "more heroic" concept? Will they pick character levels, too, or is there any system for statting craftsmen or merchants with "less heroic" skills such as Profession or Craft? Reading between the lines it almost seems like they have a "clearly defined role", too, as being "meaningless flavour-text people between the encounters"?



Don't tell me you need "complete stats" to do a bit of "acting" when the PCs meet the local innkeeper ?

They have already said that craft/professions skills didn't make the cut. It's a great idea because they don't need to be part of the rules, you can always add them as a bit of flavor/roleplay if you want.


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Aug 2007 04:12:51
Message:

quote:
Originally posted by Skeptic
D&D alwas had "clearly defined character", that what's classes are.



Which is another thing I was puzzled about being sold as something new and improved, when it really isn't. At least, that's the impression *I* got.

Again, I'm not being negative, I'm just trying to sift through all the marketing hype.


Reply author: Skeptic
Replied on: 18 Aug 2007 04:22:47
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

Which is another thing I was puzzled about being sold as something new and improved, when it really isn't. At least, that's the impression *I* got.

Again, I'm not being negative, I'm just trying to sift through all the marketing hype.



That's not a new game, it's a new edition of the D&D game.

In fact, IMHO they are pretty honest about that fact.


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Aug 2007 04:31:17
Message:

quote:
Originally posted by Skeptic

That's not a new game, it's a new edition of the D&D game.

In fact, IMHO they are pretty honest about that fact.



A new and improved edition. I'm not trying to argue with you, just playing the part of skeptical consumer.


Reply author: Kentinal
Replied on: 18 Aug 2007 04:39:13
Message:

quote:
Originally posted by Skeptic

quote:
Originally posted by Rinonalyrna Fathomlin

Which is another thing I was puzzled about being sold as something new and improved, when it really isn't. At least, that's the impression *I* got.

Again, I'm not being negative, I'm just trying to sift through all the marketing hype.



That's not a new game, it's a new edition of the D&D game.

In fact, IMHO they are pretty honest about that fact.



With what appears to be a new designer, a person called Chris Sims that has only made 11 posts to the boards that should not be mentioned. He only became a member of the boards on 8-14-07 according to his/hers profile. The poster assures us
quote:
Hi everyone. I saw a few questions I can answer.

You won't need anything on D&D Insider to play the game with the books you buy. D&D Insider is all about cool additional stuff.

Now, if you want to play from Kuwait with your buddies from the US, the Game Table will be for you.

Roles aren't restrictive. They do make it easier for new players to comprehend what they're doing for the party. They do guide some aspects of a class's design. But it's not like an MMO. I quit playing WoW--I won't be quitting 4e.


Source: http://forums.gleemax.com/showthread.php?t=907676&page=7

Now all I have to do is look up MMO and try to reconcil what this person says to "defined roles" that others have said.


Reply author: Darkmeer
Replied on: 18 Aug 2007 06:10:02
Message:

How to say this...

I was excited when 2e switched, and even when 3e switched. I'm tired, sad, and angry with Wizards. The timing seems too short.

I'll be planting my flag with 3.5. Logging in to use a printed book is stupid. I love the game, would hate to see it die. Perhaps, just perhaps, the new designers are too engrossed in MMO's to see that there is a large part of the population who doesn't see a computer screen as "Face time" with your friends. Sure, I'd love to play a game with Sage, Wooly, and any number of folks here, but I'd like to do it in person (darn near impossible), or in an edition I care about. There, I said it.

Somewhere in the threads over at Wizards you'll see I spent about $700 annually on D&D for 8 years (Not far off, and hard to explain to my Wife when she asked... she's not a gamer). I've invested too many of my resources, especially in D&D minis (I'm terrible at them, but they are great fun, or were). I have a great 3.5 group. Why would I ruin that in favor of a "shiny" new rules system when the one I have works just fine?

Attracting new D&D players isn't about the system, or the marketing. It's about acccessibility, and insuring that it doesn't turn into an MMO on paper. (I'm fond of the WoW rpg PRE-WOW MMO).

/d


Reply author: hammer of Moradin
Replied on: 18 Aug 2007 06:12:38
Message:

So, according to the D&D Insider under Dragon Magazine:Columns:Design&Development:Race, there will now be 30 levels replacing the un-epic 20. Interesting, and I always felt, needed to stretch out the fast advancing rate that 3.0 and 3.5 allowed. So, where should epic level end?


Reply author: eldritchknight
Replied on: 18 Aug 2007 08:16:53
Message:

Also, I have read that the changeling, from Eberron, will now be Core along with the tiefling, and included in the PHB. Hopefully they wont try to include the changeling into FR, try to explain how an entirely new race appears out of nowhere would be hard to do believably.

Also, I have read that the physical books have a code that will allow for additional content online. I would be surprised if you couldn't print the additional stuff out.

Overall, I am excited about 4E, primarily because I don't have a gaming group where I live, and have been playing via play by post for a long time now, and think that the Gaming Table is a good idea.

Just my two cents worth, though


Reply author: Theophilus
Replied on: 18 Aug 2007 08:56:22
Message:

quote:
Originally posted by warlockco

Ed doesn't use 3.x Rules in his campaign. He still pretty much uses 1/2E rules, plus from what I heard various House Rules.



Well I heard him actually say that when he was down here in Oz over a decade ago - he mentioned during a session he was DM'ing that he was still using 1st ed rules at that time.


Reply author: Sian
Replied on: 18 Aug 2007 15:53:40
Message:

well ... how to implement Changelings ...

hmm ... you take one mad wizard with a need of sealthy types ... merge a human and a doppleganger ... break out ... hiding in the population disguising as humans ... a couple of generations pass ... there you go ...

may not be the best ... but it is a 'useable' explaination ... its pretty much the same as those columns that Eytan makes about including 'odd' classes into FR :p


Reply author: Ergdusch
Replied on: 18 Aug 2007 16:47:04
Message:

quote:
Originally posted by Sian

well ... how to implement Changelings ...




There is lots of potetial for this type of creature to appear in Waterdeep. Wasn't there some kind of doubleganger sceme going on?

Enough of that musing! We don't want to give the designers any hints, making their work easy, right?!?!


Now a quick word to 4th Ed. - I have visited the home page ad found out - well, close to nothing. Therefore I still hold myself back with any judgements (even though I doubt that I will buy much material except for FR books maybe....)


Reply author: Foxhelm
Replied on: 18 Aug 2007 16:47:28
Message:

Well Changelings are pretty easy to add as they tend to disappear into the background. Other origins can be the Unseen.

Warforged would be harder, but the Wizsite has a couple of origins for them.

It just takes a little work to bring them in.


Reply author: Wooly Rupert
Replied on: 18 Aug 2007 17:00:38
Message:

quote:
Originally posted by eldritchknight

Hopefully they wont try to include the changeling into FR, try to explain how an entirely new race appears out of nowhere would be hard to do believably.


They've already done it, though, with other new PC races -- like the Deep Imaskari or the star elves.

I don't think it'd be too hard to incorporate them, just so long as it wasn't another Return and the new race is kept rare.

Considering we've already got the half-doppelganger concept in place, changelings aren't much of a stretch...

I think Ebber-whatsit's shifters could be dropped in, too, in small numbers -- because it's not all that much of a stretch to think the second or third generation offspring from a were could inherit only a small part of their parent or grandparent's heritage, rather than the either-or approach of being either totally were or totally normal.


Reply author: initiate
Replied on: 18 Aug 2007 17:33:05
Message:

When I think about it, as Wooly said, changelings wouldn't be that hard to incorporate into the Realms. Not entirely sure what WotC sees in them as a base race, [which doesn't mean that I don't like them, just that I'm not sure they need to be in the Player's Handbook], but since they are, incorporating them probably won't be that difficult. Dunno why I find the idea of changelings being a base race weird; suppose they just seem to exotic. In that way, I guess this could be a good move: plant more mildly unusual creatures in the base game to supplement the elves and dwarves and such. Shifters would likely work well too. Personally though, I hope they never try to "coreize" the warforged or kalashtar. Both those races have distinctively Eberronian origins, the alteration of which messes with their identity as races. Also, the warforged in particular are very Ebercentric in tone as well.

Just had a chance to poke around the WotC site a little more, and now realize what people have been talking about when they say they've been "logging in as a guest". I could be interpreting this wrong, but this is how I see it: When you try to read the majority of content on the site at this point, [in this case a Design and Development column], it asks you to log in. Once the place officially becomes "D&D insider" in October, logging in will almost certainly cost money. The message on the site says that, as a courtesy, I may read the content as a guest ,[for free], for the time being. I knew that the new incarnations of Dungeon and Dragon were going to be available by paid subscription, and such is only logical and right. However, as to the rest of the site, it seems that they are telling me that, but for their charity in these early days, I would have to pay for the privelege of reading content the equivalent of which I received two days ago for absolutely free. The impression I get is that nearly everything, [with minimal exceptions] will cost money now. Not sure I'm down with this.

Oh, and some of the Gen Con coverage blogs, [Rich Baker has one], are quite interesting, though the ones I've had a chance to look at have been relatively short on specifics, understandable as they're being written on spare time during the con. Unfortunately, none of the seminar runners for Secrets of the FR seems to have a blog.


Reply author: Faraer
Replied on: 18 Aug 2007 18:51:52
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
Which is another thing I was puzzled about being sold as something new and improved, when it really isn't. At least, that's the impression *I* got.
3E is commonly (and I think often fairly) criticized for diluting the D&D archetypes, including by Gary Gygax himself. Evidently 4E tries (or wants to be seen) to correct this while keeping character 'builds' highly customizable.


Reply author: Markustay
Replied on: 18 Aug 2007 19:40:30
Message:

Strangely, I am completely divided on this. Normally I'm adverse to change, simply because I feel I wasted my time learning the original system. However, I embraced 3e because I HATED 2e... I still have THACO nightmares.

When 3e came around, I saw many of my houserules implemented. Then the UA book came out, and two systems sounded like word-for-word adaptions of rules I've been playing with for at least 15 years.

Now I see that they're using some suggestions I've made about digital content - but I don't take credit for them, because obviously they working toward this goal before I ever made a single suggestion.

This could be GREAT, if done correctly. That's a big 'IF' - since the new concept relies heavily on the Internet, and they have proven in the last two days how incredibly inept their web-staff is.

To give you some idea of what I picture being great - running a session for some friends, and not having to buy any snacks.
Of course, setting up a bunch of monitors around a table might be a little weird...

The books that we buy are full of errors, and often they realize the 'unplayability' of the content (don't they use playtesters anymore?), and change it down the road. This is done by changing a PrC and releasing a new version in the next book, or re-visiting a creature or concept in Dragon (which is no longer an option). We had to wait months, sometimes years, for the fixes. If we have two versions of every book, one hardcopy and one digital, then they could 'update' the digital version constantly, much the same way computer games and programs have 'updates' you can download to fix issues. This is a good thing, 'IF' handled correctly.

Also, one of the biggest problems they have is balancing stuff in books - crunch vs. fluff, Eberron vs. FR material, etc. I love the fact that the new MMs have the "In Faern" sidebars, but I don't really need the "In Eberron" ones - yet I paid for them. If the books come out plain 'vanilla', and the setting-specific data was available online, that would alleviate the problem of coming up with redunant information for each setting. It would also incorporate things like the Class Cronicles, having each new PrC (and race) introduced to a setting in the online content. In this way, you pay for the rules, and download the fluff you want (or need). It sounds tricky, and it is, but it could be an excellent solution to problem of 'balance' in sourcebooks.

The 'code' system sounds a little funky, but thats the way of the future. In WoW, my kids buy WoW cards that occassionally 'yield' a special item IG. My youngest buys 'Webkins', which works along similar lines, and so did the game Animal Crossing. I gaurantee there will be collectible cards (this IS WotC we are talking about), that will have codes to 'unlock' secrets on the web, or perhaps give you an added edge in the game. I'm not sure if I like that at all, but most games are going that way - with a set of associated cards that help IG. What that boils down to is that 'rich kids' have all the best geer.

The other thing I'm not too crazy about is that they never finished off 3e - we never got new books for the Lands of Intrigue, or the Old Empires, or even Cormyr. We could have had seperate boooks for the Lake of Steam region, the Shar, and the Utter east (my current 'pet project'). They could have even done new sourcebooks for Kara-Tur, Maztica, and Zakhara.

Hopefully, with all the new 'online' content, we will finally see the rest of Toril get some coverage.

Right now, I have a 'wait and see' attitude - but judging by the monumental screw-up of having their servers crash on release-day, I don't have high hopes. Some heads really should roll for that one...

quote:
Originally posted by Jorkens

Hey on the positive side, maybe they can change the maps back to the original again
I've been trying....

quote:
Originally posted by Alaundo

Aye, i'm not sure my bookcases can cope with another edition of such an extensive RPG system either
Thats TOO funny - my bookcase collapsed today, because I finally put ALL of the books back on the shelf.


Reply author: Foxhelm
Replied on: 18 Aug 2007 20:46:39
Message:

I just like to point out that we might know much about 4E races and classes in December (4 months, ironic or purposeful)? Just a little note.


Reply author: Mace Hammerhand
Replied on: 18 Aug 2007 21:19:28
Message:

I've seen the online "presentations"... and I am sad, and determined that I won't buy any of the new stuff, even for the Realms, unless it is only "fluff". Hell, most of my knowledge on the Realms is still locked in my memory due to reading the novels. But doing the math, just a little it appears that we

a) have to buy the book(s)
b) pay a monthly fee for the D&D insider
c) pay a nominal activation fee to unlock the extras regarding the books (whatever nominal may be!)
d) pay for ink and whatnot if we wanna printo out some additional stuff from Dragon or Dungeon magazine

I highly doubt that Wizards will actually update stuff three times a week every week. I also doubt that they fix glitches in the print-versions of the books. There will be many things they claim will happen, but how will they (Wizards) gain new players to the game? I doubt they can gather new players with this way to set things up.

Why would a kid with the attention span of a housefly change from his "great gaming experience" he has with whatever ego-shooter or nintendo game, which lasts roughly 20 minutes or so, switch to a game where you have to read (the HORROR!) the rules and then stay at the virtual table hearing how an adventure unfolds slowly, when he can do way more in less time in any MMORPG?

Why would old hands use the new stuff when the most fun part is sitting around the bloody table, munching pizza and having a laugh with your friends while playing?

In a book I published years ago, me and my co-writer said that RPGs help kids develop their social skills, with D&D insider and the virtual gaming table, you have no need to develop those anymore because whomever you are insulting or whatnot will not come back at you anyways...

I play WoW, occasionally...but it can never ever replace the fun and spontaneity of a gaming table.


Reply author: Victor_ograygor
Replied on: 18 Aug 2007 21:47:06
Message:

I must agree with Mace Hammerhand

Sadly D&D are gona cost more than it usually did, if it didnt cost to much to start with. The Coin Suckers as some boards calls (wizards), are going to suck more money out of us.

I cant imagine kids have money enough to buy Dragon or Dungeon magazine and the other things online.

Hell no! I am going to stick with the old dices and books, and keep on playing the old way.

Vic


Reply author: warlockco
Replied on: 18 Aug 2007 22:00:00
Message:

quote:
Originally posted by LucianBarasu

I love this site, and I hate to be the scowler and the pouter in the corner...

but Ladies and Gentlemen...Welcome to Dungeons and Dragons: The Gathering Edition 4

Soon we shall see Dungeons & Dragons : Weathertop, and Dungeons and Dragons: Oasis, and Dungeons & Dragons: Ice Age.

*ponders about the new PrC of : Black Lotus*

i'm firmly deciding on going back to 2nd edition (where I have more books) and hug my ThAC0!





lol


Reply author: warlockco
Replied on: 18 Aug 2007 22:00:54
Message:

quote:
Originally posted by Asgetrion

quote:
Originally posted by Rinonalyrna Fathomlin

Hmmm, wouldn't black and white printouts actually be cheaper overall? And yes, I can understand not wanting to gaze at a computer screen all the time. Reading paper is more relaxing and easier on the eyes.



I don't know about exact printing costs in the U.S., but I think it'll cost about the same sum, even if you use your own printer (when you add the subscription cost to what you pay for paper and ink).

If you use a printing house, at least here in Finland most of them charge a stiff price (about 20 euros) for "security reasons" (risking a potential virus infection) - and that's a hefty sum if you only wish to print a single article/adventure. And if you wish to print at a public library, for example, you will paying 10 cents/page (10 euros for a 100 pages!).



If you have a Laser Printer with a Duplexer the cost isn't that much... But is still very annoying.


Reply author: warlockco
Replied on: 18 Aug 2007 22:01:58
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Asgetrion

quote:
Originally posted by Rinonalyrna Fathomlin

Hmmm, wouldn't black and white printouts actually be cheaper overall? And yes, I can understand not wanting to gaze at a computer screen all the time. Reading paper is more relaxing and easier on the eyes.



I don't know about exact printing costs in the U.S., but I think it'll cost about the same sum, even if you use your own printer (when you add the subscription cost to what you pay for paper and ink).

If you use a printing house, at least here in Finland most of them charge a stiff price (about 20 euros) for "security reasons" (risking a potential virus infection) - and that's a hefty sum if you only wish to print a single article/adventure. And if you wish to print at a public library, for example, you will paying 10 cents/page (10 euros for a 100 pages!).



You're right--at a library or some other "printing place", you'd have to pay a fee (10 cents per page is standard for libraries, I think). But I imagine that using your own printer would cut down on the cost. And of course, it's a matter of what you are willing to trade off--i.e. less money for a less comfortable reading experience (staring at the monitor).



But getting the PDFs wasn't cheaper, WotC is charging the exact same price for the PDFs as they are for the Books.


Reply author: warlockco
Replied on: 18 Aug 2007 22:06:34
Message:

So tempted to drag all my 1E/2E stuff out and go back to that version of the game.
Since 1e/2e was pretty much completely interchangeable.
Only problem being that virtually none of my players would have the books.


Reply author: KnightErrantJR
Replied on: 18 Aug 2007 22:07:14
Message:

Okay, first off, I'm not thrilled with the whole 4th edition idea, and on top of that, I really feel like I've been intentionally misinformed when it comes to what was said about 4th edition and when it was coming out. Just so you know where I'm coming from.

That having been said, I have to make a couple of points.

1. WOTC is a company, and they have to make money. They can't do this all for free, and even if WOTC wants to, I doubt that Hasbro would be so forgiving. We might have some room to argue about how much money they really need to make, but they do have to make money.

2. Most indications are that the online tools are no more needed to play the game in 4th edition than it would have been in 3.5, meaning that you can still play the game without all of the online bells and whistles. Plus, while we don't have firm pricing, I keep hearing rumors of around 10 dollars a month for the DI (which may just be a rumor).

That would be around 120 dollars a year. I used to pay 80 dollars a year for the Dungeon and Dragon subscription, and actually, Paizo raised their cover price a few months back but wasn't able to stick around long enough to raise subscription rates.

I guess my point is that its not that much more if you do want all of the bells and whistles, unless the rumors are drastically off.

I'm not sure all of this is needed, or that they couldn't have done some of this with 3.5 still in place, but at the same time, of course they are doing this to make money . . . I've yet to see a charity RPG company.


Reply author: Markustay
Replied on: 18 Aug 2007 22:25:40
Message:

Like I said, this has the potential to be great, but I doubt it will be. The internet gives us the opportunity for so much more interaction, and the availability of players for a game goes up astronomically!

However, I've seen them (TSR/WotC/Hasbro) drop the ball way too many times to have delusions that this will become all that it can be.

It's sad, because the potential is there - with the right systems in place there can be something for everyone. I had envisioned years ago a virtual world where players can 'walk around' and meet other players, receive E-mail ("Thee haseth mail"), newsletters, build game-related sites, etc, etc...

My dream could become a reality, or it could fall on its face. They plan on going with an 'ad' model to keep costs down, which is good. Thats what most of the successful sites are doing, like Youtube and Myspace. In fact, 'IF' they do things right, this could become the 'next big thing'. However, they named the server 'Gleemax' - obviously the folks in charge are not at all in touch with the real world. Anything with the word "Glee" in it is doomed to failure in this day and age. The people who make the decisions are not 'plugged-in' to what turns people on, and so I have very little hope of this going anywhere.

Have you been over to the (atrociously ugly) Gleemax server? They tried to gather interest by having 'mysteries' for folks to solve -everyone got bored with it right away, and no-one is bothering with the 'mysteries' anymore. It, like everything else done lately, was handled poorly by inexperienced, clueless people.

Is the guy who thought up "New Coke" still running things for Hasbro over at WotC? That would explain things, then....



Reply author: SirUrza
Replied on: 18 Aug 2007 23:52:51
Message:

Virtual D&D was bound to happen eventually. If anything, the only thing holding it back was that Hasbro licensed ALL of it's electronic properties to Infogrames a few years ago and that license finally ran out (and was renewed just recently.) This is probably happening now because the new license allows it.

In any case, Magic the Gathering Online has been a HUGE success for Wizards of the Coast. I myself hate it, being someone that bought the Magic Interactive Encyclopedia which offered all the cards free with free online play, with free chat rooms to find people to play again. MtGO changed that, had to pay for virtual packs that were completely random.

What Wizards is doing with D&D isn't a new idea, they've been doing it with Magic for years now and Microsoft, Sony, and Nintendo are doing it with 360, PS3, and Wii. Hobbies are turning into electronic micro-transactions for extra stuff you can't get from product that requires manufacturing.

I like all the new stuff we're seeing. My big concern is that they're going to screw up the game mechanics. I already don't like that they said you can't convert your 3E characters to 4E, so don't try. I'm in 1 campaign with the same character for 4 year and we have no intention to stop. It's said I won't be able to take the same character, personality, and history and see that with the new stuff. (However, I do remember converting my AD&D fighter/thief to a fighter/rogue and realizing much later that 2 of the 3 exotic weapon proficiencies were a waste in 3E compared to AD&D.. luckily my DM was a nice guy and let me change the feats when at my next level. EWP Bastard Sword wasn't a waste though.)


Reply author: KnightErrantJR
Replied on: 18 Aug 2007 23:57:40
Message:

quote:
Originally posted by SirUrza

Virtual D&D was bound to happen eventually. If anything, the only thing holding it back was that Hasbro licensed ALL of it's electronic properties to Infogrames a few years ago and that license finally ran out (and was renewed just recently.) This is probably happening now because the new license allows it.

In any case, Magic the Gathering Online has been a HUGE success for Wizards of the Coast. I myself hate it, being someone that bought the Magic Interactive Encyclopedia which offered all the cards free with free online play, with free chat rooms to find people to play again. MtGO changed that, had to pay for virtual packs that were completely random.

What Wizards is doing with D&D isn't a new idea, they've been doing it with Magic for years now and Microsoft, Sony, and Nintendo are doing it with 360, PS3, and Wii. Hobbies are turning into electronic micro-transactions for extra stuff you can't get from product that requires manufacturing.

I like all the new stuff we're seeing. My big concern is that they're going to screw up the game mechanics. I already don't like that they said you can't convert your 3E characters to 4E, so don't try. I'm in 1 campaign with the same character for 4 year and we have no intention to stop. It's said I won't be able to take the same character, personality, and history and see that with the new stuff. (However, I do remember converting my AD&D fighter/thief to a fighter/rogue and realizing much later that 2 of the 3 exotic weapon proficiencies were a waste in 3E compared to AD&D.. luckily my DM was a nice guy and let me change the feats when at my next level. EWP Bastard Sword wasn't a waste though.)




Rob Heinsoo said in his interview that he has actually been rethinking the "you can't convert" stance. He originally said they didn't want to do a straight "if you have X feat, it turns into Y talent" kind of conversion, but he also said that its not impossible to "thematically" convert a character over, and they may provide some guidelines now.


Reply author: Kentinal
Replied on: 19 Aug 2007 00:15:48
Message:

Well a guide on how to make your 3.5 charater can transform into a 4th character might be useful, there are many things that can not translate.

http://forums.gleemax.com/showthread.php?p=13457928#post13457928

Is a report from one person that attended a Friday discussion. The report appears somewhat contriditory as to changes, by at least appears to be a report from the scene of the c***** news.


Reply author: SirUrza
Replied on: 19 Aug 2007 00:18:05
Message:

quote:
Originally posted by KnightErrantJR
Rob Heinsoo said in his interview that he has actually been rethinking the "you can't convert" stance. He originally said they didn't want to do a straight "if you have X feat, it turns into Y talent" kind of conversion, but he also said that its not impossible to "thematically" convert a character over, and they may provide some guidelines now.



There was probably a lot of negative feedback. People don't like being told to stop roleplaying something they like and start over.

If Wizards comes around and says, if you're X level, or have X xp, then your this level or have this much XP in 4E, then we're fine. I don't see the point in saying, Move Silently and Hide have become Stealth.. that much is obvious. And probably won't be using Ranks anymore in skills (like saga edition), so there's no need to worry there. They just need to tell us what the a level 10 wizard 3E (for example) is in 4E. It's not a level 10 wizard anymore because 3e is 1-20 and 4e is 1-30.

I'd wager that what they've probably done is taken the original 20 levels and put in a "half way points" between the original 20. For example, level 1 - 2 is 1000 xp. Well I bet that between 1 and 2 is a new level that you need 500 xp for (let's call it 1.5.) That would explain where the 10 extra levels come from. So all these new half way points make the trek between levels much shorter. It also allows Wizards, Sorcerers, etc. to get their spells faster. Say they get 1 level 2 slot (for example) a level before they can cast level 2 spells, so they can use it to prepare more spells. I realize magic is going to work a bit differently in 4e, but this certainly be a trick they could pull to adapt the current rule set.

*shrugs* We'll see.


Reply author: SirUrza
Replied on: 19 Aug 2007 00:24:59
Message:

quote:
Originally posted by Kentinal

Well a guide on how to make your 3.5 charater can transform into a 4th character might be useful, there are many things that can not translate.


Of course there isn't some stuff that doesn't translate, but X levels or X amount of XP should have some kind of conversion. We know fighters are going to be more like Tome of Battle, which is fine, but what would be a reasonable conversion of a level 10 fighter who's had the same adventures.

The conversion guide could say straight out, pick new feats, new spells, new skills. The conversion guide just needs to say, if your this, your this know. I'm looking for not abandoning characters, I'm looking to abandon character sheets.


Reply author: Kentinal
Replied on: 19 Aug 2007 00:30:53
Message:

Well what type of conversion they offer, if any, will be interesting to see.

As for the 1-30, the levels 21-30 will still be called epic (based or the report I linked in my last post this thread). It just might be there Epic 3.5 rules concerning BAB and saves progression might stay the same as 1-20. Though there is concern about posible change to saves as well.


Reply author: SirUrza
Replied on: 19 Aug 2007 00:40:29
Message:

Yes, but Epic could very easily be redefined. 3E has what.. 3 or 4 different sets of level 20+ rules? Gods, FR Gods, Epic, FR Epic.

If the 10 new levels are levels in between the exist 20, then there isn't anything "epic" about them when you're thinking 3E. However, since the Epic handbook never saw additional product support after it was released, they could just scrap the whole epic system completely and make up a new one. I mean the Epic rules weren't part of the d20/ogl stuff anyway right?

So if 4E is still D&D and it's still the d20 "we all know and love" why not only radically change what the part that most players are the least familiar with. *shrugs* Just my thought on the matter.




Reply author: Rinonalyrna Fathomlin
Replied on: 19 Aug 2007 01:13:42
Message:

quote:
Originally posted by Darkmeer
Perhaps, just perhaps, the new designers are too engrossed in MMO's to see that there is a large part of the population who doesn't see a computer screen as "Face time" with your friends. Sure, I'd love to play a game with Sage, Wooly, and any number of folks here, but I'd like to do it in person (darn near impossible), or in an edition I care about. There, I said it.




Perfectly well put. I don't believe an online social network replaces flesh-and-blood friends. That being said, if I decide to try online gaming, you guys are among the people I would do it with.


Reply author: Darkmeer
Replied on: 19 Aug 2007 01:36:21
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Darkmeer
Perhaps, just perhaps, the new designers are too engrossed in MMO's to see that there is a large part of the population who doesn't see a computer screen as "Face time" with your friends. Sure, I'd love to play a game with Sage, Wooly, and any number of folks here, but I'd like to do it in person (darn near impossible), or in an edition I care about. There, I said it.




Perfectly well put. I don't believe an online social network replaces flesh-and-blood friends. That being said, if I decide to try online gaming, you guys are among the people I would do it with.



Thank you.
(first positive reinforcement I've had in a few days, outside of one or two talks with a certain Errant Knight).


Reply author: warlockco
Replied on: 19 Aug 2007 01:41:33
Message:

quote:
Originally posted by SirUrza

Yes, but Epic could very easily be redefined. 3E has what.. 3 or 4 different sets of level 20+ rules? Gods, FR Gods, Epic, FR Epic.

If the 10 new levels are levels in between the exist 20, then there isn't anything "epic" about them when you're thinking 3E. However, since the Epic handbook never saw additional product support after it was released, they could just scrap the whole epic system completely and make up a new one. I mean the Epic rules weren't part of the d20/ogl stuff anyway right?

So if 4E is still D&D and it's still the d20 "we all know and love" why not only radically change what the part that most players are the least familiar with. *shrugs* Just my thought on the matter.







Only place that I know of that really used the "FR Epic" rules was in the FRCS and that was because Epic Handbook was still in the works when it came out.


Reply author: warlockco
Replied on: 19 Aug 2007 01:42:59
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Darkmeer
Perhaps, just perhaps, the new designers are too engrossed in MMO's to see that there is a large part of the population who doesn't see a computer screen as "Face time" with your friends. Sure, I'd love to play a game with Sage, Wooly, and any number of folks here, but I'd like to do it in person (darn near impossible), or in an edition I care about. There, I said it.




Perfectly well put. I don't believe an online social network replaces flesh-and-blood friends. That being said, if I decide to try online gaming, you guys are among the people I would do it with.



kinky

I have to agree with that bit, many here I wouldn't mind the chance to game with, just trying to juggle the time zones would be entirely different story though


Reply author: Rinonalyrna Fathomlin
Replied on: 19 Aug 2007 01:46:43
Message:

quote:
Originally posted by Faraer

quote:
Originally posted by Rinonalyrna Fathomlin
Which is another thing I was puzzled about being sold as something new and improved, when it really isn't. At least, that's the impression *I* got.
3E is commonly (and I think often fairly) criticized for diluting the D&D archetypes, including by Gary Gygax himself. Evidently 4E tries (or wants to be seen) to correct this while keeping character 'builds' highly customizable.



Hmmm, Faraer, could you give me some examples of this? I think I get what you're saying, but I'm not sure. Was 3E criticized because wizards and sorcerers have such a similar role? Was the rogue considered too much of a catch-all, skill based class? Or does it have to do with the sheer number of new core classes and PrCs (ie. ranger vs. scout)?


Reply author: Rinonalyrna Fathomlin
Replied on: 19 Aug 2007 01:47:59
Message:

quote:
Originally posted by Darkmeer

Thank you.
(first positive reinforcement I've had in a few days, outside of one or two talks with a certain Errant Knight).



You're welcome. :) It's only true as far as I know--a computer screen can make for poor company.


Reply author: Rinonalyrna Fathomlin
Replied on: 19 Aug 2007 01:48:31
Message:

quote:
Originally posted by warlockco


kinky





Hah!


Reply author: SirUrza
Replied on: 19 Aug 2007 01:52:19
Message:

quote:
Originally posted by warlockco

Only place that I know of that really used the "FR Epic" rules was in the FRCS and that was because Epic Handbook was still in the works when it came out.


Hence why I said 3 or 4. But regardless, they were different rules that you COULD use. Wizards didn't have to include them, they could have said, these are Elminster's stats. No explanation, nothing. Instead they chose to put a set of level 20+ rules into print.

FRCS also was never reprinted, with the 3.5 and Epic Level rules. Yes, there was the Player's Guide, but they didn't put Elminster (or the others) were he belonged, in a FR book people would have. I'm not saying you needed his ELH stats, it's just that they're not in the book you'd have for a Realms campaign.


Reply author: SirUrza
Replied on: 19 Aug 2007 01:53:41
Message:

Just finish the James Wyatt video interview. He mentioned every class except for the Sorcerer.. makes me wonder if they're gonna be in 4e.


Reply author: KnightErrantJR
Replied on: 19 Aug 2007 01:56:19
Message:

I've heard some of the designers mention barbarians, but I haven't heard much in the way of confirming if they are in the game . . . i.e. I've heard people say the word bard, in reference to how they work in 3.5, but not in context of existing in 4th edition.


Reply author: SirUrza
Replied on: 19 Aug 2007 02:12:08
Message:

I certainly hope the bard is still there. POOF! A whole bunch of Realms characters are in trouble hehe.


Reply author: KnightErrantJR
Replied on: 19 Aug 2007 02:13:56
Message:

Oghma probably absorbed all of them in order to create his giant "music golem" avatar to fight Cyric-Leira during the Time of Troubles II in the intervening 10 years that got merrily skipped over.


Reply author: Rinonalyrna Fathomlin
Replied on: 19 Aug 2007 02:17:22
Message:

quote:
Originally posted by KnightErrantJR

Oghma probably absorbed all of them in order to create his giant "music golem" avatar to fight Cyric-Leira during the Time of Troubles II in the intervening 10 years that got merrily skipped over.



I'd feel sad and outraged, except for the fact that I can just ignore all the official FR products from now on if I want.

Again, I have to ask...WHO came up with this idea?


Reply author: Dargoth
Replied on: 19 Aug 2007 02:53:49
Message:

Hmm watching the D&D presentation at Gencon on Youtube and it seems that D&D Insider tools will function alot like the Neverwinter nights CRPG Toolkits


Reply author: Asgetrion
Replied on: 19 Aug 2007 03:03:00
Message:

quote:
Originally posted by Skeptic

quote:
D&D alwas had "clearly defined character", that what's classes are. What exactly you feel wrong in the rest of the list ?



Yes, the previous editions had pretty much "clearly defined" (=restricted) functions/roles for all the classes. For example, if you wanted to play a "crossbow-slinging wizard" or a sword-wielding cleric you had to do it through multi-classing, kits or specialty priests.

Then 3.0 edition changed all that and brought a (welcomed) combination of versatility and realism into character creation.

I fear that 4E will bring it all back with these "even more clearly defined" roles - wizards who won't touch a sword or wear any armor, because it'd be...well, "unwizardly", and clerics whose primary function is to heal their party members (most often the fighters).

quote:

I have heard/read many designers comments saying that 4E has MORE options than 3E had for character's building.



Note that more *options* for *character building* does not automatically equal more versatility in *character creation*. This is a tricky issue, because you could have an RPG system with two or three attributes (e.g. Attack, Defense and Magic) PLUS tens of thousands (slightly varying) 'action-focused' special skills/talents to choose from (a la old school 'anime-style' console RPGs) - and yes, you could claim that this (overly simplified) RPG had more options for character building than all the D&D 3.5 books combined!

quote:

It means that not every monster will be built as if it was a playable race. You won't get "complete stats" for every one of them, only what you really need to put it in play to have fun & challenging encounters.



And what if you really needed the stats, since there are many spells that damage a creature's constitution or charisma, for example? Or what if an 'orc scout' is engaged in a strength contest against a PC? Or am I getting this wrong, and they're just cutting the 'fluffy' stuff from the descriptions in order to crunch more monsters into MMs?

I am not overly fond of this whole 'focus on exciting encounters'-thing, as it probably confuses a lot of people and actually puts too much emphasis on action over role-playing. First of all, how do you define this concept of 'encounter'? Every time you roll for initiative? Every time you meet someone? What if you run and no one is killed and the encounter remains 'unresolved'? Do your 'per encounter' spells still remain active, since the bandits failed in their ambush but are still alive? And if you can only classify 'hostile' conflicts as 'encounters' your bard is not able to use his 'per encounter' Charm Person on the innkeeper? Etcetera, etcetera.

quote:

Don't tell me you need "complete stats" to do a bit of "acting" when the PCs meet the local innkeeper ?



No, but what if your PCs try to beat him into a bloody pulp or pick his pockets? Seriously, I loved that 3.X edition had those 'non-heroic' classes to represent (in game mechanics) the 'ordinary' folk. How are these people going to be represented in the 4th edition rules - innkeepers will once again become fighters and merchants will be thie... rogues? ;) Or will all the commoners be 'anomalies' that have no stats or levels, since they only function as 'flavour' in the community between the encounters? Or perhaps they'll have 'monster templates/roles' and MM entries, too?

I feel that a decent RPG system should be able to portray any character concept in some shape or form via its game mechanics, to create an illusion of a functioning society and its inhabitants. D&D 3.X edition did this admirably, and I fear that we will once again be saddled with all kinds of (typical to AD&D) "exceptions to the rules" when it comes to dealing with the craftsmen/merchants/commoners (e.g. "This 0-level smith has a whopping +20 modifier to his Armorsmithing checks because he is the best damn smith in the country but he couldn't be a 20th level fighter because he has never gone adventuring and we no longer have non-adventuring classes in the 4th Edition.")

To me it seems that D&D 4th Edition does not emulate a believable society very well, since it will apparently focus only on its more 'active' or 'heroic' inhabitants - the PCs and their 'opponents' - while happily ignoring the rest.
What it does emulate, however, is the fast-paced movie-like action and thrill of the console games or manga/superhero comics.

[quote]
They have already said that craft/professions skills didn't make the cut. It's a great idea because they don't need to be part of the rules, you can always add them as a bit of flavor/roleplay if you want.



I am currently playing an elven fighter/mage who has maxed-out his craft (armorsmithing) and craft (weaponsmithing) since his dream is to become a master-smith who makes a decent living through crafting (and selling) magical arms and armor. Don't tell me that I would not be able to create a character like this in this 4th edition which, after all, should have "more options for character building"....

Besides, the whole skill system reminds me of Heroes of Might and Magic III, which had three ranks for skills: Basic, Advanced and Expert (compare to Unskilled, Skilled and Focused). HoMM IV expanded on this, adding two more skill levels: Master and Grandmaster. Since I cannot imagine that Epic Level characters in 4E would be 'capped' at mere 10 ranks ('Focused') there *will* be additional Talents that will 'unlock' more ranks for a nominal online fee.
What all this means, essentially, is that the *ONLY* difference between two equally competent characters (e.g. 'Focused') is the difference in their *attribute modifiers*!

Furthermore, since they've announced that all those 'useless' skills (such as Craft or Profession) have been cut in favor of more 'martial' skills, we will actually have *LESS* skills (=less options) to choose from! Unless, of course, the designers are planning to increase the number of the 'action-focused'/'heroic' skills (e.g. 'Balcony Fighting', 'Roof-top Fireball-casting' etc.) *OR* there will be a huge number of Special att... err, Talents. And don't tell me that there will be no more Synergy bonuses in 4E...

Frankly, I am a bit leery of anything called a 'Talent Tree', since it reminds me very strongly of how most CRPGs/MMORPGs handle character skills (Diablo II, for example). I also fear that once you pick a Talent, you'll have too narrow (for my taste) choices with your further progress ("Lemme see - now that I've picked that 'Rain of Blows', my next choice will be either 'Rainstorm of Blows' or 'Blade of Fire'..." )

To me its pretty evident that what the designers try to achieve with D&D 4E is how a Pen & Paper RPG might incorporate some of the 'tried and true' mechanics from the most popular MMORPGs, CRPGs and console games, with no regard to the wishes of their original fan base or the game's previous editions.

Why are they doing this? Maybe the marketing researchers at WoTC have been reading only the WoW forums lately? Maybe they think that because WoW has over 8 million players, it must have a truly appealing RPG system? Maybe *THAT* is what all that 'untapped' customer potential *REALLY* wants, and if they copy-and-paste the system over D&D millions of potential new customers will want to play it?


Reply author: Asgetrion
Replied on: 19 Aug 2007 03:09:32
Message:

quote:
Originally posted by KnightErrantJR

I've heard some of the designers mention barbarians, but I haven't heard much in the way of confirming if they are in the game . . . i.e. I've heard people say the word bard, in reference to how they work in 3.5, but not in context of existing in 4th edition.



Bards are too gay to fit the new 'heroic' and action-packed console game/WoW concept of the 4th Edition!


Reply author: Asgetrion
Replied on: 19 Aug 2007 03:11:44
Message:

quote:
Originally posted by Kentinal

Well what type of conversion they offer, if any, will be interesting to see.

As for the 1-30, the levels 21-30 will still be called epic (based or the report I linked in my last post this thread). It just might be there Epic 3.5 rules concerning BAB and saves progression might stay the same as 1-20. Though there is concern about posible change to saves as well.



Didn't they say that the previous editions are 'incompatible' with 4E and therefore there will be no conversion guidelines?


Reply author: KnightErrantJR
Replied on: 19 Aug 2007 03:32:59
Message:

quote:
Originally posted by Asgetrion

quote:
Originally posted by Kentinal

Well what type of conversion they offer, if any, will be interesting to see.

As for the 1-30, the levels 21-30 will still be called epic (based or the report I linked in my last post this thread). It just might be there Epic 3.5 rules concerning BAB and saves progression might stay the same as 1-20. Though there is concern about posible change to saves as well.



Didn't they say that the previous editions are 'incompatible' with 4E and therefore there will be no conversion guidelines?




Rob Heinsoo has backed off on that a bit, as he has said you can't directly convert some abilities and feats, but you can come up with some approximates . . . he said the main reason they were saying that is that there is not "absolute mathmatical formula" to do it, but he realizes that a lot of people will at least want general guidelines, so they will work on them.


Reply author: SirUrza
Replied on: 19 Aug 2007 03:54:14
Message:

They have to realize, or atleast I think Rob realized that no one want an exact conversion, they just want an official guideline of where their character would be. Somethings like Move Silently & Hide becoming Stealth are obvious, while taking Skill Focus in 3E for a prestige class might be "useful" sometimes, while in 4E +5 to you Spellcraft might make a HUGE different (if they follow Saga edition Skill focus.)


Reply author: Kentinal
Replied on: 19 Aug 2007 04:42:22
Message:

There never was a prefect math conversion from Editions.

Though 1st to 2nd was something like two pages.
2nd to 3rd, IIRC, was 24 pages.

The SAGA Star Wars was 15 pages.

WotC appeared to be concerned that conversion would be much larger in part I suspect all the core classes that were added by expansions. They could very will be correct in this.


Reply author: SirUrza
Replied on: 19 Aug 2007 05:33:16
Message:

AD&D conversion to D&D was only 24 pages because the BOOKLET was printed in 4"x5" pages. (1 sheet of paper had 4 "pages" on it.)

Except WOTC has an argument when they say they're not going to convert a class that's not in the PHB though. They'd have to playtest all those non-PHB classes that might not even be in 4e. They already said the Scout class "died" and that the Ranger is inheriting some of it's abilities. That means no conversion for Scout. Anyone that played a scout is indefinately SOL.

Wizards, fighters, etc. it doesn't matter what CLASS you are. We're talking about characters. If you have X levels you have X levels in 4e. If you're stuck as a character class not in Core, then you and your DM will have to decide if you can pick a new class or just create a new character.

Basically, if it's not in the Core books, your SOL until the class is add to 4E and then you just use the conversion guidelines to find out what level the character would be.


Reply author: dern.whitecinder
Replied on: 19 Aug 2007 05:33:35
Message:

quote:
Originally posted by eldritchknight

Also, I have read that the changeling, from Eberron, will now be Core along with the tiefling, and included in the PHB. Hopefully they wont try to include the changeling into FR, try to explain how an entirely new race appears out of nowhere would be hard to do believably.


Well, in The Seven Sisters, wasn't Randal Morn's ladyfriend Shree a "half-doppleganger" sorceress hanging out in the Spiderhaunt Woods? Heck, about two months ago I was banging together a little adventure for my group about the Red Wizard enclave in Athkatla importing brainwashed Eberron changelings through Sigil. Guess I won't have to now if they are just going to "come out of the shadows" in FRCS 4.x.

I'm just afraid that once changelings make it in, I'm going to end up DMing a group of 4 Warforged (sigh).

Just my two ceramic pieces...


Reply author: SirUrza
Replied on: 19 Aug 2007 05:36:57
Message:

Or the FRCS can say on page 2 that changeling and warforged aren't part of the Realms. :)


Reply author: KnightErrantJR
Replied on: 19 Aug 2007 05:37:42
Message:

Changelings are just people with doppleganger blood, so I don't really see much of a problem, in theory, with them. On the other hand, if Changelings and Tieflings are suddenly "common" races to reflect them being core, then we have more of a problem. But the concept isn't that hard to deal with, at least to my thinking.


Reply author: dern.whitecinder
Replied on: 19 Aug 2007 05:39:01
Message:

quote:
Originally posted by Wooly Rupert, between munching sunflower seeds


I think Ebber-whatsit's shifters could be dropped in, too, in small numbers -- because it's not all that much of a stretch to think the second or third generation offspring from a were could inherit only a small part of their parent or grandparent's heritage, rather than the either-or approach of being either totally were or totally normal.



Yeah, they could be decendants of that group of weres in Myth Whassitsname that Selune blasted out of the Realms.


Reply author: SirUrza
Replied on: 19 Aug 2007 05:45:39
Message:

quote:
Originally posted by KnightErrantJR

Changelings are just people with doppleganger blood, so I don't really see much of a problem, in theory, with them. On the other hand, if Changelings and Tieflings are suddenly "common" races to reflect them being core, then we have more of a problem. But the concept isn't that hard to deal with, at least to my thinking.



I wonder how Tieflings become Core and Aasimar don't? Either way, all these new races could not be included in 4E Realms OR just made rare.


Reply author: KnightErrantJR
Replied on: 19 Aug 2007 05:59:15
Message:

Well, Tieflings already got mentioned in the 3.0 FRCS, so I guess its not that strange that they get mentioned in the Core Rulebook . . . common or not they got mentioned as a starting race already.


Reply author: Daviot
Replied on: 19 Aug 2007 06:34:32
Message:

Avoiding the tiefling/aasimar point of conversation, I'd like a moment to agree with Asgetrion's observations on things like archetype and role-playing:

quote:
Originally posted by Asgetrion
Then 3.0 edition changed all that and brought a (welcomed) combination of versatility and realism into character creation.

I fear that 4E will bring it all back with these "even more clearly defined" roles - wizards who won't touch a sword or wear any armor, because it'd be...well, "unwizardly", and clerics whose primary function is to heal their party members (most often the fighters).


My favorite (skewed) archetype has always been the subversion of the classic "wimpy robed wizard" trope. Who's to say that a wizard can't have started as a mercenary or a self-taught swordsman, or who picked up fencing after their apprenticeship? Expected roles and archetypes for a party are important, but it's an item of moderation. The official 4E preview info seems to fear the extreme-outside-of-the-box side of things, wherein with no roles, there's no leadership in a party. Like you, I would also worry about taking the "iconic four" of "tank"ish fighter, "healer" cleric, "nuker" wizard, and "dungeon/social expert" rogue too far. After all, some of the best characters I've seen are fighters who prefer to out-talk their opponents, cloistered clerics who can barely hold a mace, and rogues who happen to be dashing noble-born diplomats, able to pick the locks on tongues and hearts, but won't know a dungeon trap or a back alley to save their lives.

The reason these moderately out-of-archetype characters worked is that their players had a clear roleplaying-based character concept: know your character's shoes, and you won't have to worry about micromanaging your tactical role: do what your character what do.
quote:
Originally posted by Asgetrion
I am currently playing an elven fighter/mage who has maxed-out his craft (armorsmithing) and craft (weaponsmithing) since his dream is to become a master-smith who makes a decent living through crafting (and selling) magical arms and armor. Don't tell me that I would not be able to create a character like this in this 4th edition which, after all, should have "more options for character building"....

Likewise, even my current PCs have found such "roleplaying only" skills useful. The diplomat-rogue worked on a fine (read: masterwork) dagger that turned out to be a crucial diplomatic gift, and the character-based hobby of collecting trophies and using them as crafting materials also came in handy; it's a house rule that leucrotta fangs contain adamantine in the tooth enamel, and even without knowing this, the dwarf fighter fashioned a fine fang dagger out of one. A few in-game weeks later, and in this bit of roleplaying turned out to be just the thing for chipping through a stone wall that I didn't expect the PCs to be able to do. Those sorts of anecdotes, or better yet, lateral thinking, are going to be lost if 4E discounts roleplaying solely for "kick down the door" action.

And to add on to Skeptic's line of thought, I've always admired the notion of NPC classes helping flesh out a world: just because a farmer or a merchant doesn't go out killing orc hordes doesn't mean he's a two-dimensional stick figure with a sign pointing "Quest This Way->". I've always made it a point that all NPCs have at least two levels, both for survivability and verisimilitude. Just because a town guardsmen isn't a fighter doesn't make cannon fodder, and even a commoner with a couple of fights can defend themselves aptly. The notion that the world stops and the lights go off when the PCs leave town is anathema to roleplay.


Reply author: Skeptic
Replied on: 19 Aug 2007 07:34:35
Message:

quote:
Originally posted by Daviot
The notion that the world stops and the lights go off when the PCs leave town is anathema to roleplay.



Oh you can dream about it, but it's only that a dream. An RPG is not a "fantasy world simulator" even if you dream about it day and night. That reminds me when Stephen King said how astonished he was about fans asking him what character X or Y was doing after the events of the novels: theyre not doing anything, their story is OVER.

Many people here seems to think that good roleplay needs a game with good "simulation" mechanisms and that is false.

Some Indie RPG, which emphasis roleplay a lot more than D&D ever did, completely lack of "simulation" mechanisms. I recently read about a game where the "only" rule is to remove a block on a Jenga tower. That game is all about "roleplay" and gives no game mechanic details of how the various species of the world reproduce.

Even with such a "simple" game you could use a detailed setting like FR, because all those details don't need to be fixed in "game crunch" to exist.

In the GenCon interview, Ed said that to create a setting that seems alive, you have to make sure the world doesn't stop running in a place when the PCs are elsewhere. How that stands with what I said previously? Of course the world can evolve between the adventures of the PCs, but you don't need rules and mechanisms to do it, only a bit of imagination (and/or authors in a shared world).

I'll resume later to answer some other specifics comments. Also, sometimes I have to simplify my ideas because English is not my first language.

Rinonalyrna what you think about it ?

Added : NPCs built exactly as PCs is IMHO one of the greatest error of D&D 3.x. "Custom-made" NPCs are powerful storybuilding tools and can be used as very specific challenges. An innkeeper with a tremendous strength, or that old blind man that can see things no one can, etc, etc.. NPCs having or no "complete (as in PC-like) stats" has nothing do to with them being "two-dimensional" vs "real". Would you say that the NPCs Ed presented here with no stats but well done description doesn't seem to be "real" ?


Reply author: Alaundo
Replied on: 19 Aug 2007 10:49:11
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by warlockco

Yay, the wotc site is working.

Saw the 4E Teaser Trailer. Looks like they were "putting down" previous versions of the game to try to make 4E look better.



I had to stop watching it. The fake French accent was hurting my ears.



Well met

Aye, I had to mute the video during those parts. Not a great teaser, by any means. I was expecting something a little more professional.


Reply author: Victor_ograygor
Replied on: 19 Aug 2007 16:44:24
Message:

quote:
Originally posted by Alaundo

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by warlockco

Yay, the wotc site is working.

Saw the 4E Teaser Trailer. Looks like they were "putting down" previous versions of the game to try to make 4E look better.



I had to stop watching it. The fake French accent was hurting my ears.




Well met

Aye, I had to mute the video during those parts. Not a great teaser, by any means. I was expecting something a little more professional.



After seeing the video I had the feeling that it was some kind of a joke I hope the fourth edition material is more serious than that


Reply author: Markustay
Replied on: 19 Aug 2007 18:17:08
Message:

I finally watched the video - We're doomed.

Cheesy French accent aside,

they cleary want us to think that 3e was a lousy product. 1e and 2e weren't that bad, but then WotC came along and created 3e, which that video demonstrates is an unplayable mess.

Then they want us to believe that the company that produced that fiasco wants to create another version with a whole new layer of intricacey (the internet), and yet it will still be more fun?

The only mildly entertaining part of that was when the warrior hugged the troll.

Whoever approved that video and thought it would make folks play needs to be slapped around a little bit - with reality.

PS - I wonder if they will be selling the eraser and clothspin miniatures anytime soon.


Reply author: eldritchknight
Replied on: 19 Aug 2007 20:09:21
Message:

Hey, I was reading a summary of 4E Forgotten Realms over at the Wizards.com coverage of GenCon, and mentioned something called the "Spellplague", that would effect all of the Realms, leaving no corner untouched. Also that Expedition to Undermountain and The Orc King have the stirrings of the beginning of this event.

Also, that big changes are coming to the Realms...

Time to shudder in dread??


Reply author: Mace Hammerhand
Replied on: 19 Aug 2007 22:11:51
Message:

quote:
Originally posted by eldritchknight

Hey, I was reading a summary of 4E Forgotten Realms over at the Wizards.com coverage of GenCon, and mentioned something called the "Spellplague", that would effect all of the Realms, leaving no corner untouched. Also that Expedition to Undermountain and The Orc King have the stirrings of the beginning of this event.

Also, that big changes are coming to the Realms...

Time to shudder in dread??



could you provide a link to that coverage?

If what you say is true then my Realmstimeline will deviate from the official version at that point. Cormyr, Shadowdale, Anauroch seem to be the "foundations" for this change...the timing seems to fit.

I'll let Shade appear, have my PCs hopefully prevent Lolth from waking from her sleep and then see how they move on from there...


Reply author: Kaysae
Replied on: 19 Aug 2007 22:38:45
Message:

http://www.wizards.com/default.asp?x=welcome/conventions/gencon07#3

quote:
There will be a big event in the Realms soon, called the Spellplague. Rich says it won't leave a corner of the Realms untouched.


I did a google search for spellplague after reading this on the off-chance it would turn something up, and it did. Someone with an ARC of The Orc King made a post back in March and mentions the spellplague by name, so I assume it's legit. There weren't any real details though (it doesn't start in the novel or anything), you can google "spellplague" and find the post for yourselves it's in the first few results.


Reply author: Skeptic
Replied on: 19 Aug 2007 23:05:49
Message:

quote:
Originally posted by Kaysae
I did a google search for spellplague after reading this on the off-chance it would turn something up, and it did. Someone with an ARC of The Orc King made a post back in March and mentions the spellplague by name, so I assume it's legit. There weren't any real details though (it doesn't start in the novel or anything), you can google "spellplague" and find the post for yourselves it's in the first few results.



Lots of info about the Orc King on that forum's thread :
http://lavendereyes.rivkashome.com/modules.php?op=modload&name=XForum&file=viewthread&tid=6794&page=1


Reply author: Asgetrion
Replied on: 19 Aug 2007 23:07:18
Message:

quote:
Originally posted by Skeptic

[quote]Oh you can dream about it, but it's only that a dream. An RPG is not a "fantasy world simulator" even if you dream about it day and night. That reminds me when Stephen King said how astonished he was about fans asking him what character X or Y was doing after the events of the novels: theyre not doing anything, their story is OVER.

Many people here seems to think that good roleplay needs a game with good "simulation" mechanisms and that is false.

Some Indie RPG, which emphasis roleplay a lot more than D&D ever did, completely lack of "simulation" mechanisms. I recently read about a game where the "only" rule is to remove a block on a Jenga tower. That game is all about "roleplay" and gives no game mechanic details of how the various species of the world reproduce.

Even with such a "simple" game you could use a detailed setting like FR, because all those details don't need to be fixed in "game crunch" to exist.

In the GenCon interview, Ed said that to create a setting that seems alive, you have to make sure the world doesn't stop running in a place when the PCs are elsewhere. How that stands with what I said previously? Of course the world can evolve between the adventures of the PCs, but you don't need rules and mechanisms to do it, only a bit of imagination (and/or authors in a shared world).

Added : NPCs built exactly as PCs is IMHO one of the greatest error of D&D 3.x. "Custom-made" NPCs are powerful storybuilding tools and can be used as very specific challenges. An innkeeper with a tremendous strength, or that old blind man that can see things no one can, etc, etc.. NPCs having or no "complete (as in PC-like) stats" has nothing do to with them being "two-dimensional" vs "real". Would you say that the NPCs Ed presented here with no stats but well done description doesn't seem to be "real" ?



I agree with you - I don't think any role-playing system will ever succeed in 'simulating' (through its game mechanics) real life (not even Rolemaster ;). However, the purpose of any decent RPG system is to try to create an 'illusion' of a functioning environment (society) and its inhabitants.

An important part of that 'illusion' is to be able to create any character concept with the system. Or, rather, the system doesn't *prevent* you from creating a certain type of character. Consider this example: in your 3.X edition campaign your PCs often interacted with a n innkeeper called Thurl, who used to be a 7th level expert with a Profession (Innkeeper) skill modifier +14. Now you have a problem, since, Thurl has never gone adventuring, but you cannot "stat" him in 4E anymore (or even explain a skill modifier that high for a 'non-heroic' NPC), unless you change those Expert levels (and his whole backstory along with them) to either Fighter or Rogue. But Thurl is a fat middle-aged man, who is not burly or particularly dextrous, so you've got a hard time imagining him stalking the streets at night (to practise his Sneak Attack ;) or swinging anything larger than an ale keg with deadly efficiency... so what do you do? Just pretend that he's 'as good as before' although the rules explicitly state otherwise? Tell your PCs that he died and is now replaced by his 1st level son? Note that I am not talking about having a complete set of stats to 'role-play' him - I am just amazed that we will once again have to 'house-rule' every non-adventuring professional (just like in AD&D).

There is nothing wrong with 'focusing' on certain aspects, themes or individuals (e.g. the protagonists/heroes) of the society, as long as it serves some (in-game) goal or purpose.

However, if the society does not consist solely of 'heroic' archetypes (such as in many Anime/Manga series) or otherwise important/political figures around them, you can't maintain the 'illusion' of a functioning society without some sort of 'equality' or consistency in the game mechanics. In FR, the 'ordinary' people represent the life-blood of the Realms, and you just can't 'cut'n'paste' heroes into this environment without them (commoners/craftsmen/merchants/etc.) having at least some sort of 'mechanical' (and especially social) purpose in your campaigns. Of course, you can 'swing' it time after time, but I think that there *should* be a mechanical way to create (or convert) a 'non-heroic' professional with a high skill modifier in D&D 4E (although you're correct - you wouldn't need *ANY* game mechanics to create characters and run a game of pure storytelling, but that is another matter completely).

Having no stats do not make NPCS 'two-dimensional', but if you lack even the *possibility* to stat them with the rules, they feel more immaterial and, well, less important than the 'heroic' (adventuring) characters.

I know that many Indie RPGs represent a different angle on this, but there is *always* some in-game/mechanical purpose to do so. Some of them define characters through Aspects/Traits that enable you to create any concept you might feel inspired to try. Or, some don't even have 'conventional' stats/attributes (e.g. carry or Breaking the Ice). Take Polaris, for example: the only 'statted' individuals are the protagonists, but the system handles this brilliantly, because it is very different by its theme and nature from D&D.

The reasons for simplifying the D&D system seem to be due to external (marketing) reasons only: a simpler 'MMORPG-like action hero' system will appeal to the 'console/CRPG game generation' and get that untapped potential to play a 'faster and more heroic' edition of D&D. So far I've heard how they're going to cut a lot of 'needless' (as in "too fluffy" or "too unheroic") stuff from the books, and introduce a million new talents in their place.


Reply author: Kentinal
Replied on: 19 Aug 2007 23:21:26
Message:

Well not much official on talents, but SAGA SW has them and there is indication that SAGA SW was a test proform for 4th Edition (which have some looking forward to the new edition and some fearing it).

The mention of console as Rodney Thompson states

quote:
Don't get me wrong, I love 3rd Edition. But I think of 3rd Edition kind of like a first generation console video game in that sometimes it isn't programmed very efficiently. Ever played a first-gen game and seen the "slowdown" effect, where the system can't keep up with the graphics or the number of bad guys on screen? That's how I feel about 3E these days. I like what it's trying to accomplish, but it just doesn't happen very efficiently and things slow to a crawl. 4E on the other hand is like a late-gen game; the programmers have learned better ways to do things on the console, and as such you have even better games that don't experience as many slowdowns. When you think of the roleplaying gamer as the console, you can see what I mean. 4E benefits from many years of game design, and I think people will see that they still will be doing the same things, they will just be able to do them faster.


Oh as far as the NPCs do not do anything unless the adventurers is so wrong, that to dispute that idea would likely get me banned.

The roll in the hay, 9 months or 24 months later can provide a surprise for example. The BBEG is going to be making plans as the party recovers from fighting his minions, etc.


Reply author: Skeptic
Replied on: 19 Aug 2007 23:22:57
Message:

quote:
Originally posted by Asgetrion

An important part of that 'illusion' is to be able to create any character concept with the system. Or, rather, the system doesn't *prevent* you from creating a certain type of character. Consider this example: in your 3.X edition campaign your PCs often interacted with a n innkeeper called Thurl, who used to be a 7th level expert with a Profession (Innkeeper) skill modifier +14.



First, why would you need something like Profession(Innkeeper) to handle the PCs interaction with Thurl ?

Second, I'll take a better example, let's say that Thurl has a bluff skill modifier of +14. That could be interesting when the PCs are investigating this Innkeeper that is also a Zentish contact.

How to stat Thurl then ? Well : Thurl [Bluff +14] and you're done. How you choose +14 ? According to the challenges it must present to the PCs (that's a D&D answer).

The players will never now that you didn't really stat him completly, and the "illusion" (which of course I believe is important) is kept.

quote:
Originally posted by Asgetrion
The reasons for simplifying the D&D system seem to be due to external (marketing) reasons only: a simpler 'MMORPG-like action hero' system will appeal to the 'console/CRPG game generation' and get that untapped potential to play a 'faster and more heroic' edition of D&D.



On the marketing side, you may be right, but on the design side, I'm pretty sure you are wrong. Don't forget that Mike Mearls is the lead developper and I'm sure this guy put a lot of thinking into the rules.

With 4E, D&D finally get rid of many ackward "simulation" bits and is becoming a lot more what it's supposed to be, a "gameist" RPG.

The good part of it, is that us that prefer "narrative" style RPGs are winner. Why? Because many restrictions to a more "narrative" style will be removed from the game. For example, the obligation to define NPCs with complete stats, using exactly the same abilities than the PCs.


Reply author: Skeptic
Replied on: 19 Aug 2007 23:44:20
Message:

quote:
Originally posted by Kentinal
Oh as far as the NPCs do not do anything unless the adventurers is so wrong, that to dispute that idea would likely get me banned.



Nobody ever says the NPCs can't do a thing while the PCs are doing something else. What I have said (and many others) is that you don't need rules to handle it.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Aug 2007 01:06:14
Message:

quote:
Originally posted by KnightErrantJR

Changelings are just people with doppleganger blood, so I don't really see much of a problem, in theory, with them. On the other hand, if Changelings and Tieflings are suddenly "common" races to reflect them being core, then we have more of a problem. But the concept isn't that hard to deal with, at least to my thinking.



Agreed, definitely, but like a lot of other people I don't see the point in making them "core".


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Aug 2007 01:10:17
Message:

quote:
Originally posted by Daviot

And to add on to Skeptic's line of thought, I've always admired the notion of NPC classes helping flesh out a world: just because a farmer or a merchant doesn't go out killing orc hordes doesn't mean he's a two-dimensional stick figure with a sign pointing "Quest This Way->". I've always made it a point that all NPCs have at least two levels, both for survivability and verisimilitude. Just because a town guardsmen isn't a fighter doesn't make cannon fodder, and even a commoner with a couple of fights can defend themselves aptly. The notion that the world stops and the lights go off when the PCs leave town is anathema to roleplay.



I just want to let you know that there is someone out there (me) who agrees with you on this. Heck, more people besides me, too. More on the point of NPCs not being "unimportant fodder", though, regardless of the way they are built.

The PCs aren't the be-all end-all of the setting.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Aug 2007 01:14:47
Message:

quote:
Originally posted by Skeptic

Rinonalyrna what you think about it ?




Heh. Like I said, regardless of how NPCs are built, they should be considered important parts of the setting, not just cardboard cut-outs to be trampled upon by the PCs. Even if they might be "wimps" in combat.

As for how they should be built--I have no opinion on that, I say let the DM do as he/she sees fit.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Aug 2007 01:22:27
Message:

quote:
Originally posted by Markustay


Then they want us to believe that the company that produced that fiasco wants to create another version with a whole new layer of intricacey (the internet), and yet it will still be more fun?




I agree with you on this. But to be fair, companies do this all the time with their products. Products get discontinued and replaced with newer, "improved" versions. That is essentially saying that the product that they once touted as the absolute best wasn't so great after all...

And of course, those guys weren't up there on stage to tell us that these new 4E products are going to be bad, or even "more of the same".

All that being said...the 4E teaser was indeed unprofessional, and I had expected much better.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Aug 2007 01:26:55
Message:

quote:
Originally posted by Skeptic

quote:
Originally posted by Kaysae
I did a google search for spellplague after reading this on the off-chance it would turn something up, and it did. Someone with an ARC of The Orc King made a post back in March and mentions the spellplague by name, so I assume it's legit. There weren't any real details though (it doesn't start in the novel or anything), you can google "spellplague" and find the post for yourselves it's in the first few results.



Lots of info about the Orc King on that forum's thread :
http://lavendereyes.rivkashome.com/modules.php?op=modload&name=XForum&file=viewthread&tid=6794&page=1



It all began when Drizzt stepped into a time machine! Yeah, really!


Reply author: Skeptic
Replied on: 20 Aug 2007 01:31:51
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
Like I said, regardless of how NPCs are built, they should be considered important parts of the setting, not just cardboard cut-outs to be trampled upon by the PCs. Even if they might be "wimps" in combat.



The NPCs in FR are important for two reasons, first they are also the protagonist of the novels. Second, they contribute a lot to the shared world experience, which is an important benefit of using an established setting.

In my last campaign, when the cleric of Bane died and the players learned that it was Fzoul that would revive him; it's was fun because they knew who he was!

That being said, when running an adventure/campaign, the most important characters are the PCs and because it's a game and the PCs are the player's avatars in the game, they need more game crunch to define them than any NPCs they may encounter.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Aug 2007 01:36:37
Message:

quote:
Originally posted by Skeptic


That being said, when running an adventure/campaign, the most important characters are the PCs and because it's a game and the PCs are the player's avatars in the game, they need more game crunch to define them than any NPCs they may encounter.



Agreed. When it comes to rules...well, I'm not exactly a rules junkie, and I think DMs should ultimately works for their game.


Reply author: warlockco
Replied on: 20 Aug 2007 02:14:44
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Skeptic


That being said, when running an adventure/campaign, the most important characters are the PCs and because it's a game and the PCs are the player's avatars in the game, they need more game crunch to define them than any NPCs they may encounter.



Agreed. When it comes to rules...well, I'm not exactly a rules junkie, and I think DMs should ultimately works for their game.



I tend to be a rules junkie in regards to my players, because some of them, if I give an inch, they will take a mile or more.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Aug 2007 02:30:48
Message:

quote:
Originally posted by warlockco

I tend to be a rules junkie in regards to my players, because some of them, if I give an inch, they will take a mile or more.



Understood. If I were a DM, I'd likely be the same way.


Reply author: warlockco
Replied on: 20 Aug 2007 04:14:54
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by warlockco

I tend to be a rules junkie in regards to my players, because some of them, if I give an inch, they will take a mile or more.



Understood. If I were a DM, I'd likely be the same way.



Its because of those particular players that Wounding weapons are Disallowed in my Campaigns.
Or rather, I said I would allow them, but from then on, all foes fought, would automatically have the Wounding property on all their attacks... they quickly got vetoed by the rest of the group.


Reply author: KnightErrantJR
Replied on: 20 Aug 2007 04:33:00
Message:

Rodney Thompson leaked another bit in his blog, which is something I was wondering, given some of the "clues" about 4th edition that it seems were now strewn about the podcasts over the last few months . . . he said that wizards will be able to cast 25th level spells . . .

In the podcast a few months ago Noonian mentioned that someone was trying out a 20-level spell system, i.e. instead of having spells of level 1-9, 1st level wizards can cast 1st level spells, 10 level wizards can cast spells from 1st level through 10th level (with 10th level spells being roughly the equivalent of 5th level spells now, but with some current 5th level spells being 9th level, and perhaps a few being 11th level).

I'm wondering how this will work, exactly.


Reply author: hammer of Moradin
Replied on: 20 Aug 2007 05:26:23
Message:

quote:
Originally posted by KnightErrantJR

Rodney Thompson leaked another bit in his blog, which is something I was wondering, given some of the "clues" about 4th edition that it seems were now strewn about the podcasts over the last few months . . . he said that wizards will be able to cast 25th level spells . . .

In the podcast a few months ago Noonian mentioned that someone was trying out a 20-level spell system, i.e. instead of having spells of level 1-9, 1st level wizards can cast 1st level spells, 10 level wizards can cast spells from 1st level through 10th level (with 10th level spells being roughly the equivalent of 5th level spells now, but with some current 5th level spells being 9th level, and perhaps a few being 11th level).

I'm wondering how this will work, exactly.




The higher levels that PC's can advance to, and higher levels for spells, even if they are essentialy the same spells we currently have, is very computer/game system RPG style. Good or bad, we'll see if we are reading it all correctly.


Reply author: warlockco
Replied on: 20 Aug 2007 07:48:10
Message:

quote:
Originally posted by hammer of Moradin

quote:
Originally posted by KnightErrantJR

Rodney Thompson leaked another bit in his blog, which is something I was wondering, given some of the "clues" about 4th edition that it seems were now strewn about the podcasts over the last few months . . . he said that wizards will be able to cast 25th level spells . . .

In the podcast a few months ago Noonian mentioned that someone was trying out a 20-level spell system, i.e. instead of having spells of level 1-9, 1st level wizards can cast 1st level spells, 10 level wizards can cast spells from 1st level through 10th level (with 10th level spells being roughly the equivalent of 5th level spells now, but with some current 5th level spells being 9th level, and perhaps a few being 11th level).

I'm wondering how this will work, exactly.




The higher levels that PC's can advance to, and higher levels for spells, even if they are essentialy the same spells we currently have, is very computer/game system RPG style. Good or bad, we'll see if we are reading it all correctly.



Why does this sound more omnious each time I hear something new?


Reply author: KnightErrantJR
Replied on: 20 Aug 2007 08:42:19
Message:

I was glad to hear a bit more of a clarification of the alternative "power sources" for rogues and fighters . . . while I liked a lot of the Book of Nine Swords, I was worried that fighters were going to start throwing around supernatural abilities and the like. It seems that fighters and the maneuvers or whatever 4th edition will call them, will learn things that push what a human could do, but are in line with, for example, an olympic level athlete.

Rogues are suppose to get special applications to their use of skills that other characters don't have. The example cited was being able to deceive an opponent into letting their guard down (essentially, I'm betting that "feint" as a move will be an easier option for a rogue, for example).

I guess I'm glad to hear this, because I didn't want every adventurer to have to be someone that can throw around magic of some sort, and all of this talk of power sources had me worry a bit about that.


Reply author: dern.whitecinder
Replied on: 20 Aug 2007 13:41:27
Message:

Here are a couple more sites that may help illuminate 4e a bit better:

Breeyark's D&D4e News
http://dnd4e.blogspot.com/

Johnny Drain's D20 Source
http://d20.jonnydigital.com/

(They are at least easier on my tired eyes than the chaos on the 4e WotC/Gleemax boards.)


Reply author: SirUrza
Replied on: 20 Aug 2007 14:16:39
Message:

20 levels of spells? Yesh, the spell system doesn't need to be reworked. Maybe the spell progression needs working, but 9 levels of spells was just fine.

So doesn't look good for the Realms.


Reply author: KnightErrantJR
Replied on: 21 Aug 2007 00:44:12
Message:

I don't know if I said this here anywhere, but I know I made the statement elsewhere, so I'm going to do this here as well.

There was a quote attributed to Scott Rouse from the D&D Experience back in February, that, among other things, said that there would be 3.5 products through 2008. What was actually said was that there would be 3.5 products through the rest of the year (meaning 2007).

I have used this quote before to reinforce the argument that WOTC might be suspect when it comes to information coming from them. Basing this argument on this quote was obviously wrong, and I wanted to take this chance to apologize to Scott Rouse and to WOTC in general.

Thanks all.


Reply author: Dargoth
Replied on: 21 Aug 2007 01:22:47
Message:

Im betting that the spell plague thing will allow 4ed Sorcerer/Wizards to cast spells above 9th level again


Reply author: Kentinal
Replied on: 21 Aug 2007 02:20:10
Message:

Well it looks like there will be at least level 25 spells, perhaps gnomes will go extint, some sepculation Drow will become their own race, oh and warlock and/or warlord will become a core class.

The Bard appears to be gone. *shrugs* Not enough information yet to know what the frell they are going to offer.


Reply author: Xysma
Replied on: 21 Aug 2007 03:25:30
Message:

quote:
Originally posted by warlockco

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by warlockco

I tend to be a rules junkie in regards to my players, because some of them, if I give an inch, they will take a mile or more.



Understood. If I were a DM, I'd likely be the same way.



Its because of those particular players that Wounding weapons are Disallowed in my Campaigns.
Or rather, I said I would allow them, but from then on, all foes fought, would automatically have the Wounding property on all their attacks... they quickly got vetoed by the rest of the group.



Wounding 3.5... a DM's nightmare. "Oh, you hit me... let me recalculate my NPC's hitpoints."


Reply author: Penknight
Replied on: 21 Aug 2007 05:01:25
Message:

Sadly, I haven't had a great deal of time to go over every post here to see if this is listed, and if it is, then my sincerest apologies. Here is a link that I just received this morning from a very good friend of mine, and I figured that everyone here would like to give this the once over...


http://forums.gleemax.com/showthread.php?p=13457928#post13457928


Reply author: warlockco
Replied on: 21 Aug 2007 05:08:27
Message:

quote:
Originally posted by Xysma

quote:
Originally posted by warlockco

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by warlockco

I tend to be a rules junkie in regards to my players, because some of them, if I give an inch, they will take a mile or more.



Understood. If I were a DM, I'd likely be the same way.



Its because of those particular players that Wounding weapons are Disallowed in my Campaigns.
Or rather, I said I would allow them, but from then on, all foes fought, would automatically have the Wounding property on all their attacks... they quickly got vetoed by the rest of the group.



Wounding 3.5... a DM's nightmare. "Oh, you hit me... let me recalculate my NPC's hitpoints."



Very much so, but even worse for the PCs...


Reply author: Kentinal
Replied on: 21 Aug 2007 05:17:13
Message:

quote:
Originally posted by Penknight

Sadly, I haven't had a great deal of time to go over every post here to see if this is listed, and if it is, then my sincerest apologies. Here is a link that I just received this morning from a very good friend of mine, and I figured that everyone here would like to give this the once over...


http://forums.gleemax.com/showthread.php?p=13457928#post13457928



Seen simalar, some think it is a good idea, some think it is bad. SAGA appears to be a main concer, though core classes and races will disappear (and a few get replaced with new core class and race).
This is indeed a new edition.


Reply author: Asgetrion
Replied on: 21 Aug 2007 09:40:37
Message:

quote:
Originally posted by Skeptic

First, why would you need something like Profession(Innkeeper) to handle the PCs interaction with Thurl ?

Second, I'll take a better example, let's say that Thurl has a bluff skill modifier of +14. That could be interesting when the PCs are investigating this Innkeeper that is also a Zentish contact.

How to stat Thurl then ? Well : Thurl [Bluff +14] and you're done. How you choose +14 ? According to the challenges it must present to the PCs (that's a D&D answer).

The players will never now that you didn't really stat him completly, and the "illusion" (which of course I believe is important) is kept.



First of all, let me quote what Ed Greenwood said (in GenCon) about minor characters in the Realms: "The key to making the world seem real is that you treat *everything* with the same respect...". How can you treat everybody equally, if *most* of the NPCs in the Realms will become impossible to stat with 'equal rights' to the characters with 'class levels? What I *really* loved about 3E was that *finally* I could give my non-adventuring NPCs balanced and 'consistent' (with the rest of the world, e.g. PCs and monsters) *mechanical* stats.

Secondly, how long do you think it will take your players to discover that the NPC classes have been cut? It's all over the Internet, you know ;) So much for the 'illusion' of a functioning society once they discover that those poor NPCs can once again be abused at will...

Seriously, let's return our focus on poor Thurl, and say that your PCs walk into his inn, meeting him for the first time. You just pull him out of the hat, blurting out his name in a moment of inspiration as your PCs introduce themselves to him. What will you do, if the wizard in the party tries to charm him to give them free rooms? What is his Will Save Bonus in 4E? If his only stats are the 'house-ruled' attributes of "Very good at knowing things and innkeeping", how will you handle this? Use that Bluff +14 modifier on all rolls, since the 'goal' in 4E seems to be all about 'challenging' the PCs? Does Thurl suddenly 'transform' into a former adventurer while you give him some rogue and/or fighter levels? Do you let the wizard have his way with Thurl because there is no explicit 'mechanical' way to handle the encounter?

And I just cannot imagine every other innkeeper or smith being a Zhent spy, hence I cannot understand why you would slap him with a Bluff +14 skill bonus (assuming that he is not a spy, unless you want the 'easy way out' from the situation). I was talking about handling these NPCs 'mechanically' equal to all the 'heroic' characters - BAB, Saving Throws, Skills, Feats/Talents, etcetera. I would really like to know how these situations will work out in 4E - if they are targeted with a special ability or a spell, do they always fail the roll? Why is that so important for me? Well, consider also the stress that you'll be under if you have to constantly come up with 'mechanical' ways (house-ruling) to handle these situations. And if you keep creating those 'minor characters' (as in 'a non-adventuring professional') that have to 'challenge' your PCs in these 'encounters' (and consequently have surprisingly high bonuses on each roll) your players will sooner or later probably want to create an innkeeper or a blacksmith, too!

There is no way around it - every society need its non-heroic professionals, too. They are the people who may have never slain a goblin or even *seen* a sword, yet they are some who might have skill modifiers as high as +30 or even +40. Even AD&D had mechanical means to build 0-level NPCs, who, thanks to the Non-Weapon Proficiency system, could still be at the top of their profession. To me it seems a bit unequal and clumsy solution to just assume that they'd have just *one* skill "maxed-out" and +0 on everything else. You just *need* a consistent and 'balanced' way to handle these NPCs without them becoming either completely inferior or superior to PCs!

Let me also say that I understand the reason for changing how the skill system works. At the moment, it is time-consuming to pick all the skills for a PC or an NPC, and quite often you might feel that you just cannot have enough points for your original concept. I once had a Zhentarim Wizard/Rogue that ended up being a lot less effective than I had imagined, because I couldn't "max-out" his Disguise and Bluff the way I had wanted to. The new system enables you to pick certain 'strengths' (at least +5 skill modifier) and makes character creation a lot easier. However, on the other hand, it acts (IMHO) as a poor 'measuring stick' if the skill ranks are spaced so unevenly.
For example, if we have a ranger and a rogue (or even two rogues) in a same group and both have chosen to invest in Stealth (but not burn a Talent/Feat on it) only the difference between their Dexterity Modifiers tells us which one of them is (marginally) better in it!

quote:

On the marketing side, you may be right, but on the design side, I'm pretty sure you are wrong. Don't forget that Mike Mearls is the lead developper and I'm sure this guy put a lot of thinking into the rules.

With 4E, D&D finally get rid of many ackward "simulation" bits and is becoming a lot more what it's supposed to be, a "gameist" RPG.

The good part of it, is that us that prefer "narrative" style RPGs are winner. Why? Because many restrictions to a more "narrative" style will be removed from the game. For example, the obligation to define NPCs with complete stats, using exactly the same abilities than the PCs.



As far as I know it, 'gamist' and 'narrativist' are pretty much on the other ends of the spectrum, and I would never call D&D a 'narrativist-friendly' system. Besides, 'narrativist' (as I understand this concept) is not equal to 'storytelling' or 'freedom from the rules', but rather implies that the gaming system has some sort of in-built 'mechanical' ways to enhance/emphasize storytelling. You *can* use 'narravitist' tools or means in a D&D campaign, but since the game is steering more towards 'gamist' purposes, I doubt that you'll actually be able to do that very effectively. Even less so, now that I hear all the 'sacrifices' (XP costs to create magical items, less powerful multi-classing, etc.) have been cut (only the 'reward' system will remain). Also note what I said in my earlier post about how innovately Indie games usually handle 'minor characters' without them even having stats, but still being effective and powerful forces (storywise and mechanically) within the game.

And I assume that nobody has ever *forced* you to completely stat all the NPCs in 3.X edition? It is just that we were given the rules and the *possibility* to do so in consistent *balance* with the rest of the system (which I think was a brilliant idea).


Reply author: Skeptic
Replied on: 21 Aug 2007 16:34:15
Message:

quote:
Originally posted by Asgetrion
What I *really* loved about 3E was that *finally* I could give my non-adventuring NPCs balanced and 'consistent' (with the rest of the world, e.g. PCs and monsters) *mechanical* stats.



Like I said above, IMHO, it's one the the 3.x greatest mistake (the other would be the way they handled magic items). I'm still saying that you don't need complete and built-as-PC stats to give to NPCs all their due.

quote:
Originally posted by Asgetrion
Seriously, let's return our focus on poor Thurl, and say that your PCs walk into his inn, meeting him for the first time. You just pull him out of the hat, blurting out his name in a moment of inspiration as your PCs introduce themselves to him. What will you do, if the wizard in the party tries to charm him to give them free rooms? What is his Will Save Bonus in 4E? If his only stats are the 'house-ruled' attributes of "Very good at knowing things and innkeeping", how will you handle this? Use that Bluff +14 modifier on all rolls, since the 'goal' in 4E seems to be all about 'challenging' the PCs? Does Thurl suddenly 'transform' into a former adventurer while you give him some rogue and/or fighter levels? Do you let the wizard have his way with Thurl because there is no explicit 'mechanical' way to handle the encounter?



If saves are still there, of course you should find in the DMG average stats for the commoners. You would use those as default values unless you want to create a very specific challenge (like my bluffing zentish contact). If the charm spell in your example is done only for "roleplay" purpose, then I would suggest than the best answer is : "yes you can".

BTW, D&D was and will always be about challenging the PCs. You can always add a bit of flavor to it, but that's the core of the game. (Some others RPGs have different mindset).

quote:
Originally posted by Asgetrion
There is no way around it - every society need its non-heroic professionals, too. They are the people who may have never slain a goblin or even *seen* a sword, yet they are some who might have skill modifiers as high as +30 or even +40. Even AD&D had mechanical means to build 0-level NPCs, who, thanks to the Non-Weapon Proficiency system, could still be at the top of their profession. To me it seems a bit unequal and clumsy solution to just assume that they'd have just *one* skill "maxed-out" and +0 on everything else. You just *need* a consistent and 'balanced' way to handle these NPCs without them becoming either completely inferior or superior to PCs!


Of course the verisimilitude of a fantasy world need those NPCs, but again, there is no reason to balance them. The "power balance" of D&D is usefull only because it helps the "spot-light" balance during combat, which take most of the game time. Try to find one non-"simulationist" example where a skill like Profession : Innkeeper is relevant?

quote:
Originally posted by Asgetrion
As far as I know it, 'gamist' and 'narrativist' are pretty much on the other ends of the spectrum, and I would never call D&D a 'narrativist-friendly' system. Besides, 'narrativist' (as I understand this concept) is not equal to 'storytelling' or 'freedom from the rules', but rather implies that the gaming system has some sort of in-built 'mechanical' ways to enhance/emphasize storytelling. You *can* use 'narravitist' tools or means in a D&D campaign, but since the game is steering more towards 'gamist' purposes, I doubt that you'll actually be able to do that very effectively. Even less so, now that I hear all the 'sacrifices' (XP costs to create magical items, less powerful multi-classing, etc.) have been cut (only the 'reward' system will remain). Also note what I said in my earlier post about how innovately Indie games usually handle 'minor characters' without them even having stats, but still being effective and powerful forces (storywise and mechanically) within the game.


You understand it well (at least like me). However, I need to add that they have a common foe: "simulationist". As a "vanilla narrativist" myself, a 4E freed from the old "simulationist" bits is a better game. It's very difficult to add "narrativist" tools like "Belief, Instincts, Traits" of Burning Wheel to a level-based game like D&D so I'm not expecting it.

quote:
Originally posted by Asgetrion
And I assume that nobody has ever *forced* you to completely stat all the NPCs in 3.X edition? It is just that we were given the rules and the *possibility* to do so in consistent *balance* with the rest of the system (which I think was a brilliant idea).



Some players would argue that a DM under 3.x must do it, but anyway official game material must do it, and I'm very tired of Dungeon and FR books full of useless NPC stats. Brillant idea ? Foolish illusion


Reply author: Markustay
Replied on: 21 Aug 2007 20:23:52
Message:

I keep saying the same thing, but I'll say it again -

It could work, if they do it right. Personally, I never liked fully-stated out NPcs myself. I really don't think I need a 3-pg stat-block telling me everything there is to know about the stableboy that will be handing the reigns to the PCs.

Exceptional NPCs should always be stated anyway, in any addition, and DMs always had the option of creating stats if the PCs wound up using the NPC as recurring contact.

I DO NOT think it should be as simplified as ONE SINGLE SET of stats for "Average Commoner", because that is a little to rules-light, even for me. A farmer is going to have a MUCH higher strength then an Innkeeper, in most cases. Ergo, a set of stats for "Merchant", another for "laborer", a third for "Average Cityfolk", etc... would work. You can't have a single set of stats, because that would make the players job way too easy (they read the DMG too, you know). You have to take into account that a rural person will be hardier then a city-dweller, but the city-dweller is more likely to be better educated (and "street smarts" counts).

So it could be a vast improvement, but they have to give us a list of "generic people", not just one. I used to keep a set of blank NPCs next to me when I gamed, and just stuck in the most appropriate when in a situation, so I KNOW this can work. "Joe Fighter" becomes Krugark the Barbarian, simply as that. If Krugark is encountered again, or is hired by the party, or even returns as a recurring villain, THEN he can get full stats.

But you need both in place - a system that allows you to flow through encounters quickly, and one that allows for deeper roleplay. I think this amalgam of play-styles might just work, IF they do it right.

That being said, doing the 'right' thing has not been part of their track record.

Either Way, I'm just glad the setting-specific books will be more lore-heavy from now on.


Reply author: Skeptic
Replied on: 21 Aug 2007 20:36:55
Message:

quote:
Originally posted by Markustay
Exceptional NPCs should always be stated anyway, in any addition, and DMs always had the option of creating stats if the PCs wound up using the NPC as recurring cotact.



I completly agree with that.

quote:
Originally posted by Markustay
I DO NOT think it should be as simplified as ONE SINGLE SET of stats for "Average Commoner", because that is a little to rules-light, even for me. A farmer is going to have a MUCH higher strength then an Innkeeper, in most cases. Ergo, a set of stats for "Merchant", another for "laborer", a third for "Average Cityfolk", etc... would work. You can't have a single set of stats, because that would make the players job way too easy (they read the DMG too, you know). You have to take into account that a rural person will be hardier then a city-dweller, but the city-dweller is more likely to be better educated (and "street smarts" counts).



Yeah we could have some tables for such thing, the important idea here is we have only "result stats" not "building stats". For example, we have the skill modifiers, not the skills by level. (and btw getting rid of the NPC classes)

IMHO, those stats are also easy to come up with during play as needed.

I repeat myself, but what I try to say that is really bad, is trying to simulate (with rules) those NPCs outside of their encounter with the PCs.

quote:
Originally posted by Markustay
But you need both in place - a system that allows you to flow through encounters quickly, and one that allows for deeper roleplay. I think this amalgam of play-styles might just work, IF they do it right.



Here I disagree, deeper roleplay has nothing to do with the completeness of the NPC stats.


Reply author: Kentinal
Replied on: 21 Aug 2007 20:37:15
Message:

Well James Wyatt has indicated no longer "fireball spells don't do 1d6/level any more" so it appears less dice rolling is part of the change. How the change will be is not said yet.

Source: http://forums.gleemax.com/showthread.php?t=906388


Reply author: Asgetrion
Replied on: 21 Aug 2007 23:41:49
Message:

Markustay & Skeptic,

I very much doubt that they'll provide any kind of stat blocks for 'commoners' - general or 'profession-specific' - as the focus in the game shifts even more on the 'heroic' characters and their 'special roles' in the campaign. I'll be positively surprised if Charisma makes the cut (not to mention about Diplomacy, Gather Information and all the other Charisma-based skills) as any kind of social actions will probably be "better left out of the game mechanics and handled through role-playing outside the encounters... except for Intimidation - which is cool! - and by the way, that is now a strength-base skill!".

After watching all the interviews and reading those details the designers have leaked so far, they seem to be overly worried about the game being too complex and slow (for example, they made several references to "doing the math" and "how the game has become bogged down"). I think they also compared 3.X edition to 'first generation console games' or something like that? On basis of all this, I guess this is how their brainstorming sessions for 4E must have gone:

1) WoW is very popular.
2) So are console games, too.
3) Maybe it's the nice and shiny colors... naah... must be something else.
4) Maybe it's the fast-paced action?
5) Must be it, but also something else.
6) Maybe it's the diceless system? Maybe D&D should get rid of using dice? No... yes.. maybe... no...
7) Maybe D&D is just too complex to play?
8) Maybe we should get rid of all the "uncool" stuff?
9) Maybe we should get rid of all the complex stuff?
10) Math is overrated. We should definitely get rid of math.
11) More choices, less thinking! That sounds nice...
12) Maybe we should just buy the license to WoW?
13) Hmmm... superhero comics are popular, too...
14) Maybe D&D should have 'superhero' as a core class? Naah... maybe?
15) I know, I know! WoW *AND* many console games have GAZILLIONS of cool powers your characters can learn! And superheroes have cool powers, too!
16) Maybe D&D should have superpowers as feats? Why not...
17) What was that someone said about WoW? Cool powers?
18) I know, I know! We should copy those Talent Trees - or whatever they're called - from WoW! And maybe we should give some ultra-cool stuff to learn at every level?
19) Yeah, and some racist... racial... whatever... stuff
20) Less hit-points! More damage! That sounds nice, too...
21) We should definitely get rid of all the NPCs... they are bogging the game down!
22) Warlord! Warlord! Warlord! And more cool stuff to do with weapons!
23) Fast-paced, focused and simple action! Gazillions of new superpow... feats! Now *THIS* sounds like what the D&D-fanatics *really* want from the game!
24) Roll-playing, not role-playing, goddammit!
25) Kids will love it!
26) Uhhh... adult gamers will love it, too? Maybe? No? Yes! YES! Maybe? Who cares!
27) Sounds like we are ready for some play-testing!
28) Did someone say something about WoW?
(Etcetera)

Seriously, I personally think that the game design is taking the wrong turn with making D&D simpler and 'faster' to play in all aspects. Thinking, doing the math, and certain 'slower' elements in the session (role-playing, for example), are all part of the gaming experience. If I want to play a simpler, faster and more 'action-focused' RPG with heaps of cool powers/skills (and nice graphics, to boot!) without doing any math, I'll just log on to my WoW-account...

I think they're turning D&D into another hybrid of board/strategy game with loose RPG elements. After all, they're *emphasizing* the importance of the 'tactical' aspect, and *educating* DMs and players alike how to run the PCs and monsters in encounters using group strategies (to gain maximum advantage) in very 'military-like' efficiency and precision. Plus, the 'environment' itself will play a key role in encounters - I guess they'll cut the Dungeon Dressing tables from DMG in favor of all those 'terrain details' and tactical bonus modifier tables. Good luck with speeding up combat with all that, since it has been my personal experience that using minis and battle-mats is the single major reason for the game to slow down since playing AD&D.

We are now also being told that *EVERY* character will have a tactical 'role' in the party, and all the thousands upon thousands new feats revolve around making them uniquely useful in these (combat) encounters. I wouldn't be surprised if they 'force-feed' these roles down our throats, by making it 'official' (in PHB) that someone *MUST* play a 'healer', someone *MUST* play a 'spellslinger', someone *MUST* play a 'striker'... just read that part about two gamers in GenCon, discussing how "you've got the 'tank' covered, so I'll be playing a halfling rogue." What if your players want to run, let's say, three fighters, a ranger and a rogue - do you, as DM, have to deny them this right to choose their classes freely? ("No! It says here in PHB that *someone* MUST play a 'healer'... and only one of you can create a 'tank'!")

I am also very disappointed in the concept art I've seen so far - they have really gone for more 'toylike' or even 'comic book-like' image (just take a look at that fighter and those weapons). But I guess that goes pretty well with their primary target audience, since it appears that in every way (especially with the game design) they wish to appeal to younger customers (manga/console game generation).

One final thing: did anyone else notice that reference to using Constitution for hammer? I guess this is another 'Book of Nine Swords'-thing, but does it refer to attack and damage bonus or Per Day/Per Encounter bonus? (similar to how wizards gain bonus spells for int)


Reply author: Asgetrion
Replied on: 22 Aug 2007 00:00:05
Message:

quote:
Originally posted by Skeptic

[quote]Of course the verisimilitude of a fantasy world need those NPCs, but again, there is no reason to balance them. The "power balance" of D&D is usefull only because it helps the "spot-light" balance during combat, which take most of the game time. Try to find one non-"simulationist" example where a skill like Profession : Innkeeper is relevant?



Gladly. Let's assume that good ol' Thurl is not a Zhent agent, but his cook is! Now, this poor evil-aligned commoner is scared witless by the appearance of the PCs (his superior in the Black Network has warned him about them) and thus decides to poison them. He then tries to mix some poison into their food, and uses spices and his cooking skills to conceal the bitter taste. However, one of your PCs noticed (with his Perception-skill) that the cook seemed a bit startled as he peeked into the taproom. He announces that he's going to taste the soup very carefully in case there's something strange going on.

I'd rule that as an opposed skill check between the cook's Profession (Cook) and the character's Perception before any saving throws are rolled.


Reply author: Skeptic
Replied on: 22 Aug 2007 00:19:03
Message:

Sorry, but I grow tired of it.

I don't see a way to make you understand what I'm saying...


Reply author: Markustay
Replied on: 22 Aug 2007 00:19:54
Message:

Asgetrion - You say you HAVE a WoW account? Yet you do not like how much easier combat flows in a video game? I have an account too (three, actually), and I think moving in this direction may be a good idea, as long as the DON'T take away from the role-play element. That is the one shortcoming with Comp/Vid games - the redundant quests and 2D NPCs.

But thats because the NPCs and Quests are handled by a computer, not a real, live DM. It's the DM's job to make the game interesting, not the rules. Some of the best RPG sessions I have ever played in didn't even use the rules once.

It seems the current iteration of the game is just to get to the 'final encounter', which usually takes up at least half the session. If you can show me a set of rules that will give me simple yet detailed combat, so that my players can move on to the next role-play encounter, then so much the better.

You put down WoW quite a bit in your post. yet you play... why?

If you take out all if its faults (the lack of human-controlled encounters), you have to admit the fighting is more exciting and the Graphics blow-away just about any art I've seen from WotC in a long time. Also, I think it will stimulate party-balance, not enforce it. As a WoW player, you should know that groups 'advertise' for certain classes to finish off their party, like "Need Healer", or "Need Tank". No one forces a group to be balanced, but you trying running an instance with a party of rogues! Its just common sense to balance your party; no-one makes you do it.

I will miss the bard, though, but who cares? Did anyone ever use 'bardic Knowledge'? How can you compare that with some of the other class's abilities?

I've heard a few other things that give me pause, but most of what I'm hearing are concepts that I myself have used, and they work well. I think it sounds 'interesting', at the least.

As one person on the WotC boards put it - they are doing us a favor. If you have no intention of playing 4.0, then you need NEVER purchase another book again. 3e is done, and you can play until the end of time with what you have. One of the biggest complaints was the never-ending 3e books we needed to buy to keep up.

Now you don't have to spend anymore money.

As for me, I'll take a look at it, and if I hate it, I will stick with 3e. It's all good.

As one person at the WotC boards said, concerning a run-in they had with Ed in an elevator, Ed said "People will be angry, but just get over it".

Besides, could anything ever be as bad as the ToT?


Reply author: initiate
Replied on: 22 Aug 2007 00:34:58
Message:


Kentinal Wrote:
Well it looks like there will be at least level 25 spells...

As always, I'll look at what they come up with, but I don't like this in theory. Keeping track of nine levels of spells involves enough tables and such already. Perhaps the system will introduce more changes to make handling twenty levels of spells less than a mindboggling task? In any case, seems to me like something that didn't need fixing. For myself, I'm fine with the way the spell system works now, and see no reason to change the fundamentals.

Kentinal Wrote:
...perhaps gnomes will go extinct...

Has this actually been implied?! A whole core race, dozens of Realmsian NPcs, just gone. Can't see any bright side to this; hope it doesn't happen.

Kentinal Wrote:
some speculation Drow will become their own race...

Perhaps the current drow novel plot in FR is leading towards something of this sort? Would be pretty weird, though. I'd rather drow didn't become a core race; their not supposed to be common after all, on account of living in the Underdark and everything. Last thing we need is more Drizzt wannabes running around.

Kentinal Wrote:
oh and warlock and/or warlord will become a core class.

Curiouser and curiouser; kind of liked the core classes how they were, but might be interesting I suppose

Kentinal Wrote:
The Bard appears to be gone. *shrugs* Not enough information yet to know what the frell they are going to offer.

No way! Another fixture of the game removed completely? Say it is not so, and I shall take back every unkind word I ever said about the bard's statistical abilities. Couldn't they fix it rather than remove it? What happens to all the NPcs, [major ones, like Storm and Danilo Thann], who're at least partially bards? Again, hope very much it isn't so.

As for the NPc classes biting the bullet: I agree with Markustay and Skeptic. It could work, but it may well not. I, too, found the amount of space taken up by full stats in 3.5 products a shame, but I'd kind of like the option to stat an NPc in full to be there if I wanted it, and I can't really see why it shouldn't be. I agree that, at the very least, they should provide us with a fair number of "generic stat blocks" rather than just one for "Joe the Unheroic and Totally Not Important". A way to engineer our own would also be nice. I appreciate their efforts to minimize the number of gamestopping slowdowns at the table, and I think its a design problem worth their attention. However, as discussed in this scroll, I think they may be over simplifying a bit in the process.


Reply author: Kentinal
Replied on: 22 Aug 2007 00:48:12
Message:

I think you pasted twice.

25 levels are comfirmed by WotC staff.

Rumor has it Bard might be in PHB II if they can not balance enough to get into the PHB.

Warlord might include aspest of bard and marshall (sp), if it is a core class.

As for NPC stats, I can agree some that stats take up room, but translation of some of my more exotic characters will not be posible.

Gnomes so far nothing official, just implications that race list will be cut.


Reply author: initiate
Replied on: 22 Aug 2007 00:55:10
Message:

Markustay Wrote:
As one person on the WotC boards put it - they are doing us a favor. If you have no intention of playing 4.0, then you need NEVER purchase another book
again. 3e is done, and you can play until the end of time with what you have. One of the biggest complaints was the never-ending 3e books we needed to
buy to keep up.

Now you don't have to spend anymore money.

As for me, I'll take a look at it, and if I hate it, I will stick with 3e. It's all good.

As one person at the WotC boards said, concerning a run-in they had with Ed in an elevator, Ed said "People will be angry, but just get over it".

Amen to all of this. Wise are the words of Ed of the Greenwood!

I may carp and criticize, [though not to harshly, I hope], but at the end, as Markustay said, its all good. I've got 3E, an edition that works just fine. So I'll look at 4E, and if it turns out I don't like it, I'll go back to 3rd edition, which will support me just fine until the end of days., and confine my following of future 4E products to Realms material.

This is a very liberating feeling...


Reply author: Darius Talynth
Replied on: 22 Aug 2007 01:51:09
Message:

This is a post I made on the WOTC Boards (where I my handle is the uber original Marty1000) for 4th Edition Rules & Mechanics. Instead of trying to guess what 4th Edition would be like I wanted to try and figure out what makes D&D well "D&D". What are the iconic components of the game.. Here is my post. I hope you find it interesting.

Im a long time lurker on these boards and I have held back for quite a while. Now with the news of 4th Editions ultimate release, the floodgates have opened all in this one post! - ok i did make a couple other posts too. Sorry in advance for the length of this post!

I am a long time player of D&D, covering 25 years plus, from Basic D&D, to AD&D, to 2E, then 3E, currently 3.5E. Will I add 4E to my list? hmmm possibly.

I say possibly mainly because I dont play enough any longer to warrant buying a new set of books, but then I do really love D&D through all its editions and Ive purchased many of the core and source books just to keep up with the game and the different settings.

Ignoring Basic D&D, Ive been thinking about what makes AD&D D&D from a mechanics point of view. I have come up with:

The Books
The dice: D20, D12, d10, d8, d6, d4 and the good ole percentile dice
The Abilities Str, Dex, Int, Cha, Con, Wis and the 3d6 (or 4d6 drop lowest) way of rolling up your characters
The Races Elf, Gnome, Dwarf, Human, Halfling, and Half-Elf.
The core classes including the controversial Paladin
The Alignments
Hit Points
The magic system call it Vancian if you like
The d20 Combat System and Saving Throws.
Imagination & Role Playing

As I type, these are the iconic elements of AD&D that come to my mind. Others may have a different list and I'm sure I have missed some. I think if you mess too much with these elements, then you run the risk of turning D&D into something else. That doesnt mean you cant change them, it just means we have to be careful with any decisions we make to change them.

As it applies to 4th edition, I have read many things I like and others that bother me a bit (yet I retain an open mind). I will try to put my comments in the context of my list of iconic D&D concepts.

The Books

The Core Books are mainstays of D&D. Keep them high quality. Make sure there is great artwork in them. Edit them properly and thoroughly. A real book is vastly superior to an electronic version in every way, except weight. Try reading a book then try reading the same on a computer screen. The book is truly better. Online enhancements are great ideas but they shouldnt replace the books they are enhancing. OK, maybe the books don't affect mechanics but referring to them on the fly is part of game play and the D&D experience. I think using a computer during gameplay could be a nice aid for the DM.

The Dice

We need to keep the dice! No I haven't heard that they are getting rid of any or all of them. But they are iconic! Can you imagine playing D&D without them? Most D&D players I know are very proud of their dice collections.

The Abilities

I dont see any need to change how the ability scores are rolled. 4d6 drop the lowest die has been a staple of the game. Leave a base points system for Online RPGs. Keep the dice for pen and paper!

The Races

I really like all of the races. I left the half Orc off my iconic list but many players enjoy this race. The challenge in 4th Ed is to keep the races balanced. Evasion is a very powerful ability for example. Just letting any elf have it could be a little too much. If it was tied into level progression, however, and say an elf gained it at 10th level of whatever class he was, that might be a cool thing.

The Core Classes


Fighter, Ranger, Rogue/Thief, Magic User, Cleric, Druid, Paladin. These all have a place in the game. The game should make room for Barbarian and Bard as well. They also fit into most cultures and settings.

I want to make a comment about the Paladin. I admit it I love the paladin. Im biased here. The paladin is the iconic knight in shining armor. It fits in most peoples thoughts of a medieval fantasy setting so IMHO it belongs in the D&D game. In pre 3rd Ed D&D, the paladin had to have a min Cha of 17. This made paladins hard to roll up and thus made them rare. Then you had to role play a Lawful Good alignment with penalties if you didnt do so. The result was a character with many special abilities who was also challenging to play. It was much more than just playing a multi-player/hybrid fighter/cleric. To bring in the concept of non-lawful good paladins as PCs (which has been done since Dragon #106 and the anti-paladin (NPC) before that) bothers me. Forcing a paladin to be LG imposes a restriction for players to roleplay within. Misbehaving results in loss of powers. What is so hard about playing CG? LE? CE? N? To open the class up to other alignments doesnt present the same sense of noble cause, discipline, and self sacrifice. I think that the divine champion PrC better represents chosen warriors of the different alignments and deities. Leave the paladin LG.

The Alignments

Often controversial, D&D would not be D&D without the alignments. I think the game needs to do its best to help all players and DMs understand them.

Hit Points

Many players hate the hit point system. Its too simple. Its not detailed or realistic enough. I think the Hit Point system is good. Its simplicity speeds up game play and you always know what shape your character is in. A good DM can bring vivid description to combats and fill in the gaps where the Hit Point system is too generic. Keep Hit Points!

The Vancian magic system

I have to admit that this week was the first time I ever heard of the term Vancian. It is definitely not a perfect system but I can understand why it was adopted for a game system: It is simple, it balances the game by limiting how much magic power spellcasting characters possess, and it speeds up game play.

It speeds up game play? But I have to spend all that time preparing spells in advance I hear many players exclaim. Yes it speeds up game play because right on your character sheet you have a list of what spells your character has prepared. You look at your list, see what spells you have left, and cast the best spell you have available for the given situation. Mark it off your list. Move on. It is good for novice players and it also makes for creative use of spells. My experience with cast any spell my character knows systems often ends up with players searching through the various books trying to find and decide what spell they should cast and taking an unreasonable amount of time doing so. A player interested in his spell casting character can make his list of prepared spells, and optimize it, outside of the game session. He need only tweak it here and there as the campaign and adventure needs arise. I dont think this is too much to expect.

That said, I think it is time to alter the magic system. It is too simple and restrictive. Magic shouldnt be restrictive, except to achieve and maintain game balance. I like the several ideas presented in this forum:

I like the At will, per encounter, and per day concepts. This is something that could work and it makes for a flexible system while still placing some limits on casting to achieve balance, and keep the system simple.

Alternatively, a system where you prepare your spells in advance but can use a prepared spell as often as you have spell slots of that level. Example: A wizard knows 4 2nd level spells. He prepares Web, Invisibility, Knock, and Acid Arrow. During the day he could cast 4 Webs, 2 Invis and 2 Knocks, 3 Acid Arrows and 1 web, etc.

Ultimately I am very open to improving the magic system. I think a combination of the traditional D&D magic system and more open/free systems would be a good way to go.

The d20 Combat System and Saving Throws

This is something that 3rd Edition did right. The introduction of the DC for ability checks, skills, saves and Armour Class was a great improvement over 1st and 2nd Ed D&D. The concept that a higher roll on the d20 was better than a low roll simplified things and eliminated any confusion a low roll was good for ability checks, you wanted to roll high to Attacks or Saves. What am I doing? Do I want to roll low or High? 3rd edition really made a good change with this system. 4th Ed. should keep this going.

Imagination & Role Playing
When I first played D&D there was no board. The action was in our minds. We pretended to be our characters. Role Playing was always emphasized. Then we used our first miniatures. They helped to visualize some more complicated situations and combats. With 3.X edition, combat changed and has almost become more of a board game. You almost need to use a board and minis to do combat properly now.. at least by the letter of the combat rules. I think this has slowed the game down. D&D needs to find a happy medium between playing the game in your head and playing it on the table. Other than the DM perhaps deciding to only use minis for real complex encounters and combats, i think the main part of the game should take place in our imaginations.

OK my post is more than long enough. If you made it this far, thanks for reading.

Cheers.


Reply author: Sanishiver
Replied on: 22 Aug 2007 02:17:39
Message:

Welcome and Wel Met, Darius.

Now, on to my post:

:::::::::::::

Play will extend to 30 levels, per statements I heard while attending the Saturday D&D Seminar.

::::::::::::
All the talk about stable boys and innkeeps being stated out is so much BS, simply because NPCs of that type arent required to have full stats per the 3.5 DMG. Dungeon Magazine and FR sourcebooks dont include stats for these, unless its likely a PC will battle such (ergo, class levels).

This exaggerated claim of required stats is tiresome and annoying to have to read over and over. Thus, can we keep it real, please?

:::::::::::::::

A core concept of third edition was the idea the game rules should apply equally to NPCs and PCs alike. For the sake of simplicity and streamlined game design, this made perfect sense (and it still does, today).

Consider: It was a great failure of 2nd Edition Realms rules that, due to lore constraints, a great many rules for the Realms applied to NPCs only, or were for things only NPCs could do.

This, quite simply, was dumb.

Enter 3E, which tried valiantly to even things out, without entirely taking away exclusivity from NPCs.

This meant, for example, that Elven High Mages were no longer NPC-only. DMs could still rule quite rightly that no character could ever attain the status to become an Elven High Mage in their 3E game because of prior lore, but, if the DM decided otherwise, the rules were structured so that a player could take the EHM (prestige) class and still function during play in a balanced manner, without ever having to shoulder the burden of NPC-oriented rules that would unbalance the character opposite the other players.

3E would have done sooooo much better with its prestige classes and drive to push the idea that mechanics should be absolutely reflective of a settings lore, if not for those damned bean counters.

::::::::::::::::::::::::

Rob Heinsoo and James Wyatt made it very clear at the D&D Seminar that 4E is not about turning D&D into a tabletop version of WoW....not even by a long shot.

They emphasized the idea that D&D -at its roots- revolved around having a fighter, thief, wizard and cleric. The roles these classes cover (healing, far-away spell hurling, keeping foes off the squishies [their term for the mage/possibly the rogue]) were lessened in 3E because of the way encounters ended up working out.

Their example went something like, The PCs get up at 8 am, memorize spells by 9 am, get to the fight by 9:15 and then the party is done by 9:30 am. Why? Because the mage has shot his load of spells already and/or the cleric, having healed the Fighter, has few or no spells left.

Now I think this is massively over-simplified, given my experience running the system, but I see where they are coming from.

So characters will now be able to do things on a per basis, whether thats per encounter, per hour or per day.

This way play is extended past the morning hours in whatever game world players find themselves in.

I just hope when they turn out the rules for the list of abilities governing what a mage can do per encounter, per hour and per day that they structure these so that spells can be cast to modify these abilities into different abilities (best way to create a spellmantle in 4E, if you ask me).

:)


Reply author: Markustay
Replied on: 22 Aug 2007 03:12:54
Message:

Think about it - when they changed divine spells from 7 to 9 levels, it unified the magic system and made it better over all. Now they are simply taking it to the next level - how much simpler could it be then a 12th level mage casting 12th level spells?

Also, the bard has always been a 'weak' core class, so relagating it to PrC status could also be a good thing. It may prove to be a more viable option that way. In fact, going back to the 'core' classes, and having everything else be a PrC might be the ultimate way to go. You start out as a fighter, and around level three you choose a path to take . That sounds much more in keeping with realism - how many level 1 Paladins could there actually be? A person has to train at being a warrior for years first! Rules CAN be simple, and still reflect reality better; all it will take is a little fine-tuning.

So far, I have heard nothing that makes me want to hold my head and run around in circles screaming (well... there was that 4000th news clip of Paris Hilton).

Seriously, think of how the 'Eberron' crowd must feel! They're setting is only a few years old, and is MARRIED to the 3e rules. We get thet FIRST sourcebook, we get the Living Camapigns, which will generate more lore AND more interest. No longer will we feel like the 'second rate' setting - we are back on top, and that, my friends, is a GOOD thing.

Edit: I don't think Gnomes were a big part of Ed's original campaign, if I remember correctly. Weren't they retrofitted in when TSR bought the rights? That means getting rid of them is more along the lines of "getting back to basics".


Reply author: Richard Lee Byers
Replied on: 22 Aug 2007 03:17:36
Message:

Just in case anyone didn't know, the D&D choose-your-spells-ahead-of-time system is "Vancian" because it was lifted from the "Dying Earth" stories of the great sf and fantasy writer Jack Vance. And if you haven't read his stuff, you'll be doing yourself a great favor if you check it out.


Reply author: Kentinal
Replied on: 22 Aug 2007 03:57:24
Message:

quote:
Originally posted by Richard Lee Byers

Just in case anyone didn't know, the D&D choose-your-spells-ahead-of-time system is "Vancian" because it was lifted from the "Dying Earth" stories of the great sf and fantasy writer Jack Vance. And if you haven't read his stuff, you'll be doing yourself a great favor if you check it out.



I was rather surprised that some over at the boards that should not mention it did not know this.

Though are other sources that predate that indicate you needed to plan for spells you were to cast. Of course also predating Vance were spell casters that could tand to cast any spell needed at will, if not fatiged or otherwise distracted.


Reply author: Na-Gang
Replied on: 22 Aug 2007 08:00:37
Message:

quote:
Originally posted by Markustay
Seriously, think of how the 'Eberron' crowd must feel! They're setting is only a few years old, and is MARRIED to the 3e rules. We get thet FIRST sourcebook, we get the Living Camapigns, which will generate more lore AND more interest. No longer will we feel like the 'second rate' setting - we are back on top, and that, my friends, is a GOOD thing.



Absolutely! I had been worrying for some time that WotC were starting to sideline our beloved Realms, but now I'm ecstatic that 4e is pushing Faerun (et al.) forward rather than leaving it (them) behind. In fact I feel like Lliira and Sharess exploded in a festhall and showered me with their combined divinity.


Reply author: Jorkens
Replied on: 22 Aug 2007 08:22:48
Message:

I remember there being old Dragon articles by Gygax that explained the decision the use the "Vancian" magic system rather than the Drawing-of-power version as this would heavily overpower the wizard.

Strangely it is one element of the game I never had that much problem with, even if it seems like it, with THAC0, is the most complained about elements of the game. Then again, it may be because I like Vance.


Reply author: dern.whitecinder
Replied on: 22 Aug 2007 14:32:55
Message:

quote:
Originally posted by Markustay

Edit: I don't think Gnomes were a big part of Ed's original campaign, if I remember correctly. Weren't they retrofitted in when TSR bought the rights? That means getting rid of them is more along the lines of "getting back to basics".



Ahhh, that brings back fond memories of a couple old Dark Sun campaigns.


Reply author: Uzzy
Replied on: 22 Aug 2007 15:07:22
Message:

quote:
Seriously, think of how the 'Eberron' crowd must feel! They're setting is only a few years old, and is MARRIED to the 3e rules. We get thet FIRST sourcebook, we get the Living Camapigns, which will generate more lore AND more interest. No longer will we feel like the 'second rate' setting - we are back on top, and that, my friends, is a GOOD thing.


I never saw Eberron and the FR in competition with each other. Different taste for the palate, more like. Besides, Ebberon is a fixed setting, it's not going to advance in years anytime soon, so a new fluffy book isn't needed for them. It certainly is for the FR though, with the advancement of ten years! We need our lore.


Reply author: Wooly Rupert
Replied on: 22 Aug 2007 15:43:05
Message:

quote:
Originally posted by Kentinal

quote:
Originally posted by Richard Lee Byers

Just in case anyone didn't know, the D&D choose-your-spells-ahead-of-time system is "Vancian" because it was lifted from the "Dying Earth" stories of the great sf and fantasy writer Jack Vance. And if you haven't read his stuff, you'll be doing yourself a great favor if you check it out.



I was rather surprised that some over at the boards that should not mention it did not know this.

Though are other sources that predate that indicate you needed to plan for spells you were to cast. Of course also predating Vance were spell casters that could tand to cast any spell needed at will, if not fatiged or otherwise distracted.



I knew that it related to Vance and that series of books, but, having not read the books (a recent acquisition of mine), I thought that Vancian referred to having spell levels, not the pre-load, fire-and-forget current method.


Reply author: Jorkens
Replied on: 22 Aug 2007 18:16:43
Message:

The strange thing is that I don't think I would see the link between the way magic functions in the Dying Earth stories and D&D if I didn't know it beforehand. There are a few likenesses, but the D&D version is as much a creature of its own to me.


Reply author: Markustay
Replied on: 22 Aug 2007 19:36:55
Message:

But you have to admit, the spell names are practically lifted word-for-word.

Ah, memories of the Excellent Prismatic Spray.

Really, if you are a D&D afficionado, the books are a must. You can almost picture Gygax's mind a-whirl as he flipped through the pages....


Reply author: sleyvas
Replied on: 22 Aug 2007 20:51:50
Message:

<<There is lots of potetial for this type of creature to appear in Waterdeep. Wasn't there some kind of doubleganger sceme going on?

Doubleganger?? That sounds kinky, but then what isn't in Waterdeep.


Reply author: Lysander
Replied on: 22 Aug 2007 21:10:56
Message:

Long time no post (It's been a while. I know.)

A friend of mine pointed this out to me the other day, after the announcement: THIS IS NOT FOURTH EDITION (A)D&D. It's actually THIRD EDITION Hasbro Gaming System (Or, WoTC Gaming System) - with "3E" being 1st WoTC and 3.5 being 2nd WoTC. From all that I hear, which admittedly is sparse and incomplete, I may as well move back to TSR AD&D. If the changes are more akin to the TSR-internal changes (1st Ed -> 2nd Ed), or even the WoTC internal changes (the 3.x tinkerings) Then maybe I might consider changing. That can only be seen well after knowing what exactly is in the mix.

I have Monte Cook's _Arcana Unearthed_ and Ed Greenwood's _Castlemourn_, so I have my "alternate systems" for different races and classes. Axing gnomes and bards (as I've heard), if as rumored, don;t leave me feeling happy about it (then again, seeing the truly hideous "promo" video they put out with the Francophone narrator left me completely disgusted so I suppose this is an improvement) If they want to go "back to the basics", They can put out a 9 level progression in Magic-user, Thief, and Fighting-Man, and be done with it.

a footnote:
Since I haven't been keeping up with non-D&D settings.... what *is* Starwars Saga Edition, and/or how is it relevant?


Reply author: sleyvas
Replied on: 22 Aug 2007 21:31:33
Message:

<<That would be around 120 dollars a year. I used to pay 80 dollars a year for the Dungeon <<and Dragon subscription, and actually, Paizo raised their cover price a few months back <<but wasn't able to stick around long enough to raise subscription rates.

I hear what you're saying Knight, and believe me I respect your opinion (you've really impressed me in what I've heard from you on these boards). Let me throw this out there though. I've bought dungeon magazine for the last 3 years religiously, even though I've only read 1 or 2 of them (woot, my last campaign I got to play and not dm,.... first time in forever, plus life got in the way). Shame on me for not reading them, but I recently stacked them up and decided I was going to check back through them just for the reading fun for the age of worms/savage tide stuff. Its really nice that I was able to not have to dig through some web site to gather all this, then turn around and print them out (at a significant cost) so that I don't have to read them while sitting at the computer.
What does wizards gain from all this? Well, they're not paying for shipping, they're not paying for printing, and they're raising the cost of "the magazines" at the same time. They're providing access to a game table, which from what I can see doesn't look all that special from a software standpoint, and access to a character creator. I've seen their ability to design character creator software in the past.... they didn't impress me, and I really have to question whether they'll be able to keep the character creator software up to date and not full of bugs. I can only hope they learned something from their interaction with codemonkey publishing. Also, if the electronic dungeon magazine comes with pre-made electronic game tables, that might make things a little more worth it.
Finally, is this $10 a month required for all my players if I want to run a game from the game table. I ask because over the last 2 years I've lost 2 of my gamers to moving after hurricane Katrina. There's also 2 more that moved years before that I think I could talk into joining something along these lines, just as a way to keep in touch. However, I don't see these same people paying $10 a month to have this access, as most of them rely on me to buy the class books etc... (their wives would kill them if they spent $50 to $100 a month on game materials like I do). If I'm the DM, could I have the ability to create say 6 "friend" accounts that gives them access to the character creator and the game table (and nothing else)?


Reply author: sleyvas
Replied on: 22 Aug 2007 22:03:22
Message:

<<My favorite (skewed) archetype has always been the subversion of the classic "wimpy robed <<wizard" trope. Who's to say that a wizard can't have started as a mercenary or a self-<<taught swordsman, or who picked up fencing after their apprenticeship?

Yeah, that was my main complaint when 3.0 came out was there wasn't a strongly viable way to make a fighter-mage. Secondarily was that there was no way to make a cleric-mage, cleric-thief, or mage-thief. You could make a relatively competent fighter-rogue under the base rules however. I would hope that from the get-go there would be some prestige classes geared towards people who take these very standard archetypes of D&D. After all, how many times has a bladesinger been portrayed in FR lore? Who doesn't think that a large portion of Azuth's higher level priests are mystic theurges (praising the god of magic while studying their arcane lore)? Who doesn't think that mask's priest's actually have ability to hide and move silently as good as many a lesser rogue?


Reply author: Asgetrion
Replied on: 23 Aug 2007 01:00:07
Message:

quote:
Originally posted by Markustay

Asgetrion - You say you HAVE a WoW account? Yet you do not like how much easier combat flows in a video game? I have an account too (three, actually), and I think moving in this direction may be a good idea, as long as the DON'T take away from the role-play element. That is the one shortcoming with Comp/Vid games - the redundant quests and 2D NPCs.



I love how easily combat (and action in general) flows in a console/computer game! However, like you noted, they are different kinds of experience, and I like to keep it that way - console or computer games cannot ever 'replace' Pen & Paper RPGs, and vice versa. Thus, why would I want to play a P&P RPG that is trying to steal the 'best parts' and simulate the action from these games? It simply cannot capture the experience and excitement the same way.

quote:

It seems the current iteration of the game is just to get to the 'final encounter', which usually takes up at least half the session. If you can show me a set of rules that will give me simple yet detailed combat, so that my players can move on to the next role-play encounter, then so much the better.

You put down WoW quite a bit in your post. yet you play... why?



Actually, I did not mock WoW (which is a great game) but rather the game designers (and the marketing people) at WoTC, who seem to think that the next generation of RPGs should emulate console games and MMMORPGs as closely as possible ("People love them, so let's make D&D more like them! Take the best parts of the system and paste it on D20 and it will sell.").

Besides, on basis of what I've seen and heard about it, I don't see 4E enhancing (or encouraging) 'role-playing' in any way. They seem to be cutting the 'weak' classes and non-martial ('non-heroic') skills from the game, concentrating instead on emphasizing the importance of military strategies and tactical precision in these combat-heavy encounters. PHB will likely be filled with hundreds of 'ultra-cool' combat-oriented feats and abilities for all the classes, while DMG provides us the 'even cooler' terrain details and tactical modifier tables.

quote:

If you take out all if its faults (the lack of human-controlled encounters), you have to admit the fighting is more exciting and the Graphics blow-away just about any art I've seen from WotC in a long time. Also, I think it will stimulate party-balance, not enforce it. As a WoW player, you should know that groups 'advertise' for certain classes to finish off their party, like "Need Healer", or "Need Tank". No one forces a group to be balanced, but you trying running an instance with a party of rogues! Its just common sense to balance your party; no-one makes you do it.



Actually, I think we have seen works from the cover artist in several Eberron books. And I have always found his style to be a bit too 'cartoon-like', or even childish, to my taste.

Fighting or combat-heavy encounters have never been the most important thing in my gaming group (occasionally, yes, but not during every session), so maybe you can understand why we are not applauding to learn about these changes. The way I see it, D&D is turning into a glorified board game with loose role-playing elements. I know that the rules or the system doesn't force you to *role-play* in any way, but they are thematically very important, not to mention that several Indie RPGs actually have in-built game mechanics to enhance the game's theme and encourage role-playing.

And we have had campaigns with no clerics, campaigns with no fighters, all-wizards campaigns, etcetera. We always had fun and found ways to survive, even if someone might have considered these groups to be 'unbalanced' in the purely tactical/strategic sense.

While I recognise that these concepts ('tank', 'healer' etc.) work very well in an online computer game, I'd prefer keeping them out of 'table talk' and RPG rules. Yes, I know that they are widely-recognised archetypes, but I still don't like them.

quote:

I will miss the bard, though, but who cares? Did anyone ever use 'bardic Knowledge'? How can you compare that with some of the other class's abilities?



Ummm... we did, in every session when someone was playing a bard. IMHO Bardic Knowledge was a cool class feature, because it enabled you to identify magical items (in a limited fashion, but still) and let you recall details about any interesting things that might come up during a session (such as rumours, names on a hand-out, etcetera).

quote:

As one person on the WotC boards put it - they are doing us a favor. If you have no intention of playing 4.0, then you need NEVER purchase another book again. 3e is done, and you can play until the end of time with what you have. One of the biggest complaints was the never-ending 3e books we needed to buy to keep up.

Now you don't have to spend anymore money.



And did someone force you to buy all those 3.X edition books? We never kept up with the rules, since we are still playing 3.0 edition and it suits us just fine. We only bought the core rulebooks and then some that seemed particularly interesting or benefited our campaigns in some way (e.g. we don't own any of the splat books).

quote:

Besides, could anything ever be as bad as the ToT?



Something known as 'Spellplague'?


Reply author: Darkmeer
Replied on: 23 Aug 2007 04:06:39
Message:

Well Met Darius,
I am on the fence, so to speak. I REALLY enjoy 3.5. It's mechanically sound, and with the right group of people doesn't need the mechanics, but they are there when they need to be. Anyhoo, I'd like to comment a bit within your post (sorry for cutting it all up, in advance).

quote:
Originally posted by Darius Talynth
Ignoring Basic D&D, Ive been thinking about what makes AD&D D&D from a mechanics point of view. I have come up with:

The Books
The dice: D20, D12, d10, d8, d6, d4 and the good ole percentile dice
The Abilities Str, Dex, Int, Cha, Con, Wis and the 3d6 (or 4d6 drop lowest) way of rolling up your characters
The Races Elf, Gnome, Dwarf, Human, Halfling, and Half-Elf.
The core classes including the controversial Paladin
The Alignments
Hit Points
The magic system call it Vancian if you like
The d20 Combat System and Saving Throws.
Imagination & Role Playing

As I type, these are the iconic elements of AD&D that come to my mind. Others may have a different list and I'm sure I have missed some. I think if you mess too much with these elements, then you run the risk of turning D&D into something else. That doesnt mean you cant change them, it just means we have to be careful with any decisions we make to change them.



There is the perfect way to describe D&D's elements. The mission of a D&D Designer should reflect pretty much what you posted, although I'm sure there are others here who would like to add things, and that's okay! I tend to like a large number of settings and systems, so adding is okay to me.

quote:
Originally posted by Darius Talynth
As it applies to 4th edition, I have read many things I like and others that bother me a bit (yet I retain an open mind). I will try to put my comments in the context of my list of iconic D&D concepts.

The Books

The Core Books are mainstays of D&D. Keep them high quality. Make sure there is great artwork in them. Edit them properly and thoroughly. A real book is vastly superior to an electronic version in every way, except weight. Try reading a book then try reading the same on a computer screen. The book is truly better. Online enhancements are great ideas but they shouldnt replace the books they are enhancing. OK, maybe the books don't affect mechanics but referring to them on the fly is part of game play and the D&D experience. I think using a computer during gameplay could be a nice aid for the DM.



I like the books. I like to sit down before bed & digest something new before I go to sleep. The laptop at the table is only possible by one of our DM's, and it's good and bad at the same time.

quote:
Originally posted by Darius Talynth
The Dice

We need to keep the dice! No I haven't heard that they are getting rid of any or all of them. But they are iconic! Can you imagine playing D&D without them? Most D&D players I know are very proud of their dice collections.


Amen

quote:
Originally posted by Darius Talynth
The Abilities

I dont see any need to change how the ability scores are rolled. 4d6 drop the lowest die has been a staple of the game. Leave a base points system for Online RPGs. Keep the dice for pen and paper!


I actually prefer the 28-32 point buy system in the DMG. It makes character generation even keel for all players. That's not to say I don't like to roll the dice either. It's all about which side of the screen I'm on. However, you are correct about the 4d6 drop the lowest method, it's a great way to make a character and is the one we ALL cut our collective teeth on (at least for D&D). BTW: Yes, my daddy was a gamer.

quote:
Originally posted by Darius Talynth
The Races

I really like all of the races. I left the half Orc off my iconic list but many players enjoy this race. The challenge in 4th Ed is to keep the races balanced. Evasion is a very powerful ability for example. Just letting any elf have it could be a little too much. If it was tied into level progression, however, and say an elf gained it at 10th level of whatever class he was, that might be a cool thing.



I think something like evasion in its current form should NOT be determined by race. 20-level "races" have been done, check out Spycraft 2.0 for inspiration. I've theorized that 4e was going to look a lot like SC 2.0, we'll just see. (If it does look like it, then I'm actually NOT worried about 4e at all... well maybe a little). As to the half-orc: I love half-orc Skalds (Barbarian/Bards), and I'd love to play one again (you hear that Knight!)

quote:
Originally posted by Darius Talynth
The Core Classes
Fighter, Ranger, Rogue/Thief, Magic User, Cleric, Druid, Paladin. These all have a place in the game. The game should make room for Barbarian and Bard as well. They also fit into most cultures and settings.

I want to make a comment about the Paladin. I admit it I love the paladin. Im biased here. The paladin is the iconic knight in shining armor. It fits in most peoples thoughts of a medieval fantasy setting so IMHO it belongs in the D&D game. In pre 3rd Ed D&D, the paladin had to have a min Cha of 17. This made paladins hard to roll up and thus made them rare. Then you had to role play a Lawful Good alignment with penalties if you didnt do so. The result was a character with many special abilities who was also challenging to play. It was much more than just playing a multi-player/hybrid fighter/cleric. To bring in the concept of non-lawful good paladins as PCs (which has been done since Dragon #106 and the anti-paladin (NPC) before that) bothers me. Forcing a paladin to be LG imposes a restriction for players to roleplay within. Misbehaving results in loss of powers. What is so hard about playing CG? LE? CE? N? To open the class up to other alignments doesnt present the same sense of noble cause, discipline, and self sacrifice. I think that the divine champion PrC better represents chosen warriors of the different alignments and deities. Leave the paladin LG.


I like paladins, too. BUT I want the stand on the ground crusader AND the knight in shining armor on his noble steed. I hope they make that a choice in the new edition. On to the Bard: He's been considered weak by many people's accounts, but I don't think in the right party a Bard is a weakness. Matter of fact, I think the designers forgot that there are some classes that are there as ROLE-playing tools, rather than "I just killed my 3000th evil monster" classes. The bard has his place, so does the Barbarian. I hope that they keep them both. What worries me is that so many get upset by the fact that they "Can't have a +20 BAB/20th level Wizard/Barbarian (AT 20th level)" without the dreaded gestalt. I'm sorry, but the only BAB "fix" I'm thinking of involves spell targeting & Sorcerer base attack bonus.

quote:
Originally posted by Darius Talynth
The Alignments
Often controversial, D&D would not be D&D without the alignments. I think the game needs to do its best to help all players and DMs understand them.



Agreed. Lawful good is not equal to Lawful Stupid. Just like Chaotic Evil is not Chaotic Insane (although they borderline). They have a decent description in the PHB right now, but all too often it's misunderstood. I have seen more people confuse LN with LG than I'd care to say.

quote:
Originally posted by Darius Talynth
Hit Points
Many players hate the hit point system. Its too simple. Its not detailed or realistic enough. I think the Hit Point system is good. Its simplicity speeds up game play and you always know what shape your character is in. A good DM can bring vivid description to combats and fill in the gaps where the Hit Point system is too generic. Keep Hit Points!


All in agreement here.

quote:
Originally posted by Darius Talynth
The Vancian magic system
I have to admit that this week was the first time I ever heard of the term Vancian. It is definitely not a perfect system but I can understand why it was adopted for a game system: It is simple, it balances the game by limiting how much magic power spellcasting characters possess, and it speeds up game play.

It speeds up game play? But I have to spend all that time preparing spells in advance I hear many players exclaim. Yes it speeds up game play because right on your character sheet you have a list of what spells your character has prepared. You look at your list, see what spells you have left, and cast the best spell you have available for the given situation. Mark it off your list. Move on. It is good for novice players and it also makes for creative use of spells. My experience with cast any spell my character knows systems often ends up with players searching through the various books trying to find and decide what spell they should cast and taking an unreasonable amount of time doing so. A player interested in his spell casting character can make his list of prepared spells, and optimize it, outside of the game session. He need only tweak it here and there as the campaign and adventure needs arise. I dont think this is too much to expect.


I agree about the vancian system, it is simple and makes it easier for novices to pick up. I have also been intrigued by other ideas, rampantly speculating (see 4e=SC2.0) the more I see (mostly lurking). Think about a wizard who doesn't need a 19 intelligence to cast a spell. Think about a spell point system (such as in UA, for example). Okay, this wizard with 14 intelligence has x spell points, but can only memorize up to 14 spells per day. That's right, spells memorized=intelligence score. Boom, 14 spells becomes awfully tricky at low levels, but at high levels it's a hard decision. Above all, this means that Vancian magic is still bowed to, but they are expanded to say the wizard can cast only a limited number of spells that must be prepared in advance. This makes those lower intelligence wizards possible again (same goes for Clerics & Sorcerers, too). I'm sick of one-trick ponies, and I don't believe that every high level wizard in existance is above a super-genius intellect. This applies also to the idea you presented to alter the magic system (obviously )

quote:
Originally posted by Darius Talynth
Ultimately I am very open to improving the magic system. I think a combination of the traditional D&D magic system and more open/free systems would be a good way to go.


Agreed.

quote:
Originally posted by Darius Talynth
The d20 Combat System and Saving Throws

This is something that 3rd Edition did right. The introduction of the DC for ability checks, skills, saves and Armour Class was a great improvement over 1st and 2nd Ed D&D. The concept that a higher roll on the d20 was better than a low roll simplified things and eliminated any confusion a low roll was good for ability checks, you wanted to roll high to Attacks or Saves. What am I doing? Do I want to roll low or High? 3rd edition really made a good change with this system. 4th Ed. should keep this going.


Thank you for stating this. There are some that say 3.x is a slow system, I believe it is only if you allow it to be.

quote:
Originally posted by Darius Talynth
Imagination & Role Playing
When I first played D&D there was no board. The action was in our minds. We pretended to be our characters. Role Playing was always emphasized. Then we used our first miniatures. They helped to visualize some more complicated situations and combats. With 3.X edition, combat changed and has almost become more of a board game. You almost need to use a board and minis to do combat properly now.. at least by the letter of the combat rules. I think this has slowed the game down. D&D needs to find a happy medium between playing the game in your head and playing it on the table. Other than the DM perhaps deciding to only use minis for real complex encounters and combats, i think the main part of the game should take place in our imaginations.

Thank you again.

quote:
Originally posted by Darius Talynth
OK my post is more than long enough. If you made it this far, thanks for reading.

Cheers.



Yes, I read the whole thing. I actually agreed with most of it. Thank you very much for posting, and I hope I am found to be constructive and not a mule (well, I can't very well say the other word.

/d


Reply author: KnightErrantJR
Replied on: 23 Aug 2007 05:21:25
Message:

As with many things 4th Edition, I don't know if this is comforting or not, but according to some gleanings that some people have put together, instead of having a "complete" series, there is already a plan to have regular Player's Handbooks. If I understood what was being said, these will function as regular PH, but they will have different races and classes in them, so that even if a race or class doesn't make it in the "first cut" Player's Handbook, they may make the next Player's Handbook that comes out.


Reply author: Kentinal
Replied on: 23 Aug 2007 05:40:24
Message:

There already was talk of PHP2 in 2009 and PHB3 in 2010. I believe was WotC statement of plans, but not sure of that right now.


Reply author: Sanishiver
Replied on: 23 Aug 2007 05:53:21
Message:

quote:
Originally posted by Kentinal

There already was talk of PHP2 in 2009 and PHB3 in 2010. I believe was WotC statement of plans, but not sure of that right now.

That's correct. One per year, if the info James Wyatt gave out at the Seminar stays accurate.


Reply author: Victor_ograygor
Replied on: 23 Aug 2007 09:53:16
Message:

Greetings

I gathered some information on the future of Forgotten Realms but there are many spoilers in it, so I am not going to post them here. If you are interested in getting a little information on whats going to happen in 4E you just follow the link.

http://www.123hjemmeside.dk/Drakul/3654153


Reply author: sleyvas
Replied on: 23 Aug 2007 14:00:49
Message:

>>I just want to let you know that there is someone out there (me) who agrees with you on >>this. Heck, more people besides me, too. More on the point of NPCs not being "unimportant >>fodder", though, regardless of the way they are built.

>>The PCs aren't the be-all end-all of the setting.

Yeah, when the town innkeeper is a 7th lvl expert and the party is a group of 4th lvl jack asses who think they can push their way around town... wow, you've got the stats that would show that this guy actually could somewhat stand up to them (at least one of them, anyway). I never much liked the idea of the warrior class, but the others pretty much made sense.


Reply author: sleyvas
Replied on: 23 Aug 2007 15:53:28
Message:

<<In fact I feel like Lliira and Sharess exploded in a festhall and showered me with their combined divinity.>>

Ok, that just put visions in my head.... shameful, dirty, filthy visions.... I like it.


Reply author: sleyvas
Replied on: 23 Aug 2007 16:20:46
Message:

<<Greetings
<<I gathered some information on the future of Forgotten Realms but there are many spoilers <<in it, so I am not going to post them here. If you are interested in getting a little <<information on whats going to happen in 4E you just follow the link.

Hmm, I may need to catch up on all the drizzt books.

Spellplague... bah, I hope this doesn't turn into something like the ToT where they come in and wipe all the major players of the realms. I can see it now, the Shades do something that begins to unravel the weave using the shadow weave, which causes the spell plague and Mystra is now dying/dead. Maybe one of them uses shadow weave magic to try and recast Karsus' spell or somesuch.


Reply author: Victor_ograygor
Replied on: 23 Aug 2007 21:01:06
Message:

quote:
Originally posted by sleyvas

<<Greetings
<<I gathered some information on the future of Forgotten Realms but there are many spoilers <<in it, so I am not going to post them here. If you are interested in getting a little <<information on whats going to happen in 4E you just follow the link.

Hmm, I may need to catch up on all the drizzt books.

Spellplague... bah, I hope this doesn't turn into something like the ToT where they come in and wipe all the major players of the realms. I can see it now, the Shades do something that begins to unravel the weave using the shadow weave, which causes the spell plague and Mystra is now dying/dead. Maybe one of them uses shadow weave magic to try and recast Karsus' spell or somesuch.



Spellplague hmm.. yes .. I updated the link


Reply author: Ardashir
Replied on: 23 Aug 2007 21:56:59
Message:

quote:
Originally posted by Markustay

But you have to admit, the spell names are practically lifted word-for-word.

Ah, memories of the Excellent Prismatic Spray.

Really, if you are a D&D afficionado, the books are a must. You can almost picture Gygax's mind a-whirl as he flipped through the pages....



Back when I finally got a copy of Vance's The Dying Earth, my eyes almost fell from their sockets when I read the spell names. I immediatly pulled my Player's Handbook out just to be sure of them.

Ah, those were the good old days.


Reply author: RodOdom
Replied on: 24 Aug 2007 19:02:09
Message:

I've just found out about 4E, and I briefly skimmed through this thread, including the Drizzt spoilers on the other site. IMHO, it's OK if they turn the clock way ahead so long as the new products are authentically Realmsian in feel, logical in evolution, full of history and culture not just numbers and plastic minis, and GOOD.


Reply author: Skeptic
Replied on: 24 Aug 2007 19:09:49
Message:

quote:
Originally posted by RodOdom

I've just found out about 4E, and I briefly skimmed through this thread, including the Drizzt spoilers on the other site. IMHO, it's OK if they turn the clock way ahead so long as the new products are authentically Realmsian in feel, logical in evolution, full of history and culture not just numbers and plastic minis, and GOOD.



Have you read Mike Mearls blog? Where he says that 4E relies less on a battlemap with minis than 3.x did ?

I'm so tired of "WoTC is the empire of evil" thing


Reply author: RodOdom
Replied on: 24 Aug 2007 22:53:33
Message:

Well, maybe it's closer to a fief than an empire. ;)


Reply author: SirUrza
Replied on: 25 Aug 2007 00:47:25
Message:

You know, if I knew all this was going to happen.. I would have read Orc King when I got my hands on the ARC instead of letting two of my friends read it first.. now I need to get it back and read it. :P


Reply author: Asgetrion
Replied on: 25 Aug 2007 16:23:50
Message:

quote:
Originally posted by Skeptic

quote:
Originally posted by RodOdom

I've just found out about 4E, and I briefly skimmed through this thread, including the Drizzt spoilers on the other site. IMHO, it's OK if they turn the clock way ahead so long as the new products are authentically Realmsian in feel, logical in evolution, full of history and culture not just numbers and plastic minis, and GOOD.



Have you read Mike Mearls blog? Where he says that 4E relies less on a battlemap with minis than 3.x did ?

I'm so tired of "WoTC is the empire of evil" thing



They aren't?

I somehow don't believe that 4E will rely on using less minis and battlemaps, since I think the new system is bringing D&D closer to being a wargame than a RPG. How can you even run the encounters in those 'incredibly detailed terrains' unless you use a precise tactical map? And all that talk about more 'closely defined' tactical roles each class will have in battle... don't you think D&D becomes more focused on 'battlefield strategies' using minis more than ever?


Reply author: Skeptic
Replied on: 25 Aug 2007 16:49:27
Message:

quote:
Originally posted by Asgetrion
I somehow don't believe that 4E will rely on using less minis and battlemaps, since I think the new system is bringing D&D closer to being a wargame than a RPG. How can you even run the encounters in those 'incredibly detailed terrains' unless you use a precise tactical map? And all that talk about more 'closely defined' tactical roles each class will have in battle... don't you think D&D becomes more focused on 'battlefield strategies' using minis more than ever?



I'm not sure we read the same 4E news , because turning D&D into a wargame is clearly not what they are doing, quite the opposite. They are removing AOO, complex grapple rules and the like. The cinematic combat add-ons you are speaking of won't be handled like in a wargame with complex and "realistic" rules. Giving DMs some tools to spice up combats in D&D is certainly not a bad idea.


Reply author: Kentinal
Replied on: 25 Aug 2007 16:54:21
Message:

Hmm they are bringing back weapon types, which is war game.
They are bringing more clearly definded roles for each class, which is wargame like.
They promise more versitality in what a character can do, but all play tests and design reports focus on combat, IIRC, which lends to impression of war game.


Reply author: Skeptic
Replied on: 25 Aug 2007 17:10:58
Message:

quote:
Originally posted by Kentinal

Hmm they are bringing back weapon types, which is war game.
They are bringing more clearly definded roles for each class, which is wargame like.
They promise more versitality in what a character can do, but all play tests and design reports focus on combat, IIRC, which lends to impression of war game.



By weapon types, if you are talking about how a fighter will specialize in a weapon and have specific abilities with that weapon, that's not wargame.

Classes and levels are the core of what D&D was and will always be. They are saying in a explicit way what was said in a implicit way for years, nothing really new there.

Wargame is about simulation, D&D 4E is going in the opposite direction, pure "gamism". For example, I'm sure they are dropping emcumberance rules.

If what you are really saying is "I don't like much to do combat every game session", I would answer : D&D is not a one-size-fit-all-RPG* and others RPG exists, some among them focusing less on combat.

*IMHO it doesn't exist.


Reply author: Kentinal
Replied on: 25 Aug 2007 18:15:22
Message:

quote:
Originally posted by Skeptic



By weapon types, if you are talking about how a fighter will specialize in a weapon and have specific abilities with that weapon, that's not wargame.

Weapon types are more realist and a wargame element.
quote:


Classes and levels are the core of what D&D was and will always be. They are saying in a explicit way what was said in a implicit way for years, nothing really new there.


They so far are only define combat roles, have for types of combat people.
Defender, Striker, etc. a war game element.
quote:


Wargame is about simulation, D&D 4E is going in the opposite direction, pure "gamism". For example, I'm sure they are dropping emcumberance rules.

I have seen no indication of this in the threads I am reading. All I have seen is character wealth will matter a lot less, which could translate into less things to carry.
quote:


If what you are really saying is "I don't like much to do combat every game session", I would answer : D&D is not a one-size-fit-all-RPG* and others RPG exists, some among them focusing less on combat.

*IMHO it doesn't exist.



Hey I like combat, but the increased focus on combat only for experience points concerned me. I will grant the 2nd Ed. did not handle roleplay experience well, but instead of fixing that they got rid of it in 3ed. A fanrasy wargame is not the same is replaying the Civil War or any other battle, just because the equipment is different and the abilities are different. Star Trek had a wargame model put out using things that do not exist in RW, but that did not make it any less a war game.

All in all, however we have very little facts as to what 4th will be, yet the blogs indicate that skills might be changed from what they are now play testing.


Reply author: Mace Hammerhand
Replied on: 26 Aug 2007 01:11:38
Message:

Maybe we really are in the minority when it comes to the desire to role-play...maybe most people would rather roll-play?

I just read through the two playtest diaries (or whatever those blasted things are called) and it was basically a retelling of combat, nothing else. Hell, there will always be some things someone will not like...the main thing for me being that I just made the step to 3.5 after long deliberating with myself. I'll stick to the system, because it works for me. It helps me solve my combats without much discussion (e.g. "What?! They are standing in the fireball's radius?" "Yes, the two are in melee!" "Well, then I won't cast fireball.") as for roleplaying, hell, I don't need dice for that.

Look at the world of darkness stuff, it's all about atmosphere, great for roleplaying, but did you ever do a battle with the storyteller system? The thing is this, combat is not the only thing going on in an RPG, but it is the source of the most discussion and whatnot, AND it is the one thing that needs to be discussed in detail because it really does not matter whether the armorsmith is left or right-handed, unless of course you want to torture him.

I won't make this step to 4e, because 3.5 is, if not perfect, at least usable. Plus I don't wanna spend another couple hundred on another new set of rules.

As for the Realms... damned if I know.


Reply author: Skeptic
Replied on: 26 Aug 2007 01:40:55
Message:

quote:
Originally posted by Mace Hammerhand

Maybe we really are in the minority when it comes to the desire to role-play...maybe most people would rather roll-play?



My first reaction was to completly ignore this thread starting now.

But I'll try another time.. Mace please give me your defition of what roleplay is, we will start from there.

(My point being that if you like to "roleplay", 4E will be a better game than 3.x was)


Reply author: Skeptic
Replied on: 26 Aug 2007 01:51:57
Message:

quote:
Originally posted by Kentinal
Weapon types are more realist and a wargame element.


Class-specific abilities gained at each level is not simulation/wargame, it's D&D.

Detailled rules about what kind of weapons works better agaisn't each armor, based on historical studies, is simulation/wargame.

quote:
Originally posted by Kentinal
Hey I like combat, but the increased focus on combat only for experience points concerned me. I will grant the 2nd Ed. did not handle roleplay experience well, but instead of fixing that they got rid of it in 3ed.



I don't know if they will create "named" roles outside of combat. But we know that "social interaction" rules are included. (We will talk later of the old roll-play vs role-play).


Reply author: Asgetrion
Replied on: 26 Aug 2007 03:57:33
Message:

I wonder if WoTC has thought of public libraries as customers at all, because Digital Initiative makes it pretty much impossible for libraries to subscribe to Dragon and Dungeon anymore.

As I understand it, the username and password are bought for personal use only, which prevents libraries from giving their users free access to these magazines. No library would be able to prevent their users from downloading and saving the magazines in digital format, even at home, which would violate the copyright law. Yes, it could be done if librarians themselves would log users in every time, but it would be a rather awkward solution. In addition to this, each library should have at least a single computer that does not allow to download or save any files reserved for DI users only (hardly a practical - or even affordable - solution for any library). And there is the moral point-of-view to consider, too, since libraries believe in free access to *ALL* documents in their 'active' collection (thus refusing to support a system like DI).

If I am not terribly wrong, all this will also apply to every 4E book that has additional ('unlockable') online content, but that depends largely on whether this content will be more like web-enhancements or actual ('missing') parts of the books. In the latter case, it'd mean that they'd have to lend incomplete books (for the same reasons as with Dragon and Dungeon) and I couldn't see that happening. This, too, would probably be seen by many libraries as 'restricted access to material' (morally wrong) and thus neither worth the investment or the trouble.

All other issues or obstacles aside, WoTC has already adopted the 'one-product-per-player' attitude, so I don't ever see them allowing free browsing of the books (or the magazines, for that matter) at public libraries.

One thing is certain - they *will* lose a lot of money if public libraries will not be either willing or able to subscribe to the magazines or buy the books. I don't know exact numbers, but my educated guess in dropped sales would be somewhere between 5000-50000 magazine subscriptions and probably about 100000-200000 core books. That'd make some millions of U.S. dollars, and even if they won't lose *any* customers from their current fan base, they still need to be *VERY* successful in marketing their upcoming products.


Reply author: Wooly Rupert
Replied on: 26 Aug 2007 06:34:42
Message:

quote:
Originally posted by Asgetrion

In addition to this, each library should have at least a single computer that does not allow to download or save any files reserved for DI users only (hardly a practical - or even affordable - solution for any library).



Not really. The right kind of policies could keep users from saving content to the hard drive -- and that's something you can set up in XP, I believe (I don't really play with group policies and such, myself). Only small files would fit on a floppy, and newer computers are shipping without floppy drives, anyway. Put in a regular CD-ROM and they can't burn the files to CD. And I recently wrote a batch file that was only three or four lines, but it nixed saving anything to USB (but left non-storage devices, like USB keyboards and mice, unaffected).

So keeping someone from saving the files can be done on just about any computer, in a matter of minutes. And if you've already got the hardware, which is likely (the machines we're getting at work now don't have floppy drives, and only the laptops can write to a CD or DVD), then it's not a factor, either.


Reply author: Lysander
Replied on: 26 Aug 2007 09:20:33
Message:

quote:
Originally posted by hammer of Moradin
Now we can pair off against Alaundo or Sage in a tabletop game without the clunky play-by-post waiting that ruined several on-line groups I participated in over the past few years.

This would be the largest factor in accepting the online components. However, nearly all the other parts I can see this far from release date - especially the "pay monthly per online content" component - weighs against. One very big question would be whether the "online tabletop" (oxymoron alert! - Ed.) can work with houserules or not. If it can, they maybe Faolagan can get out of _The Earthen Bones._ If not, well, I do have the old PBP emails...


Reply author: Asgetrion
Replied on: 26 Aug 2007 10:36:34
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Asgetrion

In addition to this, each library should have at least a single computer that does not allow to download or save any files reserved for DI users only (hardly a practical - or even affordable - solution for any library).



Not really. The right kind of policies could keep users from saving content to the hard drive -- and that's something you can set up in XP, I believe (I don't really play with group policies and such, myself). Only small files would fit on a floppy, and newer computers are shipping without floppy drives, anyway. Put in a regular CD-ROM and they can't burn the files to CD. And I recently wrote a batch file that was only three or four lines, but it nixed saving anything to USB (but left non-storage devices, like USB keyboards and mice, unaffected).

So keeping someone from saving the files can be done on just about any computer, in a matter of minutes. And if you've already got the hardware, which is likely (the machines we're getting at work now don't have floppy drives, and only the laptops can write to a CD or DVD), then it's not a factor, either.



Actually, my local library has the possibility to save files on USB on every computer, because it would be too 'harsh' to prohibit users from downloading attachments from e-mails, for example - not to mention that many people actually come to the library to write their job applications or CVs. Thus, from a practical point of view you would, in fact, need a separate computer that has no USB access or even the possibilty to download or save files (there may be smaller files that WoTC will put there).

Also consider the fact that if a library is paying for a magazine subscription, it'd be against their principal belifs not to offer a possibility to read it in digital format outside their normal 'internet computer booking' system (there is a separate computer at my local library for all those online newspaper databases, too).


Reply author: Asgetrion
Replied on: 26 Aug 2007 10:54:22
Message:

quote:
Originally posted by sleyvas

Spellplague... bah, I hope this doesn't turn into something like the ToT where they come in and wipe all the major players of the realms. I can see it now, the Shades do something that begins to unravel the weave using the shadow weave, which causes the spell plague and Mystra is now dying/dead. Maybe one of them uses shadow weave magic to try and recast Karsus' spell or somesuch.



I'd hazard a guess that 'Anauroch' will reveal that last phrase to be exactly true, and the 'sundering' refers to Weave's 'unmaking' and 'rebirth' after some kind of Epic Shadow Magic ritual to swallow or destroy the Weave. A logical assumption would be that Mystra sacrifices herself to repair the Weave and the Shadow Weave will probably be completely destroyed and all its users will perish. Even if the Chosen of Mystra survive this 'unmaking', the Spellplague that will follow in its footsteps will kill them - just because too many people have voiced their dislike for Elminster and her "cronies" over at the boards-that-shall-not-be-named.

This Spellplague will be used to explain away how all the spell-casting classes that don't make the cut (bards, for example) vanish from the Realms. I guess that rogues and rangers will be given some 'extra' skill points to spend on Perform and an obligation to enroll at the deserted bardic colleges so that music doesn't vanish from the Realms, too!


Reply author: Jorkens
Replied on: 26 Aug 2007 11:07:50
Message:

Just curious, has it been revealed anything at all about the Spell plague except for the name? I have a bad feeling about this, but there is always a glimmer of hope.


Reply author: Asgetrion
Replied on: 26 Aug 2007 12:07:39
Message:

First of all, Sanishiver, I never said that I'd need complete stats for every 'non-heroic' NPC the PCs are going to meet (and please, please mind the language - this is supposed to be a civil discussion, after all).

What I said was that being a DM who likes to use a a lot of Commoners, Aristocrats and Experts as minor or major villains, I will be very disappointed if I cannot use a logical (mechanical/rules wise) way to stat them if needed in 4E anymore. I have used, for example, 5th level Expert Zhentarim spies and 1st level commoner Dragon Cult agents that my PCs have engaged in battle. Yes, I typically use 'shorthand' descriptions (e.g. "Innkeeper Thurl, N hm Exp7, Prof.(Innkeeper) +14, Diplomacy +11, Cha 15") in my notes, but I'd hate to start 'house-ruling' stats (HPs, Saves, BAB, etcetera) for every non-heroic member of the society in conflicts.

You yourself noted how you hated those 'house-ruled' canon NPC stats, but since AD&D handled NPCs just as poorly as I think 4E will, Ed (and the other FR designers) tried to come up with rather unique ways around this problem. Also note that 3.X edition enabled the designers to do away with these 'unique' NPC powers.

Of course, we could start using NPC villains or minions that have only 'heroic' class levels, but that'd be rather a step backward into those AD&D days, don't you think?

quote:
Originally posted by Skeptic

(My point being that if you like to "roleplay", 4E will be a better game than 3.x was)



Skeptic, I honestly think that although D&D 3.X edition was innovative in many ways, especially from a DM's point of view, it actually taught many people to 'roll-play' over 'role-play'. My gaming group never 'min-maxed' in AD&D, since there was really no way to do it (because your DM could also control the 'magic item flow' if he wanted to). When 3.X edition introduced a more variation in ability bonuses, a very detailed skills system, a huge number of feats, ever-more powerful prestige classes, and much more powerful spells (especially all those 'boosting' spells) and magical items - that's when all those Cleric(of Solonor)/Wizard/Templar/Arcane Archer or Cleric/Templar/Craftmaster/Hammer of Moradin builds began to appear at our table.

Sadly, DMs are as much to blame as the game products, since the 'official' line seemed to be that every monster and NPC should also have a 'power-up suite' to challenge the PCs more effectively. I can only speak from my own experience, but whenever we met a wizard, he sure as hell had (at least) Haste, Mage Armor, Shield, Cat's Grace and Endurance cast on him - even if the PCs had suprised him! So, we learned the harsh way to use 'boosts' on our characters too, and come up with ever more powerful and creative character builds to have more 'staying power' and 'oomph' in the game. *ONLY* when you felt "safe enough" you could actually focus on role-playing freely. At least, that's how we felt, and I believe this effect is generally known as 'turtling'. So, 3.X actually brought more powerful aspects of *gamism* into D&D.

Based upon what I have seen of this new and 'even more glorious' 4th Edition, I think it'll become even worse. It may not be a 'wargame' (in the true sense of the concept) but it sure as hell feels (to me) more like an evolved version of the D&D Miniature Game Rules ('clearly defined PC and Monster Stat Car... erm... roles' ;) How will it enhance or encourage role-playing (as in 'character immersion') if they're gonna put more 'crunch' into the system? To actually encourage role-playing (*through the game mechanics*, as you suggested 4E will do) they should go the opposite way. I can hardly see adding Weapon Specific Combat Abilities or 16 new spells levels as being very good examples of that...


Reply author: Wooly Rupert
Replied on: 26 Aug 2007 14:43:49
Message:

quote:
Originally posted by Asgetrion

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Asgetrion

In addition to this, each library should have at least a single computer that does not allow to download or save any files reserved for DI users only (hardly a practical - or even affordable - solution for any library).



Not really. The right kind of policies could keep users from saving content to the hard drive -- and that's something you can set up in XP, I believe (I don't really play with group policies and such, myself). Only small files would fit on a floppy, and newer computers are shipping without floppy drives, anyway. Put in a regular CD-ROM and they can't burn the files to CD. And I recently wrote a batch file that was only three or four lines, but it nixed saving anything to USB (but left non-storage devices, like USB keyboards and mice, unaffected).

So keeping someone from saving the files can be done on just about any computer, in a matter of minutes. And if you've already got the hardware, which is likely (the machines we're getting at work now don't have floppy drives, and only the laptops can write to a CD or DVD), then it's not a factor, either.



Actually, my local library has the possibility to save files on USB on every computer, because it would be too 'harsh' to prohibit users from downloading attachments from e-mails, for example - not to mention that many people actually come to the library to write their job applications or CVs. Thus, from a practical point of view you would, in fact, need a separate computer that has no USB access or even the possibilty to download or save files (there may be smaller files that WoTC will put there).

Also consider the fact that if a library is paying for a magazine subscription, it'd be against their principal belifs not to offer a possibility to read it in digital format outside their normal 'internet computer booking' system (there is a separate computer at my local library for all those online newspaper databases, too).



Oh, I'm not arguing the way libraries are set up or their policies... I'm just saying that they could, if they wanted, leave people unable to save files, at no cost to the library. My point wasn't whether or not they would -- only that they could.


Reply author: RodOdom
Replied on: 26 Aug 2007 18:22:32
Message:

Thinking about it more, I'm actually looking forward to (what I call) "FR 4". Cities and entire civilizations may have been lost along with countless riches. A new status quo among the gods. Epic wars that could have been fought between the Shade, the Red Wizards and the Zhents. Minor characters and groups that could have risen when the majors fell. New great secrets to replace the old ones that have been revealed (Rage of Dragons, Myth Drannor, etc.) New worlds to replace the somewhat derivative civilizations to the east, west and south of Faerun. If Ed and Wizards can do all that AND make it feel like the Realms we've come to know and love, it will be worth every dollar for me.


Reply author: Reefy
Replied on: 26 Aug 2007 20:49:50
Message:

quote:
Originally posted by Asgetrion

What I said was that being a DM who likes to use a a lot of Commoners, Aristocrats and Experts as minor or major villains, I will be very disappointed if I cannot use a logical (mechanical/rules wise) way to stat them if needed in 4E anymore. I have used, for example, 5th level Expert Zhentarim spies and 1st level commoner Dragon Cult agents that my PCs have engaged in battle. Yes, I typically use 'shorthand' descriptions (e.g. "Innkeeper Thurl, N hm Exp7, Prof.(Innkeeper) +14, Diplomacy +11, Cha 15") in my notes, but I'd hate to start 'house-ruling' stats (HPs, Saves, BAB, etcetera) for every non-heroic member of the society in conflicts.
Of course, we could start using NPC villains or minions that have only 'heroic' class levels, but that'd be rather a step backward into those AD&D days, don't you think?



I agree with you on this, maybe 90% of people in a world are from NPC classes, I found the addition of them to be one of the most sensible and useful introductions in 3.x. Just to check though, has it been confirmed somewhere that they won't be in the game at all, or just that they won't necessarily be there from the start?
I'm also not at all keen on the fact that it seems likely some of the core races and classes will be dropped. I'm sorry, but all of the bards and druids (to name two that are rumoured not to be making the initial cut) simply vanishing is utterly ridiculous. I know we might see them in a future PHB (which seems likely), but does that mean they either don't exist, or that any existing characters of that class will be given new levels? Or would, say, Storm still be listed as having bard class levels with a note saying that the class has yet to appear in print yet? That would at least be acceptable, but I'd much rather have all of the core classes and races from the current PHB available from the start. I don't see any of them as disposable really and those changes, if handled badly, would greatly annoy me in the way they affect the Realms.
4E has the potential to do some very good things, there are things that sound like sensible, positive changes, but there are also things I'm not so keen on. Whether I make the conversion remains to be seen, I'll certainly have a look, but I agree that the focus does seem to be moving towards a combat-focused game. I'm all for streamlining combat, but I hope it doesn't come at the expense of storytelling.


Reply author: Kentinal
Replied on: 26 Aug 2007 21:10:39
Message:

It should go without saying NPCs will exist, perhaps as NM (Nirmal Man) again as a "monster" of a prior edition.

I do not see how Realms can torally remove clases, but the classes in Realms that do not become PCs will likely become NPC clases like the Drawf Cleric was in prior editions. After all Storm and the rest of the sisters are NPCs.

All in all we and even they do not know what the final list of classes will be from what I am seeing.


Reply author: Asgetrion
Replied on: 26 Aug 2007 21:17:45
Message:

quote:
Originally posted by Reefy

quote:
Originally posted by Asgetrion

What I said was that being a DM who likes to use a a lot of Commoners, Aristocrats and Experts as minor or major villains, I will be very disappointed if I cannot use a logical (mechanical/rules wise) way to stat them if needed in 4E anymore. I have used, for example, 5th level Expert Zhentarim spies and 1st level commoner Dragon Cult agents that my PCs have engaged in battle. Yes, I typically use 'shorthand' descriptions (e.g. "Innkeeper Thurl, N hm Exp7, Prof.(Innkeeper) +14, Diplomacy +11, Cha 15") in my notes, but I'd hate to start 'house-ruling' stats (HPs, Saves, BAB, etcetera) for every non-heroic member of the society in conflicts.
Of course, we could start using NPC villains or minions that have only 'heroic' class levels, but that'd be rather a step backward into those AD&D days, don't you think?



I agree with you on this, maybe 90% of people in a world are from NPC classes, I found the addition of them to be one of the most sensible and useful introductions in 3.x. Just to check though, has it been confirmed somewhere that they won't be in the game at all, or just that they won't necessarily be there from the start?
I'm also not at all keen on the fact that it seems likely some of the core races and classes will be dropped. I'm sorry, but all of the bards and druids (to name two that are rumoured not to be making the initial cut) simply vanishing is utterly ridiculous. I know we might see them in a future PHB (which seems likely), but does that mean they either don't exist, or that any existing characters of that class will be given new levels? Or would, say, Storm still be listed as having bard class levels with a note saying that the class has yet to appear in print yet? That would at least be acceptable, but I'd much rather have all of the core classes and races from the current PHB available from the start. I don't see any of them as disposable really and those changes, if handled badly, would greatly annoy me in the way they affect the Realms.
4E has the potential to do some very good things, there are things that sound like sensible, positive changes, but there are also things I'm not so keen on. Whether I make the conversion remains to be seen, I'll certainly have a look, but I agree that the focus does seem to be moving towards a combat-focused game. I'm all for streamlining combat, but I hope it doesn't come at the expense of storytelling.



I completely agree with all you said , although I might be a bit more reserved in my attitude towards 4E. As for Storm, I suspect that she (and the other Chosen) will fall prey to the Spellplague, although this is only my speculation and not a confirmed fact. All the bards might perish, too, unless WoTC is going to include them in PHB II (in which case they only went into hiding until the Spellplague has passed ;). Or maybe all the bards will indeed be statted as Fighter/Rogues in 4E?


Reply author: Kentinal
Replied on: 26 Aug 2007 21:27:03
Message:

One of them, WotC persons said if Bard did not make PHB1 they would be in PHB2 , at least as plans.

Plans rarely survive contact intact though, so indeed it is a wait and see.


Reply author: Uzzy
Replied on: 26 Aug 2007 23:46:41
Message:

The way I see it is this. Both Gnomes and Bards have doubts about being in the PHB. However, they are rather important in the Realms, with one whole nation of them, Lantan, and one huge organisation based around them, the Harpers. They may not be in the PHB, but they may very well be in the FRCS. Hopefully!


Reply author: Chosen of Moradin
Replied on: 27 Aug 2007 00:59:52
Message:

quote:
Originally posted by Uzzy

The way I see it is this. Both Gnomes and Bards have doubts about being in the PHB. However, they are rather important in the Realms, with one whole nation of them, Lantan, and one huge organisation based around them, the Harpers. They may not be in the PHB, but they may very well be in the FRCS. Hopefully!



Agree!

Probably they will appear in those FR Classes and Races books that George mentioned in the FR Seminar scroll...


Reply author: Reefy
Replied on: 27 Aug 2007 01:13:11
Message:

I'm sure I read somewhere that there were only going to be eight classes in the PHB - given there are eleven currently, and there is speculation about this new Warlord class, that's potentially four that don't make the initial cut. I'm not sure if the number eight has been confirmed or merely rumour though.
Same with the races, I don't want to lose gnomes or any other race. If they have to bring in tieflings as a core race (which I have no real objection to), why does it have to be at something else's expense? And why not aasimar too?
As for the potential loss of the Chosen... don't get me started. Pandering to people who think they're overpowered munchkins and don't understand the reason for their existence is no reason to get rid of them. Having already lost two of my favourite characters recently in Khelben and Sylun (albeit handled pretty well), along with Halaster, I don't want to see wholesale changes of personnel. Granted, I like moving the timeline forward, though given the Realms *is* the people, killing off, or shuffling offstage some of the most well-loved characters seems a little weird. I have mixed feelings towards the ten year jump that's coming, it's a bit different and could be very interesting, but I don't like change for its own sake. The plus side is the ability to play in the past still remains, as does the option to ignore things you don't like, but I do like to see the place treated with the respect it deserves.


Reply author: Kentinal
Replied on: 27 Aug 2007 01:30:34
Message:

Logan has comfirmed there will be 8 classes in PHB, not which they are.

Another spokesperson did leave open perhaps up to 11.

Playtest has a warlock in one game, warlord was presented at GenCom.

It appears possible Bard will might PHB if balanced enough.

All in all, things are very much still in design stage that I do not believe any from WotC can say with certaincy how many classes, or which they will be, will be in the PHB.


Reply author: Darius Talynth
Replied on: 27 Aug 2007 02:06:01
Message:

quote:
Originally posted by Kentinal

One of them, WotC persons said if Bard did not make PHB1 they would be in PHB2 , at least as plans.

Plans rarely survive contact intact though, so indeed it is a wait and see.



I personally don't think they should drop Bard as a class. The Bard, in some shape or form, has long been associated with a medieval fantasy setting. It is interesting though that in 1st Ed the way one became a bard was very similar to the prestige class concept that didn't really take form until 3rd ed.

I hope they keep the bard. It is a good role. A good class and the class itself emphasizes role playing. Save the Bard!


Reply author: Markustay
Replied on: 27 Aug 2007 06:05:56
Message:

I heard a few rumors to the effect that we will see proffessions as well, similar to the old 'kits' from 2e. Some other system uses them curently (modern? Saga?), and they take into account how silly it is for a 3rd level adventurer to be a better blacksmith then a level one guy in some village who has been doing it for 50 years.

Since they seem to be moving away from fully stated PCs, perhaps professions will be the way to give them the skills they need?

And of course, PCs will have them as well, which will allow a person to take one particular skill far higher then normally allowed.

Has anyone else heard anything like this, or has anyone played in one of the two systems I mentioned so we can find out a little more about this?


Reply author: Wooly Rupert
Replied on: 27 Aug 2007 06:19:43
Message:

quote:
Originally posted by Reefy


I'm also not at all keen on the fact that it seems likely some of the core races and classes will be dropped. I'm sorry, but all of the bards and druids (to name two that are rumoured not to be making the initial cut) simply vanishing is utterly ridiculous.


To be quite honest, losing druids doesn't bother me. I came up in 2E, when druids had to be true neutral. And because of that, I tend to still think of them that way, even though 3E widened the alignment options for them. I just don't see much reason for a defender of a particular natural area to have to leave that area long enough for regular adventuring... I think druids are great as NPCs, just not as PCs.


Reply author: Jorkens
Replied on: 27 Aug 2007 07:16:04
Message:

No druids, bards or gnomes? That would take out my whole top three list at once. If they managed to take the Ranger out as well I would have a hard time choosing a character if I for some strange reason where to partake in a 4th ed. game.

I still don't see them doing one of the mass killings of the TOT though, a class removed will probably be found in one form or another as part of another class a "kit" or something else.


Reply author: Asgetrion
Replied on: 27 Aug 2007 11:36:08
Message:

I remember someone saying that halflings, half-elves and gnomes might all three be cut.

Chris Sims said that skills are practically divided into two categories. It seems that all the 'heroic' skills (Climb, Jump, Tumble, Perception, etc.) are measured in three ranks: Unskilled (+0), Skilled (+5) and Focused (+10). All the 'role-playing skills' (Craft, Profession, Painting, Weaving, Tailoring, etc.) have no 'mechanical' role in the game - you are free to pick them as you want to (it remains yet unclear if you can pick just one from the list).

I find it a bit unbalanced that the player actually chooses how good he is at these 'role-playing skills', since who wouldn't want to be a Master Armorsmith at 1st level, for example? It also seems a bit unbalanced to allow for multiple picks, although you should be able to do it, because you could have 'multi-talented' artist/craftsmen in 3.X edition, too. Of course, 3.X edition handled it better, because if you wanted to play an armorsmith/weaponsmith/bowyer/engraver you had to sacrifice those all-too-precious skill points to do that.


Reply author: Bakra
Replied on: 27 Aug 2007 13:20:37
Message:

quote:
Originally posted by Asgetrion

I remember someone saying that halflings, half-elves and gnomes might all three be cut.



It is rumour at the moment. I haven't seen a link from a wotc employee yet saying 'these races/classes have been fully cut.' We might hear more in October or December.

One question, is warlord a class or a 'play-style'?


Reply author: Asgetrion
Replied on: 27 Aug 2007 13:39:42
Message:

quote:
Originally posted by Wooly Rupert

Oh, I'm not arguing the way libraries are set up or their policies... I'm just saying that they could, if they wanted, leave people unable to save files, at no cost to the library. My point wasn't whether or not they would -- only that they could.



Yes, you're correct! It could be done, but either at the cost of staff keeping constant vigil over potential abuse of their book codes and DI account or setting up a separate computer (with no possibility to save or download files) for all potential DI users. Either way it will cost libraries some money, the latter option being the cheaper one in the long run, but probably too expensive for most libraries anyway.

I just hope that WoTC realizes this, because not only are they going to lose money over copies that many libraries won't be able (or even willing) to buy. They will also lose money because many potential customers won't now have a chance to lend and check out 4E books for free before deciding whether to buy them or not.


Reply author: Asgetrion
Replied on: 27 Aug 2007 13:40:58
Message:

quote:
Originally posted by Bakra

One question, is warlord a class or a 'play-style'?



Warlord will most likely be one of the Core Classes.


Reply author: Kentinal
Replied on: 27 Aug 2007 13:49:35
Message:

Warlord was presented as a class at GenCon.


Reply author: Sian
Replied on: 27 Aug 2007 15:24:51
Message:

imo Druid is for a good part possable to fit as a kit for cleric (basicly trading weapon/armor knowlegde, parts of the spelllist and the spontanius cure/infict with Wild shape and maybe some 'new' nature themed spells) so ... but nevertheless ... i buy the first book ... if i like what i read i jump the others ... if not its a waste and i keep going in 3.5 which when all's said and done aren't that broken any places that it can't either be repaired by houserules or ignored (in one way or another)


Reply author: Reefy
Replied on: 27 Aug 2007 15:59:08
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Reefy


I'm also not at all keen on the fact that it seems likely some of the core races and classes will be dropped. I'm sorry, but all of the bards and druids (to name two that are rumoured not to be making the initial cut) simply vanishing is utterly ridiculous.


To be quite honest, losing druids doesn't bother me. I came up in 2E, when druids had to be true neutral. And because of that, I tend to still think of them that way, even though 3E widened the alignment options for them. I just don't see much reason for a defender of a particular natural area to have to leave that area long enough for regular adventuring... I think druids are great as NPCs, just not as PCs.



I'm actually not a huge fan of the class myself, I've never played one and I've never really been tempted to. However, I do see them as being an important class that has substantial roots within the game. And at least one of my players would be very disgruntled were they to not make the cut.
I also see adventuring druids as just like adventurers of any other class - they're driven by something else a bit different to others who follow similar paths. In the same way that the majority of clergy spend most of their time at the temple, most wizards spend their time in study of the Art, most fighters are involved with the local militia or army, and so on.


Reply author: Ayunken-vanzan
Replied on: 27 Aug 2007 17:26:31
Message:

Since Druids are - especially in the Realms, more than in the standard setting - some kind of priests of nature, chances are good that they will be part of 4ed, maybe as a special class of clerics. But loosing them would be a huge loss because that would deprive us of some of the most interesting characters of the Realms like for example Gildenfire! I would really miss this specific druid.


Reply author: Mumadar Ibn Huzal
Replied on: 27 Aug 2007 19:47:10
Message:

quote:
Originally posted by Wooly Rupert
[brTo be quite honest, losing druids doesn't bother me. I came up in 2E, when druids had to be true neutral. And because of that, I tend to still think of them that way, even though 3E widened the alignment options for them. I just don't see much reason for a defender of a particular natural area to have to leave that area long enough for regular adventuring... I think druids are great as NPCs, just not as PCs.


Like Wooly, I too came into D&D with 2e and for similar reasons have never really felt comfortable with a druid as a PC; though I could see druid as some sort of PrC equivalent for a nature priest. And I wonder why they haven't made that leap with 3.x. Using a mix of feats, required skills, required domains etc. it would be easy to set the stage and have a properly focussed character switch to the druid PrC at level 6 or so... availble to a host of nature deities (including Malar...)


Reply author: Ayunken-vanzan
Replied on: 27 Aug 2007 19:54:09
Message:

I think a PrC is something you adopt after beginning your career in some other profession: like a sorcerer who discovers his dragon heritage and becomes a dragon disciple. But to be a druid is something you can be from the very beginning; you are not (necessarily) first a priest of Miellicki and then chose to become a druid, but you start venerating Miellicki right from the beginning as a druid. So its not a PrC, but a base class, IMHO.


Reply author: Jorkens
Replied on: 27 Aug 2007 20:03:47
Message:

Well I also came into D&D with the 2nd ed., but I had already been accustomed to druids from stories ranging from Asterix comics to Celtic myths so they were as natural as Wizards. Without the druids some of the "mystery" would disappear from the setting for me personally. Priests are one thing, druids something older and unknown.

As for using the druid in a campaign, I never saw it as more difficult than using the other priests and finding reasons for them to adventure outside of their temple.


Reply author: KnightErrantJR
Replied on: 27 Aug 2007 22:51:01
Message:

Been gone the last two days (or most of them), so here is what I've gleaned on some of these questions that have been brought up recently.

Races: Lots of buzz on this one has it that tieflings end up as a "core" races in the Player's Handbook. The promotional pictures they handed out on flash drives included pictures of a tiefling, as well a picture of "fighter and rogue" where the "rogue" appeared to be said tiefling.

So far in the designer's blogs at WOTC's site, they have mentioned dwarven, elven, and half-elven racial abilities being designed, and there has been no mention of gnomes by any of the designers, except in one of the play test blogs where the person posting actually said that they had adapted a chaos gnome using the new rules, implying that it was not something that already existed there.

Another strange thing is that there was a picture one of the flash drives handed out that had an "eledrin wizard," which was a picture of a fairly elven looking character studying a spellbook. There hasn't been much information on if some form of eledrin might end up as a PC race, or if this picture might have been something included as a monster teaser (the flash drive had a picture of a beholder on it as well).

Earlier in this very thread Faraer posted a link to a sketch of a halfling cleric as well, which seems to indicate that halflings will be a core races as well.

Classes: Fighter, Rogue, Cleric, Wizard, Paladin, Ranger, and Barbarian have all been mentioned by the designers in their blogs or in the interviews that they did on You Tube. It has also been mentioned that "Vancian" magic is not entirely gone, as one designer has said that wizards that cast all of their spells for the day will be at "about 80% of their total power."


Also, the designers mentioned that the Fighter, Rogue, Cleric, and Wizard have clear roles, and that these races define these roles. The other classes do the same thing as the above four, but differently, an perhaps with some hybrid abilities. The point being that the four "base" classes will be fleshed out much more fully than the later ones.

There was a picture of a "dwarven warlock" on the flash drives as well. This may or may not be an indication that the class will be in the 4th edition Player's Handbook. (On the last D&D podcast they mentioned that apparently in 3rd edition assassins were going to be a "core" class right up until the absolute final cut, when they were shifted to a PrC.

The reference to Warlord was from a screen capture of the D&D Insider demo at the 4th edition announcment, where the video of the program running showed a "Warlord" as one of the characters. Since then there have been some theories that a Warlord might be along the lines of the 3.5 Marshal, perhaps with some of the abilities of the Dragon Shaman and Bard thrown in.

Skills: In the Star Wars Saga Edition game, skills are either untrained or trained, there are no points in a given skill. Once you are trained you can spend a feat to gain skill focus. So a character that is untrained has a skill check of 1/2 level + relevant modifier.

A character that is trained has 1/2 level + relevant modifier +5, and having skill focus adds another +5 to the total. Some skills cannot be used untrained, and some skills that can be used untrained have aspects to them that cannot be used untrained (you can use survival to find food and water untrained, but you can't use it to track, for example).

Also, in Saga a lot of skills have been consolidated, such as spot/listen/search into Perception, and move silent/hide into stealth.

Again, while it has been said that Saga is a "good preview" this doesn't mean that the skills will work exactly the same (in the old Star Wars d20 game, for example, "disable device" was used to open a lock or disarm a mechanical trap, and open lock and disable device were separate skills in D&D).

NPCs: There is still an NPC class in Saga, but there is only one class, "non heroic." The class is only charted out to 10 levels, and is significantly weaker than "heroic" classes are.

Great Unknowns: There is no official list of what classes or races are or aren't making it into 4th edition, but the designers have hedged their bets a bit my mentioning that just because it doesn't get into the Player's Handbook doesn't mean its out of 4th edition.

This has caused some to theorize that the bard may end up being a PrC, or that gnomes may have "PC stats" in the Monster Manual or some other source (not every monster is suppose to be playable as a PC race in 4th edition, and so there won't be LA listings for monsters, but rather separate listings for them as PC races if they seem to be likely candidates).

One designer is mentioned as playing a paladin, and the ranger is noted as having "killed the scout and taken some of his stuff." Paladins have also been mentioned as not being tied to LG, with the comment associated with this being, "you could play a paladin of Asmodeus if you wanted to."


Reply author: Skeptic
Replied on: 27 Aug 2007 23:06:23
Message:

quote:
Originally posted by KnightErrantJR
One designer is mentioned as playing a paladin, and the ranger is noted as having "killed the scout and taken some of his stuff." Paladins have also been mentioned as not being tied to LG, with the comment associated with this being, "you could play a paladin of Asmodeus if you wanted to."



It's important to add that Asmodeus is a god under 4E.

The paladin is becoming an "holy champion", a very good thing IMHO.


Reply author: Alisttair
Replied on: 27 Aug 2007 23:56:21
Message:

I am wondering if the Forgotten Realms logo will be changed again like the D&D logo (like it did when it changed to 3.0)


Reply author: Asgetrion
Replied on: 28 Aug 2007 00:23:59
Message:

quote:
Originally posted by Alisttair

I am wondering if the Forgotten Realms logo will be changed again like the D&D logo (like it did when it changed to 3.0)



That is very likely. WoTC will almost certainly redesign the FR brand/look, because it is a common marketing strategy which signifies change and evolution in the product line ("Look guys - it will be a new and even better FR") and helps consumers to identify 4E FR products.


Reply author: Jorkens
Replied on: 28 Aug 2007 07:11:33
Message:

There is still nothing about making talking wombats (known for their deadly wombat-skills) a core class in the Realms at least? The injustice continues I see.


Reply author: Bakra
Replied on: 28 Aug 2007 12:48:12
Message:

Thanks to everyone answering my inquire about the warlord. Now I have to make a comment about DI, libraries and WotC losing money. In the past few years I have gone to quite a few various public libraries in the Metroplex to do some research. Out of nine of the public libraries only two of them carried Dragon. And out of these two only one carried it until last year, the other one stopped in the late 90s
I would like to mention university libraries which are open to the public too. They (the universities I traveled to or work with) never carried it at all but the mechanisms for carrying Dragon or Dungeon do exist for themI see so much potential for Dragon when it comes to electronic resources at a research library with an anthropology department or sociology department.


Reply author: Thauglor
Replied on: 28 Aug 2007 13:09:33
Message:

From the Sage Advice

quote:
"Dear Sage
Will I be able to convert my favorite character to 4th Edition?

A: We learned the hard way with 3rd Edition that accurate conversion really doesn't work. Thus, we're encouraging everyone to start at 1st level and learn the new system from the ground up.
While you'll certainly be able to reinvent many existing characters with the new system, there's no way a conversion guide could adequately cover the vast array of options that have been published over the lifespan of the game.
We'll eventually revisit many favorite parts of the previous edition, and along the way we'll also explore plenty of new territory as well."


Please, people, don't get me wrong. Let me say first that I'm not outright against 4th Ed. Being one among many AD&D fans who've felt the need to create house rules to overcome some stupid limitations of the older versions of the game, I like change. At least when it promotes better gaming experience. The not so "old" 3.5 Ed. barely needed any personal adjustments, having officially cast most 2nd Ed. limitations aside. Now with 4th Ed., the ideas of making combat faster and PC preparation shorter are interesting ones, though not to be taken lightly, especially with groups that crave for more realism.

But our dear publishers are not talking about adjusting what we feel is amiss. They go straight to "game lifespan". With such ease? How come? That's plain and simple marketing! It seems as if we're buying groceries. Games should not come with an expiration date. And books, as we know the hard way, are not exactly cheap.

Moreover, with 3rd Ed. I feel like I bought a car with just one set of tyres that cannot be replaced. Or a software with no rights for updates. I'll grant them that it is difficult to make a good conversion guide to the new rules. And if done it certainly would not cover all the possibilities of 3rd Ed. Still, those are not reasons to simply dismiss the idea.

I won't demand a perfectly accurate conversion guide. I understant the shortcomings. But come on!! They have a responsibility with us! The least they should do was try! ... now I feel that such a work would only extend the "lifespan" of 3rd Ed. published books. And that's not good for marketing, right?

Since it seems the conversion will be left for us to do I propose we gather a taskforce to tackle the job. Who knows what good may come from that...


Reply author: Wooly Rupert
Replied on: 28 Aug 2007 13:41:56
Message:

I have a problem with that, too... 2E had a longer lifespan, and once you factor in 8,000,001 proficiencies, magical items, spells, kits, Complete X Handbook options and Player's Options books, you had just as many, if not more, things to convert over to 3E. And yet they released a conversion book for that... It did the logical thing: it ignored everything beyond the core, and said how to make an approximate translation of 2E to 3.0. It wasn't perfect, and it wasn't pretty, but it was better than this "Oh, sorry, you've got to start over." approach.

I'm not so cynical to believe that that decision is purely a marketing ploy, but I am cynical enough to notate that it certainly looks like one.


Reply author: Reefy
Replied on: 28 Aug 2007 22:01:58
Message:

I think that ultimately they'll backtrack on that one and release some kind of conversion guide. There will be a public clamouring for one, so I think they will release one in reaction to this. To say 'start over' also seems to me a bad marketing ploy, as it might put off some people who were undecided about converting because they don't want to lose the character they've been playing with for years.


Reply author: Kentinal
Replied on: 28 Aug 2007 22:13:27
Message:

There will be a theme/artistic guide to how to make a 3rd look like a 4th character, they think.

Depending on what they come up with final rules, the odds are very low there can be direct math translation of a 3rd to 4th.


Reply author: Darius Talynth
Replied on: 28 Aug 2007 23:07:44
Message:

There are many interesting comments here.

I think they will release some form of conversion guidelines for 4th Edition. I actually think it would get more players to buy the 4th ed books if they did. Afterall, most people would want to keep their existing campaigns going, and if they were able to sustain those games through a conversion to 4th ed ruels, and found 4th ed to be a better game, it would only be a matter of time before those players updated their book collections.

As for the other comments about game "lifespan" I ask: How would we feel if they never updated the game? WOTC could always say "D&D has run it's life. I doesn't generate enough $$ for us anymore with just source books. We are retiring it from our product lines." What would our reaction be to that?

Ultimately we all have the choice to purchase the new products or not. None of us really need them. Each previous edition of the D&D game is still a viable game in it's own right, it is just that those versions are no longer officially supported. WOTC sees the new edition as a way to, yes, make money but also keep D&D fresh and alive as a brand, so they can make $$ ha ha. I just hope they do a real nice job on the new game.


Reply author: Rinonalyrna Fathomlin
Replied on: 29 Aug 2007 01:49:09
Message:

quote:
Originally posted by RodOdom

Thinking about it more, I'm actually looking forward to (what I call) "FR 4". Cities and entire civilizations may have been lost along with countless riches. A new status quo among the gods. Epic wars that could have been fought between the Shade, the Red Wizards and the Zhents. Minor characters and groups that could have risen when the majors fell. New great secrets to replace the old ones that have been revealed (Rage of Dragons, Myth Drannor, etc.) New worlds to replace the somewhat derivative civilizations to the east, west and south of Faerun. If Ed and Wizards can do all that AND make it feel like the Realms we've come to know and love, it will be worth every dollar for me.



Emphasis mine. It may be possible to do exactly that...but for me, personally, I doubt it.


Reply author: Rinonalyrna Fathomlin
Replied on: 29 Aug 2007 01:59:46
Message:

quote:
Originally posted by Reefy
As for the potential loss of the Chosen... don't get me started. Pandering to people who think they're overpowered munchkins and don't understand the reason for their existence is no reason to get rid of them.


That's exactly what I've been thinking...


Reply author: Asgetrion
Replied on: 29 Aug 2007 22:23:32
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Reefy
As for the potential loss of the Chosen... don't get me started. Pandering to people who think they're overpowered munchkins and don't understand the reason for their existence is no reason to get rid of them.


That's exactly what I've been thinking...



I agree whole-heartedly... I guess this is the result of another very one-sided 'marketing survey', or something.

And I don't like this 'Spellplague' or how it is just dropped on just like another RSE. There would be better ways to explain these changes that are demanded by the new game mechanics. Now so many NPCs (wizards and bards) will most likely end up dead that I think most of my 1e/2e accessories become more or less hopelessly 'outdated' and useless.


Reply author: Ayunken-vanzan
Replied on: 29 Aug 2007 23:07:52
Message:

quote:
Originally posted by Asgetrion

And I don't like this 'Spellplague' or how it is just dropped on just like another RSE. There would be better ways to explain these changes that are demanded by the new game mechanics. Now so many NPCs (wizards and bards) will most likely end up dead that I think most of my 1e/2e accessories become more or less hopelessly 'outdated' and useless.



Given that the spellplague is described as having caused a lands of Faerun to lay in smoking ruins, I fear that the consequences for Halruaa are grave, to say the least, and that this beautiful land, which I like very much, will be gone forever (worst case).

Nothing has been said so far of magical creatures like dragons and how they will be affected. But since elfs, which are no less magical, have survived in 4ed, so will dragons (hopefully).


Reply author: Warrax
Replied on: 30 Aug 2007 14:54:03
Message:

Hmm.. I added my comments in the wrong spot but at least they're very visible...


Reply author: Mace Hammerhand
Replied on: 30 Aug 2007 16:24:55
Message:

One thing I read on the wizards-site penned by Mike Mearls I have to agree with tho, wholeheartedly. The entire game-/encounter-balance thing in 3.5 is silly. One CR4 mob for 4 4th level characters. A CR4 fighter (4th) level is enough of a challenge for a party that consists of one 4th level fighter, a 4th lvl cleric and so on? That's just twisted...still.


Reply author: Xysma
Replied on: 30 Aug 2007 16:37:20
Message:

quote:
Originally posted by Wooly Rupert

I'm not so cynical to believe that that decision is purely a marketing ploy, but I am cynical enough to notate that it certainly looks like one.



I am that cynical, but oddly enough I don't see it that way. To me it just seems to be the right time, they've taken back Dragon and Dungeon, and apparently put alot of effort into the online tools, why not go ahead and change the game edition now? That makes more sense than releasing the online stuff in 3.5 and then changing it all in a couple of years. I don't like it, but I can understand it.


Reply author: Wooly Rupert
Replied on: 30 Aug 2007 16:53:41
Message:

quote:
Originally posted by Xysma

quote:
Originally posted by Wooly Rupert

I'm not so cynical to believe that that decision is purely a marketing ploy, but I am cynical enough to notate that it certainly looks like one.



I am that cynical, but oddly enough I don't see it that way. To me it just seems to be the right time, they've taken back Dragon and Dungeon, and apparently put alot of effort into the online tools, why not go ahead and change the game edition now? That makes more sense than releasing the online stuff in 3.5 and then changing it all in a couple of years. I don't like it, but I can understand it.




I'm a little confused... I wasn't referring to the new edition, in general, I was referring specifically to the "you can't convert characters from 3.x to 4.0" decision. Are we both speaking of the same thing?


Reply author: Skeptic
Replied on: 30 Aug 2007 17:30:34
Message:

quote:
Originally posted by Ayunken-vanzan

quote:
Originally posted by Asgetrion

And I don't like this 'Spellplague' or how it is just dropped on just like another RSE. There would be better ways to explain these changes that are demanded by the new game mechanics. Now so many NPCs (wizards and bards) will most likely end up dead that I think most of my 1e/2e accessories become more or less hopelessly 'outdated' and useless.



Given that the spellplague is described as having caused a lands of Faerun to lay in smoking ruins, I fear that the consequences for Halruaa are grave, to say the least, and that this beautiful land, which I like very much, will be gone forever (worst case).

Nothing has been said so far of magical creatures like dragons and how they will be affected. But since elfs, which are no less magical, have survived in 4ed, so will dragons (hopefully).



Hmm where did you get all this information about Spellplague ? Or are you doing pure speculation ?

The only official line I remember is from Rich Baker saying that no area is left untouched. This doesn't mean that any area is destroyed.


Reply author: Xysma
Replied on: 30 Aug 2007 17:51:35
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Xysma

quote:
Originally posted by Wooly Rupert

I'm not so cynical to believe that that decision is purely a marketing ploy, but I am cynical enough to notate that it certainly looks like one.



I am that cynical, but oddly enough I don't see it that way. To me it just seems to be the right time, they've taken back Dragon and Dungeon, and apparently put alot of effort into the online tools, why not go ahead and change the game edition now? That makes more sense than releasing the online stuff in 3.5 and then changing it all in a couple of years. I don't like it, but I can understand it.




I'm a little confused... I wasn't referring to the new edition, in general, I was referring specifically to the "you can't convert characters from 3.x to 4.0" decision. Are we both speaking of the same thing?



You know Wooly, even though I did actually read your entire post, for some reason your comment about "lifespan" stuck in my craw and I associated marketing ploy with lifespan. Sorry for the confusion.

Anyway, that does bring up a question, why do you consider the "you can't convert characters from 3ed to 4ed" to be a marketing ploy? It seems to me that the ability to convert would actually be a selling point. For me personally, unless this edition just blows my socks off, I wouldn't think of changing unless I could convert my existing "stuff".


Reply author: Kentinal
Replied on: 30 Aug 2007 18:12:12
Message:

quote:
Originally posted by Xysma


Anyway, that does bring up a question, why do you consider the "you can't convert characters from 3ed to 4ed" to be a marketing ploy? It seems to me that the ability to convert would actually be a selling point. For me personally, unless this edition just blows my socks off, I wouldn't think of changing unless I could convert my existing "stuff".



If characters can be easy to convert you will not need to purchase PHB II or PHB III, not counting the slats books to have the class/race you want.

For example a Bard appears to be a long shot to be in PHB, usable convesion guide would allow the 3.X Bard to become a 4th Bard. In absense of such conversion you will need to purchase PHB II or subscribe to online zines (just in case Bard is published between PHB and PHB II.

Oh this might not a a ploy, but when they talk about not transferable it is an indication that only Lore of prior editions can be used, no PCs or NPCs.

Edit: a "t" almost looks like an "r"


Reply author: Mace Hammerhand
Replied on: 30 Aug 2007 20:15:02
Message:

I want "worrier" to become a core class, every group should have a high level worrier


Reply author: Ayunken-vanzan
Replied on: 30 Aug 2007 21:43:51
Message:

quote:
Originally posted by Skeptic

Hmm where did you get all this information about Spellplague ? Or are you doing pure speculation ?

The only official line I remember is from Rich Baker saying that no area is left untouched. This doesn't mean that any area is destroyed.



Of course I am speculating right now, but given the information we have received in various threads here and links elsewhere,* I consider the spellplague espacially devastating in an area full of mages like Halruaa. Hopefully, I will be wrong.

--
* For instance, the link to the report the future Drizzt is giving about the events of the last 100 years, especially regarding the history of the new orc realm.


Reply author: Kuje
Replied on: 31 Aug 2007 00:16:25
Message:

Found this over on ENworld.

"Rich Baker has been working on the devils and demons in the new Monster Manual. Here's what he has to say:

- 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."

I'm so not interested in those changes. Ah well.


Reply author: Mkhaiwati
Replied on: 31 Aug 2007 00:22:35
Message:

I kinda wonder how much we are seeing in the novels that might tie into the spellplague and what the 4e FRCS might contain. Several deities could still get the axe (see the Hallistra series, and Mask and Shar seem to be staring hard at one another). Thay is getting an overhaul, and it was mentioned that 4e FRCS gets a preview in the next Salvatore series.


Reply author: Skeptic
Replied on: 31 Aug 2007 00:30:41
Message:


Well, it seems that 4E Realms are gonna be quite different Realms.

I'm not sure I understand why such a big change was necesseray, maybe making Realms more "accessible" to all the players/DM by making irrelevant most of the huge pile of old lore.

I'll have to think about it...


Reply author: Kentinal
Replied on: 31 Aug 2007 00:50:56
Message:

quote:
Originally posted by Skeptic


Well, it seems that 4E Realms are gonna be quite different Realms.

I'm not sure I understand why such a big change was necesseray, maybe making Realms more "accessible" to all the players/DM by making irrelevant most of the huge pile of old lore.

I'll have to think about it...



Hmm if you are thinking about that you might consider toning down your sig. a bit at least.

Not saying you should opose the change, just perhaps not endorse as much.


Reply author: Skeptic
Replied on: 31 Aug 2007 00:57:40
Message:

quote:
Originally posted by Kentinal
Hmm if you are thinking about that you might consider toning down your sig. a bit at least.

Not saying you should opose the change, just perhaps not endorse as much.



Not about 4E rules, I have not yet read something I don't like about it.


Reply author: JEThetford
Replied on: 31 Aug 2007 02:15:50
Message:

quote:
Originally posted by Skeptic

quote:
Originally posted by Kentinal
Hmm if you are thinking about that you might consider toning down your sig. a bit at least.

Not saying you should opose the change, just perhaps not endorse as much.



Not about 4E rules, I have not yet read something I don't like about it.





I have to agree. Everything I have seen so far I like. Also, I cannot lend a serious thumbs up or down until they release mmore information.


Reply author: Kentinal
Replied on: 31 Aug 2007 03:02:34
Message:

quote:
Originally posted by JEThetford




I have to agree. Everything I have seen so far I like. Also, I cannot lend a serious thumbs up or down until they release mmore information.



Well more information would realy be good, but to say there is nothing you do not like in the change is surprising.

So pray tell what are all the improvements you see being proposed?

Perhaps classes you did not use appear to disappear, certain feats disappear that you might never have used (or considered broken), there is change coming and even the design team is not sure of the changes in full from what they write.

I am just confused about any that says 4th will be better when even design team does not know what 4th will be.


Reply author: Skeptic
Replied on: 31 Aug 2007 03:16:49
Message:

quote:
Originally posted by Kentinal
I am just confused about any that says 4th will be better when even design team does not know what 4th will be.



Because this time (vs 3.x design) the designers/producers don't fear to put the sacred cows to the axe.

Also, it seem that the design team has a clear design idea that will translate to a more clearly focused game. D&D was always ambiguous about what kind of RPG it is, so it's a good news IMHO.


Reply author: Purple Dragon Knight
Replied on: 31 Aug 2007 04:00:43
Message:

I really don't like what Kuje is reporting here today... a reorganization of the Lower Planes? erinyes + succubus = devil succubus? that's crap, if you don't mind me saying.

Why is it that everytime whoever owns the moneybag end of D&D decides to make a new edition of the rules, they also need to change/update/destroy the classic D&D mythology?

I know that west coast people have access to a higher grade of Shire Leaf but for crying out loud, this is not creativity! this is rehash! and it screams of "Bloody Heck! We're Out of Ideas!!! WHAT DO WE DO NOW GUYS?!!?!"

4E this, 4E that... the closer this gets the more it's starting to smell.

For my fellow scribes here: sorry, I have one such rant to lay out about every 8 or 9 months. I'll be cheerful again tomorrow; unless I tally up my 3.5 costs so far... [rage rising within the knight, yet again, as he both begins to love and hate his Excel sword...]


Reply author: Xysma
Replied on: 31 Aug 2007 04:27:22
Message:

quote:
Originally posted by Purple Dragon Knight

I know that west coast people have access to a higher grade of Shire Leaf...



Well PDK, I now know how badly it hurts to shoot diet Mountain Dew out of my nose while laughing, hope you're happy.


Reply author: Skeptic
Replied on: 31 Aug 2007 04:29:09
Message:


Something I would like on this thread : don't mix the issues you have with 4E rules and D&D generic fluff v.s. what happens with FR under 4E (like moving the timeline for 10 or 100 years).


Reply author: Thauglor
Replied on: 31 Aug 2007 07:30:15
Message:

quote:
Originally posted by Kentinal

quote:
Originally posted by Xysma


Anyway, that does bring up a question, why do you consider the "you can't convert characters from 3ed to 4ed" to be a marketing ploy? It seems to me that the ability to convert would actually be a selling point. For me personally, unless this edition just blows my socks off, I wouldn't think of changing unless I could convert my existing "stuff".



If characters can be easy to convert you will not need to purchase PHB II or PHB III, not counting the slats books to have the class/race you want.

For example a Bard appears to be a long shot to be in PHB, usable convesion guide would allow the 3.X Bard to become a 4th Bard. In absense of such conversion you will need to purchase PHB II or subscribe to online zines (just in case Bard is published between PHB and PHB II.

Oh this might not a a ploy, but when they talk about not transferable it is an indication that only Lore of prior editions can be used, no PCs or NPCs.



I'd say it's also marketing oriented in the sense that it limits game choices into official campaigns, most probably forcing new and old players alike into singning up for whatever official stuff is published or released by them, perhaps even having to spend hard earned pennies on a monthly basis.

And by the way news have been flowing concerning FR, I believe I'll have to disagree on the Lore part of Kentinal's post, since rumours are change is coming for the Lore we're used to. This is really sad. Historical consistency (including not toying with the planes) is what makes FR such a believable setting. And, of course, such a preference of gamers.

We don't have to go far to remember that the core game praises consistency. DMG 129 states clearly what many of us have learned from experience:
"A campaign first requires a world. A 'world' is a consistent environment for the campaign. Geography and people are consistent in the world."

On the next couple pages of the DMG we see consistency, along with timekeeping, events and the environment as integral parts of the "Context". There's even a subtopic on "Building on the past". I know you all guys already know that, but I had to illustrate my point.

I have to grant them that world "stagnation is unrealistic" (as also shown in DMG 131). I just hope they care about maintaining superb consistency when putting the setting in motion.


Reply author: Mace Hammerhand
Replied on: 31 Aug 2007 13:38:06
Message:

quote:
Originally posted by Kuje

Found this over on ENworld.

"Rich Baker has been working on the devils and demons in the new Monster Manual. Here's what he has to say:

- 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."

I'm so not interested in those changes. Ah well.



If a succubus is a devil now, how does Aliiza (sp?), Khanyr Vhok's lover come into the mix, I always thought she was a fiend, read demon...


Reply author: Mace Hammerhand
Replied on: 31 Aug 2007 13:39:36
Message:

I'll stop buying FR game products the moment 4e is released, novels will still come and I read them and do my own thing with the campaign world, not that I've done anything else...ever.


Reply author: sparhawk42
Replied on: 31 Aug 2007 15:18:58
Message:

Im confused about something here. Although I can at least understand a little the want to tweak the rules a bit trying to improve them (although from what Ive heard it seems more akin to smashing them with a mace and then using the broken pieces to build a different system). What I dont get is all this stuff about completely removing these classes, races, and stuff that to me are core to the realms. I mean is there something wrong with bards? They may not be the most perfectly balanced class but why is a perfect balance always necessary? Are gnomes broken somehow so badly they have to be thrown away? Ive read that barbarians and the half-elf may get the boot as well. No more erinyes? I just dont understand why we need to take away basic classes, races, and monsters.

Gnomes, barbarians, and the half-elf? I mean we arent talking about eliminating little known prestige classes here, these are some of the basic parts of the realms and I just dont understand the advantage to taking these things away.


Reply author: Thauramarth
Replied on: 31 Aug 2007 15:56:13
Message:

Just took a look at the "Orc king spoiler" thing - aren't people reading too much into what merely amounts to an epilogue in a novel? The timeline will not be advanced 100 years - that would contradict what has apparently been said at Gencon, no? So, 10 years it probably is. No worries.


Reply author: Jorkens
Replied on: 31 Aug 2007 16:27:27
Message:

It seems a good thing that I got most of my aggravation out during this edition. By now there is little any one can change in the Realms that would bother me, I just don't care enough about WotC's Realms any more. I just keep ignoring 90% of the changes do my own thing, and try to insert as much of Ed's lore as possible. The last time I tried to get into the canon of today it sent me on a couple of months vacation to Mystara.

If the changes that I have seen rumoured lately do take place though, I will have to start warnings in the beginning of anything I write for Candlekeep, that this is based on earlier versions.


Reply author: Thauglor
Replied on: 31 Aug 2007 16:27:32
Message:

quote:
Originally posted by sparhawk42

Im confused about something here.
(snip)
What I dont get is all this stuff about completely removing these classes, races, and stuff that to me are core to the realms. I mean is there something wrong with bards?
(snip)

It will be interesting (and sad) to see The Nameless One become the Non-Existent One.


Reply author: Kuje
Replied on: 31 Aug 2007 16:48:35
Message:

quote:
Originally posted by Mace Hammerhand

If a succubus is a devil now, how does Aliiza (sp?), Khanyr Vhok's lover come into the mix, I always thought she was a fiend, read demon...



Not sure. I'm not even sure if this carries over to FR but it does for the core material.... And if it does carry over.... well, she'll be a devil instead of a demon but she'll still be a fiend since fiends is a broad term for the evil creatures of the lower planes.

Edit: Thinking about this a bit more, it might explain why the fey'ri were mostly killed off..... since it changes the whole lore, if the succubi are now devils, about the fey'ri since they are no longer descended from demons.


Reply author: Wooly Rupert
Replied on: 31 Aug 2007 16:53:08
Message:

quote:
Originally posted by Thauramarth

Just took a look at the "Orc king spoiler" thing - aren't people reading too much into what merely amounts to an epilogue in a novel? The timeline will not be advanced 100 years - that would contradict what has apparently been said at Gencon, no? So, 10 years it probably is. No worries.



That's actually my thinking, too. Especially since, in all the previous (post-IWD trilogy) Drizzt books, he's been doing journal entries from some unspecified point in the future. I understand that this is a prologue/epilogue, and not a journal entry, but I'm still not willing to assume the century jump.

The prospect does scare me, though. Not only will it mean the death of some of my fave characters and shake everything up, but it also has the potential to be an ugly mess like the Word of Blake Jihad was in the BattleTech universe. Love it or loathe it (I very much fall into the latter category, myself), none can deny that it has been a very polarizing event in that universe. The feelings I've seen expressed over that one have blown away any complaints I've seen about any particular RSE, even including the ToT.

The prospect of something like that happening to the Realms worries me greatly. Even the thought of that kind of change has me pondering my continued following of the setting. I won't make any decisions until I actually have the first couple of products in my hand, but it is a possibility I'd have never considered even a month ago.


Reply author: Reefy
Replied on: 31 Aug 2007 18:53:34
Message:

quote:
Originally posted by Purple Dragon Knight

I really don't like what Kuje is reporting here today... a reorganization of the Lower Planes? erinyes + succubus = devil succubus? that's crap, if you don't mind me saying.

Why is it that everytime whoever owns the moneybag end of D&D decides to make a new edition of the rules, they also need to change/update/destroy the classic D&D mythology?



I agree. I'm not massively interested in the Planes to be honest, though I know a lot of people are, but that's just weird. A succubus is a demon and always has been. What is this need to shuffle the pack? 3E got it right by bringing the Lower Planes back into focus more (at least to my mind they came back more), but this just seems like change for its own sake, especially as there's so much of the existing mythology it just rips up.


Reply author: Na-Gang
Replied on: 31 Aug 2007 19:32:29
Message:

According to today's Design & Development page at Wizards.com (link below), it seems like Bards aren't being done away with. While the article doesn't specifically say that a the Bard class we've come to know will be present in 4e it is hopeful that something like it will be playable.

http://www.wizards.com/default.asp?x=dnd/drdd/20070831a


Reply author: Skeptic
Replied on: 31 Aug 2007 20:46:00
Message:

Thinking about it, I prefer to see the FRCS set in 1475 than 1385. Why ? Because I prefer to jump to this point than having to deal with a fixed future coming from a novel written by an author who is known for not following canon lore.


Reply author: Kuje
Replied on: 31 Aug 2007 22:42:44
Message:

Follow up post from Rich's WOTC journal.

"Wow, I'm sort of surprised -- more people were reading than I thought. It looks like I stirred up a real hornet's nest with my comments on the work I'd recently done on devils.

For those of you worried about mashing succubus and erinyes together... I do think there's room in the game for both a fury and a succubus. The problem is, erinyes have rarely been depicted as furies (ironic, given the name of the monster). Even in 3.5--about the most fury-like depiction of the monster in a long time--erinyes have charm monster at will. It's their iconic shtick, really. That's the sort of thing we would like to improve on.

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.

Anyway, in other news: Phil Athans, my editor for Swordmage, returned my marked-up first draft to me. I'll be working on my second draft for the next few weeks in the evenings and on weekends. Fortunately, he didn't detect any need for major plot restructuring (drop these 20,000 words and write the correct 20,000 words, which has happened to me before). I'll spend the time trying to get the voice and characterization to my satisfaction. As I've said before, I'm trying to tell a smaller, more character-driven story in Swordmage than I did in Last Mythal, so I'm looking forward to the opportunity to dig into it again."


Reply author: Foxhelm
Replied on: 31 Aug 2007 22:52:54
Message:

Perhaps the best way to think of this is this:

A Succubus is a female fiendish porn star/stripper, who purpose is to use lust and sex to lure men and women into evil acts.

A Fury/Erinyes is a female fiend having a bad day hopped up on Male hormones (can spell the name of tertes...whatever) while having cliche PMS rage who hates the world and is given a chance and the power to dish it out to mortals, whether they deserve it or not!

Just a thought.


Reply author: Kuje
Replied on: 31 Aug 2007 23:02:02
Message:

Also, as George commented at a few different places, the timeline jump is only speculation. There isn't solid proof that the timeline is only going to jump a decade, which Rich semi confirms.

"All that we've said officially is this: The last entry in the Grand History is set in 1385, the Year of Blue Fire.

From this remark many people have speculated about a timeline jump. More than that I am not at liberty to say right now, but I expect to be able to talk a little more about the "new" Realms in just a couple of weeks."


Reply author: Brian R. James
Replied on: 01 Sep 2007 00:26:01
Message:

Wow. Looks like I got the date for the 4th-Edition FRCS completely wrong. I heard Year of Blue Fire (1385 DR) at Gen Con and naturally assumed that was the correct date. I still need time to think about the ramifications of a 100 year jump that I keep hearing around the Internet. Obviously Im in the dark the same as most of you.


Reply author: Brenigin
Replied on: 01 Sep 2007 01:06:14
Message:

There's no way they'll jump 100 years. Why would they? What makes a shared world like FR breathe is the characters. Jumping a century means losing almost all of them, bar a few elves and outsiders.

People are reading far, far too much into The Orc King. Salvatore's books have always had Drizzt's little paranthetical musings - this one just happens to be from far in the future. The epilogue of Final Gate was set in 1380 - it didn't precipitate an instant timeline jump.


Reply author: sparhawk42
Replied on: 01 Sep 2007 02:19:55
Message:

quote:
Originally posted by Kuje

Follow up post from Rich's WOTC journal.


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.




I feel a little silly asking but what does all the "Points of Light" stuff mean?


Reply author: Xysma
Replied on: 01 Sep 2007 02:34:15
Message:

quote:
Originally posted by sparhawk42

quote:
Originally posted by Kuje

Follow up post from Rich's WOTC journal.


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.




I feel a little silly asking but what does all the "Points of Light" stuff mean?



Rich Baker explains this concept here


Reply author: Kentinal
Replied on: 01 Sep 2007 02:38:26
Message:

quote:
Originally posted by sparhawk42

quote:
Originally posted by Kuje

Follow up post from Rich's WOTC journal.


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.




I feel a little silly asking but what does all the "Points of Light" stuff mean?



Well he said the core/ non realm world / would be a place of limited pockets of light/order/safety typye of world. Much like _Keep on the Borderland_ (and BD&D) was presented. IOW only those brave enough and hopefully skilled as well would even considered traval from one safe haven to another, becauase safe havens are very far apart. No metrics were offered but I would not be surprised that a weeks travel or more would be require, though hostile lands, to reach a safe haven from the safe haven one started from.


Reply author: sparhawk42
Replied on: 01 Sep 2007 02:42:27
Message:

Okay, I understand now. Thanks!


Reply author: Kuje
Replied on: 01 Sep 2007 03:20:33
Message:

My thanks Xysma for answering Sparhawk's question.


Reply author: Darkmeer
Replied on: 01 Sep 2007 05:46:20
Message:

quote:
Originally posted by Kuje

Found this over on ENworld.

"Rich Baker has been working on the devils and demons in the new Monster Manual. Here's what he has to say:

- 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."



Would they QUIT messing with the outer planes for Asmo's sake?! Seriously? Not happy here.

*Deep Breath, vomit, Deep breath*

Okay, they're completely screwing with me. I've been a planar junkie for.... 15 years now. Would they quit saying "this doesn't fit?" Pretty please, with sugar on top? This is sooo not cool on their parts.

Asmo did not kill a deity, although he would certainly allow such a rumor to spread. And why can't Ice Devils be devils? Appearance alone? That is a stupid reason. They are all devils!

The more I see of this new edition, the less and less I'm liking it. The virtual game table looks great, but I don't know if I really like the lore changes, and I want a reason, not just "we thought they were the same" 'cause they are NOT the same.
/d


Reply author: Jorkens
Replied on: 01 Sep 2007 08:57:51
Message:

A little to the side of the main topic, but I am curious. I hadn't gotten myself onto the Internet at the time of the countdown to the 3rd ed. so I wonder, was there as much speculations then as now and how much of it came to be true? Is there more clear information given beforehand this time, more negative reactions from fans etc?


Reply author: Kentinal
Replied on: 01 Sep 2007 09:26:03
Message:

quote:
Originally posted by Jorkens

A little to the side of the main topic, but I am curious. I hadn't gotten myself onto the Internet at the time of the countdown to the 3rd ed. so I wonder, was there as much speculations then as now and how much of it came to be true? Is there more clear information given beforehand this time, more negative reactions from fans etc?



Hmm Eric Noah did colect souce information and rumors when 3rd was offered/coming soon. Perhaps started 6 months before official announcement, but not sure about that.

This time is different in that 4th is announced but no real facts are known about it. Even play testers appear not to know for sure what will be in first release.

I do expect that internet traffic is much higher this time around.


Reply author: Kiaransalyn
Replied on: 01 Sep 2007 10:45:32
Message:

I've been a little out of the loop recently, newborn baby and all which that happy event entails. Any chance somebody can give me a quick account of how debate has gone on this 18 page scroll?


Reply author: KnightErrantJR
Replied on: 01 Sep 2007 15:53:22
Message:

Eh, a lot of its been just reporting little factoids that have popped up rather than really debating things too much.


Reply author: Jorkens
Replied on: 01 Sep 2007 19:12:09
Message:

quote:
Originally posted by Kiaransalyn

I've been a little out of the loop recently, newborn baby and all which that happy event entails. Any chance somebody can give me a quick account of how debate has gone on this 18 page scroll?



Well, I mostly post to say congratulations; but as to the discussion, it has been a general discussion of tidbits and rumours with each person expressing his and hers feelings about it. Both concerning the game and the Realms.


Reply author: Markustay
Replied on: 01 Sep 2007 19:34:56
Message:

quote:
Originally posted by Skeptic


Hmm where did you get all this information about Spellplague ? Or are you doing pure speculation ?

The only official line I remember is from Rich Baker saying that no area is left untouched. This doesn't mean that any area is destroyed.

This was posted at Enworld, which in turn was taken directly from RAS's site -

quote:
Originally posted at http://www.rasalvatore.com

The prologue and epilogue of The Orc King are set 100 years into the future of the Realms. Drizzt mentions that the Spellplague has decimated the Sword Coast, but that Mithril Hall survived the worst of it, even though there was chaos and upheaval all around it.

It also mentions the Empire of Netheril.

It doesn't mention Silverymoon, Waterdeep, Baldur's Gate, the Lord's Alliance, the Silver Marches, or anything else "civilized" beyond Mithril Hall and the Empire of Netheril.

Mithril Hall was specifically mentioned as surviving, but not the Silver Marches, which I think is probably telling. Beyond that Rich Baker mentioned that his next set of novels is going to be based in the Moonsea region, and then mentioned his protagonist being from a very small town in that particular region, which seems to fit the "Points of Light." strategy.

Also, there was the very carefully worded comment when people thought that since the Spellplague takes place 10 years in the future that the setting would be starting 4th edition there, and the comment was . . . "no one has said the FRCS is set in 1385," which seems to back up the large jump forward in time.

Thats pretty scarey - RAS is writing the future of Faern, and everyone else will have to write future material with his 'history' in mind?

I could have dealt with a ten-year leap in time, since my game is set 15 years ahead anyway, but a hundred years is MAJOR! Maybe that's why you can't convert your characters - they're all dead!!!


Reply author: KnightErrantJR
Replied on: 01 Sep 2007 19:48:01
Message:

Okay, I'll phrase this fairly carefully here. If this does turn out to be the direction they are taking the Realms, I think its fairly telling that its in the Prologue/Epilogue. In other words, I don't think RAS determined to advance the timeline and came up with what happened, I think it might be that he was given some of the changes to highlight in some manner in this book to "preview" what may be on the way. So I don't think, if, and that is a big if, there is a time jump of this magnitude, that it was RAS idea nor that the wider ranging effects of the jump were his decision.

But its all conjecture at this point.


Reply author: Wooly Rupert
Replied on: 01 Sep 2007 23:05:21
Message:

quote:
Originally posted by KnightErrantJR

But its all conjecture at this point.



And that's the most important note to remember. Thus far, we know nothing, for certain. It's a little premature to get worked up over a rumor that could very well prove to be wrong.


Reply author: Mace Hammerhand
Replied on: 02 Sep 2007 01:33:41
Message:

From the snippet I just read regarding Indiana Jones 4 and licensing it looks like Hasbro/Wizards will also release an Indy-RPG, probably the next vehicle for the new d20/4e system...

Oh yea, I wanna see a 4th level Nazi soldier....NOT! But maybe, just maybe, they will try to trademark the term "Nazi" again, like TSR did back in the 80s


Reply author: Thauglor
Replied on: 02 Sep 2007 03:29:17
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by KnightErrantJR

But its all conjecture at this point.



And that's the most important note to remember. Thus far, we know nothing, for certain. It's a little premature to get worked up over a rumor that could very well prove to be wrong.



I completely agree with you both that it may well be pure speculation. So much is left unsaid that we can only wait and ponder.
Still, I feel this debate might (a very small might, actually) somehow come to the eyes and ears of the powers that be and help them design the future of Faerun as we, the players, would like to see it.
Hope is for fools, I know but... it dies last.


Reply author: Kentinal
Replied on: 02 Sep 2007 04:39:10
Message:

http://p197.ezboard.com/frasalvatoreforumsfrm23.showMessage?topicID=1.topic

[quote} I usually don't read spoilers, but this was plastered on the EN World front page and I was reading the story before I even realized what it was. So here it is for those who want to see. Major spoilers ahead. This is being cited as a RUMOR.

show spoiler
The prologue and epilogue of The Orc King are set 100 years into the future of the Realms. ....[/quote]

I found nothing on RAS' site to indicate this is true, the quote comes from messageboard RAS appears to endrose. A better cite should be provided before there is fear of 100 year jump.


Reply author: Xysma
Replied on: 02 Sep 2007 06:19:13
Message:

The more I think about the "points of light" concept, it makes sense for the generic, core D&D rules. You've got a few heroes, a bunch of monsters, and not much else. However, for those of us that want to adventure in an established setting, they've got the Realms, Eberron, and from what I have gathered some of the other settings will get attention as well. To me, it makes sense from a business perspective to not "overthrow worlds with that much breadth and history" because they can appeal to a wider variety of gamers. If you just want to fight monsters in a generic dungeon or use the core rules to make your own setting, you can stick with the core D&D books. If you want to adventure in a richly detailed setting, go with the Forgotten Realms. You don't like the Realms? Okay, try Eberron, it's got a different flavor.


Reply author: Thauglor
Replied on: 02 Sep 2007 07:26:32
Message:

Agreed. When "core D&D rules" mean plain rules with no setting, the idea of "points of light" is quite interesting. It would be easily applied to a number of alternative settings. I even see it a perfect perspective for the Warhammer Fantasy setting.

However, for the most basic and structured settings of the D20 system it could create unnecessary chaos. Even to Greyhawk, which is core (and subject to cataclisms) I fail to see the concept applied that easily. Darksun need not incorporate the idea, since it seems the concept has originated there in the first place. After all, Athas is already a showcase of "points of light". Planescape may also accept the concept without much ado. But shaking Forgotten Realms that much in the blink of Gruumsh's eye? With all it's inherent history? It sounds very unlikely, to say the least. On the other hand, perhaps it's time the setting becomes accountable for its own name and finally becomes "forgotten". Concerning Eberron, it's a world in full renaissantist development. Are they to throw all that away with a global cataclism (like the one who turned Cyre into the Mournland) just to create more "points of light"? It makes no sense to me.
Then again, this is still plain and simple speculation. I crave for more info.


Reply author: Kiaransalyn
Replied on: 02 Sep 2007 13:05:25
Message:

Thank you all for the update and THANK YOU Jorkens for your congratulations.

As regards the Spell Plague and the Realms-wide destruction, I can't see that wiping the slate clean will really be greeted with enthusiasm by many current aficionados of the Realms. Hasn't this strategy been tried out in DragonLance already? The inhabitants of Kryn must be the only civilisation with a Cataclysm report. Whereas we check the weather they check if the next Cataclysm is upon them yet.

As regards Points of Light, I have read the original article and find myself unimpressed but trying to moderate my feelings by reminding myself to wait for more information. However, I have to say that the idea of civilisation being restricted to a few enclaves surrounded by danger seems dumb. Doesn't anyone read history books anymore?

"Roads are often closed by bandits, marauders such as goblins or gnolls, or hungry monsters such as griffons or dragons." This suggests trade between the few remaining pockets of civilisation would be killed. To my mind often suggests greater than 50%, those odds do not encourage trade and it is worth mentioning at this point that current historical theory suggests that the first towns founded by humanity were done so as to facilitate trade. Even nowadays there is still a small chance of mishap with long distance travel. Back in the past those chances were higher but there was still the greater chance of getting a return.

If all that remains is a few scattered pockets of civilisation and if these "do not stay in close contact," then there is no longer any real clergy or any wizards. Clerics exist due to religions having the means to generate income and therefore support an organization whose aim is to promulgate their creed. Wizards must be taught spells and again there should be a means to ensure this happens.

Personally, I like the idea of a clash of civilisations. For example, having nomadic orcs in conflict with settled elves and humans. The current Realms works very well. There are frontier regions, there are unknown regions with deservedly dangerous reputations but there is enough civilisation to support major cities.

At the height of its empire, Ancient Rome had a population of between one to two million people. There was a frontier with the wide tribes of Germania amongst others and within its borders there were many wild areas too. The metropolises of the Realms need safe settled areas to support them. And they need regular trade since that is their primary raison d'etre.

To be fair a lot of what we have to discuss is hearsay but the omens are not looking god.


Reply author: Mace Hammerhand
Replied on: 02 Sep 2007 18:16:28
Message:

Maybe points of light is more akin to Ironforge and Stormwind in WOW, at least it sounds more like it to me. And maybe you can travel froom one point of light to another point of light by griffon so that trade can still be maintained, and to get from PoL A to PoL B in the first place you have to have a certain amount of levels under your belt before you can reach the trainer who can teach you how to communicate with the griffonmaster who then sends you on your way. Maybe you start out at a smaller PoL , finish a couple of dumbass quests there to get your first rusty shortsword and then move on to kill...rabbits, or rabid rabbits...sounds like WoW to me, or EQ, there you certainly did have the points of light.

So maybe you will start out with your group clearing out the same rat infested hole that someone else liberated the week before, but now the rats have respawned...err reproduced, and we know that them rats are second to none when it comes to bonking, and now our would-be heroes have to sit around the virtual game table to explore this rat-hole, which, curiously enough, has more straight, rectangular passages that the average medieval town back here on Earth.


Reply author: RodOdom
Replied on: 02 Sep 2007 20:18:54
Message:

Has no one mentioned the most upsetting thing about this??? What will happen to the Double Diamond Triangle Saga ?!!! ;)


Reply author: Reefy
Replied on: 02 Sep 2007 20:39:42
Message:

quote:
Originally posted by RodOdom

Has no one mentioned the most upsetting thing about this??? What will happen to the Double Diamond Triangle Saga ?!!! ;)



I suppose it does mean the events can be neatly slotted into the timeline now.


Reply author: Brian R. James
Replied on: 02 Sep 2007 21:57:49
Message:

quote:
Originally posted by RodOdom

Has no one mentioned the most upsetting thing about this??? What will happen to the Double Diamond Triangle Saga ?!!! ;)
Hahaha. That made my day!


Reply author: Lady Kazandra
Replied on: 03 Sep 2007 01:12:03
Message:

quote:
Originally posted by RodOdom

Has no one mentioned the most upsetting thing about this??? What will happen to the Double Diamond Triangle Saga ?!!! ;)
Correct me if I'm wrong, but hasn't it been said that once the timeline advances to the years depicted in a number of those novels . . . some of those events WILL be considered canon Realms Lore?


Reply author: Kuje
Replied on: 03 Sep 2007 02:47:12
Message:

quote:
Originally posted by Lady Kazandra

quote:
Originally posted by RodOdom

Has no one mentioned the most upsetting thing about this??? What will happen to the Double Diamond Triangle Saga ?!!! ;)
Correct me if I'm wrong, but hasn't it been said that once the timeline advances to the years depicted in a number of those novels . . . some of those events WILL be considered canon Realms Lore?




Yes. :) At least that is what WOTC said to me in my email to them.


Reply author: Xysma
Replied on: 03 Sep 2007 05:05:18
Message:

quote:
Originally posted by Thauglor
Darksun need not incorporate the idea, since it seems the concept has originated there in the first place. After all, Athas is already a showcase of "points of light".



It's funny you mention that, while reading the article I remember thinking it sounded like Darksun.


Reply author: Ergdusch
Replied on: 03 Sep 2007 10:20:02
Message:

quote:
Originally posted by Mace Hammerhand

I'll stop buying FR game products the moment 4e is released, novels will still come and I read them and do my own thing with the campaign world, not that I've done anything else...ever.



Harsh words, ideed. However, this idea has crossed my mind multible times in the past month, starting with the deaths of 2 major magicians from Waterdeep (that I both held especially dear to MY realms) and esp. since the 4E release countdown.

It will most certainly hold true for me in relation to the core D&D products. However, I might be convinced to buy FR products if they seem decent and the FR still realmish.

Edit note:
quote:
Originally posted by Kiaransalyn

I've been a little out of the loop recently, newborn baby and all which that happy event entails. Any chance somebody can give me a quick account of how debate has gone on this 18 page scroll?


For summing up this thread I am not the right person as i have only scanned this thread myelf every now and than....but I think what KEJR said holds true. Anyhow, my congrats to the birth of your child. Alles erdenklich Gute!

Ergdusch


Reply author: Na-Gang
Replied on: 03 Sep 2007 10:53:51
Message:

I'm very much looking forward to 4e now. I love changes. I love the Realms. I've been adventuring in (and running campaigns in) Faerun since the old grey box. Nothing I've read or heard about 4e and the changes that will be brought to the Realms will divert me from continuing to follow developments in Waterdeep and beyond.

I'm genuinely excited by the possibilities of a major shake-up. I "lived through" the Time of Troubles, and was excited by that too. It's big changes like we all expect are coming and the potential that they would bring that really fire my imagination, and the game and the world we all love is all about imagination.

I guess I don't have the sentimental (that sounds condescending but I don't mean it to be) attachment that many people have to certain areas of the Realms that they would rather were left unchanged. This may be because MY campaigns are set in MY realms and if I don't like something I change it myself. I admire a DM who can run and maintain a campaign that is pure canon, although I would think these DMs were very few.

You can guarantee that I'll be starting a 4e campaign as soon as humanly possible, and if we don't like the mechanics, we'll probably go back to 3.5, but I'm definitely going to give it a try.

I seem to have digressed somewhat, but basically: 4e Realms? By Sune's Bosom! Yes please!


Reply author: Markustay
Replied on: 03 Sep 2007 18:59:05
Message:

I was looking forward to 4e as well. Many of my house rules appeared when the game went from 1e to 2e, and then about 90% of them saw implementation with 3e. I figure they just broke into my house again for that last 10%.

Seriously though, as much as I don't mind seeing a 4e rules edition, I'm having major trepeditions about 4e Realms. I didn't mind the ten year thing at all, because it will still be recognizable, but if there is ANY truth to the rumors that the timeline is being advanced a century then I am just floored. Everything could change...

The only good thing I see coming out of that is a Realms closer to Ed's original vision. Do you guys remember 'The North' being a scarey place back in 1e? How about Impiltur before they wedged Vassa and Damara onto the map? These and other regions fit the 'Points of Light' setting they are going for - turning the clock back (or forward, in this case) to a less civilised point in time seems more in keeping with Ed's vision of the Realms - you couldn't just stroll from one town to another without an armed escort. Adventurers weren't just oddities, they were NECESSITIES.

So, if Ed's onboard, maybe we will see a world that is more like his original. That is the one desperate thing I'm clinging to at this point.


Reply author: Jorkens
Replied on: 03 Sep 2007 19:03:44
Message:

Well, from what I have seen there is very little information that points toward the hundred year jump, except for some loose rumours. I am a bit sceptical to that one myself, but I have been wrong more than once.

As for it being more like Eds original version. I am not that optimistic.


Reply author: Na-Gang
Replied on: 03 Sep 2007 19:11:50
Message:

I can't imagine a (real) world where WOTC would think it a good idea to advance the Realms 100 years. I give those rumours no credence whatsoever.


Reply author: RodOdom
Replied on: 03 Sep 2007 20:04:53
Message:

quote:
Originally posted by Markustay
So, if Ed's onboard, maybe we will see a world that is more like his original. That is the one desperate thing I'm clinging to at this point.



Me too !


Reply author: Kuje
Replied on: 04 Sep 2007 00:13:35
Message:

For those who were debating about converting 3/3.5e chars to 4e.

James Wyatt's new post in his journal.

"But I still want to tell you about my D&D game yesterday. Can I tell you about my character?

I'm playing Travica paladin of a race that I don't think has been officially announced yet. He is not your run-of-the-mill goody-goody paladin. He swings a greatsword and lays the smite down on whoever he happens to be fighting againstdemons are good, but any creepy monster will do in a pinch.

A couple of relevant issues dovetail in this character: character role and character conversion.

So this is a game Andy Collins has been running for . . . oh, nine levels now, playing once a month. Last month we finally took the plunge and converted over to 4e. So each of us took a look at our 8th-level characters and decided whether to attempt a conversion or create a new character from scratch.

Most of us converted. Now, I think Rob talked about this in his video interview, and we said it several times at GenCon: You can't really just convert a character directly from 3e to 4e. We pretended you could do that from 2e to 3e, but that conversion book was pretty well bogus. The fact is, as I explained it a lot at GenCon, that your character isn't what's on your character sheet: your character is the guy in your head. The character sheet is how the guy in your head interacts with the rules of the game. The rules of the game are different, so you'll be creating a new implementation of that character, but the character needn't change much. In fact, I propose that in 4e your character might actually be truer to your vision of him than in 3e. You might finally see her doing all the cool things you imagined her doing but that never quite came out on the 3e table.

So Corwyn, our human knight, became a human fighter. His player said yesterday that the character was informed by some of the features of the knight class, but that as a 4e fighter he was a better expression of what he'd wanted the character to be. (The fighter and the paladin pretty well ganged up on the poor knight and divvied his stuff between them.)

Zurio, the illumian spellthief, became a multiclassed half-elf rogue/wizard. His player, too, felt strongly that this multiclass combination was a better expression of what he'd wanted out of the spellthief class than anything in 3e, which actually was a huge relief to meI'd been a little concerned about whether our multiclassing system was going to work. As to the race, well, here's some shocking news: the illumian won't appear in the first PH. Sorry. But half-elf was a good fit for this multiclass character.

Leroy, the mongrelfolk ranger, became a ranger of another race I can't recall at the moment. (He wasn't at the game yesterdaythat's my feeble excuse.) Once again, sorry to have to break the news to the mongrelfolk fans. But the ranger fans should be quite pleased.

That left Larissa and Aash. Larissa was a catfolk druid who was more of an archer than a spellcaster (thanks to that level adjustment). Her player decided to start from scratch with a dwarf cleric. Aash was my xeph swordsage. That wasn't a concept that would be easy to translate at this point in the game's design.

And here's where we get into roles. In 4e terms, our previous party consisted of:
- The knight, a front-line kind of guy
- A ranger, a spellthief, a warlock (who has stepped out of the campaign for a while), a swordsage, and an archer druid, all sort of doing the single-target, high-damage job.
- A couple wands of cure X wounds, which served as the party healer.

Now we have this:
- Knight and paladin holding the front line
- Ranger and rogue/wizard in the high-damage role, with the ex-spellthief doing some AoE stuff mixed in.
- Cleric doing the clericky thing.

The interesting thing is that both the fighter and the paladin are greatsword wielders, giving up some AC (a shield) in exchange for more damage, and thus leaning a bit toward the higher-damage role. All of which is to say, again, that the roles aren't there as straightjackets, but to help you build a party that'll work well together. We were still playing the fighter and paladin we wanted to play, filling our role in different ways while kickin' monster butt with our greatswords.

Huh. Our cleric wasn't there yesterday, and we did just fine. Go figure.

I feel like there was more I was going to talk about, but I forgot."


Reply author: Kiaransalyn
Replied on: 04 Sep 2007 07:23:36
Message:

quote:
Originally posted by Mace Hammerhand

Maybe points of light is more akin to Ironforge and Stormwind in WOW, at least it sounds more like it to me. And maybe you can travel froom one point of light to another point of light by griffon so that trade can still be maintained, and to get from PoL A to PoL B in the first place you have to have a certain amount of levels under your belt before you can reach the trainer who can teach you how to communicate with the griffonmaster who then sends you on your way.


Or maybe you just have to wait to complete your O.W.L.'s then learn to disapparate!


Viel Dank, Ergdusch.


Reply author: Victor_ograygor
Replied on: 04 Sep 2007 16:17:22
Message:

I had a conversation with a man (The owner) at my local D&D game store, and got some information that could be interesting fore you to know off.

He had just come home from the Gencon and told me that the 4 edition as he understood it was a large change in the rules fore all games Forgotten Realms Grey Hawk, Ebboron and other kinds of D&D games. As he did see it, they were going to use some off the same rules from the open game system, and these rules should be the same fore all games, so that there would be no change if character decided to travel to other worlds. This would also mean that when a book is published fore another world it could easily be used in the realms fore example.

The open game system can also - and is used in some live role-playing games but there will be some changes.

The Spellplague in Forgotten realms is a change to the realms so that the open game system gives meaning, and fore many monsters (from monster manual) to have a reason to be in the realms, some examples of this is Living spell (Half golem/ Warforged ) and shifters.

The races would have different favoured enemies so we cant expect that dwarfs hate orcks. These changes have bin made a little in 3.5 Forgotten Realms, some dwarfs have a +1 on Giants not orcks.

The use of magic would also change to fit into the realms.

This is what he could get out off the conversation he had at the Gencon, he didnt want to tell me who he had talked to so nothing of this is official.

I personally dont like this idear.

Vic


Reply author: Reefy
Replied on: 04 Sep 2007 22:12:47
Message:

quote:
Originally posted by Markustay

Seriously though, as much as I don't mind seeing a 4e rules edition, I'm having major trepeditions about 4e Realms.



I think that's what is causing most concern to people here - whether you play the new edition (or even if you play at all rather than just enjoying the Realms for its own sake) is less important than what changes the rules and the design might bring to Faerûn. I'm not optimistic about seeing the Realms go back to 'Ed's Realms', but I know he will always try and spin as much lore as he can. I am, however, going to try and look at things with an open mind and not worry so much about what is currently mostly rumour and conjecture.


Reply author: Thauglor
Replied on: 05 Sep 2007 05:56:33
Message:

quote:
Originally posted by Victor_ograygor

(snip) ...these rules should be the same fore all games, so that there would be no change if character decided to travel to other worlds. This would also mean that when a book is published fore another world it could easily be used in the realms fore example.

Hmm... if by travel you mean travel OOC I see no problems with travelling to other worlds... however if travel is IC we may be in a crash course of world cultures. Besides not all worlds can be reached by plane travel, a few being in isolated planes or pockets of planes, e.g., Athas and Eberron. Changing that would alter irreversibly the characteristics that make each of these realms appealing to a wide variety of gamers.

Applying one setting's rules into another makes sense solely in terms of core rules. But it would be a crime if a setting's culture changed the colour and flavour of another by way of real world market needs. How can one possibly think of Audarian regionalisms being applied to, for example, Calimsham or Waterdeep, or any of the city-states of Tyr, or any other world for that matter. FR, especially, would suffer dearly since it holds one of the riches (if not the richest) canon lore in all known realms.
quote:

The Spellplague in Forgotten realms is a change to the realms so that the open game system gives meaning, and fore many monsters (from monster manual) to have a reason to be in the realms, some examples of this is Living spell (Half golem/ Warforged ) and shifters.

Absolutely scary! If such a thing happens, a really large part of the flavour of each world will be lost forever. I don't want to sound fatalistic but, IMHO, such a change would be so profound that it wouldn't matter anymore which world we'd game in. They would all be open to mostly the same social changes. Can you imagine the Shades being responsible for Cyre turning into the Mournland? (Oops! That was still a secret, wasn't it?)
quote:

The use of magic would also change to fit into the realms.


This part seems somewhat natural since the store owner was probably talking about rules only. It's expected that 4th Ed. will change magic handling a lot. It must still be considered with deep, long care, for the risk of condemning FR to the limbo is great.

I fail to believe that such nonsensical course of action as changing things so much they'd all look the same would be chosen by the publishers. Still, as I said before, let us pray for as much sense as possible in their minds and souls. And wait.


Reply author: sleyvas
Replied on: 05 Sep 2007 16:45:45
Message:

I just finished perusing over expedition to undermountain (i.e. I read it closely enough to get the general gist of the flow of things.... and I couldn't believe this was for lvl 10 and under.... sheesh that should have been an epic module with more powerful stuff). Anyway, putting a little spoiler space.







In it (as pretty much I bet we all have heard) Halaster is killed performing a magical ritual trying to prevent that basically sounds like the spells of Undermountain begin failing. This would seem to me that Waterdeep is going to collapse into the earth. When? I have no clue, but I would SPECULATE that this is going to be one of the things that happens in 4e? It would make for an interesting new adventure area as the creatures take over the collapsed surface. It would also upset some players. Does this seem like the path things are going to anyone else?
Granted, I know some will say that speculating like this does no good, I also believe that speculation is part of the way that we report to the designers what we do or do not like.


Reply author: RodOdom
Replied on: 05 Sep 2007 17:00:21
Message:

Perhaps the most important thing for 4e FR to work is that they have to let Ed design it (if that is what he wants to do.) There are a great many other talented voices in the Realms, but they all pale in importance to Ed's.


Reply author: Victor_ograygor
Replied on: 05 Sep 2007 17:09:08
Message:

quote:
Originally posted by sleyvas

I just finished perusing over expedition to undermountain (i.e. I read it closely enough to get the general gist of the flow of things.... and I couldn't believe this was for lvl 10 and under.... sheesh that should have been an epic module with more powerful stuff). Anyway, putting a little spoiler space.







In it (as pretty much I bet we all have heard) Halaster is killed performing a magical ritual trying to prevent that basically sounds like the spells of Undermountain begin failing. This would seem to me that Waterdeep is going to collapse into the earth. When? I have no clue, but I would SPECULATE that this is going to be one of the things that happens in 4e? It would make for an interesting new adventure area as the creatures take over the collapsed surface. It would also upset some players. Does this seem like the path things are going to anyone else?
Granted, I know some will say that speculating like this does no good, I also believe that speculation is part of the way that we report to the designers what we do or do not like.



sleyvas I can imagine that Waterdeep is going to collapse, not after they just made a new book concerning the city.

The module seams to be half finished (my opinion) maybe to protect some 4 edition material.


Reply author: Mace Hammerhand
Replied on: 05 Sep 2007 20:02:24
Message:

Who knows what they might do. What I think curious, however, is the fact that Halaster was able to cause some big time havoc in the nine hells in search for Elminster AND survive, just to be put out like a switch. It is as unexplained as the return of Bane.

But this scroll is about 4e in general... from what I've gathered it appears as if we might soon have a division between gamers, yet again. Those of us who play 3.x and those who play 4e (or 4.5 in 4 years).

Maybe we should just wait and see, AD&D ran from over 20 years, with 2nd edition basically being a facelift and a visit to the Betty Ford clinic for the system, only to drag it back into rehab after Wizards took over. Problem is: 3e and 3.5 took too many drugs as well, the game again blew out of proportion. It will be the same with 4e, which increases the needs for yet another edition. Hell, who knows, maybe the new designers will not be with Wizards a year after 4e's release.

There are more and more times when I look back at ye old WEG Star Wars system and, despite some flaws in the game, smile because it was so bloody simple, and expansions were not a new rule every other page or so.

Does D&D need an entire overhaul? Nope.
Does it need some modifications so that I can pit two groups of 4 5th lvl characters against each other without the internal mechanism screaming FOUL? Yup.
1st to 2nd edition, 100% compatible. 2nd to 3rd... well, the monsters do have the same names etc. 3e to 4e...the succubus is a devil????????? Shja....right!


Reply author: sleyvas
Replied on: 05 Sep 2007 20:27:16
Message:

>>sleyvas I can imagine that Waterdeep is going to collapse, not >>after they just made a new book concerning the city.

>>The module seams to be half finished (my opinion) maybe to protect >>some 4 edition material.

Actually, it was in that brand new book that I heard of the spell that was holding Waterdeep in place. It may have been noted in some previous lore though... my sagery is more Easterly. Anyway, if that was indeed the first spot that its noted and they've been planning for 4e for the last year or so.......
I'm not saying that's what is going to happen, but I wouldn't be surprised if it did. The module even goes to lengths to point out the fact that if things go bad below that the city above will suffer. Almost preparatory.
As to the module being half finished.... yep, it was definitely that. I see it more as "hey, lets give the general overview of Undermountain so that people have an idea of what's on what levels". So, in some ways, I see it as a sourcebook that they wanted to include an adventure with. Of course, the fact that the adventure revolves around everything they've just detailed getting destroyed without any real details was kind of weird.
The most interesting part to me was the person who transformed themselves into a sentient living spell (wish) and is also a sorceror 19th lvl. I mean, it sounds pretty powerful, until you realize it should have to expend 5000 xp each time it uses its power as a living spell. That plus, the template of a living spell is only supposed to be able to duplicate a spell that has an area or effect (no targeted effects <and most wish effects are targeted>, nor any that create creatures like summon monster... and I know somewhere recently in a realms module I saw a living spell that did summon monster).

Phillip aka Sleyvas


Reply author: Wooly Rupert
Replied on: 05 Sep 2007 20:31:28
Message:

quote:
Originally posted by Mace Hammerhand

3e to 4e...the succubus is a devil????????? Shja....right!



Okay, so far, this is the one 4E change we've heard about that doesn't bother me in the slightest... But then again, I don't care much about the Lower Planes, and I've always preferred the tanar'ri and baatezu labels, anyway -- it's easier for me to keep them straight, it avoids the real world religious connotations, and it simply sounds both cooler and more foreign.


Reply author: sleyvas
Replied on: 05 Sep 2007 20:50:34
Message:

I do see the idea behind making the devils the more humanoid'ish beings and the demons being the weird monstrosities. The question I have is will devils embody law still, because succubus' are far from lawful. Of course, that would all depend on whether there still is a law/chaos thing in 4e.


Reply author: Purple Dragon Knight
Replied on: 06 Sep 2007 01:09:53
Message:

quote:
Originally posted by Wooly Rupert
The prospect of something like that happening to the Realms worries me greatly. Even the thought of that kind of change has me pondering my continued following of the setting. I won't make any decisions until I actually have the first couple of products in my hand, but it is a possibility I'd have never considered even a month ago.

Giant Space Hamster, I hear you. My feelings are the same, exactly... it's like someone, somehow, got a hold of the place where I hold things sacred in my mind, and gave it a few good left hooks. I don't like this sudden uncertainty I have for the Realms. As I have harped many a time before, I couldn't care less where the Core D&D goes, but to touch the Realms in such unappropriate ways... I gag.


Reply author: Purple Dragon Knight
Replied on: 06 Sep 2007 01:14:20
Message:

quote:
Originally posted by KujeOne 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.

What are these points of light he's seeing? did someone drop an anvil on his head?


Reply author: Purple Dragon Knight
Replied on: 06 Sep 2007 01:24:29
Message:

quote:
Originally posted by Kiaransalyn

I've been a little out of the loop recently, newborn baby and all which that happy event entails. Any chance somebody can give me a quick account of how debate has gone on this 18 page scroll?

Congrats on the little one, Kiaransalyn! On a related matter, my wife is now officially pregnant, with our little firstborn due towards the end of March! I have been with my better half for seven years now, so this will certainly change some of our old habits and routine-like lifestyle we had gotten accustomed to!


Reply author: Alisttair
Replied on: 06 Sep 2007 17:08:13
Message:

Sorry, I was away from the boards for many months (which is why I am a little ignorant in this question) and don't have time to shuffle through to find out about this (at work, break time is short), but figure I could ask about it here as it is somewhat relevant.
Wasn't Paul Kemp supposed to write a new Erevis Cale trilogy that had a RSE occuring??? What is the status of that and could it have been cancelled to instead make the 4E RSE????


Reply author: Markustay
Replied on: 06 Sep 2007 19:20:15
Message:

Everything that follows is pure conjecture, so take it with a grain of salt.

What I have been doing (and I'm sure many of you have in your own way) have been picking through all the rumors, the information provided at Gencon, and the various postings on designer's and author's websites. By using a tried and true technique of 'Sherlockery', we can put everything through a sifter and just pull out the common points so we can get something akin to whats really going on. Even the slightest 'mis-phrasage' could be a Freudian slip, so everything is pertinent.

From what I can see, I think the Silver Marches is a goner. It is the anti-thesis to the 'points of light' they are going for. The poor kingdom was ill-fated right from the beginning, when they choose an in-pronouncable name for the place (Luruar). From what little has been released about The Orc King, we know Drizzt and Mithral Hall survive into 4e, but we don't know about the surrounding area. Since the book appears to be about Obould (from the title), obviously he will play a major part in what will become of the North in the future, be it ten years or a hundred.

I have NO clue what will happen to Luruar, but I have a feeling it won't be caused by Obould. In fact, and this is just my opinion, I think Obould might actually try to help against whatever RSE will be involved in 4e. Just a guess, but it is based on his plans at the end of the trilogy (an Orc Kingdom co-existing side-by-side with human ones). My best guess is either Shade attacks and destroys Silvery Moon, or the Spellplague wreaks untold havoc. Now, moving on to the rest of the North...

quote:
Originally posted by Victor_ograygor

sleyvas I can imagine that Waterdeep is going to collapse, not after they just made a new book concerning the city.

The module seams to be half finished (my opinion) maybe to protect some 4 edition material.
I agree... to a point. I was discussing this over at the WotC boards, and it seems there was a major problem with both Undermountain and Waterdeep - they are both very recent products detailing MAJOR campaign areas that are interconnected, yet NONE of that interconnectivity was touched upon in either product! That is either a BIG mistake (unlikely), or rather a lead-in to a connecting product (module?) that will cover all of the connections between the two. Since it has already been hinted at in a major way that Undermountain has some elements relating to the the 4e RSE (Spellplague), one can assume that any adventure connecting the two will be tied into that plot-hook.

About the destruction of Waterdeep - In order to move forward the 'Points-of-Light' theme, the major centers of civilization will ALL have to take a beating. I don't think Waterdeep will just 'fall-in' to the earth, but I do think that SOMETHING major will occur to make the place more 'adventure-worthy' to the combat-oriented crowd. My personal guess on this - Waterdeep with a HUGE gaping hole in the middle, leading to a pit of unparraleled evil. Just a hunch - but it would go a long way to explain why the designers 'forgot' to discuss the connections in either of the recent products. There was no need, if the connection is going to change dramatically in some way REAL soon.

Those are just a few of my thoughts, and just about the North, but I think they want to return that area to a monster-filled no-man's land like it mostly was in 1e.

And, like always, I could be WAY off base here.


Reply author: Mace Hammerhand
Replied on: 06 Sep 2007 19:39:40
Message:

Hmmm....judging from this : http://www.wizards.com/default.asp?x=dnd/drdd/20070905a

Myth Drannor, Evermeet, Evereska, Lamruil's realm, and the newly reborn secret elven center (forgot the name) would all get the axe, since the Core books' races will be the only ones there, if I understand the principle correctly...


Reply author: Kentinal
Replied on: 06 Sep 2007 19:54:34
Message:

quote:
Originally posted by Mace Hammerhand

Hmmm....judging from this : http://www.wizards.com/default.asp?x=dnd/drdd/20070905a

Myth Drannor, Evermeet, Evereska, Lamruil's realm, and the newly reborn secret elven center (forgot the name) would all get the axe, since the Core books' races will be the only ones there, if I understand the principle correctly...



The URL requires regerstation for those that can not login.

In short it however appears to redefine what Elves are, all are Fey but Wild elves more used to dealing with humans, orcs, etc. thus more huminiod like.

Hard to say how this would carry over to realms though, or for that matter the article is set in stone. Designers keep repeating that Design is changing after play tests. I suspect there is also watching reaction to the idea of NDA core races.


Reply author: Wooly Rupert
Replied on: 06 Sep 2007 20:35:31
Message:

quote:
Originally posted by Markustay

Everything that follows is pure conjecture, so take it with a grain of salt.

What I have been doing (and I'm sure many of you have in your own way) have been picking through all the rumors, the information provided at Gencon, and the various postings on designer's and author's websites. By using a tried and true technique of 'Sherlockery', we can put everything through a sifter and just pull out the common points so we can get something akin to whats really going on. Even the slightest 'mis-phrasage' could be a Freudian slip, so everything is pertinent.

From what I can see, I think the Silver Marches is a goner. It is the anti-thesis to the 'points of light' they are going for. The poor kingdom was ill-fated right from the beginning, when they choose an in-pronouncable name for the place (Luruar). From what little has been released about The Orc King, we know Drizzt and Mithral Hall survive into 4e, but we don't know about the surrounding area. Since the book appears to be about Obould (from the title), obviously he will play a major part in what will become of the North in the future, be it ten years or a hundred.

I have NO clue what will happen to Luruar, but I have a feeling it won't be caused by Obould. In fact, and this is just my opinion, I think Obould might actually try to help against whatever RSE will be involved in 4e. Just a guess, but it is based on his plans at the end of the trilogy (an Orc Kingdom co-existing side-by-side with human ones). My best guess is either Shade attacks and destroys Silvery Moon, or the Spellplague wreaks untold havoc. Now, moving on to the rest of the North...

quote:
Originally posted by Victor_ograygor

sleyvas I can imagine that Waterdeep is going to collapse, not after they just made a new book concerning the city.

The module seams to be half finished (my opinion) maybe to protect some 4 edition material.
I agree... to a point. I was discussing this over at the WotC boards, and it seems there was a major problem with both Undermountain and Waterdeep - they are both very recent products detailing MAJOR campaign areas that are interconnected, yet NONE of that interconnectivity was touched upon in either product! That is either a BIG mistake (unlikely), or rather a lead-in to a connecting product (module?) that will cover all of the connections between the two. Since it has already been hinted at in a major way that Undermountain has some elements relating to the the 4e RSE (Spellplague), one can assume that any adventure connecting the two will be tied into that plot-hook.

About the destruction of Waterdeep - In order to move forward the 'Points-of-Light' theme, the major centers of civilization will ALL have to take a beating. I don't think Waterdeep will just 'fall-in' to the earth, but I do think that SOMETHING major will occur to make the place more 'adventure-worthy' to the combat-oriented crowd. My personal guess on this - Waterdeep with a HUGE gaping hole in the middle, leading to a pit of unparraleled evil. Just a hunch - but it would go a long way to explain why the designers 'forgot' to discuss the connections in either of the recent products. There was no need, if the connection is going to change dramatically in some way REAL soon.

Those are just a few of my thoughts, and just about the North, but I think they want to return that area to a monster-filled no-man's land like it mostly was in 1e.

And, like always, I could be WAY off base here.



I don't think the connections were discussed for two reasons: lack of room, and because the Undermountain book was generic.


Reply author: Victor_ograygor
Replied on: 06 Sep 2007 20:54:00
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Markustay

Everything that follows is pure conjecture, so take it with a grain of salt.

What I have been doing (and I'm sure many of you have in your own way) have been picking through all the rumors, the information provided at Gencon, and the various postings on designer's and author's websites. By using a tried and true technique of 'Sherlockery', we can put everything through a sifter and just pull out the common points so we can get something akin to whats really going on. Even the slightest 'mis-phrasage' could be a Freudian slip, so everything is pertinent.

From what I can see, I think the Silver Marches is a goner. It is the anti-thesis to the 'points of light' they are going for. The poor kingdom was ill-fated right from the beginning, when they choose an in-pronouncable name for the place (Luruar). From what little has been released about The Orc King, we know Drizzt and Mithral Hall survive into 4e, but we don't know about the surrounding area. Since the book appears to be about Obould (from the title), obviously he will play a major part in what will become of the North in the future, be it ten years or a hundred.

I have NO clue what will happen to Luruar, but I have a feeling it won't be caused by Obould. In fact, and this is just my opinion, I think Obould might actually try to help against whatever RSE will be involved in 4e. Just a guess, but it is based on his plans at the end of the trilogy (an Orc Kingdom co-existing side-by-side with human ones). My best guess is either Shade attacks and destroys Silvery Moon, or the Spellplague wreaks untold havoc. Now, moving on to the rest of the North...

quote:
Originally posted by Victor_ograygor

sleyvas I can imagine that Waterdeep is going to collapse, not after they just made a new book concerning the city.

The module seams to be half finished (my opinion) maybe to protect some 4 edition material.
I agree... to a point. I was discussing this over at the WotC boards, and it seems there was a major problem with both Undermountain and Waterdeep - they are both very recent products detailing MAJOR campaign areas that are interconnected, yet NONE of that interconnectivity was touched upon in either product! That is either a BIG mistake (unlikely), or rather a lead-in to a connecting product (module?) that will cover all of the connections between the two. Since it has already been hinted at in a major way that Undermountain has some elements relating to the the 4e RSE (Spellplague), one can assume that any adventure connecting the two will be tied into that plot-hook.

About the destruction of Waterdeep - In order to move forward the 'Points-of-Light' theme, the major centers of civilization will ALL have to take a beating. I don't think Waterdeep will just 'fall-in' to the earth, but I do think that SOMETHING major will occur to make the place more 'adventure-worthy' to the combat-oriented crowd. My personal guess on this - Waterdeep with a HUGE gaping hole in the middle, leading to a pit of unparraleled evil. Just a hunch - but it would go a long way to explain why the designers 'forgot' to discuss the connections in either of the recent products. There was no need, if the connection is going to change dramatically in some way REAL soon.

Those are just a few of my thoughts, and just about the North, but I think they want to return that area to a monster-filled no-man's land like it mostly was in 1e.

And, like always, I could be WAY off base here.



I don't think the connections were discussed for two reasons: lack of room, and because the Undermountain book was generic.



You must admit that it is a little strange that the adventure ended as it did Wooly Rupert.

Its strange that a major character in the realms (my opinion) suddenly dies and without a proper explanation, and the module leaves it up to the player what should happen

Enough said we all have our opinion of undermountain


Reply author: Foxhelm
Replied on: 06 Sep 2007 21:18:22
Message:

quote:
Originally posted by Kentinal

quote:
Originally posted by Mace Hammerhand

Hmmm....judging from this : http://www.wizards.com/default.asp?x=dnd/drdd/20070905a

Myth Drannor, Evermeet, Evereska, Lamruil's realm, and the newly reborn secret elven center (forgot the name) would all get the axe, since the Core books' races will be the only ones there, if I understand the principle correctly...



The URL requires regerstation for those that can not login.

In short it however appears to redefine what Elves are, all are Fey but Wild elves more used to dealing with humans, orcs, etc. thus more huminiod like.

Hard to say how this would carry over to realms though, or for that matter the article is set in stone. Designers keep repeating that Design is changing after play tests. I suspect there is also watching reaction to the idea of NDA core races.



It is possible that Moon and Sun Elves will become "Eladrins" & that Wood and Wild Elves would become "Elves", with Drow being a different type all together.

As said, it is early and first you have to codify the details for core then translate it into Forgotten Realmish.

That will take some work as well.


Reply author: Asgetrion
Replied on: 06 Sep 2007 22:59:55
Message:

quote:
Originally posted by Victor_ograygor

You must admit that it is a little strange that the adventure ended as it did Wooly Rupert.

Its strange that a major character in the realms (my opinion) suddenly dies and without a proper explanation, and the module leaves it up to the player what should happen



I was under the impression that it has already been revealed that Halaster died as he tried (and failed) to prevent the Spellplague?


Reply author: Thauglor
Replied on: 06 Sep 2007 23:08:17
Message:

My congratulations to you too, Kiaransalyn on the newborn baby.

quote:
Originally posted by Markustay
By using a tried and true technique of 'Sherlockery', we can put everything through a sifter and just pull out the common points so we can get something akin to whats really going on. Even the slightest 'mis-phrasage' could be a Freudian slip, so everything is pertinent.
We mustn't forget that "mis-phrasage is also a form of marketing nowadays.
quote:
The poor kingdom was ill-fated right from the beginning, when they choose an in-pronouncable name for the place (Luruar).
In-pronouceable? I find it so easy to pronounce it. Really. Then again, perhaps the fact that I come from elven lands might have something to do with it.
quote:
My best guess is either Shade attacks and destroys Silvery Moon, or the Spellplague wreaks untold havoc.
Perhaps the Shades have something to do with the Spellplague. Rules-wise, this is one of the changes that worry me most, I being a natural born wizard, in and out of character. I'm not against changes (rules changes for that matter and please don't spoil the setting) but I've always felt magic had too little room to expand in the hands of the average player, everyone so tied up to the vancian mode. Apart from not being "allowed" to wear armour, having a ridiculously low amount of HPs and usually being the first to die (that one stray arrow...), it takes a really skilled player to role-play the mind of a Wizard. Will 4th Ed. create more opportunities for wizards? Or will it impose so many more difficulties, players won't even choose to be wizards?
quote:
In order to move forward the 'Points-of-Light' theme, the major centers of civilization will ALL have to take a beating. I don't think Waterdeep will just 'fall-in' to the earth, but I do think that SOMETHING major will occur to make the place more 'adventure-worthy' to the combat-oriented crowd.
Couldn't agree more. It would just make sense to make things more challenging for the average player (the 25-point player, at least) and present more opportunities for a DM to create over the setting.


Reply author: Victor_ograygor
Replied on: 06 Sep 2007 23:17:58
Message:

quote:
Originally posted by Asgetrion

quote:
Originally posted by Victor_ograygor

You must admit that it is a little strange that the adventure ended as it did Wooly Rupert.

Its strange that a major character in the realms (my opinion) suddenly dies and without a proper explanation, and the module leaves it up to the player what should happen



I was under the impression that it has already been revealed that Halaster died as he tried (and failed) to prevent the Spellplague?



Yes I cant ague with that but it seams to simple. I just feel that there are more to it, thats whey I think, that they intentionally left something out to protect 4 - edition stuff.


Reply author: Thauglor
Replied on: 06 Sep 2007 23:22:27
Message:

quote:
Originally posted by Foxhelm
It is possible that Moon and Sun Elves will become "Eladrins" & that Wood and Wild Elves would become "Elves", with Drow being a different type all together.
I'll take this idea with a ton of salt. Such changes would shake the core history in many settings. Corellon would suddenly find himself thrown by Ao back and forth in time to a different line of reality. In FR this would be too much for Corellon's stomach so it is certainly too much for mine either.


Reply author: Alisttair
Replied on: 07 Sep 2007 00:00:10
Message:

The most important thing of D&D 4E as far as FR is concerned is:

DRIZZT'S 4E STATS

:P


Reply author: Jorkens
Replied on: 07 Sep 2007 07:15:55
Message:

quote:
Originally posted by Markustay

From what I can see, I think the Silver Marches is a goner. It is the anti-thesis to the 'points of light' they are going for. The poor kingdom was ill-fated right from the beginning, when they choose an in-pronouncable name for the place (Luruar). From what little has been released about The Orc King, we know Drizzt and Mithral Hall survive into 4e, but we don't know about the surrounding area. Since the book appears to be about Obould (from the title), obviously he will play a major part in what will become of the North in the future, be it ten years or a hundred.





I never saw the problem with the term Luruar in the first place, and the decision to remove a perfectly good name and replace it with Silver Marshes, meant to signify a border more than a country or state wasnt exactly an improvement.


Reply author: Markustay
Replied on: 07 Sep 2007 07:25:44
Message:

It doesn't really matter what its called, its just not 1e's Savage Frontier with all those goody-goody Realms filling it up. 1e had wide open spaces for adventure, but since then designers and authors have been filling in all of the 'wild' areas with stuff. I'm not blaming them - we fans are just as guilty with our constant cries for more lore. Now the Realms have become so 'busy' that its hard for an author to write about anything without messing up something else that was already developed.

I think this uber-RSE is supposed to bring us back to a more 'primitive' time. The PCs will become the heroes from now on, not novel characters. There won't be any "super heroes" to save the day anymore - it's all up to us (the PCs) now. Its not really such a bad idea, if they can pull it off and still have it look like the Realms we all know and love.

quote:
Originally posted by Thauglor

I'll take this idea with a ton of salt. Such changes would shake the core history in many settings. Corellon would suddenly find himself thrown by Ao back and forth in time to a different line of reality. In FR this would be too much for Corellon's stomach so it is certainly too much for mine either.

Did you notice in that 'sneak peak', they specifically called Corellon the Fey god? I guess he's not even an Elf anymore.


Reply author: Mumadar Ibn Huzal
Replied on: 07 Sep 2007 20:22:30
Message:

I agree with Markustay, if the designers can pull it off, bringing a bit more Savageness into the Realms would do the setting more good than harm. Imagine all the 'new' ruins to explore

Though I'm still skeptic and in a 'wait and see mode'. My PbeM is set in the 2nd half of 1371, there is quite some time to cover before I get to more 'current' realms time (in 6 years of gaming, the timeline has advanced from Eleint to Marpenoth of the same year)


Reply author: Thauglor
Replied on: 07 Sep 2007 20:36:15
Message:

I'm still wary and skeptical of what is to come, but taking things from my campaign point of view, I have to agree with Markustay and Mumadar. "Shadows in Faerun" took its first steps in January 2006, incorporating darker tendencies to the setting. It sounds logical, if not perfect, that the realms are now falling into a darker age. It will certainly provide a lot of stuff for me to work with.


Reply author: Mace Hammerhand
Replied on: 07 Sep 2007 21:00:09
Message:

A little more darkness is something I think we all can appreciate for the Realms, hell, back when I first joined the forums I was (and still am, for that matter) all for bad guys winning. Would I want a Spellplague (whatever that may be) to happen? Nope, although maybe it is something the Red Wizards of Thay whipped up, sort of like a disease that afflicts users of their magic items...this could be one of the reasons why so many enclaves sprouted all over Faern...


Reply author: Ayunken-vanzan
Replied on: 07 Sep 2007 22:55:33
Message:

quote:
Originally posted by Mace Hammerhand

Would I want a Spellplague (whatever that may be) to happen? Nope, although maybe it is something the Red Wizards of Thay whipped up, sort of like a disease that afflicts users of their magic items...this could be one of the reasons why so many enclaves sprouted all over Faern...



This is a very interesting thought, and it seems quite likely that the Red Wizards try to deal a blow against their enemies in such a way. Considering, that all these enclaves are watched by the chosen (I think it was Elminster in Elminsters Daughter who revealed this information about the manipulation the chosen had done with portals and other things in these enclaves) it is quite possible that something will go awfully wrong with the Wizards original plan, disease and manipulation interfering with each other and becoming the Spellplague wreaking havoc in the Realms.


Reply author: Jorkens
Replied on: 08 Sep 2007 10:36:34
Message:

Well, I am a little in the middle ground here; I would prefer the Realms to get grayer more than "good guys" and "bad guys" winning. More cynical power plays and less focus on good or evil.


Reply author: Mace Hammerhand
Replied on: 08 Sep 2007 14:33:41
Message:

quote:
Originally posted by Jorkens

Well, I am a little in the middle ground here; I would prefer the Realms to get grayer more than "good guys" and "bad guys" winning. More cynical power plays and less focus on good or evil.



The inherent problem with grey is the alignment system...


Reply author: Thauglor
Replied on: 08 Sep 2007 17:24:30
Message:

I would love to see the Realms getting socially "greyer". The idea of clear, limiting boundaries a character should not (or cannot) cross has never been one of my favourites. The rule of "one step away" when dealing with deities alignments opens up a few more possibilities for role-play, but the limit still exists. Perhaps, given the depth of such theme, it should be discussed in another thread (if not done so already), but I'll lay here my few cents of wisdom.

Empirically speaking, although alignments are quite well explained in the core books, there are a couple points that hinder a good understanding of the rules. First, but a lot less important, comes age. Generally speaking of course, the younger the player, the less concerned with alignment and avoiding harsher actions she will be. "Coming of age" and "adulthood" usually sets the player's mind in line with the rest of society, usually bringing more tolerance and understanding into alignment issues.

Then, comes on stage the cultural aspects of each real world society. I do aknowledge the globalization of information has brought us closer to one another. But it has also shown the most basic differences each of our societies is founded on. Those differences ultimately play an important part in our understanding of social possibilities, and thus in interpreting alignments.

Finally, a personal aspect of the human being. If a player lacks the aptitude to comprehend social skills, how can a GM asks her to follow an alignment she doesn't truly understand? I'm certain every GM here has been there already.

All of the above considered, I'd say grey is good. Better than black and white. Grey gives players more room to manouver in a setting. It also presents GMs with both more material to create in the setting, and official tolerance with which to evaluate players actions. Hearsay states that aligments won't change much in 4Ed. Will the rules really be more maleable?

Whatever the answer is to that last question, if the "points of light" system is applied to FR, I sense the setting will not benefit much from any extra alignment maleability. Greyer relationships imply developed societies. The more feudal society becomes the more it will tend to black-and-white social relations. Apart from a few city-states that may remain after the spellplague or whatever else takes place, I see the future FR mainly as a harsh land with spots of feudal civilization. Perfect for hack'n'slash roleplaying. Not so for PCs with high social skills.


Reply author: Markustay
Replied on: 08 Sep 2007 17:36:00
Message:

It seems we have gotten some of our answers, and it is worse then even I predicted.

It sounds like a combination of WoD and Eberron (The Great War?!).

I have a thread leading to the spoiler (RAS's preview) -

http://forum.candlekeep.com/topic.asp?TOPIC_ID=9873


Reply author: Asgetrion
Replied on: 10 Sep 2007 01:06:53
Message:

Even though we have barely had our first glimpses of the Realms in 4E, it seems that some of my worst fears were not completely unfounded. I have long suspected that all this flood of RSEs and the deaths of prominent Archmages have been a prelude to FR under the 4th Edition rules.

As I also suspected, whatever the Spellplague turns out to be will be revealed in Anauroch as Sharrans try some 'Netherese-style' epic spell to merge the Weave into the Shadow Weave. The end result will shatter the Weave as we know it, while Mystra sacrifices herself to preserve magic in one form or another. Shade will probably be destroyed, too, but the Empire of Netheril will rise from the ashes. Or maybe the ritual (manipulated by the Shade) will actually tap into the past, unleashing ancient and terrible powers as it causes the 'rebirth' of Netheril (it could very well be similar to the one used in 'Blackstaff') and Shade becomes its capital?

As to what I have gleaned from The Orc King so far:

Despite what we've been told (recently by Rich Baker) about the 'Points of Light'-concept involving 'Core Setting only', there are some very troubling passages in the book. For example, Drizzt tells his elf captive how he has ventured outside the Silver Marches, walking the 'once safe trails' that have now reverted to wilderness. He also claims to have walked "a dozen-dozen communities that you will never know. They are gone now, lost to the Spellplague or worse!" (Drizzt speaks of Luskan being wiped out and Thay, Sembia and Mulhorand suffering greatly or being also gone).

I also found the following sentences to be very revealing in nature: Gone, and gone with them the hopes of a tamed and gentle world. Where is the refuge from the tumult of a world gone mad? Where are the candles to chase away the darkness?. Truly, the Realms have never faced darker times, as we read about "a hundred years of chaos, amidst the coming of darkness" and how "few have escaped the swirl of destruction".

Not all hope is gone or the whole world lost to the ravages and madness of the Spellplague, however. The excerpt also mentions some new settlements, such as 'Five Tusks' and 'Ungoor's Gate', while other places (Moonwood) have been renamed. And, some of the familiar places (Silver Marches and Nesm, namely) have survived the Spellplague, too. As Drizzt notes himself how few places in all of Faern could claim to be more civilized during those hundred years, but the region known as the Silver Marches. Quote: They are here, those lights of hope. In the Silver Marches. Or they are nowhere."

Hmmm... now where did I read about something that resembled this very much? A world plunged into darkness, consisting of small settlements that stand alone in savage wilderness that is filled with unexplored ruins, outlaws and monsters... weird... I am experiencing a dja vu...

There are some other startling passages in the book, too, speaking of more major changes in the FR we know and love. First of all, there will be shake-ups in the pantheons. Gruumsh's worship has apparently been driven 'underground', but it gets even better - some of the human and elven gods will be forgotten or dead, too. This is pretty evident as Drizzt notes that: "Where are the benevolent gods? I witnessed the hope of the goodly drow, the rise of the followers of Eilistraee. But where are they now? Gone... There is also a reference to "the greatest cathedral in the world burning and collapsing."

Secondly, I also have a strong suspicion that orcs will be one of the Core PC Races, since this novel underlines the 'orcs are people, too'-theme very strongly. Or, perhaps all this is meant to give half-orcs more depth and background beyond the usual 'my mother was raped by an orc'. The fact that there are still 'monstrous' orcs revering Gruumsh will justify their use as 'minions' in encounters.
However, the whole CCC-thing was a pretty immature and clumsy Real World analogy, which I truly wish we will not *EVER* see again in another published FR book. What's next? Burning crosses and river Delimbiyr renamed Mississippi?

Summa summarum: to me it's pretty clear that The Orc King prepares us to accept the fact that FR Timeline will leap a hundred years forward, and the campaigns will launch out of Silver Marches, which seems to be (on basis of this book) the only 'civilized' region in the whole 'Points of Light' Faern. If not, why 'lock up' the future in canon Realmslore? Or why introduce a world-wide magical catastrophe that will (apparently) last for a hundred years until it has passed? I doubt you even *could* play a warlock or a wizard during the Spellplague, which makes it pretty much next to impossible to run a campaign after the year 1385.

I think the whole idea behind all this is to bring FR neatly into the fold of their 4E marketing strategy: you can start from a clean plate without buying a whole bunch of (necessary) previous edition books. After all, WoTC seems to cater to new (MMORPG-playing) customers rather than their old and loyal customer base (which might even be the main reason to bring in orcs as a PC race?) As for me, if all this comes to pass, I think I'll keep on playing 3.X edition and never again buy a FR or D&D accessory again...

P.S. Did you read about how Eladrin (High Elves) might become a new Core Race, too? That'd mean that Elves (as a race) take the role of Wild and Wood Elven sub-races and we'd have to tweak the history of the Realms to fit this concept ("No, you have your history wrong... Myth Drannor was an Eladrin city in this new edition. Elves have *never* built cities...")


Reply author: George Krashos
Replied on: 10 Sep 2007 03:12:52
Message:

quote:
Originally posted by Asgetrion
P.S. Did you read about how Eladrin (High Elves) might become a new Core Race, too? That'd mean that Elves (as a race) take the role of Wild and Wood Elven sub-races and we'd have to tweak the history of the Realms to fit this concept ("No, you have your history wrong... Myth Drannor was an Eladrin city in this new edition. Elves have *never* built cities...")



There have always been points of difference between the core and the Realms. Even in 1E where dragons in the Realms were nastier beasties than the ones in the 1E MM. No-one knows what is happening and all is speculation - clearly there will be changes, but they might not be exactly the same changes made to the core. Sweeping comments like "only the Silver Marches" will exist etc. are likely just plain wrong. Rich Baker at the FR seminar at GEN-CON said that Waterdeep would still be around in 4E as would Elminster. They might be different from the way they are now, much of the Realms might be, but as long as the changes are explained and detailed I see no problems with them at all. A timeline jump - whether big or small - will provide ample 'space' to fit in the 4E changes continuity-wise and lore-wise. Heck, I'm looking forward to it in a strange way, especially if it is a big timeline jump. It will be interesting to think about and piece together what happened to Azoun V, Mirt and Durnan, Tsaara Chaadren, Sememmon, Fzoul, Manshoon and a host of others. Not to mention places and organisations. Let's get happy and enjoy the ride - nothing good can come of all this doom and gloom.

-- George Krashos



Reply author: Jorkens
Replied on: 10 Sep 2007 07:26:31
Message:

Well, doom and gloom can be great for initiative if used right. Most of the work I have done on the Realms have been after negative ramblings and general doom and gloom about the Realms future. If I don't like it, what do I want instead?

As for the hints given in the Drizzt text; I don't know if I should laugh or cry.


Reply author: Sanishiver
Replied on: 10 Sep 2007 07:32:07
Message:

quote:
Originally posted by George Krashos

A timeline jump - whether big or small - will provide ample 'space' to fit in the 4E changes continuity-wise and lore-wise. Heck, I'm looking forward to it in a strange way, especially if it is a big timeline jump. It will be interesting to think about and piece together what happened to Azoun V, Mirt and Durnan, Tsaara Chaadren, Sememmon, Fzoul, Manshoon and a host of others. Not to mention places and organisations. Let's get happy and enjoy the ride - nothing good can come of all this doom and gloom.

-- George Krashos
That's the man I've come to respect. HUZZAH for George. Huzzah!


Reply author: Asgetrion
Replied on: 10 Sep 2007 08:36:52
Message:

quote:
Originally posted by George Krashos

[quote]
There have always been points of difference between the core and the Realms. Even in 1E where dragons in the Realms were nastier beasties than the ones in the 1E MM. No-one knows what is happening and all is speculation - clearly there will be changes, but they might not be exactly the same changes made to the core. Sweeping comments like "only the Silver Marches" will exist etc. are likely just plain wrong. Rich Baker at the FR seminar at GEN-CON said that Waterdeep would still be around in 4E as would Elminster. They might be different from the way they are now, much of the Realms might be, but as long as the changes are explained and detailed I see no problems with them at all. A timeline jump - whether big or small - will provide ample 'space' to fit in the 4E changes continuity-wise and lore-wise. Heck, I'm looking forward to it in a strange way, especially if it is a big timeline jump. It will be interesting to think about and piece together what happened to Azoun V, Mirt and Durnan, Tsaara Chaadren, Sememmon, Fzoul, Manshoon and a host of others. Not to mention places and organisations. Let's get happy and enjoy the ride - nothing good can come of all this doom and gloom.

-- George Krashos


Ever the Oslander optimist, eh, George?

I know that all this is speculation at this point, but my 'gut feeling' is that I won't like the 'Realms of Tomorrow'. It doesn't mean that others won't like it, or find the whole 'Points of Light' -concept more to their tastes. Actually, most of WoTC's new 'target audience' will probably find these changes very welcome and needed, as they are able to 'jump in' without pouring through dozens of previous edition FR tomes.

I don't believe that all civilization has vanished, either, but even the short excerpt from The Orc King seems to indicate that *most* of the kingdoms we know and love have been shattered and lost. I don't think I'll stand up and applause because Waterdeep still exists (in one form or another). Instead, I feel angry because (assuming the timeline will jump a hundred years forward) *ALL* my previous edition WD/Savage Frontier lore will be more or less useless. The same goes for the rest of the Realms, as I have to buy new FR Books to run a *detailed* 'canon' campaign (as in 'fluffy details beyond the general flavour or the ten pages devoted to these regions in 4E FRCS') in Sembia or the Dales, for example. Yes, I can still keep running 3.X edition campaigns, but some players I play with won't be happy about that (they'd rather prefer campaigns faithful to canon Realmslore).

Perhaps RAS was taking creative liberties as Drizzt referred to Silver Marches being 'the heart of Civilized Faern' (my words, not a quote). I just cannot help but strongly suspect that this will be 'the official launching point' for all FR 4E Campaigns. I just hope they don't forget to include some fluff about the 'Silverymoon Warlord Academy for Younger Gentlesirs or Otherwise Charismatic Male Individuals of All Races' (sarcasm intended ;)


Reply author: Thauramarth
Replied on: 10 Sep 2007 14:08:52
Message:

quote:
Originally posted by George Krashos
A timeline jump - whether big or small - will provide ample 'space' to fit in the 4E changes continuity-wise and lore-wise. Heck, I'm looking forward to it in a strange way, especially if it is a big timeline jump. It will be interesting to think about and piece together what happened to Azoun V, Mirt and Durnan, Tsaara Chaadren, Sememmon, Fzoul, Manshoon and a host of others. Not to mention places and organisations. Let's get happy and enjoy the ride - nothing good can come of all this doom and gloom.



Something worth thinking about. When I read this, a thought occured to me - I recently did a full inventory of my FR stock, and I could not help but get the impression that during 1st and 2nd edition (1987 to 1999), the Realms was primarily a roleplaying setting - the number of RPG accessories was just about equal or greater than the number of novels. When I look at the products list from 3rd edition on, I have the impression that (far) more novels than gaming products are being published.

I do not know if this was a deliberate strategy of WotC, but if that is the case, then, yes, from WotC's POV, it makes sense to make the timeline jump forward one hundred years.

As each novel makes changes to the Realms (occasionally, "shattering changes"), the Realms become more and more defined, and the possibilities for adding to the setting become more and more limited. The way I see it, FR as a setting for novels relies on constant change, and often radical change, at that. As an RPG setting, it would rely more on some stability, providing a relatively static frame of reference for the players to set their games in. If the trend towards more novels is continued, then it makes sense to advance the timeline a full century - that allows the designers to come up with a number of defining events, and then have writers develop those into novels.

As someone who came to the Realms primarily as a gamer, that is not so attractive. So yes, if the Realms become a novel / comic / TV / Movie setting, it is kind of nice to see what happens to all these characters. I think that, as a gamer, I would very much prefer to determine for myself what happens to these characters... and have my player characters interact with them, and have those characters provide some the canvas for the player characters to do their own thing in.

So, probably, published FR is becoming more and more like some other shared universes (Marvel or DC comics spring to mind... or the early runs of Dragonlance - novels and the scenarioes in which the players can re-enact the novels). So, how long until the first alternate universe or parallel universe FR spring up (mirror universe - Elminster Evil and nice Szass Tam :-) )?


Reply author: Thauglor
Replied on: 10 Sep 2007 16:49:31
Message:

Although I still don't like this, it certainly makes sense business-wise. Fantasy RPG does not bring good revenue or profit. Fantasy novels fare better when money talks. Thus, they change the setting to give the writers more room and "material" (read Realms time) to work with. Gone for good are the times when gamers could really interact. Money won't allow it.

What little good may come from the facts above I'm quite uncertain but, perhaps, the 100-year leap may force a situation where it just won't be profitable enough (as little as it may be) to launch a 5e of the rules. Maybe, just maybe, we might at least see another decade or two of (new) canon material ahead of us without them toying with the core rules.

WotC's decision may also be the final dividing line between older, canon-lore-fans and the new generation of gamers. A question here: if you're a father with am amazing colletion of old material (1st, 2nd and 3rd editions) and your son or daughter asks you to buy the new setting, what would you do?

a) Give him/her the money and smile, for he is certainly making a good choice.
b) Give him/her the money and be gloomy for the rest of the day.
c) Lecture him/her on the fact that you already have enough material for any serious campaign he/she wants to play or run.
d) Shove him/her out of the house telling them to go get some sun.
e) Go buy him/her a new computer with lots of fresh-out-of-the-shelves games.
f) Something else a lot more sensible.


Reply author: Chosen of Moradin
Replied on: 10 Sep 2007 18:03:52
Message:

quote:
Originally posted by Asgetrion


Perhaps RAS was taking creative liberties as Drizzt referred to Silver Marches being 'the heart of Civilized Faern' (my words, not a quote). I just cannot help but strongly suspect that this will be 'the official launching point' for all FR 4E Campaigns. I just hope they don't forget to include some fluff about the 'Silverymoon Warlord Academy for Younger Gentlesirs or Otherwise Charismatic Male Individuals of All Races' (sarcasm intended ;)



Salvatore always take creative liberties, in what concerns Drizzt and company. In the Icewind Dale Trilogy, Drizzt and Artemis Entreri are stated as "the best swordsmen of the Realms", and we know that old ones like Azoun IV (alive in that time), Texter , Durnan or Ren o'Blade could smash both of them without effort (not to mention the list of the best Realms swordsmen provided by Ed here in the Keep ).


Reply author: Markustay
Replied on: 10 Sep 2007 20:33:06
Message:

My opinion re-visited.

For the last month I've been embracing the 4th edition rules. I feel with each edition the rules have gotten better and easier to use. I thought 3.5 was fine, but I'm willing to accept it had a few quirks that could be fixed. The Vancian magic system never really grabbed me, but it was at the heart of D&D, so I accepted it (and made MANY bad attempts at modifying it over the years). The new system sounds interesting, and although I will miss the old one for nostalgic reasons, I look forward to seeing the new.

All that being said, I took a 'fence-sitting' position on 4e FR. I figured "wait and see... how bad can it be?" Since that spoiler came out, my brain has gone into 'Doomsday Overdrive'. Do I think the " 'new' Realms" (quoting Rich Baker there) will be interesting? Of course I do... I could go on for several pages listing every single setting I have bought into, and the ONLY one that left me flat was Kalimar - and I'm including just about every RPG since 1975, not just D20 settings. The new one sounds like WoD, Dawnforge, Blood Throne, etc... with a little bit of WoT mixed in (magic driving mages mad?). Thats not a bad thing, per se, but its not overly original either.

My biggest problem with it is the flavor of FR has changed from "making the world a better place" to "I hope we survive until tomorrow". Hopefully, the spoiler is only a 'what if' scenario, and the the new CS will only be the 10 or 15 years we originally thought. At least give us a chance to change what is to come - make that prologue become a warning of sorts.

So, after a good night's sleep last night, I've come to this conclusion: Will I buy new Realms material? Yes... I will buy the CS and see if I like it. Will I buy more? That depends on if they did a good job... I won't buy crap just because it sports the FR logo. But thats true of any product I purchase.

However, It will not be the Realms; it will be something new and different. I will probably continue my game in 1390 DR (I have always kept my game 15 years ahead to avoid involving my PCs in 'current events'). Unfortunetly, this now puts me smack-dab in the middle of the Spellplague. Oh well... that's a different game now.. and I will continue to treat the two, 3e Realms and 4e Abeir-Toril, as two seperate animals in my mind.

As far as I'm concerned, Reality diverged at some point, and there are now two worlds... and I can learn to love both.


Reply author: Mumadar Ibn Huzal
Replied on: 10 Sep 2007 21:35:58
Message:

quote:
Originally posted by George Krashos

There have always been points of difference between the core and the Realms. Even in 1E where dragons in the Realms were nastier beasties than the ones in the 1E MM. No-one knows what is happening and all is speculation - clearly there will be changes, but they might not be exactly the same changes made to the core. Sweeping comments like "only the Silver Marches" will exist etc. are likely just plain wrong. Rich Baker at the FR seminar at GEN-CON said that Waterdeep would still be around in 4E as would Elminster. They might be different from the way they are now, much of the Realms might be, but as long as the changes are explained and detailed I see no problems with them at all. A timeline jump - whether big or small - will provide ample 'space' to fit in the 4E changes continuity-wise and lore-wise. Heck, I'm looking forward to it in a strange way, especially if it is a big timeline jump. It will be interesting to think about and piece together what happened to Azoun V, Mirt and Durnan, Tsaara Chaadren, Sememmon, Fzoul, Manshoon and a host of others. Not to mention places and organisations. Let's get happy and enjoy the ride - nothing good can come of all this doom and gloom.

-- George Krashos



This is what I keep reminding myself of when reading about 4e and FR. I had a very positive attitude towards 3e when it was announced (lots of doomsayers at that time too), but this was clearly more from a game-mechanics POV.

Change is due, if not overdue in the Realms when it comes to some of the characters (even outside the chosen et al) that just seem to stretch their lives forever and a day. I am looking forward to seeing some of these old generation NPCs move over and make room for a newer generation. If this can be done along the lines of moving Azoun IV and Vangy off the stage, or as with Khelben, or in maybe more subtle terms - heck, death by natural causes also happens in the Realms, Kelemvor does not only great the deceased adventurers - even better.

Do we need a big shake-up and a massive timeline shift... I don't know. This is where I feel still skeptic about what I've read - all 2nd hand - so far.

Though In all this doom and gloom that is penned down in this scroll, I can and do see points of light - maybe not as bright as George sees them, but that could localized effects of the southern hemisphere - but I do recognize the room for opportunities and do not want to think about a near boycott of FR products (I don't think WoTC can make it THAT bad), but I might limit my purchases going forward.

Wait and see for now I guess...


Reply author: George Krashos
Replied on: 11 Sep 2007 00:50:51
Message:

Oh, and one other thing. Many old time fans of the Realms wax nostalgic about when the Ol' Grey Box was released and we were given a Realms with lots of vague detail and broad brushstrokes - a place where individual DMs had lots of elbow room to put in their own stuff and adapt campaigns to suit personal desires. 20 years of products and novels have done much in some fans' eyes to whittle away this broadbased setting utility.

Isn't the 4E Realms likely a return to the state of affairs of the Ol' Grey Box? New, undetailed areas; areas that have been changed; new people to find out more about; new organisations; new ... well, lots of stuff.

If it was good enough in 1987, why isn't it good enough in 2008? You've got the option of the keeping your game in the old, super-detailed Realms or moving across to a new, less-detailed Realms (relatively speaking). Bit of a "best of both worlds" situation, isn't it?

Now I know why I consider myself a 'cup half-full'-type person.

-- George Krashos


Reply author: Skeptic
Replied on: 11 Sep 2007 00:56:53
Message:

quote:
Originally posted by George Krashos

Now I know why I consider myself a 'cup half-full'-type person.




I would like, but I don't think someone in WoTC staff can do like Ed and Jeff Grubb did with the Grey Box.


Reply author: scererar
Replied on: 11 Sep 2007 02:09:37
Message:

Sure they could. George makes a very good point. Fast forward your campaign or go as slow as you want. You have a 100 years to play with. it is no different as when many folks around here decide which portions of realms lore to follow, or make up their own lore surrounding any issues they come across(i.e. ToT).


Reply author: Brian R. James
Replied on: 11 Sep 2007 03:34:22
Message:

The negative of course being that it will split the fan base among those that move their campaigns forward 100 years and those that stay behind. It effectively killed Dragonlance as a campaign setting and I dont wish the same fate on the Forgotten Realms.


Reply author: TomCosta
Replied on: 11 Sep 2007 03:49:32
Message:

But the truth of the matter is that Ed is still involved, Eric Boyd is still involved, Rich Baker is still involved, obviously Salvatore is still involved, and we've added new talent in Eytan, Paul Kemp, Lisa Smedman, and too many others to mention, not to mention the return of Steven Schend as an author. So not all of these folks may be writing the 4E FR, but most certainly several of them are involved. To me, that's a pretty good brain trust, emphasis on the trust. So not calling it the Realms strikes me as, well, odd. We've got a great core team who has been giving us some pretty amazing products (games and novels) in the last several years and I figure will continue to do so.

Plus, frankly, I've been chafing a bit for years that the Realms were wrapping up too many plot threads and having the good guys win too many battles, without opening enough new avenues for epic adventure. My players don't want to just fight gnoll raiders, they want to know their characters are heroes the world will remember. Those opportunities were drying up and those baddies that were left, like Fzoul, were seemingly too important to get whacked without totally messing with a canonical version of the Realms. So I say, let's bring on the points of light in the darkness. We can all make those points brighter.


Reply author: Markustay
Replied on: 11 Sep 2007 04:00:17
Message:

The team sounds fantastic, and I yearn for the days of the 1e boxed set, but Brian does make an excellent point.

A 10-15 year jump everyone would have went for, a century will split the consumer and hurt the product. It's like my mother always told me -

"Take little bites, or you'll choke."


Reply author: RodOdom
Replied on: 11 Sep 2007 04:53:55
Message:

Generally, I'm fine with RSEs regardless of the level of talent involved, because after all is said and done, the Realms is still the Realms. But for something this big, in which we could be given what amounts to a brand new setting, I don't want to hear that Ed is just "involved". For me, he has to be the lead designer, the master architect. But that's just me.


Reply author: Mkhaiwati
Replied on: 11 Sep 2007 05:58:41
Message:

I think that is a fantastic group for a brain trust. But 100 years?

I am beginning to think that this entire timeline jump was for the Living Realms. I have the impression that most scribes here have plenty of material from 1e/2e days and work that into their campaigns. A 100 year jump makes most of that material very obsolete. They can still game in that 100 year span or set their game whenever they want. Other gamers that don't use the Realms probably won't touch it because of their conceptions about the Realms (baggage). Read enworld and you'll see lots of comments like "this might make me look at the realms", "The Realms needed a reboot" or something. A few could purchase the book, but not enough.

But for the RPGA, it provides a clean slate. They can succeed in alienating many old-time Realms fans, and I doubt that bringing enough new ones may not cover those who leave. But they can require all RPGA members, if they want to play, to purchase the new book.


Reply author: Wooly Rupert
Replied on: 11 Sep 2007 07:18:13
Message:

quote:
Originally posted by Brian R. James

The negative of course being that it will split the fan base among those that move their campaigns forward 100 years and those that stay behind. It effectively killed Dragonlance as a campaign setting and I dont wish the same fate on the Forgotten Realms.



A major jump ahead damaged the BattleTech universe, too. And that's a large part of why I fear this one.

I also fear the setting becoming something other than what we've all come to love (something else that happened with BTech). 3E has already established a move away from what we were used to; I fear if it goes any further, then we'll be looking at a similar setting, with the same logo, but nothing that we can recognize as the setting we once loved.


Reply author: Wooly Rupert
Replied on: 11 Sep 2007 07:21:07
Message:

quote:
Originally posted by George Krashos

Oh, and one other thing. Many old time fans of the Realms wax nostalgic about when the Ol' Grey Box was released and we were given a Realms with lots of vague detail and broad brushstrokes - a place where individual DMs had lots of elbow room to put in their own stuff and adapt campaigns to suit personal desires. 20 years of products and novels have done much in some fans' eyes to whittle away this broadbased setting utility.

Isn't the 4E Realms likely a return to the state of affairs of the Ol' Grey Box? New, undetailed areas; areas that have been changed; new people to find out more about; new organisations; new ... well, lots of stuff.

If it was good enough in 1987, why isn't it good enough in 2008? You've got the option of the keeping your game in the old, super-detailed Realms or moving across to a new, less-detailed Realms (relatively speaking). Bit of a "best of both worlds" situation, isn't it?

Now I know why I consider myself a 'cup half-full'-type person.

-- George Krashos




Yeah, but there is a difference between "brand new setting" and "your old, beloved setting that's been twisted, folded, spindled and mutilated". I'm willing to give the new version a shot, but I fear that part of the reason for this jump is to effectively chuck established continuity out the window (a trend that none will deny was started in 3E). And, as important as the detail is, a reasonable amount of continuity has always been part of what's drawn me to the Realms.


Reply author: Jorkens
Replied on: 11 Sep 2007 09:08:45
Message:

quote:
Originally posted by George Krashos

Oh, and one other thing. Many old time fans of the Realms wax nostalgic about when the Ol' Grey Box was released and we were given a Realms with lots of vague detail and broad brushstrokes - a place where individual DMs had lots of elbow room to put in their own stuff and adapt campaigns to suit personal desires. 20 years of products and novels have done much in some fans' eyes to whittle away this broadbased setting utility.

Isn't the 4E Realms likely a return to the state of affairs of the Ol' Grey Box? New, undetailed areas; areas that have been changed; new people to find out more about; new organisations; new ... well, lots of stuff.

If it was good enough in 1987, why isn't it good enough in 2008? You've got the option of the keeping your game in the old, super-detailed Realms or moving across to a new, less-detailed Realms (relatively speaking). Bit of a "best of both worlds" situation, isn't it?

Now I know why I consider myself a 'cup half-full'-type person.

-- George Krashos




Well I am the kind of person who, when seeing that the glass is not half empty, will drink until it is.

One thing is the tone of the Gray box, but a reworking of the Realms as they were first presented will not bring that back. The Chaos wars didn't exactly rejuvenate Dragonlance and the Greyhawk wars divided people.

As I have trouble with most of the decisions made by other designers than Greenwood (there are some exceptions, but I am generalizing here) I have little hope that a large "shake-up" of the Realms will give me much satisfaction. With the people involved it might give me some interesting ideas, but there is no chance that I will move the game to that time period with myself as a DM.


Reply author: Thauglor
Replied on: 11 Sep 2007 15:22:51
Message:

I'm also one who's in this setting for the degree of detail involved. While I agree that time must move on and iconic NPCs might be retired one way or another from the Realms (death, disappearance, lichdom, godhood, etc.), the way advancing in time is done is the most important aspect of such a change. Altering the mood of the setting is ok, retiring a few (perhaps many) NPCs is ok, even including a RSE that doesn't change history may be ok.

However, and that's a big however, using a RSE solely to adjust the setting to a new marketing-oriented directive (including reasons for the new the core rules) is simply not acceptable. If a publisher is interested in gathering a new base of gamers, why not create a new world then. Trying to capitalize too much on a solid existing setting, may very well, as already posted many times here, divide gamers.

I repeat. I'm not at all against changes. I even think the idea of an Orc kingdom is past overdue. But a RSE the way it seems it is being planned... that I would loath. Of course, it is still all speculation and I know somethings will have to be changed, so I'll have to wait an see. If optimum consistency is maintained with past publications, historically speaking, I'm in for the new setting. If not... well...


Reply author: Markustay
Replied on: 11 Sep 2007 16:41:31
Message:

I like the idea of new rules, and I've learned to except setting changes and RSE's, but I fear a century-timejump spells doom for FR.

Lets us play THROUGH the Spellplague, and then maybe, just maybe, we'll be ready for another jump in 5e. Then we can get the post-Spellplague Realms that is so different. Changes must be made a little at a time for people to be comfortable with them.

Don't try and give us "New Coke", or everyone will start drinking Pepsi.

Maybe younger gamers will like it, who knows, but I thought that was what Eberron was for.

I wish the designers and the authors the best of luck with this endeavor - they are the only ones whose incomes are riding on this. As for me, I have enough RPG material to last me until the end of time.


Reply author: Asgetrion
Replied on: 11 Sep 2007 23:32:09
Message:

quote:
Originally posted by TomCosta

But the truth of the matter is that Ed is still involved, Eric Boyd is still involved, Rich Baker is still involved, obviously Salvatore is still involved, and we've added new talent in Eytan, Paul Kemp, Lisa Smedman, and too many others to mention, not to mention the return of Steven Schend as an author. So not all of these folks may be writing the 4E FR, but most certainly several of them are involved. To me, that's a pretty good brain trust, emphasis on the trust. So not calling it the Realms strikes me as, well, odd. We've got a great core team who has been giving us some pretty amazing products (games and novels) in the last several years and I figure will continue to do so.

Plus, frankly, I've been chafing a bit for years that the Realms were wrapping up too many plot threads and having the good guys win too many battles, without opening enough new avenues for epic adventure. My players don't want to just fight gnoll raiders, they want to know their characters are heroes the world will remember. Those opportunities were drying up and those baddies that were left, like Fzoul, were seemingly too important to get whacked without totally messing with a canonical version of the Realms. So I say, let's bring on the points of light in the darkness. We can all make those points brighter.



First of all, anyone who dropped those Ku Klux Klan -guys (hoods and all) into canon Realmslore should be cut from the design team! That kind of clumsy RW analogies/jokes are really not needed if WoTC intends to target adult gamers with 4E FR.

I can approve of the fact that you're listing many talented designers working on the new Realms, *but* I think that I've heard that *ALL* of the FR design (at the moment) is being done in-house. Thus, none of them will get to shape the Realms before the Status Quo/prevalent conditions have been laid down.

I frankly don't understand how those opportunities were 'drying up', since we've had so many RSEs lately that I have lost count! Besides, I never had any trouble with introducing completely new malicious (even high-level) villains or worthy causes in my campaigns. I rarely even used "prominent" FR villains, unless the PCs seeked them out. Monsters are still aplenty and more evil Zhentarim or Dragon Cult minions are recruited and trained every day.

One final note: I don't think I wish to run campaigns in "previously undetailed" regions if this means the Utter East, The Shaar or some other 'backyard' of the Realms. Since all my books will most likely become useless because of this 'time warp', I'd really like to have the same amount of new and updated lore about Cormyr, Sembia, the Dalelands, Waterdeep, the Sword Coast, The Western Heartlands (because that's where I and my players wish to play!)


Reply author: KnightErrantJR
Replied on: 11 Sep 2007 23:44:41
Message:

Honestly, I have the utmost respect for "our" Realms designers, and I'll also say that I can completely understand not wanting to give up on the Realms. For some of the people that have gotten a chance to shape the Realms personally, this would have to be like giving up on a child, or at the very least a work of art that you personally helped to shape.

That having been said, if the 4th edition Realms looks even remotely like it does in the prologue to The Orc King, then I have to say that this doesn't look or feel like the Realms that I've loved for twenty years. It may have some hints of the Realms, but it doesn't have the heart of the place that I loved.

Now, as Faraer pointed out, I'm not saying that the designers aren't talented enough to make a very entertaining campaign world. It may be a great setting, especially for those that have played D&D before. It may resonate with a lot of gamers, but it won't be the Realms, at least not in the way that I know them.

And to go just a wee bit more negative, I'm really tired of the feeling that if we wait through "just one more" product that is less and less "Realmsian" that the line will survive a little longer, and maybe the next product will be the one we have been waiting for. I honestly think that if we go into 4th edition buying FR products when we don't feel that our needs are being met, then we are just telling WOTC that all they need to do is to put a FR logo on the book and they have us. I'd rather teach them otherwise.

If you really are intersted in a "future" Realms that has little of the current hallmarks of the Realms, and you would rather have this than the current Realms, I'm not going to tell you that you are wrong for buying this book. On the other hand, perhaps this is the time to let WOTC know that they don't have an automatic sale just because they promise us that "Drizzt and Elminster are still there."


Reply author: Mace Hammerhand
Replied on: 11 Sep 2007 23:52:17
Message:

Nicely put, KEJr


Reply author: George Krashos
Replied on: 12 Sep 2007 00:14:24
Message:

quote:
Originally posted by Mace Hammerhand

Nicely put, KEJr



And if by this "teach WotC a lesson" tactic the FR line becomes a novel-only world - and let's not start the hoary old chestnut of "it would then revert to Ed and utopia beckons" line because his old contract states he gets to write a novel a year or it reverts - what have you gained?

From speaking personally to Ed he wants the fans to support the Realms, work with the setting, come up with their own FR homebrew, and continue to make it a living, breathing world. I don't see how a boycott or abandonment of FR products in 4E is going to do that.

-- George Krashos


Reply author: KnightErrantJR
Replied on: 12 Sep 2007 00:23:17
Message:

No boycott George. If its not the Realms product that I want, I'm not buying it any longer. In all honestly, a line unsupported versus a line that no longer resembles the line I want to support aren't a lot different in my book.

And for what its worth I'll be playing a 3.5, pre 1385 DR campaign for as long as I can find players . . .

And I'll still buy pre 1385 DR products as well, including thing like the Grand History and any novels from that era that strike my fancy.


Reply author: Kentinal
Replied on: 12 Sep 2007 00:47:02
Message:

As there is no indication that Ed wants FR to revert to him and I am sure his contract does not give him the refusal right to write a novel as a way to cause it to revert, the whole idea of trying to cause reverting appears to be moot.

I suspect Ed enjoys the 20 cents (perhaps a little more) for each of his books sold, there however is a downside for fans that clearly is not being addressed at this time. As far as we know Ed has nothing to do with 4th FR (all in House right now) and even he might not like what occurs in the Realms. From things we are hearing about the Realms so far the only item that has any approval at all of changes we know of is an Orc nation. Other nations and citystates are wiped out, forces for good are mostly (if not totally) wiped out.

The Realms have had and continue to have support without the purchase of a Realm product. I am just confused as to why Ed might appear to want fans of an existing World to buy books of its colaspse. It sounds like buying tickets to watch a slow train wreck.


Reply author: Foxhelm
Replied on: 12 Sep 2007 01:27:14
Message:

My thoughts are such...

One Ed is going to be brought into the design networks as he is the master of the Realms. If that happens I feel more safe even if the Orc King Scenerio was to occur.

Because Ed would create a balance even with the Chaos occuring, even muting some of it as well. The Spell Plague would be like any other plague with a higher chance of contracting with stronger magic as it is the only way to make wizards playable.

Even within the darkness there would be points of light. We still have months to figure things out.

I see one of the earliest hints either being October (10 months before launch) or March (6 months before launch). So we have either a month or five before information starts to trickle in. We can await that long for more in depth details then a prologue which could be a literary device.

Thoughts?

Edit: Also I think that Ed mentioned a more disturbing future of the realms when I asked him about going about a hundred years into the future in one of the Ask Ed threads. We might have to search it out... or we could just ask Kuje if he remembers it.


Reply author: Sanishiver
Replied on: 12 Sep 2007 02:15:00
Message:

quote:
Originally posted by Kentinal

As far as we know Ed has nothing to do with 4th FR (all in House right now) and even he might not like what occurs in the Realms.
It was made clear at GenCon that Ed and Eric (Boyd) were aware of and had some say in shaping events for the last two years.

At the FR seminar Eric Boyd pointed out that the roots of the Spellplague were in previous FR lore, just as Ed made clear the Realms are a living, breathing world that must change with time (...as it always has, less those overly concerned with the current state of affairs forget).

With all due respect to Rich Baker and others inside WotC's walls, I doubt he or they came up with the links to prior lore that Eric was talking about.


Reply author: RodOdom
Replied on: 12 Sep 2007 02:33:11
Message:

I think I definitely will buy the 4E FR campaign book when it comes out. I'll reserve judgment about the new Realms until I've read most of the book. But it can't just hit some right notes and miss many others. It has to fly. Otherwise I'll lose interest, just as I have with many other slick, promising, but ultimately empty published settings in the past.


Reply author: Kaysae
Replied on: 12 Sep 2007 02:45:28
Message:

quote:
Originally posted by Foxhelm
Edit: Also I think that Ed mentioned a more disturbing future of the realms when I asked him about going about a hundred years into the future in one of the Ask Ed threads. We might have to search it out... or we could just ask Kuje if he remembers it.



Not really "disturbing" per se, just a Realms he wouldn't want to see. Here is his far-future Realms reply.

quote:
Ed Greenwood - March 10, 2004
So let me just answer by saying what I'd do, if as DM I was setting up a far-future Realms campaign.
I see the Silver Marches and Waterdeep as both growing in size, wealth, and population, despite the batterings of orc hordes. I see certain critters (dragons) as being far rarer, thanks to reactions to the flights of dragons that cause an "exterminate on sight" attitude in many humans. I see strong surface dwarf and elf realms on the mainland, and the collapse of Thay into small, warring holds. I see Sembia trying to swallow both Westgate and the Dales, and failing to swallow Cormyr, which now has a large wealthy merchant class and overcrowding. I see Impiltur and Thesk and Aglarond also expanding, with much local lawlessness and warfare . . . and everywhere, I see powerful mages exterminated, and those who do have magic keeping a lower profile (adviser to throne rather than on throne, local healer and sage rather than local tyrant). I see many of the Chosen gone mad and weepingly imploring Mystra to slay them -- and in a few cases, I see Azuth stepping in with newly-picked Chosen to oversee rituals in which a new Chosen slays a willing old Chosen in a manner that allows subsumption of the Silver Fire and some memories (transfer from old to new). I see the memories changing the new Chosen and driving a few of them mad (the work of Shar?). I see fewer gods, and all of them having less power and influence, as general wealth and technology increases, and "the common folk" make praying increasingly a "say and do this for good luck on the way home, and then say and do this to this other god before bed" matter-of-fact affair rather than obeying priests to the death.
I see lots of new, small realms, and warfar between them.
And I'm not sure I'd want to see much more of a Realms like that, or play in them. Yet as I said at the outset, this is merely one possibility among literally thousands.


Reply author: Purple Dragon Knight
Replied on: 12 Sep 2007 03:12:05
Message:

quote:
Originally posted by George Krashos

Oh, and one other thing. Many old time fans of the Realms wax nostalgic about when the Ol' Grey Box was released and we were given a Realms with lots of vague detail and broad brushstrokes - a place where individual DMs had lots of elbow room to put in their own stuff and adapt campaigns to suit personal desires. 20 years of products and novels have done much in some fans' eyes to whittle away this broadbased setting utility.

Isn't the 4E Realms likely a return to the state of affairs of the Ol' Grey Box? New, undetailed areas; areas that have been changed; new people to find out more about; new organisations; new ... well, lots of stuff.

If it was good enough in 1987, why isn't it good enough in 2008? You've got the option of the keeping your game in the old, super-detailed Realms or moving across to a new, less-detailed Realms (relatively speaking). Bit of a "best of both worlds" situation, isn't it?

Now I know why I consider myself a 'cup half-full'-type person.

-- George Krashos


You're an awful salesman George... keep writing ok?

Says the knight, who finds it more than a little ironic to see the Great Krashos, the one who built an empire on Realmslore and Faerunian history facts, praising a post-apocalyptic Realmslore vacuum...


Reply author: George Krashos
Replied on: 12 Sep 2007 03:24:24
Message:

PDK, my man, read the new excerpts for GHotR and see what I do with those vacuums. I love 'em.

-- George Krashos


Reply author: Asgetrion
Replied on: 12 Sep 2007 07:08:17
Message:

quote:
Originally posted by George Krashos

PDK, my man, read the new excerpts for GHotR and see what I do with those vacuums. I love 'em.

-- George Krashos




By the way, great work on that excerpt from GHotR, George! ('The Great Conflagration') I can hardly wait to get my hands on this book...*ahem*, assuming that good ol' Al will let me read it!


Reply author: George Krashos
Replied on: 12 Sep 2007 08:59:56
Message:

Thanks Asgetrion

I knew that if I used the magic word "Orcus", it would be met with incredible fan acclaim.

-- George Krashos


Reply author: Jorkens
Replied on: 12 Sep 2007 09:06:40
Message:

quote:
Originally posted by George Krashos

quote:
Originally posted by Mace Hammerhand

Nicely put, KEJr



And if by this "teach WotC a lesson" tactic the FR line becomes a novel-only world - and let's not start the hoary old chestnut of "it would then revert to Ed and utopia beckons" line because his old contract states he gets to write a novel a year or it reverts - what have you gained?

From speaking personally to Ed he wants the fans to support the Realms, work with the setting, come up with their own FR homebrew, and continue to make it a living, breathing world. I don't see how a boycott or abandonment of FR products in 4E is going to do that.

-- George Krashos



Its not so much about trying to influence the direction of the Realms as the simple fact that there is ( I am talking about me personally here of course ) a limit to brand loyalty. When I realise that I get more inspiration out of old He-Man episodes than I do from the evolving changes of the Realms it is time for me to evaluate the necessity of buying newer products. This has little to do with the quality of the products from an objective point of view, it is a matter of personal enjoyment. The Realms has given me many wonderful hours, but that does not change the fact that there is only two 3ed. products that I am truly satisfied with.

I would love the Realms to stay the way I like them. Now, I don't believe that this will happen, but neither does it mean that I have to support the changes out of loyalty.


Reply author: Mace Hammerhand
Replied on: 12 Sep 2007 09:36:30
Message:

George, I have absolutely no problem with the evolution of a world, it is, after all, necessary. What I do have a problem with is the lack of respect for the customer. The step from 2nd to 3rd edition was all in all a change of make-up which still allowed players and GMs alike to use the material from the olden days. With 4e, if I were to play at the new time (whenever that may be) all the books would basically become obsoletem which to me would mean a couple 1000 wasted, a prospect I am naturally not very fond of. The Core Books and all the rules material will of course be replaced (provided I make the switch to 4e), the same as they have been back in 2000 and for the 1st edition players back in 1989, a necessary evil, but the entire existing source material?

There are things that are evolutionary, but I refuse to buy a new CD player, to use a nice metaphor, when that machine will not read the CDs I acquired over the last 18 years.


Reply author: Wooly Rupert
Replied on: 12 Sep 2007 15:58:39
Message:

Well stated, Mace. And it nicely reflects my own viewpoints.

As someone who has supported the setting for 20 years, them doing something like this is like a clear message that the old guard fans are simply not wanted anymore. We helped the company get to the point they could do this, and this is their response. That's what is bugging the majority of us, more than anything else.


Reply author: Mace Hammerhand
Replied on: 12 Sep 2007 17:44:51
Message:

It's really funny, in a tragic sort of way, that instead of fixing the rubbish a company has created all by themselves by not doing what the customers want, they basically screw the customers INSTEAD. What it boils down to, if I want to play the 4e Realms, all I can keep is my dice.... and not even those if I only play at my comp on the virtual game table.


Reply author: Mace Hammerhand
Replied on: 12 Sep 2007 17:47:26
Message:

When you look at some of the adds from just a few years back...when Wizards said it was better to have some friends over and come together to play D&D instead of pretending to be an elf online, and the step they do now... sad...


Reply author: Markustay
Replied on: 12 Sep 2007 19:03:40
Message:

George, are you asking us to buy it just because it says Forgotten Realms on the cover?

I have stood by product lines (electronics, tools, etc...) for years faithfully, but if something better or more useful came along I would switch no problem. FR is a product, and like any other, if it doesn't please the demographic its aimed at it will fail, plain and simple.

I will buy the new 4e FRCS, and I hope everyone else does too, but if we don't like what we see we WILL move on. You can't expect people to buy something just because of the logo, can you?

The funny thing is, I've been seeing quite a bit of talk over at the WotC, Enworld, and other RPG boards about a fan-based continuation of the current setting, starting at 1385 DR. If that is done, and dozens of sites spring up, all more successful then the official game, then I can see WotC going after them with 'Cease and Desist' orders. This in turn will generate MORE negativity (like the entire Sarbreenar fiasco) and the rest of the loyal fans will find new homes. Then 6 months to a year later, WotC will do a turn-around and release 4.5 - "Classic" FR, but by then it will be too late.

I have to ask you, Alaundo and others, if FR 4e fails will this site still be here a year from now? If they dropped the product line, will WE continue to carry the torch? It's something we need to think about now, because a lot of people are already 'jumping ship', and I for one do not wish to see Candlekeep become a ghostown.


Reply author: Jorkens
Replied on: 12 Sep 2007 19:16:32
Message:

quote:
Originally posted by Markustay

George, are you asking us to buy it just because it says Forgotten Realms on the cover?

I have stood by product lines (electronics, tools, etc...) for years faithfully, but if something better or more useful came along I would switch no problem. FR is a product, and like any other, if it doesn't please the demographic its aimed at it will fail, plain and simple.

I will buy the new 4e FRCS, and I hope everyone else does too, but if we don't like what we see we WILL move on. You can't expect people to buy something just because of the logo, can you?

The funny thing is, I've been seeing quite a bit of talk over at the WotC, Enworld, and other RPG boards about a fan-based continuation of the current setting, starting at 1385 DR. If that is done, and dozens of sites spring up, all more successful then the official game, then I can see WotC going after them with 'Cease and Desist' orders. This in turn will generate MORE negativity (like the entire Sarbreenar fiasco) and the rest of the loyal fans will find new homes. Then 6 months to a year later, WotC will do a turn-around and release 4.5 - "Classic" FR, but by then it will be too late.

I have to ask you, Alaundo and others, if FR 4e fails will this site still be here a year from now? If they dropped the product line, will WE continue to carry the torch? It's something we need to think about now, because a lot of people are already 'jumping ship', and I for one do not wish to see Candlekeep become a ghostown.



Maybe Drizzt will wake up and it has all been a bad dream shared by the people of the Realms and caused by Banes evil powers. The year is 1357 and the priests of Bhaal are plotting against Azoun, so hurry up heroes.

No? Didn't think so.


Reply author: Asgetrion
Replied on: 12 Sep 2007 19:29:29
Message:

quote:
Originally posted by George Krashos

Thanks Asgetrion

I knew that if I used the magic word "Orcus", it would be met with incredible fan acclaim.

-- George Krashos




We are grateful - me and all the other cultists ("Sshh, Victor, let me do the talking or Alaundo will hear us... and put your mask back on!")

Yet it was the overall quality which actually led me to expect the letters "EG" at the end of that piece of text - it was that good! (and I don't give praise lightly - especially now that Alaundo has increased my duties in the library!)

It is my heartfelt wish that you, Eric, Steven and Ed (along with Thomas and Eytan, of course) will have more input in the 4E Forgotten Realms decision-making process and brainstorming sessions. I have to agree with Wooly, Mace and Knight (and others) about not buying into the 4E Realms if it doesn't feel like the place I've grown to love. Change is one thing, but disrespecting old and loyal customers while catering solely to new and younger ones is completely another. Yet we will eventually see how this turns out, but the excerpt from 'The Orc King' was an alarm signal that made me feel that we'll end up with some sort of 'post-apocalyptic' Points of Light Faern, which may be wilder and more dangerous than ever before, but has simply changed too much for my taste.


Reply author: Rinonalyrna Fathomlin
Replied on: 12 Sep 2007 21:10:18
Message:

quote:
Originally posted by George Krashos
Let's get happy and enjoy the ride - nothing good can come of all this doom and gloom.



I've found that I'm much happier, overall, when I accept what my true feelings are without trying to "fake it". People aren't going to change their opinions simply because someone else thinks they should.


Reply author: Rinonalyrna Fathomlin
Replied on: 12 Sep 2007 21:27:05
Message:

quote:
Originally posted by George Krashos

Isn't the 4E Realms likely a return to the state of affairs of the Ol' Grey Box? New, undetailed areas; areas that have been changed; new people to find out more about; new organisations; new ... well, lots of stuff.



I strongly doubt this new Realms will be the Realms I fell in love with (for the record, I'm not an "Old Grey Box" person--I came to the setting much later). That's really what it comes do to for me. If I don't have to change "my" Realms, why should I?


Reply author: Asgetrion
Replied on: 12 Sep 2007 21:56:36
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

I strongly doubt this new Realms will be the Realms I fell in love with (for the record, I'm not an "Old Grey Box" person--I came to the setting much later). That's really what it comes do to for me. If I don't have to change "my" Realms, why should I?




You summed up my feelings pretty nicely in just four sentences! (it took my half a page to do so myself!). I am actually an "Old Grey Box" DM, and no matter how nostalgic we get, there's no return to those days -- at least not by a hundred year leap forward, and sweeping almost all the things we've come to love under the carpet! It may offer an easy start for all the new FR DMs, but it surely alienates old and loyal FR fans from the product line. I try to keep an optimistic mind, but deep in my heart of hearts I feel the Realmsdoom creeping on us...


Reply author: Asgetrion
Replied on: 12 Sep 2007 21:58:30
Message:

quote:
Originally posted by Jorkens

Maybe Drizzt will wake up and it has all been a bad dream shared by the people of the Realms and caused by Banes evil powers. The year is 1357 and the priests of Bhaal are plotting against Azoun, so hurry up heroes.

No? Didn't think so.



Jorkens, you have my vote as the next Leading FR Designer!


Reply author: Mace Hammerhand
Replied on: 12 Sep 2007 22:51:40
Message:

I vote for Drizzt coming out of the shower and realizing that one entire season was just a dream...no wait...that was Bobby Ewing


Reply author: KnightErrantJR
Replied on: 12 Sep 2007 23:00:59
Message:

I'm wondering how close I'll be with the following scenario . . . imagine if you will a 4th edition "social challenge:"

DM: The guardsmen seems to have information that your character's want.

Fighter: I'll use blunt language on him. I get a 23.

DM: Hm, you definitely stunned him with your blunt words, but his ego seems intact. He counters with sharp words, and rolls a 19. He his sharp words damage your ego.

Fighter: Damn, I'm at negatives. I'll need a cure light self esteem from the bard.

Bard: Okay, but see if your ego is stabilized. If its just bruised, I don't want to waste a spell. In the meantime, I'm flanking the guard and using piercing insight.

DM: Oh, no good, the guardsman is too dense for piercing insight.

Bard: Damn, well, next round I'll try acidic wit.

DM: The guardsman attacks you with biting words.

Bard: Ouch. I guess I should have gotten Thick Skin.

Cleric: I'm using guilt trip, and I rolled a natural 20!

DM: You words cut him to the quick, and he gives up the information.

Bard: Man, I love these roleplaying heavy sessions.


Reply author: Rinonalyrna Fathomlin
Replied on: 12 Sep 2007 23:06:22
Message:

quote:
Originally posted by George Krashos

quote:
Originally posted by Mace Hammerhand

Nicely put, KEJr



And if by this "teach WotC a lesson" tactic the FR line becomes a novel-only world - and let's not start the hoary old chestnut of "it would then revert to Ed and utopia beckons" line because his old contract states he gets to write a novel a year or it reverts - what have you gained?

From speaking personally to Ed he wants the fans to support the Realms, work with the setting, come up with their own FR homebrew, and continue to make it a living, breathing world. I don't see how a boycott or abandonment of FR products in 4E is going to do that.

-- George Krashos



So should people just buy products they don't want to use, then? What's the point of that?


Reply author: Rinonalyrna Fathomlin
Replied on: 12 Sep 2007 23:19:45
Message:

quote:
Originally posted by Asgetrion

You summed up my feelings pretty nicely in just four sentences! (it took my half a page to do so myself!).



Heh, thank you. For the record I agree with a lot of what you have to say, as well (and Mace, and Knight, and Markus, and many others here...).


Reply author: George Krashos
Replied on: 12 Sep 2007 23:36:59
Message:

Well, as my last post on this particular thread, I'll make a few points.

Firstly, in relation to buying FR products and the proposed 4E FR products, I was not telling anyone to buy stuff "they didn't like". Mind you, I can't understand people saying they are not going to like something before they've seen it. I'm hoping that people realise however that supporting the FR product line is important for the future of the line. That's a fairly straightforward proposition one would think.

Secondly, I've been around maling lists and message boards and the Realms for a long, long time. The fan agitation that accompanies changes to the Realms has always been present. Sometimes it's been 'storm in a teacup' stuff (like the "Threat From the Sea" bogeyman on the old Realms-L), other times it's had more substance (like the ToT, which did change games and campaigns). What has always struck me about this fan agitation is that it has on the whole been predominately negative. Every single time. And usually accompanied by the standard threats to stop buying FR products and greater or lesser degrees of vitriol (or barely veiled vitriol) towards the writers and designers employed by TSR/WotC.

Throughout all that, the Realms has grown and prospered. Every edition of the game has enhanced the Realms in terms of both gaming stuff and realmslore. Especially the latter, for the game mechanics may change but the realmslore usually remains fairly unchanged (and yes, I know I'm generalizing here). IMHO, GHotR caps off a pretty good bunch of 3E products where the realmslore has been top notch. Easily equal to all other editions.

Speaking personally, I don't regret any of the edition changes and the changes wrought on the Realms by such edition changes over the years. Each has given me a greater understanding of aspects of the Realms. Every single one. I do not expect 4E to be any different.

So when people say "why should I buy products I don't want to use?" or "I strongly doubt that this new Realms will be the one I fell in love with" or "the old guard fans aren't wanted anymore", when there is absolutely nothing but huge assumptions and suppositions driving those feelings, I get somewhat bewildered.

We are all here because we love the Realms. As with any relationship, you have to work on it to make it succeed. You don't just give up or walk away without trying, and you don't base your decisions on anything other than fact or reality (well, you shouldn't!). Wait for the 4E campaign setting, wait to see what Dragon online has for you, wait to read "Blackstaff Tower" and then make an informed decision that the Realms 'sux' and then walk away.

Until then, when someone posts something positive, perhaps give them the respect of their beliefs and convictions, and take on board a little of what they have to say and draw some courage or solace from it. I for one hate drowning in a sea of negativity.

-- George Krashos


Reply author: Rinonalyrna Fathomlin
Replied on: 12 Sep 2007 23:53:07
Message:

quote:
Originally posted by George Krashos

So when people say "why should I buy products I don't want to use?" or "I strongly doubt that this new Realms will be the one I fell in love with" or "the old guard fans aren't wanted anymore", when there is absolutely nothing but huge assumptions and suppositions driving those feelings, I get somewhat bewildered.


That's your choice. I think I've stated my opinions in a pretty reasonable matter.

Besides, can you honestly say that the sample chapter of The Orc King is all just assumption and supposition? That's a real book, and it's canon.

quote:
Until then, when someone posts something positive, perhaps give them the respect of their beliefs and convictions, and take on board a little of what they have to say and draw some courage or solace from it. I for one hate drowning in a sea of negativity.




You know, George, not everyone who isn't happy about 4E FR news so far is "drowning in negativity". I'm actually pretty happy right now in my life. I'm going to Vermont in one month and I can't wait to see the beautiful autumn colors and wildlife there. I'm sad about what I've heard so far regarding the Realms, but my whole life does not revolve around that.


Reply author: Rinonalyrna Fathomlin
Replied on: 13 Sep 2007 00:00:15
Message:

PS: I think I've said this before, but I have no plans to "leave the Realms". I'll always be a Realms fan, I'm just not sure that I'll continue to buy official products. If I dislike the new version of the settings, I will not buy products simply to "show support". Supporting a product line one no longer finds entertaining is makes no sense at all, and it's not like there's nothing else in the world to spend hard-earned money on.


Reply author: Purple Dragon Knight
Replied on: 13 Sep 2007 01:30:28
Message:

quote:
Originally posted by KnightErrantJR

Cleric: I'm using guilt trip, and I rolled a natural 20!
Brother Knight, this is priceless!


Reply author: Sanishiver
Replied on: 13 Sep 2007 01:55:24
Message:

quote:
Originally posted by Mace Hammerhand

With 4e, if I were to play at the new time (whenever that may be) all the books would basically become obsoletem...
This conclusion doesn't follow.

I play in the current timeline, yet use any and all books that detail the Realms prior to 'now', up to and including tomes that talk about the Realms as it was thousands of years ago (Lost Empires of Faern, anyone?).

The idea that the books will become obsolete, and that this 'disrespects' the customer somehow just doesn't make sense to me.

I can see where people are coming from, it's just that the idea is flawed.

Note Realms fans floated this argument during the transition from 2E to 3E as well, but it was just as superfluous then as now.


Reply author: Foxhelm
Replied on: 13 Sep 2007 02:08:01
Message:

quote:
Originally posted by Sanishiver

quote:
Originally posted by Mace Hammerhand

With 4e, if I were to play at the new time (whenever that may be) all the books would basically become obsoletem...
This conclusion doesn't follow.

I play in the current timeline, yet use any and all books that detail the Realms prior to 'now', up to and including tomes that talk about the Realms as it was thousands of years ago (Lost Empires of Faern, anyone?).

The idea that the books will become obsolete, and that this 'disrespects' the customer somehow just doesn't make sense to me.

I can see where people are coming from, it's just that the idea is flawed.

Note Realms fans floated this argument during the transition from 2E to 3E as well, but it was just as superfluous then as now.



Or you could do something sneaky by hiding away a plot element or idea from the current books and having it return or pop up during the new year of the Realms. Like the did recently with Bane or the Shades.

They dropped something about Shade and Selunarra in the 2ed Arcane Age Book Netheril, then a couple of our years later those plot hooks appear with greater importance during 3ed. Something barely mentioned in 3ed could come back to roost in 4ed.

So the books might not become useless, but merely first hints of future adventures.


Reply author: KnightErrantJR
Replied on: 13 Sep 2007 04:02:45
Message:

quote:
Originally posted by George Krashos

Well, as my last post on this particular thread, I'll make a few points.

Firstly, in relation to buying FR products and the proposed 4E FR products, I was not telling anyone to buy stuff "they didn't like". Mind you, I can't understand people saying they are not going to like something before they've seen it. I'm hoping that people realise however that supporting the FR product line is important for the future of the line. That's a fairly straightforward proposition one would think.

Secondly, I've been around maling lists and message boards and the Realms for a long, long time. The fan agitation that accompanies changes to the Realms has always been present. Sometimes it's been 'storm in a teacup' stuff (like the "Threat From the Sea" bogeyman on the old Realms-L), other times it's had more substance (like the ToT, which did change games and campaigns). What has always struck me about this fan agitation is that it has on the whole been predominately negative. Every single time. And usually accompanied by the standard threats to stop buying FR products and greater or lesser degrees of vitriol (or barely veiled vitriol) towards the writers and designers employed by TSR/WotC.

Throughout all that, the Realms has grown and prospered. Every edition of the game has enhanced the Realms in terms of both gaming stuff and realmslore. Especially the latter, for the game mechanics may change but the realmslore usually remains fairly unchanged (and yes, I know I'm generalizing here). IMHO, GHotR caps off a pretty good bunch of 3E products where the realmslore has been top notch. Easily equal to all other editions.

Speaking personally, I don't regret any of the edition changes and the changes wrought on the Realms by such edition changes over the years. Each has given me a greater understanding of aspects of the Realms. Every single one. I do not expect 4E to be any different.

So when people say "why should I buy products I don't want to use?" or "I strongly doubt that this new Realms will be the one I fell in love with" or "the old guard fans aren't wanted anymore", when there is absolutely nothing but huge assumptions and suppositions driving those feelings, I get somewhat bewildered.

We are all here because we love the Realms. As with any relationship, you have to work on it to make it succeed. You don't just give up or walk away without trying, and you don't base your decisions on anything other than fact or reality (well, you shouldn't!). Wait for the 4E campaign setting, wait to see what Dragon online has for you, wait to read "Blackstaff Tower" and then make an informed decision that the Realms 'sux' and then walk away.

Until then, when someone posts something positive, perhaps give them the respect of their beliefs and convictions, and take on board a little of what they have to say and draw some courage or solace from it. I for one hate drowning in a sea of negativity.

-- George Krashos





George, I respect you and your work greatly, and I hope that in my posts I have not come across as being intentionally disrespectful of anyone else that is a Realms fan. When I said that I have no problem with anyone that truly enjoys the new direction of the Realms picking up the new books I mean it. If it becomes special to them in the same way the Realms have been special to me for years, I'm happy for them.

That having been said, its not the Realms that I have been playing in and reading about for 20 years. I'm not saying that WOTC doesn't have the right to do what they will with the setting, nor am I saying that they need to serve my needs moreso than other fans. All I am saying is that they are not serving my needs for the setting, which will cause me to not support the setting beyond the 1385 DR timeline. I don't think that is particularly unreasonable.

Honestly, I know its hard to figure out tone and inflection from internet posts, but honestly, most of my mixed bag of stronger emotions are pretty well spent on this. It is what it is, and what it is isn't for me, and there isn't anything I can really do about it. As I have said, I'll still pick up Realms products from before the 1385 timeline, especially books like the Knights of Myth Drannor books, if they are produced.

I understand that you want to see the Realms continue, and for it to continue it has to show that it has some support. However, its not blackmail or a boycott to say that I don't want to send the message that I'll buy anything FR. If I buy the 4th edition FRCS, and what looks like the future portrayed in The Orc King is the norm from here on out, then the only message that I can send by buying it is "this is what I want." They won't look at an e-mail from me saying "I bought this, but this is what I really wanted," nor will they see it if I put a message on my dollar bills saying, "I'm buying this because I want you to go back to 1385 and change things." The single most simple market research a company can is basic sales, and if the 4th edition FRCS sells well, the tacit implication is that what is in the book is generally wanted by the fans.

I can only see this as telling WOTC that its okay to keep a few proper names but "clean" house and start over rather than giving us the details that a lot of us here seem to want. We don't know if we are a large percentage of the fandom, but we do know what we expect of the Realms, and we really should be true to what we want. Worse yet, WOTC could see success of the 4th edition FRCS as approval to jump the timeline ahead decades at a time whenever they want a "fresh start." It would be less troubling if they hadn't already proven that they might consider something like this with the DragonLance setting.

As RF said, I'll always be a Realms fan, but I may not be a fan of the future Realms products. I still love the work of every person in your post George, and I have great respect for them. And I have the utmost respect for anyone that wants to check this out, and I'll harbor no hard feelings for anyone for whom this new vision "works." I'm not threatening nor ranting, but I do feel its important at this juncture to make how I feel and what I'm doing going into the future perfectly clear.

Thanks for taking the time to respond to all of us, and thank you for taking the time to care about the Realms and put so much effort into it over the years. It has definitely helped to make it a special place for me.


Reply author: Kentinal
Replied on: 13 Sep 2007 05:14:25
Message:

FWIW one on Design team says they are reading feedback and might adjust for it as well.

There was even talk of polls, however I have not seen one from WotC yet about anything.


Reply author: Thauglor
Replied on: 13 Sep 2007 05:46:23
Message:

I haven't been active here for long George, so I can't actually say anything about the quality of your work. However, by what I've read in these forums all these years, it seems your work should be praised, as KnightErrantJR correctly posted.

Anyway, I'll add a couple more ideas to this thread.

quote:
Originally posted by George Krashos

(snip)Mind you, I can't understand people saying they are not going to like something before they've seen it.

I see the point here not as a question of liking what's to come or not. The central focus of debating this possible future for the Realms is showing what we don't want to see before it's too late.

I know you caught my meaning but here it goes for the sake of concluding the thought. And I'll do that with a question.
Would you rather try to minimize the damage an external history change would do to the internal history of Faerun, accept what couldn't be avoided and continue frolicly playing?
Or would you just sit tight, wait to see how far the RSE would have gone, and if that 50% chance (I'm being optmistic) of the setting being screwed up happened, you'd then say you didn't like it and move away?

The base of all these debates is that "none of us want to move away" from the future FR, Orc King and Points of Light included. However, if by the historical background of the publisher we predict doom to the setting, it's just natural we'll try to repair the ship early on and not give it even a tiny chance of sinking.

quote:

I'm hoping that people realise however that supporting the FR product line is important for the future of the line. That's a fairly straightforward proposition one would think.

I'm certain most of us do realise how important our support is, and that is exactly why we say "hey, change is good, but please, not so much, because it'll break my heart if you kill the world I came to love."

quote:
Secondly, I've been around maling lists and message boards and the Realms for a long, long time. The fan agitation that accompanies changes to the Realms has always been present. (snip) Throughout all that, the Realms has grown and prospered. Every edition of the game has enhanced the Realms in terms of both gaming stuff and realmslore. Especially the latter, for the game mechanics may change but the realmslore usually remains fairly unchanged (and yes, I know I'm generalizing here). IMHO, GHotR caps off a pretty good bunch of 3E products where the realmslore has been top notch. Easily equal to all other editions.

Agreed, agreed and agreed. I even think some changes could have been deeper. One thing only, all these changes kept the Realms still the Realms. They have been localized, and even when global (ToT), they changed aspects of Faerun's society while maintaining the feel of the world.

quote:

So when people say "why should I buy products I don't want to use?" or "I strongly doubt that this new Realms will be the one I fell in love with" or "the old guard fans aren't wanted anymore", when there is absolutely nothing but huge assumptions and suppositions driving those feelings, I get somewhat bewildered.

Well, I can't, I shan't and I won't stand for every feeling laid down in the forums. It's everyone's personal opinions we may agree and disagree in several degrees of variaton. One thing I think I can say, even about your statements: they're all deeply heartfelt. We all want the Realms to go on, and we don't want to let go of it.

It must also be considered that many of us, especially the GMs I'd guess, for years, decades maybe, have put a lot of time, effort, love and money into being masters of the realms history, all the time seeking the richest setting we could present to our fellow players. How can anyone ask us to leave behind, in such short notice, all we've lived throughout this period?

quote:
We are all here because we love the Realms. As with any relationship, you have to work on it to make it succeed. You don't just give up or walk away without trying, and you don't base your decisions on anything other than fact or reality (well, you shouldn't!). Wait for the 4E campaign setting, wait to see what Dragon online has for you, wait to read "Blackstaff Tower" and then make an informed decision that the Realms 'sux' and then walk away.

Everyone here is still waiting for more information. Regrettably, unless we keep to ourselves waiting until WotC finally releases some solid information, the only thing we can do is debate possible outcomes. I'm fairly certain decisions have not yet been made by any of us. We have nothing to decide on. One chapter of the Orc King? That's not even food for thought.

Even those who are harsher in their wording are not giving up or walking away without trying. Not yet, anyway, I believe. On the contrary, all these debates are proof we ARE trying. I very much doubt that, even if doom comes and the RSE ends the setting as we know it now, most of (if not all) of us will still give it a try. I, for one, will certainly try it with a borrowed PHB first. If the changes appeal to me, I'll spend on new books, if the setting becomes unforgivably unacceptable, then, and only then, I'll move away. I'm certain I speak for most of us around here.

Until then, let's debate. Your voice is expected, George!
My best regards.


Reply author: Sanishiver
Replied on: 13 Sep 2007 06:44:43
Message:

quote:
Originally posted by KnightErrantJR
All I am saying is that they are not serving my needs for the setting, which will cause me to not support the setting beyond the 1385 DR timeline. I don't think that is particularly unreasonable.
Its 100% unreasonable, given the fact that the 4E FRCS isnt even out yet.

How any true Realms fan can make such a declaration without real, tangible Ive read it and I dont like it proof is beyond me.

:::::

Im a gamer first, Realms fan second. To me the idea of (possibly) glimpsing the Realms 100 years in the future, then sitting back and let my mind race with all kinds of ideas about how things could have changed to become the way they will be is just too good an opportunity to pass up.

Am I happy about whats looking like a years-long, slow burning RSE being the cause of much strife? No. Im not a fan of true RSEs.

But I am a fan of the Realms. If Eric Boyd and Ed Greenwood are in the loop and have already shown by their words that theyre grounding this RSE in prior/well established (albeit obscure) lore, and Eds oft-stated declaration that the Realms are a living, breathing world that must change is at least a partial basis for this change, then I see no good reason to stop being a fan, because the transition is in good hands.

Ill take it and enjoy letting my mind race at the possibilities, as Ive been doing since the Grey Box was released.


Reply author: Markustay
Replied on: 13 Sep 2007 07:00:19
Message:

Nobody is leaving the Realms, we just aren't 'moving'.

My campaign is set in 1390, and it is just fine, and my players are enjoying it. What purpose would buying 4e FR serve? Since I don't intend to move MY timeline, the lore becomes completely uneccessary. I will buy the 4e rules, and I'm actually looking forward to them.

Its like this - suppose you have a best friend and he dies in a car accident. Would you go looking for someone who reminded you of him? No, that would just be 'creepy'. You would make a new friend, maybe even a whole slew of new friends. There is no reason to stick with something that reminds you of your friend just because he looks similar.

So, the 4e FRCS has ONE SHOT to impress me, or I'm going off to find new 'friends'. I'll miss the old one, but hey, life goes on.

In all honesty, I figure George is right, the 3e lore has been excellent, and with the GHotR I'll have everything I need for years to come.


Reply author: Jorkens
Replied on: 13 Sep 2007 07:19:54
Message:

quote:
Originally posted by KnightErrantJR

quote:
Originally posted by George Krashos

Well, as my last post on this particular thread, I'll make a few points.

Firstly, in relation to buying FR products and the proposed 4E FR products, I was not telling anyone to buy stuff "they didn't like". Mind you, I can't understand people saying they are not going to like something before they've seen it. I'm hoping that people realise however that supporting the FR product line is important for the future of the line. That's a fairly straightforward proposition one would think.

Secondly, I've been around maling lists and message boards and the Realms for a long, long time. The fan agitation that accompanies changes to the Realms has always been present. Sometimes it's been 'storm in a teacup' stuff (like the "Threat From the Sea" bogeyman on the old Realms-L), other times it's had more substance (like the ToT, which did change games and campaigns). What has always struck me about this fan agitation is that it has on the whole been predominately negative. Every single time. And usually accompanied by the standard threats to stop buying FR products and greater or lesser degrees of vitriol (or barely veiled vitriol) towards the writers and designers employed by TSR/WotC.

Throughout all that, the Realms has grown and prospered. Every edition of the game has enhanced the Realms in terms of both gaming stuff and realmslore. Especially the latter, for the game mechanics may change but the realmslore usually remains fairly unchanged (and yes, I know I'm generalizing here). IMHO, GHotR caps off a pretty good bunch of 3E products where the realmslore has been top notch. Easily equal to all other editions.

Speaking personally, I don't regret any of the edition changes and the changes wrought on the Realms by such edition changes over the years. Each has given me a greater understanding of aspects of the Realms. Every single one. I do not expect 4E to be any different.

So when people say "why should I buy products I don't want to use?" or "I strongly doubt that this new Realms will be the one I fell in love with" or "the old guard fans aren't wanted anymore", when there is absolutely nothing but huge assumptions and suppositions driving those feelings, I get somewhat bewildered.

We are all here because we love the Realms. As with any relationship, you have to work on it to make it succeed. You don't just give up or walk away without trying, and you don't base your decisions on anything other than fact or reality (well, you shouldn't!). Wait for the 4E campaign setting, wait to see what Dragon online has for you, wait to read "Blackstaff Tower" and then make an informed decision that the Realms 'sux' and then walk away.

Until then, when someone posts something positive, perhaps give them the respect of their beliefs and convictions, and take on board a little of what they have to say and draw some courage or solace from it. I for one hate drowning in a sea of negativity.

-- George Krashos





George, I respect you and your work greatly, and I hope that in my posts I have not come across as being intentionally disrespectful of anyone else that is a Realms fan. When I said that I have no problem with anyone that truly enjoys the new direction of the Realms picking up the new books I mean it. If it becomes special to them in the same way the Realms have been special to me for years, I'm happy for them.

That having been said, its not the Realms that I have been playing in and reading about for 20 years. I'm not saying that WOTC doesn't have the right to do what they will with the setting, nor am I saying that they need to serve my needs moreso than other fans. All I am saying is that they are not serving my needs for the setting, which will cause me to not support the setting beyond the 1385 DR timeline. I don't think that is particularly unreasonable.

Honestly, I know its hard to figure out tone and inflection from internet posts, but honestly, most of my mixed bag of stronger emotions are pretty well spent on this. It is what it is, and what it is isn't for me, and there isn't anything I can really do about it. As I have said, I'll still pick up Realms products from before the 1385 timeline, especially books like the Knights of Myth Drannor books, if they are produced.

I understand that you want to see the Realms continue, and for it to continue it has to show that it has some support. However, its not blackmail or a boycott to say that I don't want to send the message that I'll buy anything FR. If I buy the 4th edition FRCS, and what looks like the future portrayed in The Orc King is the norm from here on out, then the only message that I can send by buying it is "this is what I want." They won't look at an e-mail from me saying "I bought this, but this is what I really wanted," nor will they see it if I put a message on my dollar bills saying, "I'm buying this because I want you to go back to 1385 and change things." The single most simple market research a company can is basic sales, and if the 4th edition FRCS sells well, the tacit implication is that what is in the book is generally wanted by the fans.

I can only see this as telling WOTC that its okay to keep a few proper names but "clean" house and start over rather than giving us the details that a lot of us here seem to want. We don't know if we are a large percentage of the fandom, but we do know what we expect of the Realms, and we really should be true to what we want. Worse yet, WOTC could see success of the 4th edition FRCS as approval to jump the timeline ahead decades at a time whenever they want a "fresh start." It would be less troubling if they hadn't already proven that they might consider something like this with the DragonLance setting.

As RF said, I'll always be a Realms fan, but I may not be a fan of the future Realms products. I still love the work of every person in your post George, and I have great respect for them. And I have the utmost respect for anyone that wants to check this out, and I'll harbor no hard feelings for anyone for whom this new vision "works." I'm not threatening nor ranting, but I do feel its important at this juncture to make how I feel and what I'm doing going into the future perfectly clear.

Thanks for taking the time to respond to all of us, and thank you for taking the time to care about the Realms and put so much effort into it over the years. It has definitely helped to make it a special place for me.



Well' there is not much for me to ad beyond this. I dont think I have much more useful to say on this subject.


Reply author: Swordsage
Replied on: 13 Sep 2007 08:38:33
Message:

quote:
Originally posted by Thauglor
The base of all these debates is that "none of us want to move away" from the future FR, Orc King and Points of Light included. However, if by the historical background of the publisher we predict doom to the setting, it's just natural we'll try to repair the ship early on and not give it even a tiny chance of sinking.



Rich Baker said that the 'points of light thing' wouldn't necessarily apply to the campaign settings like the Realms and Eberron.

I wouldn't use 'Orc King' as a guide either. The North has always been a 'points of light' area before there even was such a thing.

The Swordsage


Reply author: KnightErrantJR
Replied on: 13 Sep 2007 12:33:01
Message:

quote:
Originally posted by Sanishiver
Its 100% unreasonable, given the fact that the 4E FRCS isnt even out yet.

How any true Realms fan can make such a declaration without real, tangible Ive read it and I dont like it proof is beyond me.




Its not impossible for the 4th edition FRCS to still be more Realmsian than I fear it is, but if the 100 year jump is an accurate "preview," honestly that is enough to know, for me, that the version of the Realms is a non-starter. A 100 year jump alone makes this a "disconnect" from previous Realms conventions (1 year per two real world years, for example).

As to weather or not I'm a true Realms fan, I've been around since 1987, and the only times I've not run campaigns in the Realms have been the years when I didn't game at all. I've read novels, played video games, and even passed on knowledge and appreciation for the setting to my kids, and to other gamers that I have taught to play the game, or that were never exposed to the Realms before.

I've shared plenty of my ideas for running the Realms right here at the keep, and if those ideas haven't been worth the electrons they are transmitted upon, then at least I spent a great deal of time and invested a lot of passion in the things that I've written for Candlekeep. I didn't get paid for one bit of that, nor all of the times I've defended the Realms on other forums, and tried to advocate for it as a setting over the years.

But if I'm not enough of a fan for you, I don't know what I could do to prove it, other than just buying everything with a FR logo on it without any thought about if it actually fits my view of the Realms. If that's the only thing that counts, no, guess I'm not a good fan. You know, when I responded to George, I wasn't really mad at all. I was sad because of the direction the setting was going. But I have taken a lot of the knee jerk reaction out of what I was saying, and trying to step back and really analyze things.

Now, however, I am mad. If we start doing this, "I'm a true fan because I'm playing 4th edition," division now, before its even out, I may have to rethink some of my free time even sooner. Life's too short to be an elitist in a hobby like ours.


Reply author: Chosen of Moradin
Replied on: 13 Sep 2007 12:53:11
Message:

quote:
Originally posted by Swordsage

quote:
Originally posted by Thauglor
The base of all these debates is that "none of us want to move away" from the future FR, Orc King and Points of Light included. However, if by the historical background of the publisher we predict doom to the setting, it's just natural we'll try to repair the ship early on and not give it even a tiny chance of sinking.



Rich Baker said that the 'points of light thing' wouldn't necessarily apply to the campaign settings like the Realms and Eberron.

I wouldn't use 'Orc King' as a guide either. The North has always been a 'points of light' area before there even was such a thing.

The Swordsage




I agree fully with you and with George, Swordsage. Start to judge the new FRCS based only in a core article (that Rich said that will not be the norm in the campaign settings) is, to begin, ilogical. Core articles are, basically, core articles, IMO. In the PHB is said that the bards pray to Olimdamara, and I don't remember to see anyone worried because "how they want to put Olimdamara in the Realms?". I'm mantaining the core stuff in his right place: in the core. Now, if I see a Realms article suporting the Points of Light stuff (and without being in Rashemen, Thay, Unther, and other places that are already in this situation), it's another matter...

Oh, but we have a core book that suport this: the new novel of RAS!!! We have read a single chapter of the book, and understand exactly what is happening...

Serious, when I need of a good Realmslore information, I prefer to trust in the opinion of George. Or Ed. Because, if I'm here to start to think that RAS is the best and more acurate source of realmslore, I will have to alter the realms a lot(this, only based in what is showed in the Icewind Dale Trilogy): Drizzt and Entreri are the best swordsmen of the Realms (goodbye to Texter, Azoun IV, and the others)... Khelben, Alustriel and Malchor Harpell are the kind of people that stay "looking for the bold heroes that will save the world, eager to take the road of adventure again, eager to help, but understanding that their days of adventure are gone past"... (and with this, ignore all that I know of these iconic heroes, including the stuff of Blackstaff novel).

Serious. I prefer to don't mix core stuff with realmslore. If Rich Baker already sayed that, I trust him. If I already have read this in the Gen Con 2007 scroll:

"Also mentioned were two further unnamed FR 4E products highlighting races and classes in the Realms and a major 4E adventure respectively."

...I believe that this is because the races and classes of the Realms are diferent of the core, and are, with this, diferent of what is being presented in the core articles.

It's with this in mind that I prefer to continue a good optimist dwarf. I trust in Ed's words, I trust in George comitment with the realms, and I trust that the realms are diferent from the core.

When I have the 4th ed Campaign Setting in hands, I will see if I'm right in my feelings. Until then, I will continue to believe that Ed and the others are doing the best that they can for us.


Reply author: Chosen of Moradin
Replied on: 13 Sep 2007 12:59:27
Message:

And I want to say that I'm the ones that don't like of a 100 year jump, too! I'm not a silly drunken dwarf (well, most of times!

I just want to see the book first, and see what Ed and the others are preparing, before take any decision.


Reply author: Thauglor
Replied on: 13 Sep 2007 15:23:39
Message:

quote:
Originally posted by Swordsage

quote:
Originally posted by Thauglor
The base of all these debates is that "none of us want to move away" from the future FR, Orc King and Points of Light included. However, if by the historical background of the publisher we predict doom to the setting, it's just natural we'll try to repair the ship early on and not give it even a tiny chance of sinking.



Rich Baker said that the 'points of light thing' wouldn't necessarily apply to the campaign settings like the Realms and Eberron.

I wouldn't use 'Orc King' as a guide either. The North has always been a 'points of light' area before there even was such a thing.

The Swordsage


This is good news. As I said before, I'm not against the 'points of light' being applied to FR. My concern is only about how the concept is applied, so that there's no risk of the Realms becoming a completely different setting.

I wish they released more of the 4e rules sooner. Beginning of 2008 is too far. And I'm really eager to see what they came up with to substitute Vancian magic. I've never been very fond of that, to the point of creating my own system of magic. But since I've been only GMing and playing RPGA adventures as of late, my system was retired.


Reply author: Asgetrion
Replied on: 13 Sep 2007 16:33:42
Message:

quote:
Originally posted by Purple Dragon Knight

quote:
Originally posted by KnightErrantJR

Cleric: I'm using guilt trip, and I rolled a natural 20!
Brother Knight, this is priceless!



Truly! You made my day, Knight!


Reply author: Markustay
Replied on: 13 Sep 2007 20:58:59
Message:

Yeah, that was pretty good.

Food for thought - someone over at the WotC boards brought up the fact that Candlekeep might be gone a hundred years from now.

So.... should we start throwing around new names now....


Reply author: Alaundo
Replied on: 13 Sep 2007 21:00:43
Message:

quote:
Originally posted by Markustay

Yeah, that was pretty good.

Food for thought - someone over at the WotC boards brought up the fact that Candlekeep might be gone a hundred years from now.

So.... should we start throwing around new names now....



Well met

Vicious lies and rumours, I tell ye!


Reply author: Purple Dragon Knight
Replied on: 13 Sep 2007 22:22:01
Message:

quote:
Now, however, I am mad. If we start doing this, "I'm a true fan because I'm playing 4th edition," division now, before its even out, I may have to rethink some of my free time even sooner. Life's too short to be an elitist in a hobby like ours.

Don't be mad brother knight, and don't rethink your free time just yet. Just do like me, and stick to your 3.5 guns. Steadfastness is the greatest asset of a knight. I won't repeat it again (ok I will) but I'm buying no 4E core books. I've always said I'll support the Realms by buying everything with a FR logo on it whatever the edition will be. Don't you worry brother knight: if they DO make a mockery of these Realms, I will retaliate! (i.e. stop buying FR as well!)

So there, I've drawn my sword (i.e. won't buy 4E). If the Brigands of the Coast don't get the message and let me pass, I will start swinging that sword (i.e. won't buy FR either). I'll be content to live in the past and reread the 2nd and 3.X stuff produced so far.

Cheers!


Reply author: Markustay
Replied on: 13 Sep 2007 22:22:18
Message:

This just in -

Tom Costa just told me on the WotC boards that as far as HE knows, the timeline will only be moved forward 10 years.

Hurray!!!

He also said "he could be wrong..."

However, I now see a light at the end of the tunnel.


Reply author: Foxhelm
Replied on: 13 Sep 2007 22:36:16
Message:

You realize we are very fortunate in our hobby in the fact that if we don't like something we can comment to the very people creating the books and they can give us their reasons. We might not like those reasons, but we will get data that we can spin around.

Even with 4ed coming, we have access to hidden secrets right here.


Reply author: Kentinal
Replied on: 13 Sep 2007 22:55:45
Message:

That still leaves Spell Plauge out there at some point in time as a RSE to explain new magic system, new core classes and new core races.


Reply author: Chosen of Moradin
Replied on: 13 Sep 2007 23:07:01
Message:

quote:
Originally posted by Markustay

This just in -

Tom Costa just told me on the WotC boards that as far as HE knows, the timeline will only be moved forward 10 years.

Hurray!!!

He also said "he could be wrong..."

However, I now see a light at the end of the tunnel.



The truth is out there, Scully.

Talking serious, I'm happy to hear this, and expect eagerly to see more of what is coming.


Reply author: Markustay
Replied on: 13 Sep 2007 23:14:55
Message:

The Spellplague, as far as we know, already began somewhere in the old gray box. Like any 'new' disease, it takes years before people begin to notice a trend and identify it as a 'plague'.

The year 1385 DR, AFAIK, is consideed the 'official' beginning of the Spellplague as an RSE. That makes PERFECT sense, if the 4e campaign is starting in THAT year, because it will tie directly into the new magic rules system.

Switch... or die - it's that simple.

What that does is level the playing field across the board for ALL spellcasters. Elminster will still be alive in the 'new' Realms, but will he be a level thirty-something caster?

A timejump of only ten... or even fifteen... years is much more sensible, and will be accepted by old fans and new alike.

The only fears I still have are those surrounding the "merger of two Worlds", but that could be just about anything. If it IS something akin to DC Comics Crisis, then that will be the way they retroactively re-create the lore. Its harsh, but at least it is a step in the right direction - too much of "it was always that way" when 3e came out upset a lot of people. Now we are just getting what we've been asking for - an IG explanations for rules changes.

You've heard the expression, "Be careful what you wish for"?


Reply author: Skeptic
Replied on: 13 Sep 2007 23:25:49
Message:

quote:
Originally posted by Markustay

This just in -

Tom Costa just told me on the WotC boards that as far as HE knows, the timeline will only be moved forward 10 years.

Hurray!!!

He also said "he could be wrong..."

However, I now see a light at the end of the tunnel.



I have the opposite reaction, I'm not interested in a setting with a clearly announced future.


Reply author: Wooly Rupert
Replied on: 13 Sep 2007 23:51:06
Message:

quote:
Originally posted by Markustay

This just in -

Tom Costa just told me on the WotC boards that as far as HE knows, the timeline will only be moved forward 10 years.

Hurray!!!

He also said "he could be wrong..."

However, I now see a light at the end of the tunnel.



I hope he's right... If he is, then maybe the future Drizzt refers to is a bunch of planned RSEs that we get to try to stop or control...


Reply author: Reefy
Replied on: 14 Sep 2007 00:04:13
Message:

quote:
Originally posted by Markustay

A timejump of only ten... or even fifteen... years is much more sensible, and will be accepted by old fans and new alike.



I agree, I fear that a lot less than a hundred year jump. Mostly because, as Ed has said before, the Realms is the people who live there. In a hundred years time, there won't be many of the characters we know and love still around. I can accept moving forward, characters age and die, have children who then grow up. That's fine, but I want to be there to see it, rather than leap decades down the line.


Reply author: Kentinal
Replied on: 14 Sep 2007 00:44:45
Message:

quote:
Originally posted by Reefy

A timejump of only ten... or even fifteen... years is much more sensible, and will be accepted by old fans and new alike.




That works good for dying of old age if characters are normal life span. It does not work for elves, etc.
I agree, I fear that a lot less than a hundred year jump. Mostly because, as Ed has said before, the Realms is the people who live there. In a hundred years time, there won't be many of the characters we know and love still around. I can accept moving forward, characters age and die, have children who then grow up. That's fine, but I want to be there to see it, rather than leap decades down the line.
[/quote]


Reply author: Sanishiver
Replied on: 14 Sep 2007 03:22:12
Message:

KJR, if anyones suggesting a division, its you.

I didnt advocate the, Youre not a true Realms fan if you dont play 4E idea in my post, nor does that idea follow from the points I made, nor is it something I'll accept out of anyone.

Its painfully simple: I cant see how Realms fans can decide now, two whole years beforehand, that theyre not going to by the 4E FRCS; itself a product not on the shelves and seen by exactly no one.

:::::::::

I can readily accept anyone looking through the 4E FRCS, deciding its not for them, then not buying it.

I can even grudgingly accept someone deciding not to by the new FRCS after reading reviews, or at least after having digested the future FR content that will inevitably appear on WoTCs website (via Blogs, previews, etc...) prior to the 4E FRCS release.

But cutting ones self off now? Doesnt make sense to me.

:::::

Ed deserves a chance.

Eytan deserves a chance.

Brian (Cortijo) deserves a chance.

George deserves a chance.

Eric deserves a chance.

Bob deserves a chance.

Even Rich Baker deserves a chance.

And those of you ready to copout and jump ship now arent even going to give them one.

And thats hugely disappointing.



Reply author: Kentinal
Replied on: 14 Sep 2007 03:44:53
Message:

quote:
Originally posted by Sanishiver

<snip>deserves a chance.

And those of you ready to copout and jump ship now arent even going to give them one.

And thats hugely disappointing.






Some of them had their chances already and have disappointed fans in the current edition. Why should those that disappoint now be given another chance because of a number and rule change?


Reply author: Jorkens
Replied on: 14 Sep 2007 03:48:58
Message:

quote:
Originally posted by Sanishiver

KJR, if anyones suggesting a division, its you.

I didnt advocate the, Youre not a true Realms fan if you dont play 4E idea in my post, nor does that idea follow from the points I made, nor is it something I'll accept out of anyone.

Its painfully simple: I cant see how Realms fans can decide now, two whole years beforehand, that theyre not going to by the 4E FRCS; itself a product not on the shelves and seen by exactly no one.

:::::::::

I can readily accept anyone looking through the 4E FRCS, deciding its not for them, then not buying it.

I can even grudgingly accept someone deciding not to by the new FRCS after reading reviews, or at least after having digested the future FR content that will inevitably appear on WoTCs website (via Blogs, previews, etc...) prior to the 4E FRCS release.

But cutting ones self off now? Doesnt make sense to me.

:::::

Ed deserves a chance.

Eytan deserves a chance.

Brian (Cortijo) deserves a chance.

George deserves a chance.

Eric deserves a chance.

Bob deserves a chance.

Even Rich Baker deserves a chance.

And those of you ready to copout and jump ship now arent even going to give them one.

And thats hugely disappointing.






A short comment to explain my position; I have seen less and less use for the products coming out in 3ed. Subjective taste, not a comment on quality. I still buy a product here and there. Now, if they move completely away from the Realms I use there is not much need for me to buy the product. This is not a consequence of 4ed. rumours, it is a decision made after several years and several chances given, both to RSE, novels, changes etc. Most of these are simply not for me.

Am I still a Realms-fan though? Yea, and that is something I will continue to be for the simple reason that I choose to put that term on myself.

Is it early to speculate on the "new" Realms? Of course, that's why its called speculating, both on the positive and the negative. If we are waiting for facts there is nothing to discuss as of now is there?

Now, that attitude may disappoint some people, including you Sanishiver, but in the end this is something that has to do with ones own hobby, Realms, and free-time and not with other peoples opinions or acceptance. No matter what stance one takes on this or any other subject relating to the Realms as it is used personally, a Realms fan is one who chose to categorize him or herself as such.


Reply author: Rinonalyrna Fathomlin
Replied on: 14 Sep 2007 04:30:08
Message:

quote:
Originally posted by Sanishiver


Its painfully simple: I cant see how Realms fans can decide now, two whole years beforehand, that theyre not going to by the 4E FRCS; itself a product not on the shelves and seen by exactly no one.



Even if someone does decide that, why does it bother you so much? It's each person's own decision to make, whether you "accept" it or not. And it doesn't even affect you.

Besides, I don't recall seeing any one here stating that they are going to be "cutting themselves off" from the Realms post-haste. As Thauglor elegantly put it, there's not one person here who doesn't love and care about the Realms. People are concerned precisely because they love the setting so much. Some people will blithely accept any kind of change, other people don't, and if newer products don't work for them, there is no reason to purchase them. I agree with KEJR that buying anything with an FR logo on it could be counter-productive if one is unhappy with the direction of the setting.


Reply author: Markustay
Replied on: 14 Sep 2007 06:34:59
Message:

The GHotR spoilers are starting to fly around the net, and I'm back to feeling gloomy again.

I thought the 'Spellplague' was going to be something well thought out. Unless we get a lot more detail from some other source, that explanation is woefully inadequate.

In fact, it doesn't make a whole lot of sense IMHO.


Reply author: Chosen of Moradin
Replied on: 14 Sep 2007 14:43:28
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Sanishiver


Its painfully simple: I cant see how Realms fans can decide now, two whole years beforehand, that theyre not going to by the 4E FRCS; itself a product not on the shelves and seen by exactly no one.



Even if someone does decide that, why does it bother you so much? It's each person's own decision to make, whether you "accept" it or not. And it doesn't even affect you.





It bothers me because it's ilogical. And I am, as a math teacher, very concerned with logical thinking. Every time that I see a post like this, I almost run alway screaming.

But, puting this apart, I know what the feeling about this mean. I'm a lover of the Realms, too, and stay concerned with the new changes. Some of them I already aproved (goodbye, Cyric, was nice to meet you), some I don't, but understand (Tyr/Helm episode; I love Helm, but I know a little of mithology to understand that it's plausible); and some I don't acept, until now (the death of Halaster, and of other gods that I like too much). But I'm mantaining myself positive. I know that Ed and the others can develop this in a good and rational plot.

P.S.: 700th post! And advancing for the 1000th. Because nothing can stop a dwarven juggernaut.


Reply author: Jorkens
Replied on: 14 Sep 2007 14:51:52
Message:

quote:
Originally posted by Chosen of Moradin

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Sanishiver


Its painfully simple: I cant see how Realms fans can decide now, two whole years beforehand, that theyre not going to by the 4E FRCS; itself a product not on the shelves and seen by exactly no one.



Even if someone does decide that, why does it bother you so much? It's each person's own decision to make, whether you "accept" it or not. And it doesn't even affect you.





It bothers me because it's ilogical. And I am, as a math teacher, very concerned with logical thinking. Every time that I see a post like this, I almost run alway screaming.




Theres nothing illogical about "This does not seem interesting to me" Illogical would be to say "wow this sounds great, but I will not buy it". And when did human emotions and logic have any close ties at all


Reply author: Chosen of Moradin
Replied on: 14 Sep 2007 14:58:35
Message:

quote:
Originally posted by Jorkens

quote:
Originally posted by Chosen of Moradin

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Sanishiver


Its painfully simple: I cant see how Realms fans can decide now, two whole years beforehand, that theyre not going to by the 4E FRCS; itself a product not on the shelves and seen by exactly no one.



Even if someone does decide that, why does it bother you so much? It's each person's own decision to make, whether you "accept" it or not. And it doesn't even affect you.





It bothers me because it's ilogical. And I am, as a math teacher, very concerned with logical thinking. Every time that I see a post like this, I almost run alway screaming.




Theres nothing illogical about "This does not seem interesting to me" Illogical would be to say "wow this sounds great, but I will not buy it". And when did human emotions and logic have any close ties at all



Agreed. But this isn't what is said. What Sanishiver is saying is about "decide now, two whole years beforehand, that theyre not going to by the 4E FRCS; itself a product not on the shelves and seen by exactly no one."

It's like my wife, that don't like of sushi. Well, she never eat sushi, but she don't like. Go understand...


Reply author: Uzzy
Replied on: 14 Sep 2007 16:03:30
Message:

I'm always willing to give designers of that quality a chance. It would be foolish not to. The problem is that we have NO idea what they will be doing. WoTC have let out little tidbits of information, and that information is disturbing, to say the least. Last sentence in Grand History of the Realms says that 'the old world ends and a new one begins'

This naturally worries people! When you get information like that from one source, but nothing from WoTC, it's natural for speculation to run rampant. It's a bit silly to declare now that you'll not be buying the FRCS outright though. I'm willing to see what they throw at us.


Reply author: Foxhelm
Replied on: 14 Sep 2007 16:16:29
Message:

quote:
Originally posted by Uzzy

I'm always willing to give designers of that quality a chance. It would be foolish not to. The problem is that we have NO idea what they will be doing. WoTC have let out little tidbits of information, and that information is disturbing, to say the least. Last sentence in Grand History of the Realms says that 'the old world ends and a new one begins'

This naturally worries people! When you get information like that from one source, but nothing from WoTC, it's natural for speculation to run rampant. It's a bit silly to declare now that you'll not be buying the FRCS outright though. I'm willing to see what they throw at us.



'The old world ends and a new one begins' is probably a more dramatic wording for the end of the book. You have to have a powerful ending for a good book, especially if change is a foot.


Reply author: Markustay
Replied on: 14 Sep 2007 20:01:17
Message:

Chosen of Moradin -

Have you read about what happens to the Dwarven Pantheon?

Maybe you'll change your mind then....

The timeline-jump may be of a more acceptable length, but the Spellplague's gonne make the ToT look like a Tea Party.


Reply author: Faraer
Replied on: 14 Sep 2007 20:02:15
Message:

At this point, gloom and cheerleading are both unfounded wastes of time and energy, hard as it is to defer our feelings through the next year. But some observations are inevitable.

quote:
Originally posted by Brenigin
There's no way they'll jump 100 years. Why would they? What makes a shared world like FR breathe is the characters. Jumping a century means losing almost all of them, bar a few elves and outsiders.
That sounds sensible to me.
quote:
Originally posted by Kentinal
Well he said the core/ non realm world / would be a place of limited pockets of light/order/safety typye of world. Much like _Keep on the Borderland_ (and BD&D) was presented.
The original D&D concept, represented by B2, has strong human civilization, wilderness around, and borderlands between. Whereas in 'points of light', 'Most of the world is monster-haunted wilderness. The centers of civilization are few and far between'.

I like the society of the Realms.
quote:
Originally posted by Kiaransalyn
Hasn't this strategy been tried out in DragonLance already?
Is there, indeed, any precedent for a drastic change to an RPG setting not just keeping but increasing its popularity?
quote:
Originally posted by George Krashos
Isn't the 4E Realms likely a return to the state of affairs of the Ol' Grey Box?
There's no comparison between a setting developed by its creator through 20 years of organic writing and game play, and a derivative setting conceived by a group of staff designers over a year or two.
quote:
Originally posted by TomCosta
But the truth of the matter is that Ed is still involved . . .
I'm not reasurred by that, since all it tells us is that he doesn't dislike the new Realms so much as to privately and publicly disavow them. Neither am I reassured by changes being referenced to extant lore fragments, which any competent designer could do with almost any change he desired.


Reply author: Chosen of Moradin
Replied on: 14 Sep 2007 20:39:50
Message:

quote:
Originally posted by Markustay

Chosen of Moradin -

Have you read about what happens to the Dwarven Pantheon?

Maybe you'll change you mind then....

The timeline-jump may be of a more acceptable length, but the Spellplague's gonne make the ToT look like a Tea Party.



Yes, I see the change in the Morndinsamman.

Basically, we have a dwarven god of war (Clangeddin), a dwarven god of defense and war (Gorm Gulthyn), and a dwarven goddess of joy of battle and... well... war (Haela Brightaxe).

See the point?

Worst of all, every dwarven warrior that I see roleplaying pray and scream to Moradin, in a fight.

And on a side note, Gorm Gulthyn is portrayed as "dying" even in the old editions...

I don't know, maybe Clangeddin gain the portfolios of Gorm and Haela, and Abbathor stay with the portfolios of Duerra and Laduguer.

Basically, I'm not expecting a galakkur about this.


Reply author: Rinonalyrna Fathomlin
Replied on: 15 Sep 2007 01:38:40
Message:

quote:
Originally posted by Chosen of Moradin


It bothers me because it's ilogical. And I am, as a math teacher, very concerned with logical thinking. Every time that I see a post like this, I almost run alway screaming.



I really do consider myself a "logical" type of person. But some things just don't have much to do with logic. This is one of them. Like you said, this is mainly an emotional issue, because people who are Realms fans (most of them, anyway) are fans precisely because they've invested at lot of emotion into the setting.


Reply author: Chosen of Moradin
Replied on: 15 Sep 2007 02:09:46
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Chosen of Moradin


It bothers me because it's ilogical. And I am, as a math teacher, very concerned with logical thinking. Every time that I see a post like this, I almost run alway screaming.



I really do consider myself a "logical" type of person. But some things just don't have much to do with logic. This is one of them. Like you said, this is mainly an emotional issue, because people who are Realms fans (most of them, anyway) are fans precisely because they've invested at lot of emotion into the setting.



Exactly, RF!. Heck, worst of all is the fact that I'm, in certain way, understanding the changes in the dwarven pantheon (too much gods with portfolios almost "equals"). I can see clearly Gorm Gulthin dying with honor and valor, defending his ethos.

But right now, I'm more sad with the departure of Helm, the first god of the Realms that "hook" me. The first realms novels that I read was the Avatar Trilogy, and I like of the Guardian right from the begining. I wait to see if all this will be very handled by the designers.

At least, they have the good will to put the changes 10 years in the future. With this, I don't need to upset some of my players (a Divine Mind of Haela, a Knight devoted to Helm, and a dwarven defender of Gorm)


Reply author: Rinonalyrna Fathomlin
Replied on: 15 Sep 2007 02:32:01
Message:

quote:
Originally posted by Chosen of Moradin

Exactly, RF!. Heck, worst of all is the fact that I'm, in certain way, understanding the changes in the dwarven pantheon (too much gods with portfolios almost "equals"). I can see clearly Gorm Gulthin dying with honor and valor, defending his ethos.



If you find that some (or even all) of the changes work for you, I'm happy for you. I don't begrudge people who like the new Realms, even if they are not for me.

Not sure if I'll get the 4E FRCS yet. That's really up in the air--if nothing else, I'm curious as to what the changes are. But I wouldn't have any real reason to buy any other products, because I've already decided that the proposed changes are too big for me.


Reply author: Chosen of Moradin
Replied on: 15 Sep 2007 02:47:35
Message:

Some of them, my friend. Only some.
But this happens with all the editions: all of them have things I like, and things I dislike. Really, the changes now appear to be greater than all...

With this in mind, I'll buy the 4th edition only to see how everything will be handled. After this, I think that I will make my choices: heh, if the new edition don't be of my taste, there are many old tomes to be purchased.


Reply author: Mkhaiwati
Replied on: 15 Sep 2007 05:02:18
Message:

quote:
Originally posted by Chosen of Moradin


With this in mind, I'll buy the 4th edition only to see how everything will be handled. After this, I think that I will make my choices: heh, if the new edition don't be of my taste, there are many old tomes to be purchased.



kinda sums up my feelings, too. I am in a wait and see mode. It has been pointed out by some that we haven't seen the books yet, so why worry. I just am not impressed by the material yet. I will probably buy the initial 4e books and FRCS, to see how much I like the rules, and possibly get into a Living Realms game. Maybe. If I can handle the rules. If I can accept what they have done to the setting. Lots of ifs here.

I have faith in the development staff mentioned before, just not in the direction that WotC is directing them to. Someone else mentioned the glass getting lower..... yep. But still, I will wait and see what is produced. I just am not optimistic about the direction it is headed and disappointed in the entire method the setting has been handled.


Reply author: Odysseus
Replied on: 15 Sep 2007 14:43:24
Message:

The 100 years jump doesn't worry me too much. As I frequently run my Realms campaigns in historical years, or around historical events.

The points of light direction is not a direction I'd want to use in any realms game. If I wanted that I'd use another setting.

Also my impression of tomb of battle, which is described as the preview for class design in 4e, is somewhat anime. Which again is something I wouldn't want to use for a realms game.

So as other have posted. I'll wait and have a look. But I'm intending to buy the 3.5 realms books I havn't got yet, when they get cheap enough.


Reply author: Blueblade
Replied on: 15 Sep 2007 15:11:59
Message:

Faraer posted (up above) re. Ed's support for the "new" Realms:
"I'm not reasurred by that, since all it tells us is that he doesn't dislike the new Realms so much as to privately and publicly disavow them."
Yet Ed posted in his own Questions thread that for many questions, he "just doesn't KNOW" (his emphasis, not mine). Sounds like he's being kept in the dark more than is to his liking, at the very least.
Ed urged us all to "wait and see" before we get too upset, which is just helpful advice from a friend. He doesn't want us upset.
I'm not sure it equates to ringing support for what's happening. It must hurt like hell to watch characters and countries you worked so hard to bring to life smashed and swept away in a few sentences.
Come to think of it, isn't this the pain that Ed has told us several times El and the other Chosen feel? Hmm . . .
Blueblade


Reply author: Asgetrion
Replied on: 15 Sep 2007 15:49:49
Message:

quote:
Originally posted by Sanishiver

KJR, if anyone�s suggesting a division, it�s you.

I didn�t advocate the, �You�re not a true Realms fan if you don�t play 4E� idea in my post, nor does that idea follow from the points I made, nor is it something I'll accept out of anyone.

It�s painfully simple: I can�t see how Realms fans can decide now, two whole years beforehand, that they�re not going to by the 4E FRCS; itself a product not on the shelves and seen by exactly no one.

:::::::::

I can readily accept anyone looking through the 4E FRCS, deciding it�s not for them, then not buying it.

I can even grudgingly accept someone deciding not to by the new FRCS after reading reviews, or at least after having digested the future FR content that will inevitably appear on WoTC�s website (via Blogs, previews, etc...) prior to the 4E FRCS release.

But cutting one�s self off now? Doesn�t make sense to me.

:::::

Ed deserves a chance.

Eytan deserves a chance.

Brian (Cortijo) deserves a chance.

George deserves a chance.

Eric deserves a chance.

Bob deserves a chance.

Even Rich Baker deserves a chance.

And those of you ready to copout and jump ship now aren�t even going to give them one.

And that�s hugely disappointing.






Sanishiver,

I am not saying that I've decided to boycott FR -- I just noted that based on what little I've read about 4E and the future of the Realms so far, it *MIGHT* not be for me.

It's not that I don't have faith in Ed, Eric, Steven, George, Thomas, Eytan, Rich and the other designer who truly *love* the Realms. However, it's not yet in their hands, since *all* design for the future of the Realms is being done in-house (Rich may be the only guy that has any say in the matter at the moment). So, yes, all these people will do their best when they're assigned to FR projects, but before that happens, it's a whole different crowd laying the groundwork.

Note that it is very easy to dismiss the excerpt from 'The Orc King', but all it says is *CANON* Realmslore. I excluded Bob from the list above because I don't think he respects the 'feel' or the continuity of the Realms. All that he writes about in his novels *HAS* to be included in 4E FRCS and other upcoming accessories, although there may be things that our favourite designers may be able to 'patch' or eliminate from Canon completely. And even if we will see a return to the 'feel' that we've grown to love, there will be 'colleteral damage' because previously published lore *will* 'tie their hands' to some extent.

For example, I truly wish that the 'Triple C' (AKA Ku Klux Klan) will be killed to the last hood-wearing dwarf/elf/human, but I fear that they're there because orcs will probably be one of the 'Core Races'. And people apparently must be educated that not all orcs are bad or evil -- so, a racist organisation is needed to draw some parallels to RW and raise some sympathy towards orcs (who have traditionally been portrayed as evil)

Let me give you a very concrete example: would you still watch your favorite TV show, if you heard that they've given some new writers a free hand to mess around with the script? How about if HBO announced somelike like "Oh, we have GREAT stuff coming out during the next season of 'LOST'! Our new writers thought it'd be cool if we leap a hundred years forward and all the former cast is dead of some virulent plague. Now we get to see what happens with their grand-grand-children after the plague is over! Don't worry -- it's still the same show, only better!". If you don't like 'Lost', apply that same line of reasoning to your own favourite TV or movie series. And yet, even if they announced that "Okay, we'll let the old guard write the script from now on!" -- would it feel the same? Would you still watch it, if you knew that no matter how good it will be, there will be holes that even your favourite writers can't patch or erase, because they are part of the 'offical history' in the series?


Reply author: Purple Dragon Knight
Replied on: 15 Sep 2007 17:03:55
Message:

Insanely ironic that you mention LOST in your example, as they have done just that! (the season finale showed some of the survivors in the future, back in the 'normal' civilization... you see Jack as a boozer trying to hook back up with Kate, and she tells him "it's over Jack... we're through" or something like that... basically showing that Jack has deep regrets to have worked so hard to return to the normal civilization, that the island was perhaps the only place he truly felt alive and important (i.e. a leader) Now he's back at his old job, but his alcoholism is treathening to make him lose his medicine license, and all... he's a nobody now)

In short, if I draw a parallel with LOST, I agree that a post-apocalyptic time jump would really suck for the Realms. Why? like LOST, the Realms has a successful story going on, ripe with lose ends for the PCs (viewers) to tie, where they can feel important tying those loose ends. If in a fell swoop, you come and tell me, "Here's how the Realms will be in 100 years" then you've singlehandedly made my life as a DM worthless, as both the players and I now know that whatever we do in our games, it won't affect the Realms a single bit. At least with a slow year advancement (as we've seen since the FRCS) I can pace my games to be just behind or after most current events, "surfing the canon wave" so to speak, and make my players feel they're having an influence on the world and be the cause or have a hand in these canon events.

That's it for now. If the 100-year jump happens, I can see many people 'reverting to their own Realms', which I would hate to see, as this effectively becomes a dead setting. That, or (like I plan to do) switch my Realms-based campaign to a plane-hopping bonanza (some of my players like Planescape equally or more than the Realms, so plane-traveling would be my favored way to say "bye-bye Realms, it was nice")


Reply author: Mumadar Ibn Huzal
Replied on: 15 Sep 2007 17:28:39
Message:

Isn't it interesting, we have several FR authorities on this board as well as others. WotC puts a little 'teaser' out and then sit back and watch the perfect storm. They are likely to have an outline for the game and the Realms going forward (4e is here to come anyway), but reading all this feedback, vitriol and all, gives them a clear indication of the 'established' fan-base's wishes. WotC might chose not to do anything with the feedback posted here and elsewhere, or they just might. 2 years to go before the publication of the new FRCS is a long way and things can change...

George, cheers! My cup is half-full too.

A hundred years is a whole lot of gaps of Realmslore to fill-in. It'll keep creative minds busy for a long, long time. And the situation is interesting, we'll have the the lore published since the dawn of the Realms in publication. Then a 'gap' followed by this 'dreaded' fresh-start. I don't believe the Masters of Realmslore have been in a better position yet, able to use 'what came before', 'what came after', add a little lore spinning, and voila, fresh Realmslore that can be used as 'historical' lore for those that play the 'new' Realms, or 'current' lore for those of us whose timeline doesn't move (including my current PbeM).


Reply author: Purple Dragon Knight
Replied on: 15 Sep 2007 17:55:37
Message:

quote:
Originally posted by Mumadar Ibn Huzal

2 years to go before the publication of the new FRCS is a long way and things can change...
2 years? I was under the impression that the new FRCS would see the light of day at Gen Con Indy 2008, in time for the launching of the Living Forgotten Realms campaign... correct me if I'm wrong, but if this is the case, I wouldn't bank too much on that "things can change" theory...


Reply author: Garen Thal
Replied on: 15 Sep 2007 18:08:41
Message:

quote:
Originally posted by Purple Dragon Knight

quote:
Originally posted by Mumadar Ibn Huzal

2 years to go before the publication of the new FRCS is a long way and things can change...
2 years? I was under the impression that the new FRCS would see the light of day at Gen Con Indy 2008, in time for the launching of the Living Forgotten Realms campaign... correct me if I'm wrong, but if this is the case, I wouldn't bank too much on that "things can change" theory...
Your recollection is correct, PDK: FRCS is due out in August 2008. It's actually the fourth 4E product to come out (excluding teaser products), after PH, MM and DMG--in that order. Apparently, they are releasing books for 4E in the same order of their purchasing power for 3E.


Reply author: Foxhelm
Replied on: 15 Sep 2007 18:14:41
Message:

FRCS 4ED arrives in August 2008. About 10-11 months from October.

My guess is that there will be a countdown started some months before that in either the D&D Insider or on the regular D&D site. Perhaps starting between next month and April. About 6-11 months away from the premiere, really depending on if they do a monthly, bi-weekly or weekly update.

They will go through most of the major classes (including spells for Wizards, new tricks for Rogues, Deities for Clerics and weapons specific for Faerun for the Fighters), races (including the question of what to do with subraces like the Eladrin/Elven question for the elven people) and other elements. Like they did for 3ed in Dragon, back when it came out.

So we might get more details for the future, even before August. Or so I think.


Reply author: Mkhaiwati
Replied on: 15 Sep 2007 18:24:00
Message:

quote:
Originally posted by Markustay


Food for thought - someone over at the WotC boards brought up the fact that Candlekeep might be gone a hundred years from now.

So.... should we start throwing around new names now....



How about... Hamsterburg or Furrykeep?


Reply author: Asgetrion
Replied on: 15 Sep 2007 18:33:02
Message:

quote:
Originally posted by Mkhaiwati

quote:
Originally posted by Markustay


Food for thought - someone over at the WotC boards brought up the fact that Candlekeep might be gone a hundred years from now.

So.... should we start throwing around new names now....



How about... Hamsterburg or Furrykeep?



Hey, I'll vote for either one of these!


Reply author: Sanishiver
Replied on: 15 Sep 2007 19:00:24
Message:

quote:
Originally posted by Garen Thal

Your recollection is correct, PDK: FRCS is due out in August 2008. It's actually the fourth 4E product to come out (excluding teaser products), after PH, MM and DMG--in that order. Apparently, they are releasing books for 4E in the same order of their purchasing power for 3E.
I was under the impression that the next FRCS was due out one year after the release of the 4E books.

I coulda swore I heard something at GenCon to the effect of one campaign setting per year, starting one year after 4E comes out.

But if I'm wrong, all the better. The sooner I get my hands on the new books, the better.


Reply author: Wooly Rupert
Replied on: 15 Sep 2007 19:13:08
Message:

quote:
Originally posted by Asgetrion

quote:
Originally posted by Mkhaiwati

quote:
Originally posted by Markustay


Food for thought - someone over at the WotC boards brought up the fact that Candlekeep might be gone a hundred years from now.

So.... should we start throwing around new names now....



How about... Hamsterburg or Furrykeep?



Hey, I'll vote for either one of these!



I can support either name.


Reply author: Asgetrion
Replied on: 15 Sep 2007 20:05:13
Message:

I just read some spoilers from GHotR, and I must say that the future of the Realms looks *very* bleak, at least in my opinion.

As I somehow had feared and suspected, Shar's actions will cause Mystra to die, and this will be the cause of the Spellplague. I just wonder why none of the other deities assumes the Portfolio of Magic, which is what always happened before -- why wait for a hundred years? Or will there even be a God/Goddess of Magic after the Spellplague has passed? It seems that Azuth, Velsharoon and Savras will all either perish or pass to the Astral Plane, which would hint that there will be only a single deity of magic, or none.

It also appears that there will a 'harrowing down' of dwarven deities, too. Let me make a bold assumption here: Deep Duerra and Laduguer had to be killed because Psionics will either vanish altogether from 4E or become completely 'optional' or possibly even a 'variant' type of magic. The latter option would indicate that the deity of magic would govern over them.

I *will* definitely buy GHotR, because I know that it's filled with quality Realmslore. And I do not "blame" any of the designers for the events that those rumours or spoilers speak of because, frankly, I believe that they were simply *ordered* to include them in the book (probably by Gleemax, or some WoTC R&D Head Honcho -- who knows?).


Reply author: Asgetrion
Replied on: 15 Sep 2007 20:11:03
Message:

By the way, am I the only one to think that the whole Ku Klux Klan analogy (in 'The Orc King') is actually politically incorrect and *very* insulting and racist in nature? Because I know people who won't like the comparison between black African slaves and orcs (that have always been portrayed as being ugly, stupid and evil). Did WoTC or RAS think about that at all?


Reply author: Jorkens
Replied on: 15 Sep 2007 20:19:07
Message:

This whole CCC thing is so one of the worst ideas for the Realms I have ever heard, just so I have said it. Yes, it is worse than the Gillan idea for Netheril even.


Reply author: Faraer
Replied on: 15 Sep 2007 20:28:45
Message:

Triteness, bathos and tastelessness come with the 'monsters are people too' idea, I think. It's extremely problematic. Tolkien has been criticized as racist for his orcs, which are inherently inferior to humans (and by their speech identified as working-class), and elves, which are inherently superior. If his 'races' were human ethnicities, or species of sentient beings, those criticisms would be right. But orcs and elves aren't just different kinds of people, they're mythopoetic devices, drawing from demons and angels, overlaid with misleading terms of race.

To flatten metaphysically heightened fantasy into mere realism is what the Clute Encyclopedia calls thinning, which I would call a type of metaphysical entropic death. A literary mode which includes something like realistic people and other, fundamentally different entities is a more powerful storytelling machine than one with just people.


Reply author: Faraer
Replied on: 15 Sep 2007 20:37:13
Message:

quote:
Originally posted by Asgetrion
However, it's not yet in their hands, since *all* design for the future of the Realms is being done in-house (Rich may be the only guy that has any say in the matter at the moment).

We are therefore doing Wizards a terrific and unearned favour by calling the setting coming in 2008 'the new Realms'. Legally they can call it that, and stamp a Realms logo. Artistically and morally, before seeing it I can't judge whether the new setting deserves to be called 'the Realms' at all.


Reply author: Sanishiver
Replied on: 15 Sep 2007 22:19:57
Message:

The following idea is, IMNSHO, wrong. Wrong, wrong, wrong. x100 wrong.

quote:
Originally posted by Purple Dragon Knight

If in a fell swoop, you come and tell me, "Here's how the Realms will be in 100 years" then you've singlehandedly made my life as a DM worthless, as both the players and I now know that whatever we do in our games, it won't affect the Realms a single bit.

I can't believe I'm actually reading this. With 30 something years of gaming history behind us, with the Realms being what, 20 years old as a setting? --and still people actually write that any future product releases automatically overwrite what goes on in their campaigns?

What?

As though the long-standing, indestructable precedent of 'Make it your own' doesn't apply.

As though the Realms couldn't possibly advance in history (even though it will anyway) because people's campaigns are too sacrosanct to meddle with.

As though PCs are all automatically immortal, so the flow of history can't possibly have an effect on their deeds.

::::::

The Realms, its history, its events, its NPCs, etc.. etc.. etc.. are all there for DMs to take, jump off from and build their own campaigns around. That's how the game works..

Subjecting one's campaign to the wills and whims of the setting creators first and foremost is just asking for player-based disappointment, as they watch their spineless DM wipe their efforts clean because some book said so.

A DM can't even say they're letting their players have influence on the setting if 'whatever happens next' will automatically override what the players have done.


quote:
Originally posted by Purple Dragon Knight

At least with a slow year advancement (as we've seen since the FRCS) I can pace my games to be just behind or after most current events, "surfing the canon wave" so to speak, and make my players feel they're having an influence on the world and be the cause or have a hand in these canon events.
I can appreciate this approach, because I do the same thing. But Im not beholden to this timeline either.


quote:
Originally posted by Purple Dragon Knight

If the 100-year jump happens, I can see many people 'reverting to their own Realms', which I would hate to see, as this effectively becomes a dead setting.
I can see where youre coming from here. A timeline jump could certainly lead to the first claim you make happening, with the conclusion having a bit more substance to it than the similar 2E to 3E that came about 7 years or so ago.

To wit: Im not going to buy your FRCS because youre changing the Realms into something it isnt! Many (online) people feel this way and since were such a big majority your Third Edition is going to fail and so the Realms is too and its all your fault WotC. ...bleh. Much vitriol at first, but really no more effective than a fart in the wind.

But how about now, between 3E and 4E? Me, I dont think this will happen.

Heres why: If Im having fun with my Realms campaign and Ive got scads of books to draw from, I wont stop playing in it just because the timeline jumps 100 years forward.

But neither would that be the end of the Realms for me. Im a fan of the Realms because its the Realms. Im not going to copout and quit on the setting just because the next FRCS might detail an era other than the one I play in.

My interest in the Realms has always been centered on the fact that it drives my imagination (which in part helps me to be a great Realms Dungeon Master). From day one of opening the Old Grey Box to now, its always been that way. My thirst for knowledge about the Realms and its deep history and my desire to let it all drive my thinking wont go away simply because the next FRCS could jump one century forward.

If anything, it will enhance my experience. The opportunity for new Realmslore will be huge with the time jump. Its too big an opportunity to pass up.

I cant possibly be the only one that still thinks in the traditional (and apparently old fashioned) manner, can I?


Reply author: RodOdom
Replied on: 15 Sep 2007 23:01:49
Message:

I think there's actually great opportunity for Ed and Wizards to actually improve the Realms. I, for one, wouldn't complain if they made places like Matzica, Kara-Tur and Al-Qadim disappear, and replaced them with more interesting domains that have greater relevance to mainland Faerun.


Reply author: Skeptic
Replied on: 15 Sep 2007 23:04:19
Message:

quote:
Originally posted by Sanishiver
The Realms, its history, its events, its NPCs, etc.. etc.. etc.. are all there for DMs to take, jump off from and build their own campaigns around. That's how the game works..


Yup.

Candlekeep may not be the best place to say it, but the problem is that some have made the setting for itself bigger than the game/novel experiences in their mind/heart.

Well that's not really a problem, however, such people can't ask for WoTC/freelancers/authors to do the same.

** Hides before getting shot **


Reply author: KnightErrantJR
Replied on: 15 Sep 2007 23:08:17
Message:

quote:
Originally posted by Sanishiver

The following idea is, IMNSHO, wrong. Wrong, wrong, wrong. x100 wrong.

I can't believe I'm actually reading this. With 30 something years of gaming history behind us, with the Realms being what, 20 years old as a setting? --and still people actually write that any future product releases automatically overwrite what goes on in their campaigns?

What?

As though the long-standing, indestructable precedent of 'Make it your own' doesn't apply.

As though the Realms couldn't possibly advance in history (even though it will anyway) because people's campaigns are too sacrosanct to meddle with.

As though PCs are all automatically immortal, so the flow of history can't possibly have an effect on their deeds.

::::::

The Realms, its history, its events, its NPCs, etc.. etc.. etc.. are all there for DMs to take, jump off from and build their own campaigns around. That's how the game works..

Subjecting one's campaign to the wills and whims of the setting creators first and foremost is just asking for player-based disappointment, as they watch their spineless DM wipe their efforts clean because some book said so.

A DM can't even say they're letting their players have influence on the setting if 'whatever happens next' will automatically override what the players have done.

I can see where youre coming from here. A timeline jump could certainly lead to the first claim you make happening, with the conclusion having a bit more substance to it than the similar 2E to 3E that came about 7 years or so ago.

To wit: Im not going to buy your FRCS because youre changing the Realms into something it isnt! Many (online) people feel this way and since were such a big majority your Third Edition is going to fail and so the Realms is too and its all your fault WotC. ...bleh. Much vitriol at first, but really no more effective than a fart in the wind.

But how about now, between 3E and 4E? Me, I dont think this will happen.

Heres why: If Im having fun with my Realms campaign and Ive got scads of books to draw from, I wont stop playing in it just because the timeline jumps 100 years forward.

But neither would that be the end of the Realms for me. Im a fan of the Realms because its the Realms. Im not going to copout and quit on the setting just because the next FRCS might detail an era other than the one I play in.

My interest in the Realms has always been centered on the fact that it drives my imagination (which in part helps me to be a great Realms Dungeon Master). From day one of opening the Old Grey Box to now, its always been that way. My thirst for knowledge about the Realms and its deep history and my desire to let it all drive my thinking wont go away simply because the next FRCS could jump one century forward.

If anything, it will enhance my experience. The opportunity for new Realmslore will be huge with the time jump. Its too big an opportunity to pass up.

I cant possibly be the only one that still thinks in the traditional (and apparently old fashioned) manner, can I?




Once again, thanks for chiming in and telling us not just how to be good DMs, but also how we should feel about things. I know the best thing that can happen when I get upset is for someone to imperiously tell me that my emotional state isn't valid. That changes my whole perspective.

I've been so busy being a spineless DM and waiting for WOTC to approve the potential changes in my campaign world that I didn't have time to think this over logically.

Actually, it does, because while I wasn't happy before, I keep getting upset when these kinds of comments pop up.

Its funny, because I don't hear a lot of people saying that WoTC owes them this or that in the setting, or that 4th edition will flop. I do hear a lot of people saying that as long term fans of the setting these changes won't serve them well and that they aren't interested in participating in it.

As RF pointed out earlier, I've not said I'm leaving the Realms. I'm just not picking up 4th edition Realms products (unless we find out a lot of what we have heard is somehow not accurate, which seems less and less likely with each "leak.")

I don't want to ascribe motives to you, but you seem a lot more invested in convincing those of us that don't seem happy with what we have heard about 4th edition to try it than I or anyone I've seen so far that is against a lot of the 4th edition changes are invested in trying to convince people not to buy 4th edition.

If it works for people, that's great. It doesn't work for me. And after spending 3rd edition being told to "wait and we'll dribble out more Realmslore to you between PrCs and Feats," I'm not going to do it through another edition, and it would be disingenuous to me to ask anyone else to do so.




Reply author: Asgetrion
Replied on: 15 Sep 2007 23:13:27
Message:

I don’t if you have noticed it, too, but the WoTC 4E designers and playtesters have been constantly repeating two phrases in their forum and blog posts:

"4th edition will be the best yet because the people working on the game, like the fans, love Dungeons and Dragons." and “I am so immersed in 4e (which is *SO* GREAT and COOL and *FUN*) that I've completely forgotten how 3e works!"

So, are we to assume that all of them who worked on the 3rd Edition did it just for the money? Also note that whether you *love* doing something or not does *not* equate to quality in the end product – I love singing, but I actually have a terrible voice, so I doubt my songs would ever be labelled 'good' or sell even marginally.

As for the second quote, I think they’ve been instructed to say these things for marketing reasons only, because it is a bit rich coming from guys who’re still working on *upcoming* 3e products! If these ‘professional designers’ have *really* forgotten how the game works, WoTC should hand those projects to other guys who haven’t! I don’t know about you but I still remember how to play AD&D – and a dozen other RPGs, too! And I may be wrong, but weren’t they supposed to ‘fix’ in 4E all that people thought was broken in 3e? How are you supposed to do that if you have forgotten all about 3e rules?

Besides all that, I find their marketing tactics to be a bit immature and apparently targeted at 10-year old kids ("Your characters will be able to do some *REALLY REALLY COOL* stuff in 4E!"). Why, I’d *really really* like to see some concrete info about the mechanics beyond some 'vaguely' written playtest reports and constant praises, thank you! As far as I understand it, their ‘core message’ seems to be: "Believe us – D&D will be *better* than ever! Uhhh… we’ll post some stuff soon for you to see, but you don’t have to see it yet – it is enough that *we* who absolutely *love* this game say that it’s way *cooler* than ever and we’re SOOO excited about this!!!!" Oh, I forgot that it’s also going to be about having "more FUN!"

I’ll post some random quotes from the WoTC staff to prove my point:

quote:


"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…. 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."

* * *

"3e got a lot of things right, but anyone who has played it for a time knows that it gets things wrong. 4e is all about taking the things that work in D&D, keeping them in the game, and fixing everything else."

* * *

“I expect that the improvements in game play will convince even reluctant players to switch over to 4th Edition.”

* * *

"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.'"

* * *

"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 fundamental 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."

* * *

"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."

* * *

”It's funny. I actually had to go and ask Chris Perkins and Andy Collins this morning what people mean when they're asking whether Fourth Edition characters will be "more powerful" than Third Edition characters of the same level. I assumed the question was relative, and it made no sense to me. 4E characters will be just as challenged by encounters of their level as 3E characters would be if 3E encounter design actually worked. The power level, from that mindset, is the same.

That just shows how immersed I am in 4E, I guess. Andy explained that what he thinks people want to know is whether characters will have more hit points and do more damage. Purely a question of raw numbers, rather than of what those numbers mean in the world.

Given that 3E is inherently unbalanced—low-level characters are too weak and high-level characters are too powerful—I guess the right answer is that low-level characters will be more powerful and high-level characters will be less so. Everyone will be balanced, because we've erased the accident of math.”



Reply author: Jorkens
Replied on: 16 Sep 2007 06:07:37
Message:

quote:
Originally posted by Sanishiver

The following idea is, IMNSHO, wrong. Wrong, wrong, wrong. x100 wrong.

quote:
Originally posted by Purple Dragon Knight

If in a fell swoop, you come and tell me, "Here's how the Realms will be in 100 years" then you've singlehandedly made my life as a DM worthless, as both the players and I now know that whatever we do in our games, it won't affect the Realms a single bit.

I can't believe I'm actually reading this. With 30 something years of gaming history behind us, with the Realms being what, 20 years old as a setting? --and still people actually write that any future product releases automatically overwrite what goes on in their campaigns?

What?

As though the long-standing, indestructable precedent of 'Make it your own' doesn't apply.

As though the Realms couldn't possibly advance in history (even though it will anyway) because people's campaigns are too sacrosanct to meddle with.

As though PCs are all automatically immortal, so the flow of history can't possibly have an effect on their deeds.

::::::

The Realms, its history, its events, its NPCs, etc.. etc.. etc.. are all there for DMs to take, jump off from and build their own campaigns around. That's how the game works..

Subjecting one's campaign to the wills and whims of the setting creators first and foremost is just asking for player-based disappointment, as they watch their spineless DM wipe their efforts clean because some book said so.

A DM can't even say they're letting their players have influence on the setting if 'whatever happens next' will automatically override what the players have done.


quote:
Originally posted by Purple Dragon Knight

At least with a slow year advancement (as we've seen since the FRCS) I can pace my games to be just behind or after most current events, "surfing the canon wave" so to speak, and make my players feel they're having an influence on the world and be the cause or have a hand in these canon events.
I can appreciate this approach, because I do the same thing. But Im not beholden to this timeline either.


quote:
Originally posted by Purple Dragon Knight

If the 100-year jump happens, I can see many people 'reverting to their own Realms', which I would hate to see, as this effectively becomes a dead setting.
I can see where youre coming from here. A timeline jump could certainly lead to the first claim you make happening, with the conclusion having a bit more substance to it than the similar 2E to 3E that came about 7 years or so ago.

To wit: Im not going to buy your FRCS because youre changing the Realms into something it isnt! Many (online) people feel this way and since were such a big majority your Third Edition is going to fail and so the Realms is too and its all your fault WotC. ...bleh. Much vitriol at first, but really no more effective than a fart in the wind.

But how about now, between 3E and 4E? Me, I dont think this will happen.

Heres why: If Im having fun with my Realms campaign and Ive got scads of books to draw from, I wont stop playing in it just because the timeline jumps 100 years forward.

But neither would that be the end of the Realms for me. Im a fan of the Realms because its the Realms. Im not going to copout and quit on the setting just because the next FRCS might detail an era other than the one I play in.

My interest in the Realms has always been centered on the fact that it drives my imagination (which in part helps me to be a great Realms Dungeon Master). From day one of opening the Old Grey Box to now, its always been that way. My thirst for knowledge about the Realms and its deep history and my desire to let it all drive my thinking wont go away simply because the next FRCS could jump one century forward.

If anything, it will enhance my experience. The opportunity for new Realmslore will be huge with the time jump. Its too big an opportunity to pass up.

I cant possibly be the only one that still thinks in the traditional (and apparently old fashioned) manner, can I?



Why do I bother?
The last time I checked it was not you who defined what inspires or what a Realms fan is Sanishiver. You are excited and looking forward to this new direction. Great, good for you! At the same time it has the exactly opposite effect on me, it ruins what I enjoy and continues in the direction that I personally don't like, as the Realms have since the start of 3ed.

No bad rhetoric's about it being a copout if one looses interest or "Am I the only one seeing this?" will change that. You enjoy saying that the Realms are ones own and therefore different to each person; so why cant you see that these changes will have a different effect and produce different feelings in different persons? And before you say it, I know this is loose speculations still, but as much as you choose to be an optimist other people can be pessimists. It is their right. If you want you can look forward to a big "I told you so" if it turns out that we all love the new direction of the Realms, but until that let people express their feelings as they choose.

I DM my game and work with my personal Realms, as do you Sanishiver, and what inspires us in these are different. I have no say in your Realms thinking/ inspirations and neither do you have the same in others.


Reply author: Wooly Rupert
Replied on: 16 Sep 2007 06:27:32
Message:

Okay, tempers are beginning to flare, here. We all need to step back and take a breather. And we certainly need to stop taking jabs at each other. I don't care who's right and who's wrong, or who started it. It needs to end, now.


Reply author: KnightErrantJR
Replied on: 16 Sep 2007 06:32:56
Message:

I know I've been letting my temper flare a bit more than I normally do, and I'm sorry that I haven't let a few more things slide and that I haven't just not posted. Its one thing to vent, its another to feel compelled to post because you just have to have your post show up and be "heard," and I think I've crossed that line.

Apologies to my fellow scribes over my last of self control and my general ego trip. I'm honestly sorry about that.

Also, it might behoove us to try and keep this scroll more aligned to discussing 4th edition in more general terms, since the discussion on the 4th edition Realms specifically has overflowed the boundaries of this thread and ended up in at least a few other threads.

I realize that there might be a difference between how some scribes feel about the new rules and how they feel about the changes in the Realms, and the lines been getting blurred regarding this.


Reply author: Mkhaiwati
Replied on: 16 Sep 2007 08:27:24
Message:

Hamsterkeep sounds better than Big Al's Diner and Chapbook Emporium.

"Can I have some fresh eels while I catch up reading 'The King's Daughters in Westgate' naughty book?"


Reply author: Alaundo
Replied on: 16 Sep 2007 10:59:00
Message:

Well met

Aye, let's try and keep things civil herein. I know the 4e direction for the Realms has been upsetting for some, but let us remember that we're ultimately all Realms fans, and whether we embrace 4e or not, we need to stick together


Reply author: Victor_ograygor
Replied on: 16 Sep 2007 11:51:00
Message:

I dont want to put more wood on the fire but I didnt like the changes 3 edition made to
Forgotten Realms and after reading the information given me (se the link below) and I dont like 4 edition either.

My favourite edition will always be 2 editions, and I use what information 3 and 4 edition haves to offer so it matches our way of playing and making oure FR world fun to play in.

After reweaving 3 edition material I realized how good 2 edition material were, and I stopped complaining about the money ripping firm that ruined FR TSR / HOSBRO, and only used what gave meaning to our campaign.

Players and Dungeon masters keep in mind that yours Forgotten Realms as you see it is unique in its own way, it has special home made rules and its own life. Playing D&D is and will always be a great way of having fun with friends and you chose the time and the edition, and the home made rules that makes your game fun.

In ourer FR world its more Dark Aged the priest in the realms have more to say then conmen wizards and thiefs, and religion plays a big part of the role-playing life, we create personalities and have ourer special individual rituals when rolling dices and its all fun fore all players, and fore me as a DM. 4 edition chant change this, and if we do not like it hell.. We are not going to use it if it ruins our fun.

If you dont like 4 edition dont buy it!

The Future of the Forgotten Realms
http://www.123hjemmeside.dk/Drakul/3654153


Reply author: Wooly Rupert
Replied on: 16 Sep 2007 14:47:00
Message:

Honestly, while we don't like some of what we've seen coming, there remains the fact that we have next to no real information. We're all getting worked up at shadows, here. We know something's there, but at the moment, the shadow is all we can see. We don't know the true shape of what we're facing.

Until we know more, I don't see how we can make any decisions. There are some good people at the helm, and they will, hopefully, explain things in a satisfactory light. I think we owe it to them to at least give it a shot.

I'm not saying to go all gung ho for the 4E FRCS, or that we should rush out to buy it and every other 4E FR product. I'm just saying wait until we actually know more, before deciding whether or not to howl for WotC blood.


Reply author: Mace Hammerhand
Replied on: 16 Sep 2007 19:18:40
Message:

Let us assume, just for a moment, that the events in 1385 do happen. We will have a timejump of at least 10 years. Whether that is good or bad, I know not, but it does have potential to make a damn good campaign-future... IF players can influence the events surrounding all of that, including the Spellplague. If all of this is written in stone, however, and the future is predetermined by Wizards, and the events described in the first chapter of The Orc King will happen, then the (Canon-)Realms are not my pair of shoes. Then again, for the two campaigns I am running Kelemvor isn't even god of Death yet as we are still stuck in 1366/67. Furthermore, I do not plan to let the War of the Spiderqueen take place as is written, since by that time my 6 yrs running campaign will be powerful enough to challenge the drow etc...

I am not happy with those changes, or the prospect of them, but we will see...


Reply author: Faraer
Replied on: 16 Sep 2007 20:05:15
Message:

On 31 August 2007, Rich Baker posted that 'I expect to be able to talk a little more about the "new" Realms in just a couple of weeks'.


Reply author: Markustay
Replied on: 17 Sep 2007 02:13:45
Message:

quote:
Originally posted by Sanishiver

I can't believe I'm actually reading this. With 30 something years of gaming history behind us, with the Realms being what, 20 years old as a setting? --and still people actually write that any future product releases automatically overwrite what goes on in their campaigns?
Not going to go postal or anything, fellow scribes, so fear not. I just want to give a logical explanation from the point of view of someone who is actually excited about 4th edition rules.

A lot of the rules changes sound good, and I'm hoping they live up to the hype. I'm not thrilled by the 'dumbing down' of NPCs and other systems, but I do like a lot of what I'm hearing. I just want to get that 'out there' before I respond.

Most folks who are running campaigns already have them going in the current time frame. Unless you feel like starting completely over, a hundred year jump is USELESS in game terms. Why would we buy products we can't use - because it says Forgotten Realms on it? People aren't so mad about big changes; if that were so we would have left after the ToT. What most ARE upset with is lore that is unuseable in their games.

I realize that WotC wants most people to restart their games with 4e, but realistically that just isn't going to happen. Most folks are still 10-15 behind the current timeline... what are we going to do with information set a century from now? My own personal game is set in 1390 DR, and even I am having a hard time justifying a jump of more then a decade or so.

Also, there were simpler ways to change the magic system then to commit Ragnarok. Over the last month I must have read a least a hundred good ideas about what peopled guessed the Spellplague was going to be.

And guess what? Nearly all of them were better then what the designers have come up with. Its juvenile and not well thought out. There are two methods to change something - one with a club and the other with a firm yet gentle hand. Using a club is the refuge of the unimaginative. With just a little effort, something far more reasonable could have been done. A little finesse, and a light touch, goes a long way.

But I digress... my point is, if we can't use it we won't purchase it. The 'new' Realms are fine for anyone starting new games, but as for the rest of us, we don't need to waste money on these products. I will see if the new setting is so wonderful that I want to erase everything I have worked on for the last three years and reset my timeline - if it is, then more power to them.

I await to be amazed.


Reply author: Warrax
Replied on: 17 Sep 2007 02:19:46
Message:

Right, so I watched some of the stuff from GenCon or something that Bill Slavicsek and Chris Perkins had to say about 4th ed.

Really, this isn't even a fully new edition.

From what I can tell, "4th edition" is basically "3.5e v2.0" and then they started talking about DnD Insider and a variety of webpage-based junk that's completely meaningless to people who can already use the internet.

WotC appears to be taking the tactic that movie companies used and putting their cutting room floor junk and packaging it as important additions. "Designer commentary" for monsters...

DnD Insider is going to be, of course, a subscription-based site, aka a money pit. Being as it features as one of the key components of 4th ed, if you don't choose to spend money on it, you're missing out on the stuff they seem to consider important. Which basically means that if you're not going to use the site, then the books aren't worth it because the "physical products" are only one of the 4 components of 4th edition.

In fact, the majority of what I heard from Slavicsek and Perkins appeared to be empty buzzwords that basically circled around the notion that 4e is basically nothing new. They're adding stuff that fans have had floating around the internet for ages (encounter builders, dungeon builders, etc) but charging you for them.

So yeah, DnD Insider figures to be one of the four building blocks of 4e, but it's a subscription-based site so you're paying extra for it. They appear to have designed an improvement over WebRPG, a properly 3D virtual tabletop that looks like 3D HeroQuest in terms of the tiles and stuff. That seems kind of cool; in fact, if that's functional, then that might make DnD Insider worth it. However, it should not be the foundation for the unveiling of a new edition, it should be a standalone product.

This seems to largely confirm the worst fears of everyone who's been unenthused by 4e; it's a plan to sell subscriptions to DnD Insider and to prop up these new applications, re-sell the corebooks at their awkwardly high prices... They spent 5-10 minutes just talking about Insider and how big that is. The lead-up to that was a lot of empty buzz words about how everything will be 'streamlined' and 'revolutionized' and so forth. They talked oh-so-briefly about Grapple as an example, mysteriously alluding to fixing that and resource management and "all the things that make your sessions grind to a halt." These are things that were said about 3.5e, too, the way they tried to sell us on the need to shell out another $40 + tax for each of the corebooks for THAT little update.

But let's return to "The 4 Parts of 4th Edition:"

- The Physical Products: selling us coreobooks again; but they're still the d20 system, remember, so this is all really errata

- Organized Play: "rewarding you for playing DND wherever you play and whenever you play;" this is pure buzz; RPGA is cool and stuff but that if they were talking about that, then it's a purely farcical addition because RPGA has been around since before 4th ed. Maybe they needed a fourth point to make their presentation symmetrical with the edition number.

- Community: Yes, because Community is something I need WotC to sell me on when the internet has already provided this; gleemax.com social networking tools. w00t. *waves flag*

- DnD Insider; this is the subscription-based site that gives you a collection of online tools; char creators, editorial game content, they even USE the DVD analogy, which I thought was horrible. They're TELLING you that they're selling you useless stuff like movie companies do. Every product will have a code that you can enter into DnD Insider to unlock an e-version of the product. Articles from Dungeon and Dragon Online. Updated dungeon builders, encounter builders, blah, blah.

So yeah, there you have it; 4e is a really weak money-grab, as many suspected.

It is ENTIRELY possible that the mechanical errata that they are using to justify the release of an entirely new set of core books are useful and very effective updates to the rules. But given that they stood on a stage and admitted that this "new edition" is still the same core system as before, WotC has also effectively said "we're selling you the same game with some updates, just like 3.5e."

Ugh, I feel dirty having just listened to that. It was like 25, 30 minutes of the kind of disgusting stuff you hear from people who run pyramid schemes and stuff. Blech.

The whole "four part" thing is really weak. They're selling 'community interaction' and so forth as parts of the edition? No, no, no, the physical products are the new addition. That's the edition itself and from the sounds of it, it's not going to be worth the money for the new corebooks.

Some of the features they've described seem intriguing but they in no way justify an entirely new run of books.

For those of you on this site associated with WotC, I apologize if I've offended you but my first reaction to the various things I've heard has been pretty vitriolic and I'm extraordinarily displeased with the way this is shaping up.


Reply author: RodOdom
Replied on: 17 Sep 2007 02:52:42
Message:

How much are the corebooks?


Reply author: Warrax
Replied on: 17 Sep 2007 03:04:19
Message:

quote:
Originally posted by RodOdom

How much are the corebooks?



Well, if they're the same price as the 3.0 and 3.5 edition corebooks, they're around $40 Canadian.


Reply author: KnightErrantJR
Replied on: 17 Sep 2007 04:02:36
Message:

Amazon has the 4th edition Player's Handbook I listed at $20 right now.


Reply author: Mumadar Ibn Huzal
Replied on: 17 Sep 2007 08:24:43
Message:

quote:
Originally posted by Wooly Rupert

Honestly, while we don't like some of what we've seen coming, there remains the fact that we have next to no real information. We're all getting worked up at shadows, here. We know something's there, but at the moment, the shadow is all we can see. We don't know the true shape of what we're facing.

Until we know more, I don't see how we can make any decisions. There are some good people at the helm, and they will, hopefully, explain things in a satisfactory light. I think we owe it to them to at least give it a shot.

I'm not saying to go all gung ho for the 4E FRCS, or that we should rush out to buy it and every other 4E FR product. I'm just saying wait until we actually know more, before deciding whether or not to howl for WotC blood.


Couldn't agree more with this statement.

As and as far as a new name for Candlekeep? Why, if (big IF) it would disappear from the physical Realms, it would likely only be as a precautionary measure by Alaundo & co to keep all the precious lore safe.

It'll remain Candlekeep(.com) and be located just beyond that gate/portal yonder. Yes, your staff of planewalking will also work, just make sure you carry the required book/tome/scroll unless you want to find yourself on the wrong plane...


Reply author: Warrax
Replied on: 17 Sep 2007 15:44:41
Message:

quote:
Originally posted by KnightErrantJR

Amazon has the 4th edition Player's Handbook I listed at $20 right now.



Amazon.com?

That'd be an American price. Though that does seem promising. The 3e and 3.5e books were RIDICULOUSLY expensive, as were most of the splat books.


Reply author: Thauglor
Replied on: 17 Sep 2007 15:49:23
Message:

After a RSE, Candlekeep would certainly inhabit a pocket universe where lore would be the most valuable asset. Merchants would trade their goods for stories of the past. A couple apples for a peasant story of rain and grain, a basketful of bread, honey and fruit for insights on this or that particular tavern, a week's load of food and luxury goods for that tasty story about a certain heroine, and so on. Of course, parchments and paper, where the tales would be laid on, and any other means of keeping history records, would follow close in price to the stories themselves. Perhaps Sigil would find it interesting to shield Candlekeep from perils of the new reality and embrace the pocket universe as part of that city.
The important thing is we, the scribes, will always be here.


Reply author: Mace Hammerhand
Replied on: 17 Sep 2007 19:04:47
Message:

Candlekeep in Sigil...hmmm...mmmmmhhh...pie


Reply author: Sarkile
Replied on: 17 Sep 2007 21:22:10
Message:

Well, I just found out about this today. Pretty disheartening. It seemed like WoTC has been trying to kill off various characters recently, but I didn't imagine them trying to run Faerun through an apocalypse.


Reply author: Mace Hammerhand
Replied on: 17 Sep 2007 21:58:38
Message:

The Age of Apocalypse...Faern style.

Truth be told, it could be worse... they could bring the return of Bane and not bother to explain it. No...wait...they did that. Maybe we'll get a Mad Max kinda Realms, where it's really hip to wear black leather and beat each other to bloody pulp while riding on horse carts, where the horse carts are actually propelled by wands and other magical gadgets that various factions fight over, and in addition to the KKK...err...CCC, we get the New Society of Dwarves And People...NSDAP, where the master races (plural in this case) are either short and stocky dwarves or slender and elegant elves.

Sorry, but the more I think on this the worse it gets...


Reply author: KnightErrantJR
Replied on: 17 Sep 2007 22:18:14
Message:

quote:
Originally posted by Mace Hammerhand

The Age of Apocalypse...Faern style.





Funny you should say that, as I've had some ideas about this . . . but I need a bit more info before I put together anything resembling a working idea. Hoping that the Grand History answers a few more questions on this front . . . think . . . think . . . think . . .


Reply author: Mace Hammerhand
Replied on: 17 Sep 2007 22:24:35
Message:

I told one of my players about the future of the canon Realms, and she said "Was fr 'ne Scheie ist das denn?"

Run it through a translator, I won't get banned for using profanity in English


Reply author: Mace Hammerhand
Replied on: 17 Sep 2007 22:26:26
Message:

quote:
Originally posted by KnightErrantJR

quote:
Originally posted by Mace Hammerhand

The Age of Apocalypse...Faern style.





Funny you should say that, as I've had some ideas about this . . . but I need a bit more info before I put together anything resembling a working idea. Hoping that the Grand History answers a few more questions on this front . . . think . . . think . . . think . . .




You thought about introducing Apocalypse to Faern? Maybe as an old magical mutated being from ancient Mulhorandi past? And then we could also have Professor Elminster's Magical School for Gifted Youngsters... way cool


Reply author: Victor_ograygor
Replied on: 17 Sep 2007 23:43:22
Message:

quote:
Originally posted by Mace Hammerhand

I told one of my players about the future of the canon Realms, and she said "Was fr 'ne Scheie ist das denn?"

Run it through a translator, I won't get banned for using profanity in English



Made a link to my players about 4 edition (see the link at the bottom)

The first answer to my post at my home site was: Cant you do us all a favour Steve please dont drink when you update your site. (Information about Cyric killing Mystra)

And after finding out this wasnt a joke they said: It seams that the same guys creating dragon lances ending are now working on forgotten realms ending.

And those XXXXXXX idiots they are destroying my hobby

- Saturday we all met and a going talk about these changes, but I think that there are on group how a not going to buy 4 edition stuff.

The Future of the Forgotten Realms
http://www.123hjemmeside.dk/Drakul/3654153


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Sep 2007 01:00:49
Message:

quote:
Originally posted by Warrax
- Community: Yes, because Community is something I need WotC to sell me on when the internet has already provided this; gleemax.com social networking tools. w00t. *waves flag*



Exactly, what is candlekeep.com? There's been a vibrant online community for years. Granted, I didn't expect those guys to get on stage and tell us that their upcoming products were mediocre and "same old same old", but in truth I think a lot of what they talked about isn't anything particularly "revolutionary".

By the way, I also agree with many of the points Asgretrion made before, such as how juvenile some of the marketing language is.


Reply author: Darkmeer
Replied on: 18 Sep 2007 03:27:16
Message:

After reading all 26 pages of this... again,
After reading what Victor_ograygor has posted,
After reading what I can from Wizards,

I have not gotten a feel for the new edition at all. I do not like the way 4e is being presented (I feel that they are talking down to us), and I'm not exactly fond of the deicide and time jump for the realms. I'm not happy with the Succubi=Erinyes, I'm not happy with the racial non-information I'm getting... The list goes on, given that what I've seen is true (if not, then my feelings are invalid)

Now, I am trying to keep an open mind, but I'm failing at it. I see it and hate that I'm not keeping an open mind.

Now, one can argue that the system doesn't make the game, but in our case both need to be true to the story. D&D is fairly close to what the realms is, not exact, but that's okay. We enjoy it regardless. What the system needs to do is FIT the idea of D&D. From there, we can angle a good Realms game.

In order to keep players, one must have a good, if not great, system to work with. In the case of 4e, I feel that it had better sing, lest I NOT pick up the new system. Realmslore, I fear, will suffer in my game more than usual, as I'm only going to take what I like and NOTHING else (note: I might pick up Realmslore, if I thoroughly inspect it first).

One last thought, and this is contrary to the tone of this post. I have played the Wheel of Time RPG and the published adventure that went along with it. Now, if that adventure can be so lovingly crafted for a SET timeline, I feel that there can be a way for the 100 year jump in the realms to be crafted so that such an adventure can exist. Perhaps a 3.5 1384-1386 adventure, a 4e starter (things falling apart) 1395-1405, and then a 4e beginning set 1484-1485. There, bridging the gap, and helping bring the naysayers (such as me) across the gap.

/d


Reply author: Faraer
Replied on: 18 Sep 2007 04:36:26
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
Granted, I didn't expect those guys to get on stage and tell us that their upcoming products were mediocre and "same old same old", but in truth I think a lot of what they talked about isn't anything particularly "revolutionary".
Wizards aren't saying 4E is revolutionary, because that's a direct claim that would incite doubt. The buzzword is the innocuous-seeming 'evolution', used in a powerful form of verbal deception known as presupposition, common in advertising and propaganda, which leads people to accept claims not made directly: here, that what's new is better (distastefully exploiting popular misunderstanding of evolution).


Reply author: KnightErrantJR
Replied on: 18 Sep 2007 05:02:57
Message:

Didn't know if anyone had seen this yet, but there is a new article on Wizards about the direction of the Wizard class and "implements."

http://www.wizards.com/default.asp?x=dnd/drdd/20070917a


Reply author: Thauglor
Replied on: 18 Sep 2007 05:11:29
Message:

Oh, my, oh, my...
What will become of us Realms' orphans...

quote:
Originally posted by Darkmeer

I have not gotten a feel for the new edition at all. I do not like the way 4e is being presented (I feel that they are talking down to us), and I'm not exactly fond of the deicide and time jump for the realms. I'm not happy with the Succubi=Erinyes, I'm not happy with the racial non-information I'm getting... The list goes on, given that what I've seen is true (if not, then my feelings are invalid)

Quickly pulling from memory I'd add the Eladrin/Elf mix, the unreasonable Realmswide Spellplague (reminds me of the Mournland in Eberron), and the large scale deicide, which makes me think all non-evil gods and godesses (the majority of them) are completely incompetent as deities for letting themselves fall into a "trap" for the Nth time. They're deities for gods's sake!!
I can only think Ao has a very dark sense of humor.
quote:
Now, I am trying to keep an open mind, but I'm failing at it. I see it and hate that I'm not keeping an open mind.

Same feeling here. It's quite hard to act like Pollyanna and see only the bright side of things when the little info we're being fed clearly shows the market is more important than the game.
quote:
One last thought, and this is contrary to the tone of this post. I have played the Wheel of Time RPG and the published adventure that went along with it. Now, if that adventure can be so lovingly crafted for a SET timeline, I feel that there can be a way for the 100 year jump in the realms to be crafted so that such an adventure can exist. Perhaps a 3.5 1384-1386 adventure, a 4e starter (things falling apart) 1395-1405, and then a 4e beginning set 1484-1485. There, bridging the gap, and helping bring the naysayers (such as me) across the gap.

I never played Wheel of Time but your suggestion is an interesting way of circumventing the worst of the time jump. I'd stretch the "things falling apart" period at least a couple decades more, however.

What worries me most, though, are all the "empty buzzwords" Warrax pointed out a little earlier. It's crystal clear Hasbro's money-making machine is at full steam. I do not know how deep into the minds (and pockets) of D&D Designers the giant has rooted itself, but the results are becoming unappreciated.

Since this thread is mainly a D&D 4e discussion, I'll focus on that. I see a dark future for official gameplay (perhaps not in the US) for RPGA GMs may start facing an even greater shortage of material if they do not subscribe to D&D Insider. Right now, it seems the core books contents (and the FRCS for that matter) will have very little useful information for you to run a campaign. Perhaps a couple adventures and that's it. Regularly give them your money and you'll have access to the really pertinent canon information.

Please WotC! Give us some REAL good news!
... for right now I'm feeling like an orphan...


Reply author: KnightErrantJR
Replied on: 18 Sep 2007 05:13:05
Message:

And now that I posted that, here is what that puts me in mind of . . .

First off, someone on Paizo pointed out that we have shifted from "Vancian" magic to "Rowlingsian" magic. Nothing wrong with Harry Potter, but I'm not sure I want the entire magic system to shift every time there is a new trend in popular fantasy.

The way I think of things is kind of like this . . . without going into specifics of mechanics, can I describe what a wizard does in the same terms? If I can, then its a D&D wizard. If I can't, then it might be an interesting mechanic, but you have created something else.

The following description of a wizard holds true, without much problem, in OD&D/1st/2nd/3rd/3.5 edition D&D:

The wizard has to get a good night's rest to get all of his spells for the day. He has to study his spell books to prepare his spells, and once he casts all of them, he has to rest before he can study and gain more spells. He can cast spells stored in a wand, which holds a finite amount of energy to power various spell effects, and he may prepare and cast spells from scrolls, which hold spells ready to be released by the proper kind of caster. He may also use staves, which generally hold more powerful spells and magical abilities within them, but also have a finite amount of power in them.

Now, there are a lot of game rule variables within that description, but those basics hold true across every edition up until 4th edition.

It seems that the designers were worried about wizards having to rest for 8 hours once they used up their spells, and that at high levels wizards had too many spells to prepare. Alright, you could actually change wizards so that they had a set number of spell slots, that they can fill with whatever spells they wanted to, and they only have a maximum level spell that they can cast. They could have refined the "reserve feat" system for having minor magical effects available if you have a more powerful spell still prepared and uncast. They could even have set up a "rest for an hour, get back X number of spell slots" mechanic that would allow a wizard to still have to rest and study their spellbook, but wouldn't require a full "night" of "camping."

I could be wrong, and I'm not a professional game designer, but it seems there was a lot of room to play with this class without tearing down the system and rebuilding it from scratch.


Reply author: Darkmeer
Replied on: 18 Sep 2007 05:38:16
Message:

Thanks Thauglor, I am pleased to know I'm not the only one

quote:
Originally posted by Thauglor

Oh, my, oh, my...
What will become of us Realms' orphans...
quote:
Originally posted by Darkmeer

I have not gotten a feel for the new edition at all. I do not like the way 4e is being presented (I feel that they are talking down to us), and I'm not exactly fond of the deicide and time jump for the realms. I'm not happy with the Succubi=Erinyes, I'm not happy with the racial non-information I'm getting... The list goes on, given that what I've seen is true (if not, then my feelings are invalid)

Quickly pulling from memory I'd add the Eladrin/Elf mix, the unreasonable Realmswide Spellplague (reminds me of the Mournland in Eberron), and the large scale deicide, which makes me think all non-evil gods and godesses (the majority of them) are completely incompetent as deities for letting themselves fall into a "trap" for the Nth time. They're deities for gods's sake!!
I can only think Ao has a very dark sense of humor.


Yep. Seems about right. The eladrin/elf mix smells of Warcraft. I've looked at the "concept art" that they've offered us and thought "blood elf." The fact I love the WoW RPG and Blizzard's world, it doesn't mean that I want that to be my everyday D&D game.

quote:
Originally posted by Thauglor


quote:
Now, I am trying to keep an open mind, but I'm failing at it. I see it and hate that I'm not keeping an open mind.

Same feeling here. It's quite hard to act like Pollyanna and see only the bright side of things when the little info we're being fed clearly shows the market is more important than the game.

The market more important than the game? (not directed at you, btw). WE are the market darnitalltoheck! If this market were sooooo important, why didn't they put the core books & the "beginners" box sets in Wal Mart or somesuch, that way they'd be gaininng new and more fans. Grr... I could rant a long time about that one.
quote:
Originally posted by Thauglor


quote:
One last thought, and this is contrary to the tone of this post. I have played the Wheel of Time RPG and the published adventure that went along with it. Now, if that adventure can be so lovingly crafted for a SET timeline, I feel that there can be a way for the 100 year jump in the realms to be crafted so that such an adventure can exist. Perhaps a 3.5 1384-1386 adventure, a 4e starter (things falling apart) 1395-1405, and then a 4e beginning set 1484-1485. There, bridging the gap, and helping bring the naysayers (such as me) across the gap.

I never played Wheel of Time but your suggestion is an interesting way of circumventing the worst of the time jump. I'd stretch the "things falling apart" period at least a couple decades more, however.

Honestly, I dislike the novels of the WoT, but I love the RPG. The RPG was created as a one-shot, and the adventure went through the first few books, and worked. Although the stretching of time would be easy (we have a century to work with), I think an ending, a middle and a new beginning are needed in order to keep existing fans, and to regain much of the excitement that was lost.
quote:
Originally posted by Thauglor

What worries me most, though, are all the "empty buzzwords" Warrax pointed out a little earlier. It's crystal clear Hasbro's money-making machine is at full steam. I do not know how deep into the minds (and pockets) of D&D Designers the giant has rooted itself, but the results are becoming unappreciated.

Yes, empty buzzwords are awful. They make me much less excited about the game. I can't remember the issue, but when 3e was being released, they did posit some similar articles, although there were some serious spoilers (stats for Tiamat & Bahamut). This gave a glimpse into the new system, and made it much easier to make a transition. Sure, there were buzzwords, but the new edition just... drips with them. Buzz is good, but when the buzz wears off, are you happy with what's next to you? (Speaking of books here, as my books lie beside the head of my bed, next to my wife )
quote:
Originally posted by Thauglor

Since this thread is mainly a D&D 4e discussion, I'll focus on that. I see a dark future for official gameplay (perhaps not in the US) for RPGA GMs may start facing an even greater shortage of material if they do not subscribe to D&D Insider. Right now, it seems the core books contents (and the FRCS for that matter) will have very little useful information for you to run a campaign. Perhaps a couple adventures and that's it. Regularly give them your money and you'll have access to the really pertinent canon information.

Please WotC! Give us some REAL good news!
... for right now I'm feeling like an orphan...



For some, Thauglor, the news of a new edition is good enough news for them. For other, such as us, we will be left orphaned on the mean streets of Seattle.

I also want to know how much is included in the base price of the D&D insider, whether or not there's "a small fee" included for every blasted thing in the game or not, above and beyond the subscription.

/d


Reply author: Thauglor
Replied on: 18 Sep 2007 05:55:51
Message:

Being myself a Wizard, I've been toying with spell systems for at least a decade now. Some of them have seen the light in a few of my campaigns. What I am going to say is strictly my point of view and nobody should feel it as a criticism of their own choices.

That said, for me slot magic (Vancian mode on) are not the greatest of systems. I must point out that it strongly hinders the PC's magical development and, worse, it limits player creativity extensively. Why should a fireball always be a perfect ball? And can I change the colour of my fireball? Those are very simple examples of what I'm saying. The bright side of it is that it's quite simple to keep track of your spells.

Point-based systems may solve the above limitations, giving the oportunity for the PC to mold her spells as she sees fit, and thus bringing more colour to the use of magic. I came up with a system based on a logarithmic table, which allows the same results of metamagic feats. The only problem? It's too difficult for any new player to keep track of all the possibilities available and, of course, of all the points spent. It eventually became a system for hardcore Wizard players who can manage a large load of numbers and calculations without being a hindrance to gameflow.

I even tried a hybrid system, which actually turned out to work pretty well. But the wheight of heavier calculations were still an impediment for the system to take off.

I'm not at all against new magic systems, as long as they allow for as much creativity as a player can show. What I didn't like about the little I read of the new system is the restricted use of implements for this or that area or school of magic. Orbs, wands and staves may alter the way a Wizard wields magic and I'm very excited about this perspective. However, I'm against implements having arbitrary use restrictions.

Perhaps it's time I revisited my last set of house rules.


Reply author: Faraer
Replied on: 18 Sep 2007 06:18:08
Message:

quote:
Originally posted by Thauglor
I must point out that [slot magic] strongly hinders the PC's magical development and, worse, it limits player creativity extensively. Why should a fireball always be a perfect ball? And can I change the colour of my fireball?
It doesn't so limit creativity -- look no further than the Realms, which (even before it was adapted to D&D) combines Vanceian magic with just the flexibility you mention, as seen often in Ed Greenwood's fiction -- for instance the flaming sphere scene in Spellfire, or the fireball-crafting in "Elminster at the Magefair". It would have been lovely to see this discussed in sourcebooks, perhaps with some rules guidance, but it works fine in Ed's and other people's campaigns.

Of course, different magic systems were among the first big topics among the first generation of professional and armchair game designers right after the release of D&D, along with alignment and hit locations. There were no right conclusions then or now about which is 'best'. I like D&D, and the Realms, with Vanceian magic. But we have several versions of D&D that use it, and D&D is now diverse and diffuse enough that while I wouldn't be enthused by a system that pandered to impatient MMO players unwilling to plan their spells, I also wouldn't want designers to stick with something they don't love themselves, when so much of the game has already been and will be changed.


Reply author: Thauglor
Replied on: 18 Sep 2007 07:16:36
Message:

I agree with you Faraer that slot magic may not limit creativity... but only if you don't follow the rules to the letter. I wasn't thinking of the novels when I last posted. Magic (and other things) in the novels can easily surpass what is predicted in the rules. Funny you mentioned those examples. Spellfire really presented more magic than 2e expected to show. Shandril herself was an aberration of magic (and so was spellfire). And Elminster... ah, the Old Grumpy, hadn't the rules been twisted a little, he could have never existed as a multiclass NPC. One could argue that El was not human (anymore) and that the 2e dual-class restriction of humans would not apply to him. But then again, as a GM you can always argue and twist the rules to your own designs.

If the rules are to be taken literally, what I believe we do almost 100% of the time, I still think Vancian magic limits creativity. Perhaps I'm also taking into consideration that GMs tend to be the pinnacle of creativity, so that we can offer the best adventure possible to our players. In the light of that, I like to allow my players to mix spells into a new one, more potent (and more dangerous to the caster).

Usually, however, Vancian magic makes the core of my tables. After all, at WotC sanctioned events house rules are not very well accepted.


Reply author: Victor_ograygor
Replied on: 18 Sep 2007 07:17:43
Message:

quote:
Originally posted by Darkmeer

After reading all 26 pages of this... again,
After reading what Victor_ograygor has posted,
After reading what I can from Wizards,

I have not gotten a feel for the new edition at all. I do not like the way 4e is being presented (I feel that they are talking down to us), and I'm not exactly fond of the deicide and time jump for the realms. I'm not happy with the Succubi=Erinyes, I'm not happy with the racial non-information I'm getting... The list goes on, given that what I've seen is true (if not, then my feelings are invalid)

Now, I am trying to keep an open mind, but I'm failing at it. I see it and hate that I'm not keeping an open mind.

Now, one can argue that the system doesn't make the game, but in our case both need to be true to the story. D&D is fairly close to what the realms is, not exact, but that's okay. We enjoy it regardless. What the system needs to do is FIT the idea of D&D. From there, we can angle a good Realms game.

In order to keep players, one must have a good, if not great, system to work with. In the case of 4e, I feel that it had better sing, lest I NOT pick up the new system. Realmslore, I fear, will suffer in my game more than usual, as I'm only going to take what I like and NOTHING else (note: I might pick up Realmslore, if I thoroughly inspect it first).

One last thought, and this is contrary to the tone of this post. I have played the Wheel of Time RPG and the published adventure that went along with it. Now, if that adventure can be so lovingly crafted for a SET timeline, I feel that there can be a way for the 100 year jump in the realms to be crafted so that such an adventure can exist. Perhaps a 3.5 1384-1386 adventure, a 4e starter (things falling apart) 1395-1405, and then a 4e beginning set 1484-1485. There, bridging the gap, and helping bring the naysayers (such as me) across the gap.

/d





Welcome to Forgotten Eberon the World formerly known as Forgotten Realms. This game can be played by kids from age 7 12, and the rules a damn easy. We only have 4 goods in the world so it should be easy to remember their names and we only use dices when absolute necessary.

Forgotten Eberon is a all profit game and this means that you get broke and we get rich, you just shux up you are a player and we rule, and yes we do not like to here your idiotic idears on what we have done to the former world known as Forgotten Realms..

YOU JUST BUY AORE 4 EDITION PRODUCT UNDERSTAD!!!!



Reply author: Jorkens
Replied on: 18 Sep 2007 07:18:18
Message:

quote:
Originally posted by Mace Hammerhand

I told one of my players about the future of the canon Realms, and she said "Was fr 'ne Scheie ist das denn?"

Run it through a translator, I won't get banned for using profanity in English



Ans here I thought those thirteen years of German in school was all for naught. I do agree though.


Reply author: Victor_ograygor
Replied on: 18 Sep 2007 07:18:39
Message:

Double post


Reply author: Jorkens
Replied on: 18 Sep 2007 07:21:44
Message:

quote:
Originally posted by Thauglor

I agree with you Faraer that slot magic may not limit creativity... but only if you don't follow the rules to the letter. I wasn't thinking of the novels when I last posted. Magic (and other things) in the novels can easily surpass what is predicted in the rules. Funny you mentioned those examples. Spellfire really presented more magic than 2e expected to show. Shandril herself was an aberration of magic (and so was spellfire). And Elminster... ah, the Old Grumpy, hadn't the rules been twisted a little, he could have never existed as a multiclass NPC. One could argue that El was not human (anymore) and that the 2e dual-class restriction of humans would not apply to him. But then again, as a GM you can always argue and twist the rules to your own designs.

If the rules are to be taken literally, what I believe we do almost 100% of the time, I still think Vancian magic limits creativity. Perhaps I'm also taking into consideration that GMs tend to be the pinnacle of creativity, so that we can offer the best adventure possible to our players. In the light of that, I like to allow my players to mix spells into a new one, more potent (and more dangerous to the caster).

Usually, however, Vancian magic makes the core of my tables. After all, at WotC sanctioned events house rules are not very well accepted.



Well, the creativity just has to be used a little differently. The spells can still be changed and modified, but it needs research and writing. Some of the spontaneity disappears, but then again you get all the adventures that show up with the rumours of your new and unknown spell.


Reply author: Mace Hammerhand
Replied on: 18 Sep 2007 08:05:24
Message:

Some of the arguments the design team use have merit tho. E.g. if a party starts at 8 a.m. and have three major encounters very early on in the day, the casters might well be out of spells and in the arcane casters' case useless for the rest of the day. Sure, there might be a couple of wands, but all in all the wizard and sorcerer can unpack their crossbows and wave them around.

For my campaign (which will remain 3.5) I will try out the alternate magic system presented in Unearthed Arcana.


Reply author: Thauglor
Replied on: 18 Sep 2007 09:51:52
Message:

The system from UA is interesting. I actually used that system along with another one I found on the internet (I can't remember the name now for a proper reference) as a base for my hybrid system. UA is a good alternative system, but it still lacks a little on the versatility I was looking for. Nice system though and worth trying.


Reply author: Wooly Rupert
Replied on: 18 Sep 2007 10:12:35
Message:

quote:
Originally posted by KnightErrantJR

First off, someone on Paizo pointed out that we have shifted from "Vancian" magic to "Rowlingsian" magic. Nothing wrong with Harry Potter, but I'm not sure I want the entire magic system to shift every time there is a new trend in popular fantasy.


Accio money! Expecto profitum!


Reply author: Thauglor
Replied on: 18 Sep 2007 12:02:43
Message:

quote:
Originally posted by Wooly Rupert
Accio money! Expecto profitum!



Very well thought Wooly. This will certainly be the motto for the 4th edition.

If you apply the currency in use during the Roman Empire you get other fun sentences.

Accio sestercii! Expecto lucrum!
Accio assis! Expecto dinarii!


And what about
Accio impressio quarta! Expecto maximum lucrum!


Reply author: Odysseus
Replied on: 18 Sep 2007 13:09:51
Message:

Regarding the new FRCS.
To produce a new FRCS wotc kinda have to advance the timeline 100 years+. If they don't then all it would be is a players guide with classes & feats. To produce a new guide they have to have something new to write about. On his blog Rich Baker said they weren't going to do the "points of light" with the realms. And the FRCS is a year away, so I think there's still hope. I am looking forward to what they are going to do with racial levels for the realms races. And I am curious about what they do with classes. There are alot of bards, druids & monks in the realms. And none of those classes are likely to make the PHB1, and the PHB2 comes out after the FRCS.

As to the 4e rules changes.
I'm thinking of it more as a 3B rules. I don't believe its an evolution at all. There are alot of core mechanics they need changing. So a new edition is probably right. But I don't believe it will be a great deal better than 3rd. I do think that there is a good chance we'll get a more setting portable set of core rules. That are simpler and smoother to use, that are more can do, than you can't do that.
Also they are not getting entirely rid of vancian slot system. The wizard class will still have it. But will also have at will and per encounter magical powers/abilities.


Reply author: Wooly Rupert
Replied on: 18 Sep 2007 14:07:43
Message:

quote:
Originally posted by Odysseus

Regarding the new FRCS.
To produce a new FRCS wotc kinda have to advance the timeline 100 years+. If they don't then all it would be is a players guide with classes & feats. To produce a new guide they have to have something new to write about. On his blog Rich Baker said they weren't going to do the "points of light" with the realms. And the FRCS is a year away, so I think there's still hope. I am looking forward to what they are going to do with racial levels for the realms races. And I am curious about what they do with classes. There are alot of bards, druids & monks in the realms. And none of those classes are likely to make the PHB1, and the PHB2 comes out after the FRCS.


I disagree. They've already produced 2 FRCS's that just advanced the timeline a few years from the previous one... The point of these books isn't to act as nothing more than an update, it's an intro to the setting, as viewed thru the lens of the current version of D&D.


Reply author: Mace Hammerhand
Replied on: 18 Sep 2007 14:15:26
Message:

What bugs me the most about 4e is that they change things so much that old material cannot be properly used anymore. In 3e one could still use the 1st and 2nd edition modules and supplements with only a change to the monsters and traps. Now with the re-organization to mobs (erinyes = succubus = demon...err devil) and what have you they basically say "Oh, your old modules are worth nothing except the plot."

THAT is what bothers me the most.


Reply author: Alaundo
Replied on: 18 Sep 2007 15:09:07
Message:

quote:
Originally posted by Mace Hammerhand

What bugs me the most about 4e is that they change things so much that old material cannot be properly used anymore. In 3e one could still use the 1st and 2nd edition modules and supplements with only a change to the monsters and traps. Now with the re-organization to mobs (erinyes = succubus = demon...err devil) and what have you they basically say "Oh, your old modules are worth nothing except the plot."

THAT is what bothers me the most.



Well met

Aye, I must admit this is one thing which doesn't bode well with me. The lack of conversion from 3.5 to 4 is a little inconsiderate. Having to scrap long-standing characters who can't be converted will understandably upset a few players.


Reply author: Faraer
Replied on: 18 Sep 2007 15:35:44
Message:

quote:
Originally posted by Thauglor
If the rules are to be taken literally, what I believe we do almost 100% of the time, I still think Vancian magic limits creativity.
Taking the rules literally would be to mistake their purpose and abuse them. (Who's 'we'?)
quote:
Originally posted by Odysseus
To produce a new FRCS wotc kinda have to advance the timeline 100 years+.
You're exaggerating -- they didn't have to for 1993 or 2001 -- but it's an important point that it's much easier for us to theorize than to have to make decisions that will lead to Hasbro-scale profits.

But let's look at the 2E and 3E base products. The 1993 box was an expansion (with some material removed) of the first, not a complete redo. Little of the new material had to do with the (gratuitous and still unjustified) timeline jump. The 3E book is the team's summary and high-concept reconceptualization, which despite its extended length made severe and arguable decisions about what to cut, what to leave, and what to expand. I can think of several ways of doing the same thing for 2008 and making a substantially new-seeming project, but what I'd have liked to see was the Realms let, for the first time, to be itself, fulfilling and not shying from its own strengths -- an approach that I hoped for in 2000, and that has never been tried. Instead we've had, down the years, as well as some excellent works from the earliest to the latest days, an amazing, ingenious cavalcade of attempts to do anything but let the Realms be the Realms.
quote:
If they don't then all it would be is a players guide with classes & feats.
What do classes and feats have to do with a player's guide? The Player's Guide to Faern only got that unfitting title because Rules Updates of Faern didn't sound good.


Reply author: Warrax
Replied on: 18 Sep 2007 15:46:32
Message:

quote:
Originally posted by Mace Hammerhand

Some of the arguments the design team use have merit tho. E.g. if a party starts at 8 a.m. and have three major encounters very early on in the day, the casters might well be out of spells and in the arcane casters' case useless for the rest of the day. Sure, there might be a couple of wands, but all in all the wizard and sorcerer can unpack their crossbows and wave them around.


I don't see your point; yes, the wizard might ABSOLUTELY be out of spells and that might be a rather significant reason to plan your spell usage, or *gasp* seek alternate resolution to the conflict, or use disposal magic items and so forth. All of the myriad and sundry ways you can complement your character's abilities.

Anyway, the phrase "**** happens," comes to mind. Things aren't supposed to be perfect or easy, they're supposed to be challenging.

I think my biggest beef here is that WotC isn't just trying to sell us the same edition with a bunch of alterations; I expect that of them, because I hate Hasbro and I've had little respect for WotC as a corporation since 3.5 was released. It stings and I'm extraordinarily displeased with it, but the thing that bothers me most is that WotC is publically telling us "Yeah, this is an entirely new edition and we're selling a whole new round of corebooks... but really, it's the same core system as what you've been playing with for the last 8 years, we're just trying to sell subscriptions to DnD Insider and stuff from gleemax.com!"

I mean, goto YouTube, start here:

http://youtube.com/watch?v=G_e5wAUwdmM

Watch all four parts of that.

And then, once you're done vomiting and swearing at WotC, let's talk more about the stuff that I presented in my post. This is the sort of thing that makes me never want to buy anything from WotC ever again (at least insofar as gaming products go).

I'm going to buy the Shadowdale adventure, I'm going to buy A Grand History of the Realms because I want to see what they've gone and done (and if it isn't quite as horrible as it seems right now, then I'll get the 4e FRCS) and then I'm largely done with newly released products.

There are an incredibly large number of supplements out for 1e and 2e available from Paizo.com; my Ravenloft, Greyhawk and Forgotten Realms collections grow regularly as I acquire more and more pieces therefrom.

And then, if Paizo.com starts selling 3e and 3.5e stuff as PDFs once 4e is released, I'll investigate those, because there are some neat ones. But 4e is pretty much The Straw, right here, pending some kind of massive revelation about the quality of the core mechanics as they are to be presented in the new core books.

But this is disgusting.


Reply author: Ayunken-vanzan
Replied on: 18 Sep 2007 16:55:24
Message:

quote:
Originally posted by Mace Hammerhand

What bugs me the most about 4e is that they change things so much that old material cannot be properly used anymore. In 3e one could still use the 1st and 2nd edition modules and supplements with only a change to the monsters and traps. Now with the re-organization to mobs (erinyes = succubus = demon...err devil) and what have you they basically say "Oh, your old modules are worth nothing except the plot."

THAT is what bothers me the most.



This is exactly what I was thinking when I first heard about the changes for 4th ed: This time, you have to start anew, because there is no material left which has any relevance for the Realms of 4th ed. Neither rules nor lore can be used, you have to get the new books.


Reply author: Odysseus
Replied on: 18 Sep 2007 16:55:50
Message:

quote:
Originally posted by Wooly Rupert


I disagree. They've already produced 2 FRCS's that just advanced the timeline a few years from the previous one... The point of these books isn't to act as nothing more than an update, it's an intro to the setting, as viewed thru the lens of the current version of D&D.



Thats kinda my point. An Intro to the setting as viewed thru 4e , would be a waste of a book, much like players guide to realms was. I look at the 100 years advancement as a sign that they are trying to put something more substantial out that an intro to the setting. But thats all my humble opinion.


quote:
Originally posted by Alaundo



Well met

Aye, I must admit this is one thing which doesn't bode well with me. The lack of conversion from 3.5 to 4 is a little inconsiderate. Having to scrap long-standing characters who can't be converted will understandably upset a few players.



That to me is the biggest obstacle. I have all these 2e & 3e realms books. And if they are not easily convertable to 4e, I probably won't convert either.
Although reading the wotc R&D blogs. You will notice the first thing they did when getting 4e rules was convert their 3e characters. So just because they aren't producing any convertion guides doesn't mean you can't convert the characters. And I suspect converting 2e material to 4e might be easier than converting to 3e.


Reply author: Markustay
Replied on: 18 Sep 2007 18:03:03
Message:

Curiouser and curiouser...

I often joke about how I am constantly seeing my House Rules appear in newer editions of sourcebooks as time goes on. Nothing new there - different people can come to the same coclusions when developing a logical set of rules. In fact, two of the optional rules systems presented in UE were identical to my own... uncomfortabley so.

Now I have a confession to make - I'm not nearly as creative when it comes to 'crunch' as I lead people to believe. 90% of my 'crunchiness' comes from adapting another old and forgottoen set of RPG rules to work within the D&D framework. Recently I adapted a section nearly 'whole cloth' for the Elven Netbook thread, when I was writing variant rules for the Racial Paragon Classes in UE.

The rules were all about using foci (wands, staffs, and even tiaras ala Elrond) to effectively allow casters a bit more power with their magic. At the time I wrote that, I also saw the connection to Harry Potter magic, but her first novel was written some 15 years AFTER the rules system I'm using for my adaptions.

So, after reading the stuff in that link that KEJ posted, it makes me wonder all the more.

Is someone at WotC using an old edition of Chivalry& Sorcery to write at least some of these rules changes? It could just be my imagination, but the fact that the two sub-systems from UE that I mentioned earlier will probably make it into the core rules really makes me wonder...

Perhaps I'm just being paranoid...


Reply author: Markustay
Replied on: 18 Sep 2007 19:45:49
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Asgetrion

quote:
Originally posted by Mkhaiwati

quote:
Originally posted by Markustay


Food for thought - someone over at the WotC boards brought up the fact that Candlekeep might be gone a hundred years from now.

So.... should we start throwing around new names now....



How about... Hamsterburg or Furrykeep?



Hey, I'll vote for either one of these!



I can support either name.

All joking aside, someone else has already embraced both my concepts and is going forward with a 3e FR site to continue material in the current timeframe. The site, and even the name - Libraries of Darkhold, are very reminiscent of what we do here.

http://d20academy.co.uk/default.aspx

If they come out with a Darkhold Compendium, do we go to war?


Reply author: sleyvas
Replied on: 18 Sep 2007 20:25:43
Message:

quote:
Originally posted by Asgetrion

As I somehow had feared and suspected, Shar's actions will cause Mystra to die, and this will be the cause of the Spellplague. I just wonder why none of the other deities assumes the Portfolio of Magic, which is what always happened before -- why wait for a hundred years? Or will there even be a God/Goddess of Magic after the Spellplague has passed? It seems that Azuth, Velsharoon and Savras will all either perish or pass to the Astral Plane, which would hint that there will be only a single deity of magic, or none.

It also appears that there will a 'harrowing down' of dwarven deities, too. Let me make a bold assumption here: Deep Duerra and Laduguer had to be killed because Psionics will either vanish altogether from 4E or become completely 'optional' or possibly even a 'variant' type of magic. The latter option would indicate that the deity of magic would govern over them.



Hmmm, this is interesting that they released that much in GHotR. I will miss Mystra, but at the same time, I wouldn't be adverse to having magic deities who govern "types" of magic. For instance, having Savras (divinations), Azuth (transmutation & abjuration), Velsharoon (necromancy), Leira <after somehow coming back and whacking Cyric> (illusion), Talos/Malyk (invocation/evocation), Shar (shadow magic, enchantments), Set (unholy magic), maybe someone else could promote "planar magics" such as what falls under conjuration/summoning now... or maybe have planar/transport magic separated from summoning/binding magic and give over summoning/binding to Shar or Velsharoon.

As to the reduction of the dwarven pantheon, I'm surprised at this. I really liked Deep Duerra and Laduguer. Even if psionics goes away, Deep Duerra could stay around as the dwarven god of "dark" magic (i.e. necromancy, summoning, mental usurpment). Would definitely make an interesting thing where some communities of duergar are more warrior-esque followers of Laduguer. Others would be developing a more mage like culture (with warrior mages too) following Deep Duerra. The two might not get along even, some blaming the other for spell plague deaths, etc...


Reply author: sleyvas
Replied on: 18 Sep 2007 21:00:24
Message:

quote:
Originally posted by KnightErrantJR

Didn't know if anyone had seen this yet, but there is a new article on Wizards about the direction of the Wizard class and "implements."

http://www.wizards.com/default.asp?x=dnd/drdd/20070917a



Good, perhaps this will be a way to differentiate between the "focused" wizard whose primary goal is wizardry, and the eldritch knight type like I often play. I don't see Sleyvas (or any of his progeny) running around with a staff (unless of course, there's some good combat ability he can put it to as well as serving as a focus).
I do strongly hope that they do put consideration in though for those of us who play mage/ftrs, mage/priests, and mage/thieves though. That was something clearly missing in 3.0 rules.


Reply author: sleyvas
Replied on: 18 Sep 2007 21:14:22
Message:

quote:
Originally posted by KnightErrantJR


It seems that the designers were worried about wizards having to rest for 8 hours once they used up their spells, and that at high levels wizards had too many spells to prepare. Alright, you could actually change wizards so that they had a set number of spell slots, that they can fill with whatever spells they wanted to, and they only have a maximum level spell that they can cast. They could have refined the "reserve feat" system for having minor magical effects available if you have a more powerful spell still prepared and uncast. They could even have set up a "rest for an hour, get back X number of spell slots" mechanic that would allow a wizard to still have to rest and study their spellbook, but wouldn't require a full "night" of "camping."

I could be wrong, and I'm not a professional game designer, but it seems there was a lot of room to play with this class without tearing down the system and rebuilding it from scratch.



I'll agree there. I'm extremely worried about the level rebuilding of spells. Also, as you say, much of this could have been redone with a system like the reserve feats (which needed work, but was at least an idea in the works). It seems almost like they said "Wow! Warlocks are COOL! People like 'em... but now the wizards are mad! We gotta give wizards auto-reloading spells too!". Its kinda weird, we went from 2nd edition where the ultimate spells were ones that made you not have to sleep and/or refilled spell slots right after you cast them... just because it could take two days or more to re-memorize your spells at the upper levels. Then in 3rd edition, it only took an hour, no matter how many spells it was, but you still ran out. Now, its gonna be you never actually run out. Again, if you wanted to never run out of blast spells, couldn't the reserve feat idea have been fixed better (again, its mechanics need work, which really makes me worry about what the idea is that they have for 4e... since they would've been testing it around the same time)?


Reply author: Warrax
Replied on: 19 Sep 2007 00:25:59
Message:

As far as worrying about spells running out, I think the newer systems cheapens the game.

Before, you had to work to acquire or craft scrolls, wands, rings of storage, things like that. You could hang spells with baldrics or mantles, use various magical items to supplement your craft, you had to use guile and forethought to plan your usage of magic...

Precisely because it was finite.

That whole aspect of the game has been withering away for a while now and I think that lessens what it means to be an arcane wizard, at least ITO the roleplaying game.

Sorcerers and warlocks and stuff are great but they're different and more limited in what they can do... wizards have heretofore been the most versatile of that casting group but the trade-off has been their finite supply of spells. It's a definite boo-urns to have that overturned.


Reply author: Asgetrion
Replied on: 19 Sep 2007 00:31:12
Message:

I just read the Design & Development bit about wizards in 4E. I guess that one of the reasons that 3rd Edition wizards are difficult to convert seems to be that they're cutting the Schools of Magic completely from the system, and replacing them with organization-like 'traditions' that rely on using the 'implements' (Orb, Staff and Wand). It seems that these 'implements' act somewhat like the 'foci' in UA (boost your spells) and each of the traditions rely on one of them. Seems like more work for Eytan, if they are going to be dropped into FR. I was just wondering if domains will be also cut and clerics will have to choose from a number of traditions, too?

All in all, I don't like this change. It feels like an amalgam of influences from Lord of the Rings ("Hey, those Palantiri rock! And it was so *cool* to watch Gandalf and Saruman blasting each other with their staves!") and Harry Potter ("Isn't Harry using his father's wand? Maybe D&D wizards should all be using wands, too"). Or maybe the designers have accidentally bought some Tarot decks instead of MTG boosters?

IMHO the schools worked pretty well as a system in all the previous editions, and I felt it was easy to create a specialist wizard if you didn't want to play a 'generalist'. Now it appears that all these 'traditions' force you to specialize, one way or the other. I was just wondering why they didn't create more 'implements' and traditions -- or don't wizards rely on rings or amulets anymore? Any weapon also thematically fit the bill, especially if you're going to multi-class to fighter or playing an 'eladrin'.

Maybe the designers should have taken a good look at how 'Ars Magica' handles talismans (and magic in general), because apparently there are some mechanical similarities in 4E. These similarities to Ars Magica might be the reason why, in my opinion, 4E will feel like a half-hearted attempt to revolutionize the D&D magic system without any truly original innovations.


Reply author: Faraer
Replied on: 19 Sep 2007 00:49:28
Message:

Would drawing influence from the Lord of the Rings films and the Harry Potter books be very different from Gary's process when he used the magic he liked from Vance and de Camp and Pratt?


Reply author: KnightErrantJR
Replied on: 19 Sep 2007 00:54:19
Message:

quote:
Originally posted by Faraer

Would drawing influence from the Lord of the Rings films and the Harry Potter books be very different from Gary's process when he used the magic he liked from Vance and de Camp and Pratt?




No, but should we be shifting the magic system with each edition based on what is popular in fantasy at the moment? I understand what you are saying, and if it was just a logical choice, I wouldn't mind so much, but I can't help but wonder if there isn't a little pandering to the theoretically young potential gamer that they are afraid can't "handle" the current magic system, but "gets" Harry Potter and Lord of the Rings.

Plus, I wouldn't mind there being more than one arcane caster type, one of which could be "Vancian" and another which could be more LOTR/Harry Potter item focused. I just don't like that "the" wizard has shifted dramatically in 4th edition.


Reply author: Asgetrion
Replied on: 19 Sep 2007 01:29:37
Message:

quote:
Originally posted by Skeptic

That's definetly not the right thread for doing it but..

Let's start from that basic thing you want in D&D, try to explain why you want these *sacrifices*, what kind of balance does it achieve ?



The short reply: 'Sacrifices' enhance and promote role-playing and in general get your players more involved and invested in their characters and their characters' lives.

The longer reply: 'Mechanical sacrifices' are built into the system as the counterpart to rewards (XP, Feats, Skills, Treasure, Increase in social status, etc.). They are there to remind players that power, and rewards, come at a price -- they are the 'hard choices' that affect your character in mechnical ways. Let me give you some examples: "Do I *really* want to create this Sword +4 to our group's fighter, if I will lose a level in doing it?" or "Do I still keep fighting these monsters and protect my friends, although I'll probably die before the wizard gets that slaying spell finished?" or "Do I *really* want to engage those undead, if it means that I'll most likely permanently lose some Con points?" or "Do I really want to max-out that skill, while neglecting my other class skills?" or "Do I *really* want to cast that Wish to resurrect my reckless barbarian friend for the ninth time in a row?" etcetera. These mechanical sacrifices usually make a player to care more about his character, and the other PCs, too. Note that it *is* important that all players care about their characters -- if not, why would they want to role-play them properly or care about their issues, dreams, goals and even eventual fates (which are represented by 'Social' and 'Moral' sacrifices in the game)?

As noted in the previous sentence, 'Social' and 'Moral' sacrifices are more 'intangible' in nature, because they don't affect your character in any mechanical way in D&D. They are the social and moral 'hard choices' your characters face in their lives. For example: your character becomes the ruler of his home-town and hears of an abandoned dragon's hoard half the world away while at the same an orc horde is marching towards the town -- do you abandon your own family and the rest of the town to their fate, or leave the dragon's treasure to be claimed by other adventurers to save your loved ones? So, essentially, these sacrifices serve to get players *emotionally* more invested in the same things and issues their characters care about.

If mechanical sacrifices are completely eliminated from the rules (as seems to be the case), the system is not in balance anymore. Yes, rewards are "COOL" and "FUN" (official WoTC keywords you can tag 4E with ) but they should not be *ALL* the game is about. I like that players need to make 'hard choices' beyond "Oh my god! This is so wrong -- I have to wait until the next before I get the 'Supreme Cleave' because I want to have 'Blades of Fury' now!" -type of things, for the reasons I posted above.

And *this* (the elimination of all the mechanical sacrifices) is the primary reason why I think that (from my and my friends' perspective) WoTC is going the wrong way with 4E, and most likely it is going to be an edition of D&D we don't want to play.

Does this answer satisfy you?


Reply author: Asgetrion
Replied on: 19 Sep 2007 01:37:41
Message:

quote:
Originally posted by Faraer

Would drawing influence from the Lord of the Rings films and the Harry Potter books be very different from Gary's process when he used the magic he liked from Vance and de Camp and Pratt?



Well, I think that 'Orbs' as implements are a bit funny -- wouldn't Rings, Tomes/Books and Amulets have suited D&D better?

As for Harry Potter -- can you seriously play a wizard that waves a wand (Potter-style) as he casts each spell? I think that whatever you think of the 'Vancian Magic System', it certainly suits D&D thematically far better than this...

Oh, by the way, did you hear that 'Power Word, Kill' will be replaced by something called 'Avada Kavadra'?


Reply author: Rinonalyrna Fathomlin
Replied on: 19 Sep 2007 02:17:07
Message:

quote:
Originally posted by Faraer

quote:
Originally posted by Rinonalyrna Fathomlin
Granted, I didn't expect those guys to get on stage and tell us that their upcoming products were mediocre and "same old same old", but in truth I think a lot of what they talked about isn't anything particularly "revolutionary".
Wizards aren't saying 4E is revolutionary, because that's a direct claim that would incite doubt. The buzzword is the innocuous-seeming 'evolution', used in a powerful form of verbal deception known as presupposition, common in advertising and propaganda, which leads people to accept claims not made directly: here, that what's new is better (distastefully exploiting popular misunderstanding of evolution).



Very true--I'm definitely getting that vibe from them. Of course, that kind of marketing always works because people tend to want new stuff over old stuff, especially when it is subtly implied that you'll be "left out in the cold" if you don't buy the new products.


Reply author: Rinonalyrna Fathomlin
Replied on: 19 Sep 2007 02:53:32
Message:

As far as the new magic system goes--I read that article, and it doesn't look like we've been told much yet. But personally, in my Realms, I'll be sticking with the old system--it's what I know and what I like.


Reply author: Jorkens
Replied on: 19 Sep 2007 07:12:41
Message:

From what I hear this magic system seems interesting and could be included in a very interesting game world. Strangely enough, the last thing I think about here is Lord of the Rings or Potter. But to try to modify existing game worlds to these new core rules will be ridiculous, whether it be the Realms, Dragonlance or Grayhawk.


Reply author: Thauglor
Replied on: 19 Sep 2007 07:18:02
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
[Very true--I'm definitely getting that vibe from them. Of course, that kind of marketing always works because people tend to want new stuff over old stuff, especially when it is subtly implied that you'll be "left out in the cold" if you don't buy the new products.

Hehehe. It is really quite funny you'd say that, Rinonalyrna. I do agree that it will certainly work for new gamers. As for me, well... since my players trust me to get them the best in the setting, in adventures and in rules, I'm certain I won't be left out in the cold. I'll always have the company of my 100+ kg of 1e, 2e, 3e and 3.5 edition books. You know... for the first time since all this hubbub about 4e began I'm feeling quite comfortable with all the books I already own. Thx.


Reply author: Thauglor
Replied on: 19 Sep 2007 08:26:35
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

As far as the new magic system goes--I read that article, and it doesn't look like we've been told much yet. But personally, in my Realms, I'll be sticking with the old system--it's what I know and what I like.


Unless WotC stops trying to "adapt" (did I really say that? ) the Realms to these very questionable new rules and seriously produces something of value about game and magic mechanics, I'm scrapping it all and staying with the old ways.

Concerning magic, this "novelty" of traditions seems a big nonsense to me which will only limit the possibilities of Wizard creation and roleplay. Traditions certainly tend to incorporate preferences in a variety of social aspects and in magic it would not be different. But social preferences are far apart from "physical" limitations. I hope I'm wrong but, right now, limiting factors are exactly how traditions seem they will behave.

And what about orbs, wands and staves? Should they also limit magic? Noooooo!! I can even understand traditions favouring this or that magic and wondrous item. I also understand a specific item being best suited for a certain spell or class of very similar spells, due to its inherent characteristics (such as an orb for a clairvoyance spell and a staff to hold more potent fireballs).

But saying such and such item (sorry, implement) focuses magic of a particular discipline or tradition more effectively is mixing the social aspects of traditions with the physical characteristics of the implement itself. I'm so sorry but it disgusts me to even think of such a shallow and naive approach.

I'm really tempted about going back to refining my own system (which I've already talked about in this thread). It allows for greater flexibility of spellcasting, firstly because it incorporates metamagic-feat effects only and secondly because fatigue is a very important aspect of the system.

Can WotC come up with even nicer rules? Certainly! But will they?


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Sep 2007 00:55:36
Message:

quote:
Originally posted by Thauglor

quote:
Originally posted by Rinonalyrna Fathomlin
[Very true--I'm definitely getting that vibe from them. Of course, that kind of marketing always works because people tend to want new stuff over old stuff, especially when it is subtly implied that you'll be "left out in the cold" if you don't buy the new products.

Hehehe. It is really quite funny you'd say that, Rinonalyrna. I do agree that it will certainly work for new gamers. As for me, well... since my players trust me to get them the best in the setting, in adventures and in rules, I'm certain I won't be left out in the cold. I'll always have the company of my 100+ kg of 1e, 2e, 3e and 3.5 edition books. You know... for the first time since all this hubbub about 4e began I'm feeling quite comfortable with all the books I already own. Thx.



Oh, of course there's no logical basis in that kind of fear advertising (and in a way, that's exactly what it is), but advertising is all about appealing to the emotional side of people. It's very much in any company's interest to send the message that if you don't buy their products, you'll be missing out on something fun, that everyone else will have and you won't...

I'm not knocking WotC for their advertising (it's part and parcel of being a business), but I think it's beneficial to be aware as a consumer about the ways in which you're being manipulated.

PS: I'm probably not going to buy much 4E stuff either, because I (as you probably already know) dislike the apparent new direction of the FR setting.


Reply author: Markustay
Replied on: 20 Sep 2007 02:36:11
Message:

quote:
Originally posted by Jorkens

From what I hear this magic system seems interesting and could be included in a very interesting game world. Strangely enough, the last thing I think about here is Lord of the Rings or Potter. But to try to modify existing game worlds to these new core rules will be ridiculous, whether it be the Realms, Dragonlance or Grayhawk.

I quite agree.

The system sounds very interesting, but the whole things seems wrapped up in its own lore. A NEW world would have been the way to go with this - they could have launched it as the 'core' setting for 4e, and then provided us with 'updates' if we wanted to use it. It just seems like so much more work trying to 'shoe-horn' this system into the old settings.

Although I wouldn't have minded seeing them bring back Mystara for 4e core.

Edit: A funny thought occurred to me just awhile ago, while I was busily going over my maps. When they decided to do 3e, someone got it into their head that there was too much empty space on the map, so the map was twisted, and parts of it shrank, bringing all the civilized regions closer together.

Now, with 4e and 'points of light', they tell us there is too much civilization close together, so they need to destroy a bunch of it to create 'wide open spaces' once again.

WTF? They created the problem, and now we get 'nuked' because of their lack of forsight?

Just thought I'd share my latest epiphany.


Reply author: Na-Gang
Replied on: 20 Sep 2007 12:25:14
Message:

quote:
Originally posted by Markustay
Edit: A funny thought occurred to me just awhile ago, while I was busilly going over my maps. When they decided to do 3e, someone got it into their head that there was too much empty space on the map, so the map was twisted, and parts of it shrank, bringing all the civilized regions closer together.

Now, with 4e and 'points of light', they tell us there is too much civilization close together, so they need to destroy a bunch of it to create 'wide open spaces' once again.

WTF? They created the problem, and now we get 'nuked' because of their lack of forsight?




That's a very good point. Oviously, we still can't be sure how 4E will fully change the Realms, but it seems that's the way they're going.


Reply author: Kuje
Replied on: 20 Sep 2007 17:42:46
Message:

A new journal entry from Christopher Perkins.

"There's a thread on our message boards stemming from a really interesting question: Why muck around with the D&D "story"?

The short answer is that the R&D team would only be doing half its job if we just focused on mechanical innovation. In addition to being a great rules system, D&D is a rich intellectual property. We would be remiss if we didn't put a certain amount of flavor in our core rulebooks. People relate to proper names (Pelor, Vecna, Ioun, Hommlet, the Temple of Elemental Evil, etc.), even if they don't include these names in the lore of their home campaigns.

We're also storytellers, and we have folks on staff whose primary job is to develop the "story" of D&D. Thus the D&D world, in the generic sense, is receiving as much scrutiny as the D&D rules. The primary goal of this exercise is to inspire adventures. We also want to integrate new elements of the game into the lore of the world and contribute something new and exciting to the D&D world.

Inspiring Adventures

Going back to 3rd Edition for a moment, I don't think the warmage class was negatively impacted by the inclusion of Tarth Moorda, a warmage academy, in the class description (see Complete Arcane, page 12). In fact, I've used Tarth Moorda in my games because it's a cool adventure site. The 4th Edition "points of light" concept (discussed here) inspires adventures in a different way, by giving DMs the flexibility to build their campaigns on the fly and make sure that the heroes don't know what awaits them at the end of every road.

The D&D cosmology largely unchanged since 1st Edition is receiving its share of scrutiny as well. We're making revisions to the cosmology so that 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; their inhospitability, vastness, and uniformity discourage exploration, and the creatures that dwell there are predictable and easy to thwart if you're packing the right spells. (Of course, these planes don't hold a candle to 2E's hilarious Plane of Vacuum, which is truly the antithesis of fun.) 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. My hope is that the cosmological changes will excite players and actually encourage DMs to set adventures in these far-flung locales.

Integrating New Elements

We have new stuff in the core rules. For example, as many of you know, the tiefling now appears as a core race in the Player's Handbook. Tieflings have a dark edge to them, and they have some fun new game mechanics as well. Their story is a particularly interesting one, involving diabolical pacts and ancient tyrannical empires. Of course, whether you choose to adopt that story or create a different origin story for your campaign is entirely up to you.

The tiefling's inclusion in the core rules compelled us to imagine what the D&D world would be like with tieflings around in greater numbers. It also gave us added incentive to include the warlock class in the Player's Handbook, since tieflings and warlocks are an excellent match story-wise and flavor-wise. (Just so we're clear, tieflings can belong to any class in 4th Edition, not just warlocks. I'm playing a tiefling cleric in a current 4E playtest. His name is Zade Shadowhorn, and he worships Erathis, the goddess of civilization.)

Contributing Something New

The new edition isn't just about new rules that improve the quality of game play; it's about new ideas to help DMs build their campaign worlds and their adventures. We can't keep revisiting the same places and re-using the same names, cool as they might be.

One of the joys and privileges of working at Wizards of the Coast is the ability to expand the story and lore of our games. When Dave Noonan writes a D&D adventure and makes reference to a new demon lord named Mu-Tahn Laa, he's giving DMs everywhere something from his home game that they can pillage for their own campaigns. He's also added something to the ever-growing wellspring that is D&D. Gary Gygax did the same thing waaay back in the days of 1st Edition, populating his published work with elements from his Greyhawk campaign.

Many of these purely "flavor" elements are still around in 4th Edition because they resonate with us and with fans. But there's also new stuff. (As far as I can tell, Mu-Tahn Laa doesn't appear anywhere in the 4E core rulebooks, but I know Dave's working on the DMG right now, and he's a sneaky guy.)

Everyone Has Opinions

In tinkering with the "story" of D&D, we want to make sure that we don't turn it into something that's not D&D. That's a bit of a trick, because everyone has their own opinions about what's D&D and what's not. No specific example illustrates this point better than psionics, which has been in the game since 1st Edition (and was even in the 1st Edition Player's Handbook). However, some people rebuke it, saying "that's not medieval fantasy!" Maybe they're right. The story team assigned to 4th Edition is committed to making it work. (That said, rules for building psionic characters don't appear in the Player's Handbook. However, we are building these rules now so that they're integrated with the core system.) Naturally, a DM can still choose to disallow psionics in his or her campaign; I heartily empower all DMs to make the call that's right for them and their players. That includes scrubbing the D&D cosmology, the D&D core pantheon, or whatever else doesn't work in your home game.
__________________
Chris Perkins
Design Manager, RPGs and Miniatures
Wizards of the Coast, Inc."


Reply author: Markustay
Replied on: 20 Sep 2007 18:01:24
Message:

They are moving back to a more 'planar savy' setting? How will that effect FR? Have they rethought that 3e design decision as well?

Also, he specifically keeps talking about 'core' D&D, but several designers have already noted that they are trying to move away from the concept of 'core' and 'FR' rules...

The more we hear, the more likely it seems the new game won't resemble the old much at all. I hope they give us something concrete about FR when the first Insider comes out in October.


Reply author: Kentinal
Replied on: 20 Sep 2007 18:08:20
Message:

Which all in all comes down to if you do not like our changes, do not change the lore, but still buy the "improved" rules. *shrugs*
It will not work well, it still will be "breaking the Wheel" an offering a new magic system, new combat system, etc.


Reply author: Alisttair
Replied on: 20 Sep 2007 18:26:22
Message:

Who knows, in 6 years we will be playing D&D 5E (or will it be 6E already??) and maybe in that one they will have reverted back to some older rules....but I will wait and see exactly what 4E is before panicking too much (a bit is ok) :)


Reply author: sleyvas
Replied on: 20 Sep 2007 20:34:41
Message:

<<And *this* (the elimination of all the mechanical sacrifices) is the primary reason
<<why I think that (from my and my friends' perspective) WoTC is going the wrong way with
<<4E, and most likely it is going to be an edition of D&D we don't want to play.

You know, people keep comparing MMORPG's to the new 4e. I'd just like to point out that one of the reasons I quit playing D&D online was they never implemented the ability for me to take feats to craft items. I thought to myself, this would be great, I could just take a feat and be able to make my items... of course, I'd have to give up xp, which would mean I'd have to re-earn the xp. Also, to make the better items, I'd have to be higher in level. But I wouldn't have to do a stupid crafting grind like you see in all the other games. In the end, I was figuring only those people who really loved this sort of thing would do it (unlike how it is in other games, where they do it in order to make money). But, the designers didn't see how having a sacrifice system could make the game actually better... ironic, aye?


Reply author: Markustay
Replied on: 20 Sep 2007 20:44:04
Message:

Actually, I crafted items all the time in WoW - in fact, I had a damn lucrative business doing it. The system they implemented was very balanced and staight forward, so if they can come up with something akin to that it might work.

Although, it was all based on the drop-rates of certain rare items, so a lot of 'farming' was required.


Reply author: The Sage
Replied on: 20 Sep 2007 23:59:27
Message:

quote:
Originally posted by Kuje

The D&D cosmology largely unchanged since 1st Edition is receiving its share of scrutiny as well. We're making revisions to the cosmology so that the planes work better as adventure sites.
Interestingly, I remember Monte Cook saying something very similar when PLANESCAPE was still a published setting from TSR. One of the main points of the setting's development designers where expected to focus on for future PS sourcebooks, was to make the Planes, or the Outer Planes in particular, more than just the celestial homes of the deities associated with the D&D core setting. It was also about making them adventuring "worlds" unto themselves.

So long as the Great Wheel remains, I don't think I'll have too much problem with this new 4e development. More focus on the planes in the core setting is definitely neato in my book!


Reply author: Darkmeer
Replied on: 21 Sep 2007 01:41:13
Message:

quote:
Originally posted by Kuje

A new journal entry from Christopher Perkins.

Everyone Has Opinions

Chris Perkins
Design Manager, RPGs and Miniatures
Wizards of the Coast, Inc."



Snipped. Y'know, I like the idea of fleshing out the outer planes. I don't, however, like the idea of removing even more from the elemental planes. I was upset when the para and quasi elemental planes were gone before, now I'm enrages, as they have (IMO) poo-pooed some of my favorite planes (Vacuum actually was one of my favorite planes, just so you know).

The Tiefling & Warlock kinda make sense, but I'll be disappointed by what they remove, I'm sure. The psionics thing might make a few of folks happy, too.

I will check 4e out, but in all likelyhood I'll be sticking with 3.5. I'm just not happy with the way they are presenting this info... Which makes me sad, because as Chris Perkins said, they're all storytellers. On another note, I actually like Chris Perkins as a designer (So that's what makes this so sad for me).

/d


Reply author: Rinonalyrna Fathomlin
Replied on: 21 Sep 2007 02:45:25
Message:

quote:
Originally posted by Markustay


Edit: A funny thought occurred to me just awhile ago, while I was busily going over my maps. When they decided to do 3e, someone got it into their head that there was too much empty space on the map, so the map was twisted, and parts of it shrank, bringing all the civilized regions closer together.

Now, with 4e and 'points of light', they tell us there is too much civilization close together, so they need to destroy a bunch of it to create 'wide open spaces' once again.

WTF? They created the problem, and now we get 'nuked' because of their lack of forsight?

Just thought I'd share my latest epiphany.



I didn't even think of that--that's actually a very pertinent point.


Reply author: KnightErrantJR
Replied on: 21 Sep 2007 02:50:23
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Markustay


Edit: A funny thought occurred to me just awhile ago, while I was busily going over my maps. When they decided to do 3e, someone got it into their head that there was too much empty space on the map, so the map was twisted, and parts of it shrank, bringing all the civilized regions closer together.

Now, with 4e and 'points of light', they tell us there is too much civilization close together, so they need to destroy a bunch of it to create 'wide open spaces' once again.

WTF? They created the problem, and now we get 'nuked' because of their lack of forsight?

Just thought I'd share my latest epiphany.



I didn't even think of that--that's actually a very pertinent point.



Actually that occurred to me fairly soon after I was reassured that "points of light" didn't apply to FR.

Another irony . . . mentioning that more of the Faerunian pantheon should be demigods serving the greater gods . . . which many of them were before getting promotions across two different editions.

Actually, the more I think about this, the more frustrated I get. I don't think the fans were clamoring to promote a bunch of the demigods when 1st/2nd edition transition came, but now that "intermediate" gods were part of the mix, they wanted to give some promotions to flesh out the ranks.

What's really bothersome is that the gods and the map changes are indicative of what is going on now. Some designer does something new to promote a new feature of the new edition, thus precipitating a change that doesn't have a reason for being other than to promote the new rules.

So now, here we are with another new ruleset upon us, and here we are with yet more drastic changes (moreso than before) to promote new features, even as we have designers saying, "gee, some of this is to fix the rules changes we did in the past."

I really wish that someone would take a "minimalist" approach and only change what really, absolutely needs to be changed to be able to use the new rules (which should have been almost nil 1st/2nd and next to nil 2nd/3rd), and leave the rest of the setting alone.


Reply author: Markustay
Replied on: 21 Sep 2007 03:40:07
Message:

quote:
Originally posted by Darkmeer

Y'know, I like the idea of fleshing out the outer planes. I don't, however, like the idea of removing even more from the elemental planes. I was upset when the para and quasi elemental planes were gone before, now I'm enrages, as they have (IMO) poo-pooed some of my favorite planes (Vacuum actually was one of my favorite planes, just so you know).


So what gods lived in the plane of Vaccum? Hoover, Electrolux, Kirby, and Eureka?

Sorry... I just couldn't resist that...


Reply author: KnightErrantJR
Replied on: 21 Sep 2007 03:49:24
Message:

quote:
Originally posted by Darkmeer
(Vacuum actually was one of my favorite planes, just so you know).





So, you are saying Vacuum doesn't suck?

Man, I'm so going to pay for that one aren't I?


Reply author: Darkmeer
Replied on: 21 Sep 2007 04:54:54
Message:

quote:
Originally posted by KnightErrantJR

quote:
Originally posted by Darkmeer
(Vacuum actually was one of my favorite planes, just so you know).





So, you are saying Vacuum doesn't suck?

Man, I'm so going to pay for that one aren't I?



Well, Orecks don't suck... But that's only one, I'm sure that Eureka, Hoover, and that little pink puffball Kirby will suck enough for it. (Thanks Markustay & KEJR, I needed that laugh).

Seriously, I usually used vacuum as a place for wraiths & shadows, a "Prison Plane" of sorts. It filled in a place where I used as punishment, and the inhospitable environment made it ideal for a few special fiends in my campaigns. Oddly, I have zero problems with the great wheel of 2e, matter of fact, I prefer it.


Reply author: Jorkens
Replied on: 21 Sep 2007 07:24:02
Message:

quote:
Originally posted by KnightErrantJR

quote:
Originally posted by Darkmeer
(Vacuum actually was one of my favorite planes, just so you know).





So, you are saying Vacuum doesn't suck?

Man, I'm so going to pay for that one aren't I?



Yes you are, and heavily at that. You wont see it coming, but you can never hide my friend, such a joke must have consequences.


Reply author: Markustay
Replied on: 21 Sep 2007 20:20:12
Message:

quote:
Originally posted by Darkmeer

Seriously, I usually used vacuum as a place for wraiths & shadows, a "Prison Plane" of sorts. It filled in a place where I used as punishment, and the inhospitable environment made it ideal for a few special fiends in my campaigns. Oddly, I have zero problems with the great wheel of 2e, matter of fact, I prefer it.

Interesting... almost like the 'neutral zone' from DC comics (sans the giant spinning mirror from the movie). Sort of an interdimention prison camp.

I like it, you've actually come up with a way to make something that is 'nothing' seem more game-worthy.


Reply author: sleyvas
Replied on: 21 Sep 2007 22:07:57
Message:

quote:
Originally posted by Markustay

Actually, I crafted items all the time in WoW - in fact, I had a damn lucrative business doing it. The system they implemented was very balanced and staight forward, so if they can come up with something akin to that it might work.

Although, it was all based on the drop-rates of certain rare items, so a lot of 'farming' was required.



Yep, I play EQ2 and I have 6 crafters, 4 of whom are max level. Its the same thing, you have to harvest for rares, and you spend hours at a table crafting junk that you sell back to the vendor because noone wants it. You can craft rares for people, but you'll never reach top level ONLY doing rares.
How much better would it have been for me to take a feat in D&D Online and suddenly I can make whatever I need.... oh, except I can't make a really powerful item that I need a higher character level for.... oh, gosh darn, you mean I have to play the game and level as a character instead of whiling away hours at a crafting table! Someone wants an item made, so I make it at a HEFTY price because it costs me XP.... and I have to go earn that xp back that I used to make it by doing what? Playing the game? Oh, and I want an item that I can't make myself, well, I did make a good deal of cash on that other item, let me find a person who makes rings, etc.... Or, I have a +3 sword, but I wish it had flame... someone can just add that.
In the end, most people would make do with the dropped items, and there would probably be a decent trade in selling dropped items so that not so much enhancing has to happen (i.e. selling a +2 or +3 piece of armor that someone puts ghost touch on, etc..). Ironically that plus a few prestige classes that would make multi-classing more viable would have kept me there instead of returning to eq2.


Reply author: sleyvas
Replied on: 21 Sep 2007 22:11:39
Message:

>>On another note, I actually like Chris Perkins as a designer

same here. Now, who was the guy who wrote the dungeon mag module based in a swamp, with an old man followed by little mushrooms called campestris. God, that was fun.


Reply author: Richard Lee Byers
Replied on: 21 Sep 2007 22:27:57
Message:

Markustay: My inner geek (which is pretty much my entire personality, really) compels me to point out that you are actually referring to the Phantom Zone, where the planet Krypton imprisoned its worst criminals.
The Neutral Zone is the sector of outer space that divided the Federation and the Romulan Empire in the original (Kirk/Spock/McCoy) Star Trek series.


Reply author: Darkmeer
Replied on: 22 Sep 2007 05:42:14
Message:

Begin temporary threadjack:

quote:
Originally posted by Markustay

quote:
Originally posted by Darkmeer

Seriously, I usually used vacuum as a place for wraiths & shadows, a "Prison Plane" of sorts. It filled in a place where I used as punishment, and the inhospitable environment made it ideal for a few special fiends in my campaigns. Oddly, I have zero problems with the great wheel of 2e, matter of fact, I prefer it.

Interesting... almost like the 'neutral zone' from DC comics (sans the giant spinning mirror from the movie). Sort of an interdimention prison camp.

I like it, you've actually come up with a way to make something that is 'nothing' seem more game-worthy.



Yep. That's what got me about removing para and quasi elemental planes from the cosmology, their alien nature and certain (read: their actual weaknesses) magical spells didn't function on opposed planes. It didn't take much for me to use the plane, and I was sad (and subsequently ignored the false rumors) that vacuum was eliminated from the game.

One of my favorite fiends, that I never got to use fully, was one trying to recreate the Mazes created by the Lady using the plane of Vacuum as the housing. Bunch of primes from Toril almost found out the plot, then the game fell apart.

So, I'm sad that they're messing with the planes... again. *Deep Sigh* Oh well, I'll just ignore it all like I have before. Oddly, planar rules haven't changed very much between 2e to 3.x, and I have a plethora of useless knowledge and DM's inspiration/deviousness that I can use from the planes. I especially like Faerie, Shadow, and the Far Realm.

completely Off topic:
Mr. Byers, I don't recall the Neutral Zone in the old Star Trek series, but I do remember it fondly from Next Generation & DS 9. Was it set up in the series? (I haven't seen all of the original series, while I have seen everything NG & DS9)
/completely off topic off topic

/end temporary threadjack

I think I'll shut up now.

/d

*crawls back under the rock from where I came*


Reply author: The Sage
Replied on: 22 Sep 2007 09:06:40
Message:

quote:
Originally posted by Darkmeer

completely Off topic:
Mr. Byers, I don't recall the Neutral Zone in the old Star Trek series, but I do remember it fondly from Next Generation & DS 9. Was it set up in the series? (I haven't seen all of the original series, while I have seen everything NG & DS9)
The [Romulan] Neutral Zone was originally referenced in "The Original Series" episode -- Balance of Terror. It's actual origins lay almost a century in the past of TOS history, however.


Reply author: Lady Kazandra
Replied on: 22 Sep 2007 10:13:34
Message:

All this "geekiness . . ." Phew! Has it suddenly become warm in here?


Reply author: The Sage
Replied on: 22 Sep 2007 13:47:22
Message:

And yet, Wooly wasn't involved!


Reply author: Wooly Rupert
Replied on: 22 Sep 2007 14:44:43
Message:

Well, I've never been all that much into Star Trek. I like Star Wars a hell of a lot better, but I'm not even a huge devotee of that setting. Other than toys and the Zahn books, I've barely ventured beyond the movies.

But we certainly have strayed from the topic, haven't we?


Reply author: Warrax
Replied on: 22 Sep 2007 16:16:47
Message:

quote:
Originally posted by Richard Lee Byers

Markustay: My inner geek (which is pretty much my entire personality, really) compels me to point out that you are actually referring to the Phantom Zone, where the planet Krypton imprisoned its worst criminals.
The Neutral Zone is the sector of outer space that divided the Federation and the Romulan Empire in the original (Kirk/Spock/McCoy) Star Trek series.



I feel compelled to point out that the Neutral Zone was present in The Next Generation, DS9 and there may even be references to it in Voyager as well. It's certainly present in the movie First Contact (though that's unrelated to Voyager).


Reply author: Markustay
Replied on: 22 Sep 2007 19:53:37
Message:

I believe that the episode of Voyager in which the doctor is 'beamed' back to Federation Space (through communication relays) takes place in the Romulan neutral zone. The entire episode was about the Romulans stealing a prototype Federation vessel (think Star Trek meets Transformers), and the doctor working with that ship's EMH to steal it back.

And yes, now that I have mentioned giant robots, we have entered into full-blown geekdom.

@Richard Lee Byers - thanks for the correction - I couldn't remember the name aside from 'Zone', so I checked the web... and wouldn't you know it, the first site I refernced had it wrong -

http://www.helium.com/tm/327783/anyone-knows-history-christopher

look down at 'Case #3' - it refers to it as the neutral zone - my bad.

Never trust the 'net.

Back on Topic:
Since there is some discussion in someone's blog (I forget who)about developing the outer planes better in 4e for adventuring purposes, we can perhaps hope to see a return to a more 'multi-spheric' cosmology with the new edition.


Reply author: Mace Hammerhand
Replied on: 23 Sep 2007 01:28:54
Message:

The question I ask myself now is: is it (4e) necessary or just a way to make a new buck?

Certainly, WotC is part of a corporation who values only one thing: profit. Oh, and satisfying the shareholders. WOW's success in attracting non-gamers to play is tremendous, and it shows, Blizzard is well known for releasing quality products. In a world where every other company is releasing flawed products, using the players/users as beta-testers, Blizzard tests, tests, and retests the retests.

Even 3e received a whole lot of playtesting before being released. Now, as far as I understand it, the entire 4e set-up is still a work in progress being playtested in-house with no real concern about the players. Playtests begin now, with only a few months of betatesting ahead, which will, in all likelihood, not change much of the outcome in the finished product, because Wizards nowadays doesn't seem that concerned with what people think.

Games evolve, sure, but instead of evolving into the next generation of a RPG that learned from the mistakes of the past, it learned from a computer game, which is all in all still somewhat anti-community building in regards to people chatting and laughing, and gaming, and ordering pizza... hell, today at our gaming session we joked about Wizards possibly including a pizza ordering gateway so that you could enjoy pizza with your friends while gaming in a virtual environment.

In the top German RPG DSA (Das Schwarze Auge aka the Dark Eye), which was in its origins a mixture of Midgard (another German RPG) and D&D/AD&D, the current edition (also 4th) is still somewhat compatible to the stuff from 20 years back (if I'm not mistaken). The gameworld is consistent.

With 4e everything people have collected and known for countless years will become utterly useless. With 2nd to 3rd you could at least utilize the old stuff, and even though the conversion guide couldn't solve everything, at least it gave us gamers the chance to still use the old stuff.

With 4e, spells, NPCs, adventures, even source-material, will be somewhat obsolete. You can use it as a guideline, but the work you'll have to put into the reworking is in all likelihood harder than it ever was before.

The bottom line is this: 4e is all about money, and not about the gamers at all.

If they merely wanted to fix things they could have released a Fix-It-Compendium and then produce stuff for that... they didn't


Reply author: KnightErrantJR
Replied on: 23 Sep 2007 05:12:40
Message:

Something I'm wondering about is what their plan for products will be, exactly. It seems to be the direction that they are going with the wizard is that there seem like there may actually be fewer spells, but that those spells do different things when cast at different levels.

So, if there is a basic, scaling "cold," and a basic scaling "fire" spell, etc., they have effectively cut off what tends to be one of the "no brainer" sales for a D&D edition, i.e. books that have new spells in them.

I know they are already planning on having a PH II and MM II in 2009, with new classes and races each year, but I'm wondering if this will work out for them.

I guess part of what I'm wondering is how much are they depending on D&D Insider to provide income to keep the line going, as opposed to putting out a steady stream of books.

Nothing pro or con to me in this regard, just a curiosity thing in this case.


Reply author: Mumadar Ibn Huzal
Replied on: 23 Sep 2007 09:06:04
Message:

0- lvl: spark
1st - level: lesser fire ball
2nd - level: fire ball
3rd - level: improved fire ball
4th - level: lesser improved fire ball
5th - level: greater improved fire ball
...
etc
...
xxth - level: uber-improved all engulfing fireball of doom and destruction


Reply author: Mace Hammerhand
Replied on: 23 Sep 2007 11:21:39
Message:

quote:
Originally posted by Mumadar Ibn Huzal

0- lvl: spark
1st - level: lesser fire ball
2nd - level: fire ball
3rd - level: improved fire ball
4th - level: lesser improved fire ball
5th - level: greater improved fire ball
...
etc
...
xxth - level: uber-improved all engulfing fireball of doom and destruction



You forgot Fire ball - nuclear winter


Reply author: Wooly Rupert
Replied on: 23 Sep 2007 15:00:05
Message:

quote:
Originally posted by Mumadar Ibn Huzal


xxth - level: uber-improved all engulfing fireball of doom and destruction



Oh, I know what that one is: Bigby's Crushing Tactical Nuke!


Reply author: KnightErrantJR
Replied on: 23 Sep 2007 16:01:47
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Mumadar Ibn Huzal


xxth - level: uber-improved all engulfing fireball of doom and destruction



Oh, I know what that one is: Bigby's Crushing Tactical Nuke!




Well, they did say they wanted to still use some D&D proper names . . .


Reply author: KnightErrantJR
Replied on: 25 Sep 2007 04:45:20
Message:

Hey everyone . . . they have a new article on Demons and Devils up, and after explaining that the Nine Hells is some kind of domain in the Astral and the Abyss is some kind of rift outside of the Elemental Planes that has to do with Tharizdun tossing magic beans into a really deep hole and having the Abyss sprout out, they say this:

quote:
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. A villain or even a player character might bargain with devils, but those who conjure demons do so only to wreak havoc on their enemies. In short, the unambiguous division of the fiends is another way 4th Edition makes the game easier to design for and to play.



I'm really glad that 4th edition is going to explain this. This doesn't sound anything like how demons and devils were explained in the 1st edition Manual of the Planes, the 2nd edition Planescape products, or the Fiendish Codex series in 3rd edition. I'm really glad they destroyed the Great Wheel structure so that they could make this clarification.

Oh, the link is here:

http://www.wizards.com/default.asp?x=dnd/drdd/20070924


Reply author: Darkmeer
Replied on: 25 Sep 2007 05:35:45
Message:

quote:
Originally posted by KnightErrantJR

Hey everyone . . . they have a new article on Demons and Devils up, and after explaining that the Nine Hells is some kind of domain in the Astral and the Abyss is some kind of rift outside of the Elemental Planes that has to do with Tharizdun tossing magic beans into a really deep hole and having the Abyss sprout out, they say this:

quote:
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. A villain or even a player character might bargain with devils, but those who conjure demons do so only to wreak havoc on their enemies. In short, the unambiguous division of the fiends is another way 4th Edition makes the game easier to design for and to play.



I'm really glad that 4th edition is going to explain this. This doesn't sound anything like how demons and devils were explained in the 1st edition Manual of the Planes, the 2nd edition Planescape products, or the Fiendish Codex series in 3rd edition. I'm really glad they destroyed the Great Wheel structure so that they could make this clarification.

Oh, the link is here:

http://www.wizards.com/default.asp?x=dnd/drdd/20070924



KEJR... I cannot speak my utter and complete anger at what I just read. Thanks for the read. The've destroyed the wheel. Or broken it, more likely. Too bad for them, this is yet another proud nail I loved about D&D. They don't seem to like what I like, then... Mind you Modrons have the attractiveness of a Toaster...

/d


Reply author: Mkhaiwati
Replied on: 25 Sep 2007 07:05:57
Message:

quote:
Originally posted by Mace Hammerhand

The question I ask myself now is: is it (4e) necessary or just a way to make a new buck?




My own opinion is money. The bigger issue is that the business model seems to be that to make money in RPGs, the company needs to redesign every few years. (which I really hate)

I base this off of the fact that:
1. if they knew parts of 3.0 were broken (like grapple), then why not fix them with 3.5? Wasn't that the point of 3.5?

2. When 3.5 came out, all players in RPGA were required to purchase new books to continue. A few friends were going to GenCon that year and had to buy new books to play there. 3.0 was obsolete for just a few changes?

3. When 3.5 came out two years after 3.0, a designer of 3.0 said that WotC screwed up the 5 year plan. ... 5 year plan?!!? 2003 + 5 years equals 2008. I have to wonder if they have another 5 year plan after 4e. They started 4e two years after 3.5 in 2005. When is 5e getting started?

If WotC redesigns D&D every 5 years or so, it is based off of money. If that is the only way WotC can make money, something is seriously wrong with the gaming industry.


Reply author: Thauglor
Replied on: 25 Sep 2007 08:25:04
Message:

A few cents of wisdom on the Design & Development articles of these past weeks.

Hmm... I can understand the need to differentiate both types of fiends a little more... and the background stories of devils and demons, if not at all original, are actually tolerable and fit into the mood change. However, the past of every setting known to D&D was built around the same generic concept of the core rules. With 4e the core comes with fresh history. Are we now to impose a different background just to accomodate the new 4e core? It certainly doesn't seem right to do it.
Perhaps designers should only apply the new race mechanics and leave the reasons to be figure out in each setting.

Regarding encounter design, I see where they are headed to, and while I kinda like it, it can be drawn from the article by Mike Mearls that the real innovation the new system will introduce into the equation of encounter design is something obvious: the environment. Still it is something that should have been done a long time ago. Apart from that, all the rest seems plain make-up into what already existed. So now we won't pick a single monster because enconter design is now based in groups of monsters... Ok. I do grant that calculating an encounter CR using 3.5 rules would take longer than what's predicted with 4e, with all those fractions and such. Still, 4e simply made the calculations easier by considering monster CR equal to character CR. The math remains the same! It is a little annoying that more old stuff is being sold as a novelty.

I like the idea of PC roles, at least as long as the rules are flexible enough to accomodate ANY character class into the role of "leader". Or is this just another shiny name for the support function of certain classes?

And what about dungeon design? I really fail to see the "The 4E Way: Monsters, Monsters, Monsters!"
Geez!! Haven't we all being doing that for years? Most probably, the problem is not in the monsters but in the dungeon itself. Of course corridors are small. That's why they're called corridors. The chosen portion of the example dungeon given in the article is a good example, and quite a common occurrence. It takes PCs from nowhere to no place at all. Of course, GMs will need to be resourceful to come up with something witty and more challenging than facing one foe at a time. Now a question: Since when did this become the "4e Way"? Hasn't it always been, even though implicitly, the "D&D Way"? To me this is just a little more of the marketing make-up they're applying to 4e. What I see is the need to offer "Populating Dungeons 101" as part of the new core rules.

Concerning the "Points of Light" theme, I strongly believe that is an aspect of the game that should well be left to be designed into each setting separately. Each world, realm, planet, plane and setting has its own flavour that appeal to differente player tastes. Applying the same rule to all settings equally is like a cook who throws all ingredients of five diferent dishes into a single pan. When he finally serves that new "recipe" to five different customers, all dishes will certainly taste the same.

Races, races... This gives me shivers down my spine. Not only many disclosed changes are completely unnecessary but, again, said changes should be treated at the setting level of design and development.

And as I said in a previous post, I really like the idea of "implements" as boosters and modifiers of spellcasters magic capacities. However, restricting such "implements" to certain subclasses, schools, trends, orders or traditions (whatever one prefers to call them), seems a shot on one's own foot and absolutely against the always greater variability we should look for in spellcasters.

The power source of every class is one of the few really innovative and interesting ideas 4e will be stuffed with. Not only it will eliminate the infamous "dead levels" but it has a chance of bringing more flavour to each PC.

One last thing I'd like to say. WotC states that we should:
"Keep in mind that the game is still in a state of flux, as refinements are made by our (their) design and development staff. Youre (we're) getting a look behind the curtain at game design in progress (...)".

It just sounds very strange to me that anything "not thouroughly discussed by R&D" or "still undeveloped" would be disclosed with the degree of certainty all articles were presented to us. I firmly believe that what's already been disclosed has already been written on stone.

One thing is certain, though: The game is really in a state of flux. We, the gamers, keep the game that way. After all, whithout gamers there's no flux and no game at all. Hope they let us keep our good performance at the table.


Reply author: Kajehase
Replied on: 25 Sep 2007 17:12:29
Message:

quote:
Originally posted by Mkhaiwati

3. When 3.5 came out two years after 3.0, a designer of 3.0 said that WotC screwed up the 5 year plan...


I knew it! WotC are a bunch of communists!!


Reply author: Ozzalum
Replied on: 25 Sep 2007 18:32:26
Message:

Communists only interested in the money!


Reply author: Wooly Rupert
Replied on: 25 Sep 2007 19:47:40
Message:

Okay, now, I think we need to avoid political comments.


Reply author: mgrilla
Replied on: 26 Sep 2007 10:01:35
Message:

For myself, i doubt i will buy anything right away. i have wayyyyyy too much money invested in 3.5e books so i will hold off until someone else takes the plunge then check out THEIR books lol


Reply author: Asgetrion
Replied on: 26 Sep 2007 11:13:49
Message:

Is anyone else getting a bit tired from being repeatedly bombarded with such words as "COOL", "BEST", "ROCKS", "FASTER", "EASY"? I know that they're marketing 4E to gamers half my age, but sheesh... oh, wait... silly me, I seemed to forget that those words describe exactly how D&D should feel! (if you don't believe me, just ask Chris Thomasson! )

EDIT: I wanted to add that it's also a bit funny when they are clearly making an effort to convince the "old skool" fans that they (WoTC designers) are all long-time gamers, too -- you can see numerous references to previous editions and their own characters in the Staff Blogs. Add those "keywords" mentioned above randomly into more "serious-natured" phrases and you've got a really messed-up piece of text that seems to be cooperatively written by two different people of radically different ages!

This is from Chris Thomasson's Blog:

quote:

Last thought: Today's playtest made me realize something. Our design, development, and editing teams rock. I've played every iteration of 4th Edition. I can easily say, this is the best, by far. Every class did something cool, on every round. And each class approached the game in a different way. The paladin was exacting divine retribution, the ranger was blasting the crap out of stuff with his bow, and the wizard was blowing bad guys up with very cool spells (and that damn sleep spell). It felt just like D&D should. Oh, and the monster stat blocks? Cake. My round to round management was incredibly easy, and each monster had something interesting to do, without burdening me with useless information.


Reply author: KnightErrantJR
Replied on: 26 Sep 2007 12:20:54
Message:

Weill, I think if we have picked up one thing, its that everything in 4th edition is interesting. Every round. Always interesting. And cool. And it rocks. In fact, I'd go out on a limb and say that its interesting how cool it is that 4th edition rocks.


Reply author: Tiziano
Replied on: 26 Sep 2007 13:06:40
Message:

This is the kind of marketing pitch that makes me want to start a second ed. campaign right on the spot, or, (depending how pessimistic I feel) play only World of Darkness games from now on.

P.S. 'Cool' should be a banned word...


Reply author: Darkmeer
Replied on: 26 Sep 2007 14:34:42
Message:

To quote anyone who's facing a foe they feel is too much:

"I disbelieve 4e."

If you ooze with easy & cool, great. But remember, those things that are easy tend to be short-term things at best.

/d


Reply author: Sian
Replied on: 26 Sep 2007 14:46:02
Message:

what's the Will save for Disbelieving 4e?


Reply author: Thauglor
Replied on: 26 Sep 2007 15:47:43
Message:

quote:
Originally posted by Darkmeer

If you ooze with easy & cool, great. But remember, those things that are easy tend to be short-term things at best./d


My thoughts exactly. Once you get used to the "cool" mechanics, probably bored of simple "divine retribution", "blasting the crap out of stuff with a bow" and "blowing bad guys up with very cool spells", you'll go out for more.

It seems they've narrowed the classes to only what they think is cool. Additional aspects of the game mechanics which'd give more depth are either not mentioned or completely left out.

And the sentence "It felt just like D&D should"... well... it gives me the creeps. So now, after more than two decades on the road (counting TSR) they DO know how D&D should feel?
It's about time they did figure it out. But why do I find it harder and harder to believe?


Reply author: Ayunken-vanzan
Replied on: 26 Sep 2007 17:03:24
Message:

quote:
Originally posted by Thauglor


It seems they've narrowed the classes to only what they think is cool. Additional aspects of the game mechanics which'd give more depth are either not mentioned or completely left out.



Of course, for they want you to play
quote:
without burdening me with useless information.



Reply author: Jorkens
Replied on: 26 Sep 2007 17:43:55
Message:

I know how D&D should feel for my personal taste, the books had TSR written on them. There is something about terms like "cool" and "rocks" that emidiatly turns me of.


Reply author: Mumadar Ibn Huzal
Replied on: 26 Sep 2007 21:25:22
Message:

Maybe the gaming community is in need of some additional 3.5e feats before it is too late:

- Crush Cool
- Ridicule Rocks
- Evaporate Easy
- Forget Faster
- Bedevil Best
- Wither WotC



edit: I forgot the new WotC staffer mandatory feats:

- Respect Roleplaying
- 4get 4e


Reply author: Markustay
Replied on: 26 Sep 2007 22:53:33
Message:

I posted this in the ToT 2.0 thread, but I thought it should go here as well.

http://www.wizards.com/default.asp?x=dnd/drdd/20070926a

Feywild? Can the return of the Fey creator race (Le'Shay) be far behind?

@Gray - the Shadowfell sounds exactly like what you and I came up with awhile back when discussing the Shadoworld as a possible dark alternate to reality.


Reply author: KnightErrantJR
Replied on: 26 Sep 2007 22:56:02
Message:

The article on the new D&D Cosmology is here:

http://www.wizards.com/default.asp?x=dnd/drdd/20070926a

So basically, no more Outlands, no more Etherial, no more traditional Inner Planes, Limbo essentially become THE elemental plane, which turns into the Abyss at one end, Faerie turns into the "happy" version of the Plane of Shadows, the Plane of Shadows kills off the negative energy plane and takes its stuff, and all of the outer planes are just "domains" floating in the astral.

Its the SAME GAME . . . except when its not.

Edit: Markustay beat me to it . . .


Reply author: Markustay
Replied on: 26 Sep 2007 23:13:02
Message:

Sorry...

Its just that we are all so eager to see what the future has in store.

I must say - this does not sound all that bad.


Reply author: KnightErrantJR
Replied on: 26 Sep 2007 23:22:07
Message:

quote:
Originally posted by Markustay

Sorry...

Its just that we are all so eager to see what the future has in store.

I must say - this does not sound all that bad.



Probably because they inoculated us to planar changes a whole new edition early


Reply author: KnightErrantJR
Replied on: 26 Sep 2007 23:25:13
Message:

On a more serious note, if it were a brand new cosmology, I would like most of it. I don't really like the "redefined" older planes, and if they introduce this to the Realms, then its another "Its always been this way" moment, which isn't pleasant.

I like most of it, except for the whole Abyss being connected to Limbo . . . er . . . the Elemental Tempsest/Chaos/Conflagration/Morass. I don't get how elemental=demons, but hey, it isn't as bad as it could have been.

I do wonder, if this gets adopted for the Realms, what this would mean for Kelemvor though.


Reply author: Darkmeer
Replied on: 27 Sep 2007 00:48:02
Message:

quote:
Originally posted by Sian

what's the Will save for Disbelieving 4e?



DC 532

Okay, epic spell seeds, plus requiring the sacrifice of at least 7 deities...

Spellcraft DC 36915 (Epic seeds Afflict, Banish, Compel, Conceal, Delude, Destroy, Dispel, Energay Slay, Summon, Transform, & Transport). Epic DC 60, + Intelligence modifier for spellcaster (epic levels assumed +10 DC), infused with deific essence, +52 DC each, at least 7 deities dead: Final DC 354

Okay, that's a little obsessive...

But it was a fun exercise.

/d


Reply author: Markustay
Replied on: 27 Sep 2007 01:53:58
Message:

quote:
Originally posted by KnightErrantJR

I like most of it, except for the whole Abyss being connected to Limbo . . . er . . . the Elemental Tempsest/Chaos/Conflagration/Morass. I don't get how elemental=demons, but hey, it isn't as bad as it could have been.
Agreed.

That part threw me as well. I like that they are giving further seperation between the two major fiendish races, but what in god's name does that have to do with elementals?

Does that mean genies will just be another type of fiend in 4e?


Reply author: Darkmeer
Replied on: 27 Sep 2007 02:26:16
Message:

quote:
Originally posted by Markustay


Agreed.

That part threw me as well. I like that they are giving further seperation between the two major fiendish races, but what in god's name does that have to do with elementals?

Does that mean genies will just be another type of fiend in 4e?



No, but Slaadi will be a fiend, not just a CN exemplar. They started doing that with D&D miniatures, and I think they will probably follow through with that.

I am a huge fan of the great wheel. This feels... unnatural . Throwing out what has come before seems silly to me, but then again I'm not the target audience.

I don't particularly care for Fiend=Elemental. And the whole idea of all genies being fiends makes no sense to me. Ooh, wait, maybe jann will be from Feywild... Ick.

I could rant... a lot... grr, I'll shut up now.

/d
/d


Reply author: Ranak
Replied on: 27 Sep 2007 08:33:49
Message:

I not think that the switch to 4ed was entirely motivated by profit.

Wizards is trying to address, perhaps in a very heavy handed way, real deficiencies in the game design. The game as it stands today is just too complex. Veterans like us have no problem with it, but it does impede gameplay and it is intimidating to learn for new players.

I do not agree with all the decisions they have made so far, but I feel really compelled to write in their defense.

When I was 10 years old, a few decades ago, I picked up a Monster Manual in the hobby store not even knowing what it was. It was a book full of nothing but monsters - that was so cool!!!

A year later I picked up the 1st edition PhB. The rules, other than AC/THACO were simple-dumb.

"I know how powerful that monster is because it has a certain number of hit dice"

"Hey, look, I can be any of these well-defined classes"

"I need XX strength to arm wrestle a stone giant and bend the bars on that annoying portcullis"

I started playing with a few friends, and DnD turned into a lifelong, on/off again hobby. I doubt any 10 year old today could pick up a 3.5 Edition PhB and be engrossed by its simple gameplay.

Now, I am not saying 4ed should be a kiddie game. 1st Edition was far from a kiddie game, I remember reading stats for Lucifer in a Dragon magazine around that time, and assassins were down right nasty.

You can make an adult game that is fun to play, and that I think is at the core of what they are doing. Optional rules will come for game mechanic nuts I am sure. The game be as rich or as simple as you like.

Of course the consequences of these changes are severe, but at least in the Realms it looks as though they are going to explain the changes with the spellplague, and the destruction of Mystra's realm re-aligning the planes. There appears to be no retconning, they will keep the history that we love.

It doesn't change the past all that much, does it matter precisely where hell is located, floating in the Astral plane or sticking out of the Concordant whatever like a pinwheel?

Not really in terms of story. Devils still come from hell, demons still come from the abyss, and there are infinite planes floating around the astral sea apparently, so Gehenna is in there somewhere and all the Realms stories involving Yugoloths will still hold true.

The Realms will endure. We are saddened to hear of the passing of our favorite deities, the diminishing of our favorite races in what seems like a senseless act. But really, so long as they portray Mystra's last stand as heroic and giver her a proper farewell, I will be content. It fits with the character of Midnight from the ToT.

Not only does it appear that they are going out of their way not to disrupt ongoing campaigns (you have at least 10 years of Realms time to muck around) but also to explain the changes as well as possible.

I for one think it will be worth it if it helps attract a new generation of gamer and makes my tabletop game more fun. Maybe some other kid will pick up a book because of the cool cover and discover a whole new world of adventure. It is corny, but that is how I feel about it.


Reply author: Ayunken-vanzan
Replied on: 27 Sep 2007 12:37:04
Message:

These articles are detailing changes which are made for core D&D - if they will affect the FR is not sure yet. As far as I know, the core setting (Greyhawk) is not as detailed as FR, and so changes to the Great Wheel may be much easier. But if they will be translated 1:1 to the FR is not sure. Since the official FR do not share the same cosmology with core (no great wheel, but a great tree), I hope very much that not all of theses chances will be translated to FR - or at least in a way consistent to FR of today.


Reply author: Asgetrion
Replied on: 27 Sep 2007 12:53:18
Message:

quote:
Originally posted by Ranak

I not think that the switch to 4ed was entirely motivated by profit.

Wizards is trying to address, perhaps in a very heavy handed way, real deficiencies in the game design. The game as it stands today is just too complex. Veterans like us have no problem with it, but it does impede gameplay and it is intimidating to learn for new players.

*SNIP*

Now, I am not saying 4ed should be a kiddie game. 1st Edition was far from a kiddie game, I remember reading stats for Lucifer in a Dragon magazine around that time, and assassins were down right nasty.

You can make an adult game that is fun to play, and that I think is at the core of what they are doing. Optional rules will come for game mechanic nuts I am sure. The game be as rich or as simple as you like.

Of course the consequences of these changes are severe, but at least in the Realms it looks as though they are going to explain the changes with the spellplague, and the destruction of Mystra's realm re-aligning the planes. There appears to be no retconning, they will keep the history that we love.



I see nothing logical or consistent (with previously published Realmslore) in the explanations offered so far. Can you *really* claim that after reading the last entries in the Grand History of the Realms? (if you haven't, there're several threads here on Candlekeep that deal with those "explanations").

As for the 4E mechanics -- so far we've only seen tidbits about heavily "flavoured" and "powered-up" character classes. Not are they only determining 'roles' -- they're also limiting your character creation options by defining class abilities/features in a very restricted and "combat-focused" manner. For example, you *cannot* create a "non-combatant" wizard or probably even a dex-based fighter (and speaking of WoTC not doing this for profit -- I was told that Diviners, Necromancers et al. will be done as Prestige Classes in one of the upcoming books ).

I don't want to have Warforged wizards in D&D -- or any wizard clutching orbs or waving wands ("Harry Potter"-style) as they're casting spells. I don't want to have clerics who smite monsters with halberds while healing "flows" into the whole party at each stroke. I don't want fighters who have "semi-mystical" oriental-style weapon abilities that rival the spells of arch-wizards. I don't want rangers launching five arrows per round at lower levels. I don't want characters "bouncing back" from zero hit points with the 'Second Wind' (any resemblance to professional wrestling, hey?).

4E may be "COOL" and "FASTER" and "ROCK ALL THE WAY", but that's not the D&D I want to play. And no, I'm not a "rules junkie" that hates a "simplified" system -- I just want my characters to slowly *become* heroes, not being automatically *born* as them.

quote:

It doesn't change the past all that much, does it matter precisely where hell is located, floating in the Astral plane or sticking out of the Concordant whatever like a pinwheel?

Not really in terms of story. Devils still come from hell, demons still come from the abyss, and there are infinite planes floating around the astral sea apparently, so Gehenna is in there somewhere and all the Realms stories involving Yugoloths will still hold true.



Yes, it *does* matter, actually. I find it kind of embarrassing to explain these changes to my players ("Look guys -- I know that you think that souls used to go to the Fugue Plane, but now there's this place called 'Shadowfell, and *ACTUALLY* that's where the dead and undead dwell. You were just fooled by the previous editions! And all those planar adventures your previous characters have had -- they were just a bad dream, okay? Those planes *never* existed. Don't ask any questions -- just accept this as a fact!" ).

I dont have any problems with the Cosmology itself, if this was the first D&D edition we played. Like Knight pointed out, there're just too many changes for us "old-timers" to adapt it without difficulties. Most of us probably have been 'house-ruling' and 'fine-tuning' the planes to work in *our* own campaigns... and even *IF* these "planar changes" were caused by Mystra's death (and we have less explaining to do to our players), all that hard work will be down the toilet with these profound changes. (and how come the planes didn't collapse or "shift" -- even momentarily -- when Mystryl died?)

quote:

The Realms will endure. We are saddened to hear of the passing of our favorite deities, the diminishing of our favorite races in what seems like a senseless act. But really, so long as they portray Mystra's last stand as heroic and giver her a proper farewell, I will be content. It fits with the character of Midnight from the ToT.



Uh, Shar and Cyric just teleported into Dweomerheart and killed Mystra , which triggered the Spellplague (see GHotR) -- period. I see no "heroic last stands" or "proper farewells" in that.


Reply author: Asgetrion
Replied on: 27 Sep 2007 12:56:57
Message:

quote:
Originally posted by Ayunken-vanzan

These articles are detailing changes which are made for core D&D - if they will affect the FR is not sure yet. As far as I know, the core setting (Greyhawk) is not as detailed as FR, and so changes to the Great Wheel may be much easier. But if they will be translated 1:1 to the FR is not sure. Since the official FR do not share the same cosmology with core (no great wheel, but a great tree), I hope very much that not all of theses chances will be translated to FR - or at least in a way consistent to FR of today.



Greyhawk won't be the core setting -- it will be something called 'Points of Light'.


Reply author: The Red Walker
Replied on: 27 Sep 2007 13:53:50
Message:

The more I hear from my friends here at the keep, the more worried I am.

I am thinking that 3.5 should have just got "tweaked" and 4.0 should have been something alltogether new.
Like a phb for beginners. A starting point for new players who then could make the choice to a richer and more detailed world as their skills/intersest in FR increased.

Enough opining for this morning, back to work!


Reply author: Jorkens
Replied on: 27 Sep 2007 14:39:15
Message:

The planes and the cosmology are probably the areas that is of least worry for my part when it comes to changes as I never liked Planescape or much of the planar lore to begin with, but what I am hearing doesn't exactly send tinglings of excitement down my back. Then again, I might like them better than the old version.


Reply author: Thauglor
Replied on: 27 Sep 2007 16:02:24
Message:

quote:
Originally posted by The Red Walker

I am thinking that 3.5 should have just got "tweaked" and 4.0 should have been something alltogether new.
Like a phb for beginners. A starting point for new players who then could make the choice to a richer and more detailed world as their skills/intersest in FR increased.


I concur with Walker here. 4e should have started as something new. In time, maybe, if the new rules proved worth all the praise spent up to now, other worlds and systems would benefit from it.


Reply author: Wooly Rupert
Replied on: 27 Sep 2007 16:02:25
Message:

Can someone please give me a specific reference to warforged being in the Realms? I've seen many complaints about the idea, but I've no idea where the idea came from...


Reply author: Jorkens
Replied on: 27 Sep 2007 16:04:06
Message:

And, as I don't even know what a Warforged is, why is it so much of a problem?


Reply author: Asgetrion
Replied on: 27 Sep 2007 16:25:31
Message:

quote:
Originally posted by Wooly Rupert

Can someone please give me a specific reference to warforged being in the Realms? I've seen many complaints about the idea, but I've no idea where the idea came from...



They're going to be a Core Race, and I wouldn't be surprised if they appeared in FR as well -- the Empire of Netheril may be a source for many new things, such as the 'magical traditions'. These are all only my own speculations, however.

I try to remain at least marginally hopeful, but each new article feels like a blow to my heart. Thus far, I haven't seen anything that would make me grab any 4E books, but hey, there's still hope... maybe.


Reply author: sleyvas
Replied on: 27 Sep 2007 17:05:40
Message:

quote:
Originally posted by KnightErrantJR

On a more serious note, if it were a brand new cosmology, I would like most of it. I don't really like the "redefined" older planes, and if they introduce this to the Realms, then its another "Its always been this way" moment, which isn't pleasant.

I like most of it, except for the whole Abyss being connected to Limbo . . . er . . . the Elemental Tempsest/Chaos/Conflagration/Morass. I don't get how elemental=demons, but hey, it isn't as bad as it could have been.



I hate change, but in truth, I never liked the idea that all the outer planes were infinite. I truly like the idea that the former outer planes are merely domains floating in the abyss. I like the idea that devil lords don't rule over entire planes filled with evil. Quite frankly, this makes them more viable as an enemy. Given that if I did some research, I could probably come up with 20 or so of them, that makes for enough potential epic enemies. When you throw in slaad lords, yugoloth lords, and demon lords... that's a lot of evil out there.
I do wonder though, with demons in the chaos of the elemental land... will there be some relationship/linkage between efreeti and demons? I would hope not, especially since demons are being more bestial in 4e... but...


Reply author: Odysseus
Replied on: 27 Sep 2007 17:12:57
Message:

quote:
Originally posted by Wooly Rupert

Can someone please give me a specific reference to warforged being in the Realms? I've seen many complaints about the idea, but I've no idea where the idea came from...



I believe this is the article where the reference to warforged in the core books originated.
http://www.wizards.com/default.asp?x=dnd/drpr/20070831a&authentic=true


Reply author: Tiziano
Replied on: 27 Sep 2007 17:16:06
Message:

Jorkens, Warforged are an Eberron race: http://en.wikipedia.org/wiki/Warforged


Reply author: Wooly Rupert
Replied on: 27 Sep 2007 17:22:39
Message:

quote:
Originally posted by Asgetrion

quote:
Originally posted by Wooly Rupert

Can someone please give me a specific reference to warforged being in the Realms? I've seen many complaints about the idea, but I've no idea where the idea came from...



They're going to be a Core Race, and I wouldn't be surprised if they appeared in FR as well -- the Empire of Netheril may be a source for many new things, such as the 'magical traditions'. These are all only my own speculations, however.


I recall reading that changelings would be a core race. I don't recall any mention of warforged being core. Does anyone have a link that specifically states they will be core?

Besides, core stuff hasn't always been Realms stuff, anyway. The core deities of 3.x certainly weren't in the Realms. Besides, core races like elves had different versions in the Realms. Until I specifically read that warforged will be in the Realms, I'm not going to worry about them.


Reply author: Markustay
Replied on: 27 Sep 2007 17:43:16
Message:

Wooly, like everything else at this point, it's all extrapolation from what little is being said.

They have said that playtesters are playing Warforged. Since they are currently working on everything that they hope will make it into the first books, one can surmise that they are working toward the goal of making Warforged core by the simple fact that they are playtesting them. Like Gnomes, if we do not see them in the first release, we WILL see them in PHB II.

Second, several designers have stated, mostly at Gencon, that they are moving away from the 'core vs. FR' mindset, and are working toward creating one concisive ruleset for EVERY world. The setting books will provide FLAVOR, and the splatbooks will provide rules.

With that in mind, I could see them incorporating Warforged into the Realms, using the same rules as Eberron, but calling them by another name (like Bloodforged).

The whole problem stems from the fact that they plan on making everything core also applicable to the Realms, and if Warforge make it into the PH, we WILL most likely see Warforged in the Realms.

BTW, this is not something new, they have been working toward this 'one set of rules for everyone' anti-core goal for quite some time. Notice that the Races of Eberron book did NOT have the Eberron logo on it - it was CORE! Also, Undermountain and Drow of the Underdark were both released without a logo, making them non-setting specific.

They have been planning all of this for over two years, remember.


Reply author: Kajehase
Replied on: 27 Sep 2007 17:43:53
Message:

quote:
Originally posted by Wooly Rupert

Okay, now, I think we need to avoid political comments.



Quite right. But I wasn't making a political comment. I was making a joke. Five-year plan - communists. You know? (We need a smiley that look like it's pleading...)


Reply author: Jorkens
Replied on: 27 Sep 2007 18:20:19
Message:

quote:
Originally posted by Tiziano

Jorkens, Warforged are an Eberron race: http://en.wikipedia.org/wiki/Warforged



Thanks Tiziano. I still don't see why this is more of a problem than many other races they have shoehorned into the setting. It would be simpler than Star Elves at a quick glance.


Reply author: Markustay
Replied on: 27 Sep 2007 19:20:44
Message:

Its not that they are a problem in and of themselves, it's just that they are currently unique to the Eberron setting.

Think of how Eberron fans must feel, if everything that makes their setting different gets washed out in this new 'everything is core' plan.


Reply author: Mace Hammerhand
Replied on: 27 Sep 2007 19:28:49
Message:

The problem I have with the entire 4e thing, aside from what I've mentioned before, is that I do not really feel like Wizards' target audience anymore.

If they want to draw new gamers, why the hell didn't they stick with something akin to AD&D 3e (basically 3e as it came out in 2000) and also release D&D as an intro game to introduce new players? This way stuff wouldn't have to be dumbed down and become more MMORPGesque for AD&D and whatever they want to achieve with D&D could be done to gain new players.

I seriously doubt that with their new online initiative Wizards will gain more players.
I also doubt that with the virtual game table, even a single % of the WoW players will switch to D&D.
I highly doubt that anyone in the market research department knows much about gamers and why they play...

It is all about hanging with people you can have loads of fun with, drink a beer, smoke...um...something, play a good story and do stuff you cannot simulate in a computer environment.

Instead of changing the rules every couple of years, like it has been done, they should take the rules (the OS if you will), stick with them, and publish adventures and worlds, NOT more rules that make the entire thing far too heavy without enough meat to support the game.

If they screw up the Realms, or Greyhawk or whathaveyou, I do care, but same as with Star Wars and the prequels, if I do not like some BS that some people came up with while, without consideration for the people who have supported and LOVED the world as it is, vomit out ideas that screw up everything, be it out of spite or ignorance, or both...if I do not like this stuff, then I ignore it...

Hell, Amlaruil now has delivered the tree of souls to Myth Drannor, the Grand History had the chance to clear that mistake up, when even Rich Baker admitted here on these forums that he had screwed up there, and they did not bother.

Sorry, times were better when Jeff Grubb was watching over all things Realms. At least then we had continuity...

As for the realigning of the universe... *watches tumble-weed roll by, and the dust blow down from the desk*


Reply author: Brian R. James
Replied on: 27 Sep 2007 19:50:54
Message:

quote:
Originally posted by Mace Hammerhand

Hell, Amlaruil now has delivered the tree of souls to Myth Drannor, the Grand History had the chance to clear that mistake up, when even Rich Baker admitted here on these forums that he had screwed up there, and they did not bother.
There are several timeline entries in the Grand History that explain how the Tree of Souls arrived in Myth Drannor. The mistake has been fixed and continuity preserved.


Reply author: RodOdom
Replied on: 28 Sep 2007 03:39:11
Message:

I'd like to see Alias and Dragonbait somehow survive the 100 year leap, still in their prime. Not sure about Erevis Cale, as I am much more fond of his earlier, "street-level" adventures.


Reply author: Ranak
Replied on: 28 Sep 2007 04:22:05
Message:

quote:

I see nothing logical or consistent (with previously published Realmslore) in the explanations offered so far. Can you *really* claim that after reading the last entries in the Grand History of the Realms? (if you haven't, there're several threads here on Candlekeep that deal with those "explanations").



I do think that the explainations given thus far are reasonable. It does not take too much of a logical to fill in any holes. Why did Mystra allow herself to be destroyed instead of passing the Magic portfolio on as in the past? It could be as simple as she realized the folly of one Goddess controlling the power of magic is folly, the she would always be a target, and there would always be a danger of Shar or another evil god stealing the portfolio.

Yes the details have been sparse, but there is no inherent hole in the explainations given so far. They are pretty sufficient to explain any changes that might happen in magic, cosmology, NPCs, in your campaign 10-40 years in the future.

quote:

I don't want to have Warforged wizards in D&D -- or any wizard clutching orbs or waving wands ("Harry Potter"-style) as they're casting spells. I don't want to have clerics who smite monsters with halberds while healing "flows" into the whole party at each stroke. I don't want fighters who have "semi-mystical" oriental-style weapon abilities that rival the spells of arch-wizards. I don't want rangers launching five arrows per round at lower levels. I don't want characters "bouncing back" from zero hit points with the 'Second Wind' (any resemblance to professional wrestling, hey?).



This is a matter of preference, so pretty futile to argue. I will give it a chance and see how it plays. Clearly character and NPC conversion will be a pain.

quote:

Yes, it *does* matter, actually. I find it kind of embarrassing to explain these changes to my players ("Look guys -- I know that you think that souls used to go to the Fugue Plane, but now there's this place called 'Shadowfell, and *ACTUALLY* that's where the dead and undead dwell. You were just fooled by the previous editions! And all those planar adventures your previous characters have had -- they were just a bad dream, okay? Those planes *never* existed. Don't ask any questions -- just accept this as a fact!" ).



Actually it doesn't matter, the reconfiguration of the planes is explained by the destruction of Mystra's domain and guess what? If your characters had been going to the Fugue Plane you don't have to explain anything. When they try to go there and it doesn't work, guess what, they actually have to explore somewhere new and figure thing out! You know, adventure, discovery, exploration.

Think about it, instead of galavanting around planes that the Netherese and other empires and old races mapped out thousands of years ago, your characters ARE the explorers mapping out the new planes. So the dead queue up somewhere else now, as I said pretty irrelevant in the grand scheme of things. If your characters really need to get there they will being inventive, explore and figure it out. They could go down in Realms history with the great explorers. If they really need to get to where the dead go in a hurry, the can always die (which also solves the problem of converting characters to 4ed).

quote:

I dont have any problems with the Cosmology itself, if this was the first D&D edition we played. Like Knight pointed out, there're just too many changes for us "old-timers" to adapt it without difficulties. Most of us probably have been 'house-ruling' and 'fine-tuning' the planes to work in *our* own campaigns... and even *IF* these "planar changes" were caused by Mystra's death (and we have less explaining to do to our players), all that hard work will be down the toilet with these profound changes. (and how come the planes didn't collapse or "shift" -- even momentarily -- when Mystryl died?)



Perhaps they did shift momentarily in the same moment all the flying cities crashed into Faerun. If you have spent hours creating house rules and tweaking planes it is also not really relevant because as stated, there are myriad planes floating in the Astral sea. Use them. And again, if you've setup a ton of NPCs and locations in the planes and you want to stay "in Canon" then again it is simply a matter of adventure and discovery by the PCs.

I do not know what you define as an old-timer, but I have been playing in the Realms for 20 years, since the 1st Edition. I am glad there is change coming to the Realms. If they go back and retcon everything and change the past, then I will indeed be the first person to join you in condemning 4ed.

quote:

Uh, Shar and Cyric just teleported into Dweomerheart and killed Mystra , which triggered the Spellplague (see GHotR) -- period. I see no "heroic last stands" or "proper farewells" in that.



Again this doesn't take much imagination. In my mind Mystra had a number of options, hide in Elminster like the ToT, perhaps come back as a new Goddess of Magic, perhaps flee, but she made the heroic sacrifice to allow herself to be destroyed so that the power of the weave would never fall into the hands of the likes of Shar or Cyric.

No need for doom and gloom. The strong and wise shall endure, and a new generation of adventurers will explore the new Realms.

Perhaps I am just old fashioned, I was raised in a strict household. I eat what is put on my plate. I will find a way to have fun playing 4ed.


Reply author: Thauglor
Replied on: 28 Sep 2007 05:00:04
Message:

quote:
Originally posted by Ayunken-vanzan

quote:
Originally posted by Thauglor


It seems they've narrowed the classes to only what they think is cool. Additional aspects of the game mechanics which'd give more depth are either not mentioned or completely left out.

Of course, for they want you to play
quote:
without burdening me with useless information.



I really hope you're kidding with this. Useless information? For me, as a GM and a player, all info is pertinent. That's where the foundation of a world's flavour lies. And rules which allow for greater variety of PCs are imperative. The rest is obviously one's own creation.


Reply author: Thauglor
Replied on: 28 Sep 2007 05:43:40
Message:

quote:
Originally posted by Markustay

Second, several designers have stated, mostly at Gencon, that they are moving away from the 'core vs. FR' mindset, and are working toward creating one concisive ruleset for EVERY world. The setting books will provide FLAVOR, and the splatbooks will provide rules.

With that in mind, I could see them incorporating Warforged into the Realms, using the same rules as Eberron, but calling them by another name (like Bloodforged).

The whole problem stems from the fact that they plan on making everything core also applicable to the Realms, and if Warforge make it into the PH, we WILL most likely see Warforged in the Realms.

Oops! I was under the impression that the Warforged were part of the "Flavour" of Eberron.
Seems I was mistaken.

quote:
BTW, this is not something new, they have been working toward this 'one set of rules for everyone' anti-core goal for quite some time. Notice that the Races of Eberron book did NOT have the Eberron logo on it - it was CORE! Also, Undermountain and Drow of the Underdark were both released without a logo, making them non-setting specific.

They have been planning all of this for over two years, remember.

Scary!! I feel like I just woke up, suddenly aware that I've been actually living in a nightmarish realm all these years, fooled into oblivion by mists similar to Ravenloft's.


Reply author: Thauglor
Replied on: 28 Sep 2007 06:25:53
Message:

quote:
Originally posted by Mace Hammerhand

The problem I have with the entire 4e thing, aside from what I've mentioned before, is that I do not really feel like Wizards' target audience anymore.

Well... perhaps repeating myself, we may become orphans of the world we nurtured for so long.
quote:
It is all about hanging with people you can have loads of fun with, drink a beer, smoke...um...something, play a good story and do stuff you cannot simulate in a computer environment.

THAT is really COOL!! Hanging out with your fellow players, having fun over a bowl of popcorn, some beer and a set of dice really ROCKS!!
Wow! I just found out the new jargon fits my old style of play!! Neat!!
quote:
Instead of changing the rules every couple of years, like it has been done, they should take the rules (the OS if you will), stick with them, and publish adventures and worlds, NOT more rules that make the entire thing far too heavy without enough meat to support the game.

Geez!! That's the most sensible thing I read in a long time. It's so damn simple that I'm certain it has gone unnoticed. Tweak the rules, but concentrate on adventures!! Superb!!

On a side note, RPGA's policy of restricting the offer of older adventures has not helped much in the way of bringing more players into the game. Try to find some FR adventures for play. There's simply none.
quote:
Sorry, times were better when Jeff Grubb was watching over all things Realms. At least then we had continuity...

Continuity is important in books, in movies, in conversation, in life. Continuity is one of the most important aspects of gameplay. It's even in the core books and as such it shouldn't be taken lightly by those re-writing the rules.
I keep my hopes that Design & Development will still see the light.


Reply author: Kentinal
Replied on: 28 Sep 2007 06:26:03
Message:

Well all Fey are evil, *shrugs* and some other planes are lawless. Not much I see that I like, but what concerns me more is design tem is still designing a few months away from 1st 4th pubication. There is some production time required to get product out to suppliers. Design has indicated Monsters are not complete, rules are not complete, etc. and Feb. is only 5 months away (IIRC is the first 4th Ed release).


Reply author: Thauglor
Replied on: 28 Sep 2007 06:39:40
Message:

Hey, why can't we have the core books for a period of probation. Should 4e rules rock as they claim they will, we'd keep the books, otherwise... well.
There comes 4.5e!!

Now, seriously. I'd really like for some guarantee of REAL GOOD QUALITY. I wouldn't be an ISO9000 auditor if I didn't want it.
"Forgotten Realms ISO9000! Consistent throughout two decades of solid gameplay!"


Reply author: Ayunken-vanzan
Replied on: 28 Sep 2007 06:59:53
Message:

quote:
Originally posted by Thauglor

quote:
Originally posted by Ayunken-vanzan

quote:
Originally posted by Thauglor


It seems they've narrowed the classes to only what they think is cool. Additional aspects of the game mechanics which'd give more depth are either not mentioned or completely left out.

Of course, for they want you to play
quote:
without burdening me with useless information.



I really hope you're kidding with this. Useless information? For me, as a GM and a player, all info is pertinent. That's where the foundation of a world's flavour lies. And rules which allow for greater variety of PCs are imperative. The rest is obviously one's own creation.



Of course this was a very sarcastic remark; the second quote is from this WotC play tester, and it is such a silly remark (note my smiley at the end). I agree with all you have said abouve.


Reply author: Tiziano
Replied on: 28 Sep 2007 07:41:16
Message:

quote:
I eat what is put on my plate. I will find a way to have fun playing 4ed.


This is a perfectly legitimate choice. For myself, though, since nobody is going to send me in my room if I don't convert to 4th, I'll keep on enjoying 3rd ed.


Reply author: Asgetrion
Replied on: 28 Sep 2007 23:26:05
Message:

quote:
Originally posted by Ranak

quote:

I do think that the explainations given thus far are reasonable. It does not take too much of a logical to fill in any holes. Why did Mystra allow herself to be destroyed instead of passing the Magic portfolio on as in the past? It could be as simple as she realized the folly of one Goddess controlling the power of magic is folly, the she would always be a target, and there would always be a danger of Shar or another evil god stealing the portfolio.

Yes the details have been sparse, but there is no inherent hole in the explainations given so far. They are pretty sufficient to explain any changes that might happen in magic, cosmology, NPCs, in your campaign 10-40 years in the future.



Oh, come on! Do you really think Tyr would actually kill Helm over getting married to Tymora? Or that Shar and Cyric just teleport into Dweomerheart and kill Mystra in her own place of power?

quote:

Actually it doesn't matter, the reconfiguration of the planes is explained by the destruction of Mystra's domain and guess what? If your characters had been going to the Fugue Plane you don't have to explain anything. When they try to go there and it doesn't work, guess what, they actually have to explore somewhere new and figure thing out! You know, adventure, discovery, exploration.

Think about it, instead of galavanting around planes that the Netherese and other empires and old races mapped out thousands of years ago, your characters ARE the explorers mapping out the new planes. So the dead queue up somewhere else now, as I said pretty irrelevant in the grand scheme of things. If your characters really need to get there they will being inventive, explore and figure it out. They could go down in Realms history with the great explorers. If they really need to get to where the dead go in a hurry, the can always die (which also solves the problem of converting characters to 4ed).

Perhaps they did shift momentarily in the same moment all the flying cities crashed into Faerun. If you have spent hours creating house rules and tweaking planes it is also not really relevant because as stated, there are myriad planes floating in the Astral sea. Use them. And again, if you've setup a ton of NPCs and locations in the planes and you want to stay "in Canon" then again it is simply a matter of adventure and discovery by the PCs.

I do not know what you define as an old-timer, but I have been playing in the Realms for 20 years, since the 1st Edition. I am glad there is change coming to the Realms. If they go back and retcon everything and change the past, then I will indeed be the first person to join you in condemning 4ed.



Uh, planes are supposed to be "infinite" (IIRC) and thus a bit hard to map! ;) And I have a hard time trying accept the new names (e.g. "Shadowfell" and "Feywild") that seem to be ripped out of WoW.

I've been playing for 20 years, too (so we're both "old-timers", I guess ). I must admit that I missed that part about myriad planes drifting in the "Astral Sea" in the article.

[quote] Again this doesn't take much imagination. In my mind Mystra had a number of options, hide in Elminster like the ToT, perhaps come back as a new Goddess of Magic, perhaps flee, but she made the heroic sacrifice to allow herself to be destroyed so that the power of the weave would never fall into the hands of the likes of Shar or Cyric.



So by her "heroic sacrifice" she willingly condemned her servitor deities of Magic into imprisonment or death? And destroyed the Weave in the process, which resulted in the Spellplague and a world-wide cataclysm that killed thousands upon thousands of her followers and shattered the Realms? Sorry, I just can't buy that... and besides, I don't think that Ao would have let either Cyric or Shar to get the portfolio of Magic. But then again, Ao will probably mysteriously vanish, because "meddling" Overpowers don't belong in 4E Cosmology.


Reply author: Faraer
Replied on: 29 Sep 2007 17:12:50
Message:

quote:
Originally posted by Tiziano
P.S. 'Cool' should be a banned word...

Of all the modern magic words, 'cool' just may have injured Western culture and thinking more than any other. This is not the legitimate cool of jazz and the Beats or spiritual enlightenment but a fraudulent cool bought with money and affected or real indifference. This glib, short-term cool pretends sacrifice, suffering and causation don't exist -- it isn't comic, isn't tragic and isn't God-comic (wise) -- and it's antithetical to drama and long-term storytelling.

For the 'be one of the cool kids' con, see the chapter on social proof in Robert Cialdini's Influence.


Reply author: Mace Hammerhand
Replied on: 29 Sep 2007 23:02:49
Message:

quote:
Originally posted by Brian R. James

quote:
Originally posted by Mace Hammerhand

Hell, Amlaruil now has delivered the tree of souls to Myth Drannor, the Grand History had the chance to clear that mistake up, when even Rich Baker admitted here on these forums that he had screwed up there, and they did not bother.
There are several timeline entries in the Grand History that explain how the Tree of Souls arrived in Myth Drannor. The mistake has been fixed and continuity preserved.



Sorry, Brian, I hadn't read the part on the white dragons etc. It makes more sense now...although I wonder why Lamruil hadn't planted the Tree when they first arrived. It seemed the logical thing after I finished reading Evermeet.


Reply author: Jorkens
Replied on: 30 Sep 2007 11:50:46
Message:

quote:
Originally posted by Faraer

quote:
Originally posted by Tiziano
P.S. 'Cool' should be a banned word...

Of all the modern magic words, 'cool' just may have injured Western culture and thinking more than any other. This is not the legitimate cool of jazz and the Beats or spiritual enlightenment but a fraudulent cool bought with money and affected or real indifference. This glib, short-term cool pretends sacrifice, suffering and causation don't exist -- it isn't comic, isn't tragic and isn't God-comic (wise) -- and it's antithetical to drama and long-term storytelling.

For the 'be one of the cool kids' con, see the chapter on social proof in Robert Cialdini's Influence.



Thanks Faraer, that's what I would have said, if I had any idea how to formulate my opinions and make them sound reasonable and intelligent.


Reply author: Kajehase
Replied on: 30 Sep 2007 16:39:50
Message:

quote:
Originally posted by Faraer

quote:
Originally posted by Tiziano
P.S. 'Cool' should be a banned word...

Of all the modern magic words, 'cool' just may have injured Western culture and thinking more than any other. This is not the legitimate cool of jazz and the Beats or spiritual enlightenment but a fraudulent cool bought with money and affected or real indifference. This glib, short-term cool pretends sacrifice, suffering and causation don't exist -- it isn't comic, isn't tragic and isn't God-comic (wise) -- and it's antithetical to drama and long-term storytelling.

For the 'be one of the cool kids' con, see the chapter on social proof in Robert Cialdini's Influence.



Dude, that's so not cool


Reply author: Wizbane
Replied on: 30 Sep 2007 16:41:12
Message:

This Warforged discussion made me think.

Let's take a core 4.0 PHB race...elves, to say one.

Are we going to see elves among the races in 4.0 FRCS? If yes, then I didn't understand the whole "one ruleset to rule them (the settings) all". If yes, I'll continue buying products with my favored campaign logo on it, ignoring the others. If not, how are we going to get elven race lore for FR? Will they be called gold elves instead of sun elves then? Or maybe the 4.0 FRCS will have FR specific elves only (star elves come to mind)?

Overall, it's a great mess. If the marketing of the last two years is a sign of what is to come...brrrrr.
I still think that having a FR Fiendish Codex and an Eberron Fiendish Codex would have been better, for example. Otherwise, just give up with multiple settings and choose one!

Are they redoing the rules? Very good! But why tinkering with campaign specific stuff like the cosmology? Or even races, to a degree.

IF a Ravenloft CS supplement comes out, there will be Warforged in it? What about a Dragonlance setting full of tieflings? A Planescape setting without the Great Wheel?

There are good designers out there, but the lacking of a clear design policy is starting to hurt.

Wizbane


Reply author: Markustay
Replied on: 30 Sep 2007 19:35:55
Message:

This just my opinion, mind you, but this is what I infer from what little is being said -

The rules for Elves will be in the Core books. The fluff for each will be in the setting-specific books. In other words, GH will still have Gray Elves and FR will still have Gold Elves - but all of the mechanics around them will be identical.

Same thing with Warforged - I doubt that we will se that Eberron-specific name in the Realms, but we will most likely get a very similar race with a different name that uses the Warforged rules.

If Ravenloft was still being handled by TSR, then YES, we would definately see Warforged appear in some new Realm amongst the mists (maybe all of the Mournlands). Ravenloft was designed with bits and pieces of EVERY other official setting, even unique ones like Athas. There is no reason (aside from flavor corruption) to keep Warforged out of RL (they already have half-golems).

I can't possibly see how Planescape would work with out the wheel, unless they re-write just about everything that has gone before. Since there seems to be a certain focus on making the Outerplanes more 'user-friendly', we may see exactly that.


Reply author: Wizbane
Replied on: 01 Oct 2007 08:09:58
Message:

Having rules for a setting in the core rulebooks (five they said if I remember correctly), without repetitions in the campaign specific expansions is fine I guess. In any case let's hope they'll stick with one way to present their products without changes on the fly.

Honestly, in the past how many of us did buy a product presenting the stats of the archlords of the Nine Hells? I think I got them a gazillion times among the various editions...and I skipped 3.5 (as many others, so it was not a successful way of marketing their products I think).


Reply author: Dalor Darden
Replied on: 01 Oct 2007 08:26:13
Message:

What sort of 4e predictions for the map do any of you have?

I'm thinking the Semphari are going to move in and conquer Mulhorand and the Civil War in Thay is going to totally nuke that kingdom as is...possibly allowing the Rashemi and the Witches some hand in what was once Thay.

The Simbul has said in the past (in the 2nd Ed. Seven Sisters book) that after she saw to the fall of Thay, it would be time for the nations of Mulhorand and Unther to fall to her plans as well! Will the Simbul have a direct hand in the destruction of these Empires? Makes me wonder just what may happen.

Drizzt hints that Sembia is in a seeming shambles...and we have hints in the latest WotC works that a civil war erupts. I'm thinking Cormyr will grab pieces of Sembia; but the Shades and Elves are both going to dip their hands in right alongside the Purple Dragons and the Black Network.

Anyone else have any predictions?


Reply author: sleyvas
Replied on: 01 Oct 2007 20:15:08
Message:

quote:
Originally posted by dalor_darden

What sort of 4e predictions for the map do any of you have?

I'm thinking the Semphari are going to move in and conquer Mulhorand and the Civil War in Thay is going to totally nuke that kingdom as is...possibly allowing the Rashemi and the Witches some hand in what was once Thay.

The Simbul has said in the past (in the 2nd Ed. Seven Sisters book) that after she saw to the fall of Thay, it would be time for the nations of Mulhorand and Unther to fall to her plans as well! Will the Simbul have a direct hand in the destruction of these Empires? Makes me wonder just what may happen.

Drizzt hints that Sembia is in a seeming shambles...and we have hints in the latest WotC works that a civil war erupts. I'm thinking Cormyr will grab pieces of Sembia; but the Shades and Elves are both going to dip their hands in right alongside the Purple Dragons and the Black Network.

Anyone else have any predictions?



I think Thay will still exist, but things won't be divided along schools of magic any longer. Or rather, not along the classic schools of magic. Also, without their superior control of weather magic, their crops may become scarce and they may end up killing off many of their slaves so they don't have to feed them. I see Thay becoming much more strongly ruled by the necromancers, but I also see them being one of the first to get their schools of magic back online. As a nation, I see the wizards not having as strong a control any longer, and the various priesthoods taking a more active role (of course, this all depends on how the spellplague affects divine casters).
In the interim, I don't see Rashemen or Thesk seeking expansion. Its not in their best interests as both are scattered anyway. Aglarond may take advantage of the situation to destroy some Thayan personnel/militia, but if they do so, it will be without the Simbul's guidance. Mulhorand as well may seek to recover some of their land, but that depends on how the Mulhorandi pantheon fares.


Reply author: Asgetrion
Replied on: 01 Oct 2007 23:44:59
Message:

quote:
Originally posted by sleyvas

I think Thay will still exist, but things won't be divided along schools of magic any longer. Or rather, not along the classic schools of magic. Also, without their superior control of weather magic, their crops may become scarce and they may end up killing off many of their slaves so they don't have to feed them. I see Thay becoming much more strongly ruled by the necromancers, but I also see them being one of the first to get their schools of magic back online.



Except that there won't necromancers in 4E anymore! Or rather, they'll most likely appear as one of the Prestige Classes in PHB II or some other book.

I am a bit worried that with the extinction of the classic schools of magic and the specialist wizards, FR will be overrun with these "new skool" (trained by one of the 4E 'traditions') invoker/elementalists...


Reply author: KnightErrantJR
Replied on: 01 Oct 2007 23:53:04
Message:

Rich mentioned that down the line they may do a whole dedicated necromancer or illusionist class that has much different feel than a "specialist" wizard. Its an interesting concept, but obviously this won't be "in place" while the new Realms are being defined, which means that once they are ready to go, they'll end up being "add ons" instead of integrated parts.


Reply author: Darkmeer
Replied on: 02 Oct 2007 00:30:42
Message:

quote:
Originally posted by KnightErrantJR

Rich mentioned that down the line they may do a whole dedicated necromancer or illusionist class that has much different feel than a "specialist" wizard. Its an interesting concept, but obviously this won't be "in place" while the new Realms are being defined, which means that once they are ready to go, they'll end up being "add ons" instead of integrated parts.



Actually, the beguiler would be a great fit for a "specialist wizard" in a non-traditional way. IF that is the case, then we'll see something similar.

/d


Reply author: KnightErrantJR
Replied on: 02 Oct 2007 00:35:09
Message:

Yeah, when they mentioned that some classes and rules were "tests" for ideas in 4th edition, I did think of Beguilers.


Reply author: Darkmeer
Replied on: 02 Oct 2007 01:29:25
Message:

so Gnomes will be in the Player's handbook 2 along with Beguilers, and we'll have gnomes that tinker and play with illusions and are actually GOOD at both?

Sorry, just my rambling at this point.

/d


Reply author: Dalor Darden
Replied on: 02 Oct 2007 01:35:37
Message:

Well, it almost sounds like they may be going back to something similar to 1st Edition! There, you could be an Illusionist as a sep. class and then become a wizard...I have always missed it that way. I never understood why they took away the Illusionist Class...but didn't get rid of the Druid class in the conversion to 2e.

I'll like it a great deal more if they have sep. classes again...although it of course would have drawbacks.


Reply author: Darkmeer
Replied on: 02 Oct 2007 01:59:40
Message:

quote:
Originally posted by dalor_darden

Well, it almost sounds like they may be going back to something similar to 1st Edition! There, you could be an Illusionist as a sep. class and then become a wizard...I have always missed it that way. I never understood why they took away the Illusionist Class...but didn't get rid of the Druid class in the conversion to 2e.

I'll like it a great deal more if they have sep. classes again...although it of course would have drawbacks.



I believe it was Fantasy Flight who did the "school of" series of books, but they are quite nice, and usually had a base class associated with them. Also, there was the Secret College of Necromancy by Green Ronin.

It's been done, mostly by 3rd party as of right now. Many parts of the new edition seem to be compilations of what rules they like, and I'll include Saga Edition Star Wars (read: Spycraft hodgepodge Star Wars) into this.

The drawback is that wizards are "weaker" choices due to focus.

I dunno, I can see it both ways. We have Warmages, Beguilers, and Shadow Adepts (ToM) that fit thematically. We could use an Abjurer and Transmuter type, but that's for us to do with our own 3.5 stuff

/d


Reply author: Markustay
Replied on: 02 Oct 2007 07:29:46
Message:

quote:
Originally posted by dalor_darden

I'm thinking the Semphari are going to move in and conquer Mulhorand...
If you read the GHotR carefully, T'u Lung is going to ally with Mulhorand against Shou Lung, which means Semphar will be the BATTLEGROUND, not the agressor.

Given Imaskar's return and their ancient connections to the Shou, we are looking at a bloodbath and complete reworking of the eastern realms.


Reply author: Wizbane
Replied on: 02 Oct 2007 07:44:34
Message:

With 30 levels in the core, I hope they'll streamline the system by having only a few archetypical basic classes (wizard, fighter, priest, rogue,..) and more low level (5-7) evolutionary prestige classes (specialist wizards, specialist priests, and personally I would hope also paladin, druid, bard, spellsword(?) etc.). Only in the 15-20 lvl range other more specific prestige classes could then kick in (divine champion, archmage, etc.).

BTW, since it's never too early to ask, has anybody launched a list of FR "most wanted prestige classes" for the FRCS? We're going to get only a limited number of them I guess (8? 10?)

Also, as a personal request, despite the good articles appeared lately in the WotC site, I would voice for a limited number of "official" FR classes/prestige classes, and not for the Eberron way of "everything applies".

I'm still wondering what the hell a "mind mage" is. I started reading Shadowbred...


*edited: multiple spelling errors...


Reply author: Sian
Replied on: 02 Oct 2007 08:14:55
Message:

Mind mage is as far as i remember a relatively old term of Psionics


Reply author: Markustay
Replied on: 02 Oct 2007 18:21:16
Message:

quote:
Originally posted by Wizbane

Also, as a personal request, despite the good articles appeared lately in the WotC site, I would voice for a limited number of "official" FR classes/prestige classes, and not for the Eberron way of "everything applies".
Unfortunetly, I don't see this being the case.

It does not fit with the "all rules apply everywhere" initiative they are embracing with 4e.

However, only time will tell. The new rules appear to be very interesting, and I will most likely use them....


somewhere.


Reply author: sleyvas
Replied on: 02 Oct 2007 22:03:48
Message:

quote:
Originally posted by Wizbane


BTW, since it's never too early to ask, has anybody launched a list of FR "most wanted prestige classes" for the FRCS? We're going to get only a limited number of them I guess (8? 10?)




I was thinking about doing this, but then the problem strongly comes down to what groups are still going to exist. I mean, really, something like divine champion, arcane devotee, divine disciple, divine seeker, magelord, runecaster, etc... are generic enough that it doesn't need to be a realms based prestige class.

So, if Thay won't be around, why would there be a red wizard prestige class. If red wizards aren't around, then why a Thayan Knight or Thayan Gladiator? What about the witches of Rashemen? Halruaan adepts? PrC's for specific gods who may be dead? Do the harpers still exist? What about the group that Khelben had formed up (Silverstars was it?)? Elven High Mages? Do the Zhents fall apart with Cormanthyr so close? What about the cult of the Dragon without Sammaster to lead them? Is Dambrath still around? If we're talking about 100 years, a lot may have changed. If only 10, dunno.


Reply author: Dalor Darden
Replied on: 03 Oct 2007 04:07:37
Message:

quote:
Originally posted by Markustay

quote:
Originally posted by dalor_darden

I'm thinking the Semphari are going to move in and conquer Mulhorand...
If you read the GHotR carefully, T'u Lung is going to ally with Mulhorand against Shou Lung, which means Semphar will be the BATTLEGROUND, not the agressor.

Given Imaskar's return and their ancient connections to the Shou, we are looking at a bloodbath and complete reworking of the eastern realms.



I did catch that the Emporer of Tu'Lung had come to Mulhorand...but I also realize that when any major conquest occurs, the aggressor is usually required to bring peace and order to its conquest. Since Mulhorand has not expanded by use of client kingdoms like the Romans did...they require their forces to spread out into Unther to pacify the locals...not counting the losses they had during the long war of conquest. Not only that...but Mulhorand would have to, in 100 years, expand so far beyond their former conquests as to essentially make their empire twice the size it has ever been...and that just to reach the border of Shou'Lung (not to mention needing to pacify lands in between).

Semphar on the other hand was left behind with its forces relatively intact after the Tuigan conquered them. Not only that...but the Semphari had little loss of resources either; AND they have gained Tuigan. They have no neighbors with the manpower to come at them again (it should take at least two generations for the Tuigan to rebuild their numbers). The only threat I see to Semphar would be Mulhorand...and it expanded at a costly rate in the other direction.

I just see a similar thing that happened in earth history...to me the Semphari resemble either the Turks...or after their coming to the middle-east, the armies of Tamerlane (also Turkish peoples).

If they allow the Deep Imaskari to pull off something similar to what Shade did...well, that is boring to me. I don't see the Imaskari coming back as strong as the lords of Shade did.

I could be wrong though...lol


Reply author: Ayunken-vanzan
Replied on: 03 Oct 2007 08:14:48
Message:

quote:
Originally posted by dalor_darden

If they allow the Deep Imaskari to pull off something similar to what Shade did...well, that is boring to me. I don't see the Imaskari coming back as strong as the lords of Shade did.



I agree, since there is no sign that the Deep Imaskari has any expansionist ambitions. The descriptions in Underdark show that their expansionist area was centuries ago and aimed exclusively to other plains (which went horribly wrong). Even after the seal has been broken, most of the people prefer to continue their reclusive life.


Reply author: Markustay
Replied on: 03 Oct 2007 23:47:20
Message:

@dalor_darden - You do realize that Hubadai Kahan, the son of Yamun Kahan, has set up an immense kingdom just to the north of Semphar, right?

And technically, the way things were left at the end there, Semphar was a vassal state of the Tuigan. In the past, they were a vassal state of Mulhorand, Shou Lung, and Imaskar.

Semphar has a history of being conquered, not the conqueror. Also, Murghom is on their border and part of Mulhorand, and Murghom retains 90% of it's military along it's border with Semphar.

Lastly, when Semphar was part of Mulhorand (just prior to the Tuigan War), that meant that the Mulhorandi border was practically on top of the Shou Lung one. Refer to my Hordelands map in the map section of this site. Although the area batween the two mountain ranges got 'squished' between editions, you can still see the two were relatively close.

Hopefully, I will have the newer version of that map posted soon, showing some of the details that were added in the Dragon article (I'm not home, so I don't recall the number). There are at least two new kingdoms that exist now.


Reply author: Dalor Darden
Replied on: 04 Oct 2007 02:32:36
Message:

quote:
Originally posted by Markustay

@dalor_darden - You do realize that the Hubadai Kahan, the son of Yamun Kahan, has set up an immense kingdom just to the north of Semphar, right?

And technically, the way things were left at the end there, Semphar was a vassal state of the Tuigan. In the past, they were a vassal state of Mulhorand, Shou Lung, and Imaskar.

Semphar has a history of being conquered, not the conqueror. Also, Murghom is on their border and part of Mulhorand, and Murghom retains 90% of it's military along it's border with Semphar.

Lastly, when Semphar was part of Mulhorand (just prior to the Tuigan War), that meant that the Mulhorandi border was practicvally on top of the Shou Lung one. Refer to my Hordelands map in the map section of this site. Although the area batween the two mountain ranges got 'squished' between editions, you can still see the two were relatively close.

Hopefully, I will have the newer version of that map posted soon, showing some of the details that were added in the Dragon article (I'm not home, so I don't recall the number). There are at least two new kingdoms that exist now.





I do remember that the Tuigan still have a kingdom...that has lost over 100,000 of its warriors! They were utterly crushed in the twin disasters of Rashemi slaughter and the Golden Way. If I remember off the top of my head, there are only roughly a little more than 150k people in all of the Tuigan kingdom...and I'll wager (if anyone at WotC cares about suspension of disbelief) that most of those are not really warrior capable. That is why I said they are going to need at least two generations to recover and become a true threat again. True, that could be only fifty years from when the horde was broken in Thesk...but Semphar on the other hand has had not only the long lasting cultural uplifting coming from contact with Mulhorand (which they actually broke away from before being conquered by the Tuigan); but also an influx of very new and highly effective military tactics brought by the Tuigan.

The Tuigan are going to be nearly unbeatable in the steppe and plains of their home...even with reduced numbers...but unable to advance again on any other nation.

As for Murghom...they are a vassal state of Mulhorand...that has semi-autonomous rule if I remember right? Also, Murghom had no need for a large military as it relied on the military might of Mulhorand to defend it.

Already talked about how Mulhorand stretched thin...

The Shou'Lung Empire is still stinging from their handling by the Tuigan...the loss of the Wall to the Tuigan, in my thinking, would have put the Shou in a defensive posture until they can ensure their borders are protected. Hard to do when the majority of your military is in place along your southern border against another empire. Unless Shou'Lung takes Tu'Lung back...they are too distracted for expansion again.

I know there is lots of magic to take into consideration...but over all, I see the resource rich Semphari with their heavy infantry and Tuigan style cavalry to be on par with other fantasy setting Middle-Eastern style powers. The Turanian/Hyrkanians of Hyboria, the Bakluni of Greyhawk and others.

Here is something to consider:

In the history of our own world, most nations that have a history of conquest by other neighbors, but a continued prosperity and building of culture, ultimately becomes the new aggressor when others around them fall by the wayside of strength and durability...especially in the fertile crescent area of the middle-east.

So I see a Semphari Empire coming.

Just my two bits...


Reply author: Brian R. James
Replied on: 04 Oct 2007 03:57:12
Message:

Shou Lung has a particularly thorny issue to deal with if it wants to march an army west into Semphr. I see no reason why the new undead rulers of Ra-Khati and Khazari would allow such a force to pass through its borders.


Reply author: KnightErrantJR
Replied on: 04 Oct 2007 04:00:07
Message:

quote:
Originally posted by Brian R. James

Shou Lung has a particularly thorny issue to deal with if it wants to march an army west into Semphr. I see no reason why the new undead rulers of Ra-Khati and Khazari would allow such a force to pass through its borders.

]

So . . . no Dahli Llama?


Reply author: Dalor Darden
Replied on: 04 Oct 2007 04:11:43
Message:

quote:
Originally posted by Brian R. James

Shou Lung has a particularly thorny issue to deal with if it wants to march an army west into Semphr. I see no reason why the new undead rulers of Ra-Khati and Khazari would allow such a force to pass through its borders.



Where did I miss the Undead army conquest of Khazari and Ra-Khati?

Am I remembering something I read in the GHotR...or what?

EDIT: Tan Chin was the undead fella that conquered that area...but he got killed...I didn't think his hold on Khazari and Ra-Khati stuck after his death...guess I was wrong. :-)

Soooo...guess I'm still thinking that Semphar could have a good show in the coming years!


Reply author: Mkhaiwati
Replied on: 04 Oct 2007 14:21:54
Message:

The latest news at EnWorld has a quote from James Wyatt. WotC has given in to fans and will not advance the Eberron timeline by two years. Any changes to magic just sort of happen, which I guess is a way of saying "it has always been like that".

Eberron fans are ecstatic, but FR still gets altered. I don't understand why WOtC has the double standard.

quote:
James Wyatt latest blog entry states that they will not be advancing the Eberron timeline 2 years.

Hey Eberron fans,

I'm very pleased to be able to take a break from my work on the Player's Handbook to come on the boards today and tell you something I think you'll be happy to hear:

We hear you.

We've decided that the 4E Eberron Campaign Setting will not advance the timeline of the setting. The campaign starting year will still be 998YK, and we won't present major changes to the setting except as necessary to bring 4E elements into the world.

It's my hope that we'll be able to sketch out possible directions that events might take, but do that in the same way we do in our 3E sourcebooksas options, possibilities, suggestions you might want to incorporate into your game. That's how we'll sneak in some of the ideas we've been kicking around.

Novels won't become canon. The world won't change according to the events of The Draconic Prophecies or any other novel. Your campaign will remain your campaign.

Let me thank you all again for your love for Eberron and the passion you put into your games. As exasperated as I get sometimes, you folks are the reason I do and love my job.

Keep playing!


Edit to correct any language possibly offensive to Eberron fans. Disgust with WotC designers, not with the other setting.


Reply author: Brian R. James
Replied on: 04 Oct 2007 14:36:05
Message:

quote:
Originally posted by KnightErrantJR

So . . . no Dahli Llama?
Alas no. The late Dahli Llama did not survive the invasion.
quote:
Originally posted by dalor_darden

Tan Chin was the undead fella that conquered that area...but he got killed...I didn't think his hold on Khazari and Ra-Khati stuck after his death...guess I was wrong. :-)
It is indeed curious that the undead legions didn't disperse following Tan Chin's apparent demise in the Year of the Helm, 1362 DR.


Reply author: Dalor Darden
Replied on: 04 Oct 2007 14:41:23
Message:

quote:
Originally posted by Mkhaiwati

The latest news at EnWorld has a quote from James Wyatt. WotC has given in to fans and will not advance the Eberron timeline by two years. Any changes to magic just sort of happen, which I guess is a way of saying "it has always been like that".

Eberron fans are ecstatic, but FR still gets the shaft. I guess all fans are not created equal.

quote:
James Wyatt latest blog entry states that they will not be advancing the Eberron timeline 2 years.

Hey Eberron fans,

I'm very pleased to be able to take a break from my work on the Player's Handbook to come on the boards today and tell you something I think you'll be happy to hear:

We hear you.

We've decided that the 4E Eberron Campaign Setting will not advance the timeline of the setting. The campaign starting year will still be 998YK, and we won't present major changes to the setting except as necessary to bring 4E elements into the world.

It's my hope that we'll be able to sketch out possible directions that events might take, but do that in the same way we do in our 3E sourcebooksas options, possibilities, suggestions you might want to incorporate into your game. That's how we'll sneak in some of the ideas we've been kicking around.

Novels won't become canon. The world won't change according to the events of The Draconic Prophecies or any other novel. Your campaign will remain your campaign.

Let me thank you all again for your love for Eberron and the passion you put into your games. As exasperated as I get sometimes, you folks are the reason I do and love my job.

Keep playing!




All I can say is: congrats to them.

Going to get messy around here now...


Reply author: Kentinal
Replied on: 04 Oct 2007 17:37:59
Message:

Well I was so pleased by that piece of news, but what is, will be.


Reply author: RodOdom
Replied on: 04 Oct 2007 21:00:29
Message:

So in other words it was not the 4E changes to the magic system is not the reason why they blew up Faerun.


Reply author: sparhawk42
Replied on: 04 Oct 2007 21:23:08
Message:

quote:
Originally posted by Mkhaiwati

The latest news at EnWorld has a quote from James Wyatt. WotC has given in to fans and will not advance the Eberron timeline by two years. Any changes to magic just sort of happen, which I guess is a way of saying "it has always been like that".

Eberron fans are ecstatic, but FR still gets altered. I don't understand why WOtC has the double standard.

quote:
James Wyatt latest blog entry states that they will not be advancing the Eberron timeline 2 years.

Hey Eberron fans,

I'm very pleased to be able to take a break from my work on the Player's Handbook to come on the boards today and tell you something I think you'll be happy to hear:

We hear you.

We've decided that the 4E Eberron Campaign Setting will not advance the timeline of the setting. The campaign starting year will still be 998YK, and we won't present major changes to the setting except as necessary to bring 4E elements into the world.

It's my hope that we'll be able to sketch out possible directions that events might take, but do that in the same way we do in our 3E sourcebooksas options, possibilities, suggestions you might want to incorporate into your game. That's how we'll sneak in some of the ideas we've been kicking around.

Novels won't become canon. The world won't change according to the events of The Draconic Prophecies or any other novel. Your campaign will remain your campaign.

Let me thank you all again for your love for Eberron and the passion you put into your games. As exasperated as I get sometimes, you folks are the reason I do and love my job.

Keep playing!


Edit to correct any language possibly offensive to Eberron fans. Disgust with WotC designers, not with the other setting.



I just don't understand why they won't just come out and tell us how far they are moving the setting ahead.


Reply author: Markustay
Replied on: 05 Oct 2007 21:35:01
Message:

quote:
Originally posted by RodOdom

So in other words it was not the 4E changes to the magic system is not the reason why they blew up Faerun.
It's like I been saying all along - the advance in the timeline didn't have anything to do with the rules changes. The writers ran out of room to write, so they moved the timeline forward (note that the guy in charge of novel development played a pivotal role in FR's future). We were complaining a bit too loudly about the RSEs and other meta-plots happening in too quick succession, and they agreed with that part. However, they weren't about to get rid of their novel cash cow, so instead gamers were forced to 'take one for the team'. It wasn't for us, the fans and players, but rather for them, so they can continue to write novels in the hundred years between settings/timelines. It is a time without rules (between editions), so the prima-donna authors can write whatever they like and not be challenged as to it's 'canoness' or continuity.

It has become a setting for novels - forget playing a game in this.


Reply author: sparhawk42
Replied on: 05 Oct 2007 22:46:33
Message:

quote:
Originally posted by Markustay

quote:
Originally posted by RodOdom

So in other words it was not the 4E changes to the magic system is not the reason why they blew up Faerun.
It's like I been saying all along - the advance in the timeline didn't have anything to do with the rules changes. The writers ran out of room to write, so they moved the timeline forward (note that the guy in charge of novel development played a pivotal role in FR's future). We were complaining a bit too loudly about the RSEs and other meta-plots happening in too quick succession, and they agreed with that part. However, they weren't about to get rid of their novel cash cow, so instead gamers were forced to 'take one for the team'. It wasn't for us, the fans and players, but rather for them, so they can continue to write novels in the hundred years between settings/timelines. It is a time without rules (between editions), so the prima-donna authors can write whatever they like and not be challenged as to it's 'canoness' or continuity.

It has become a setting for novels - forget playing a game in this.



But this is only speculation until we find out exactly how far ahead they are moving the setting, right?


Reply author: Ranak
Replied on: 06 Oct 2007 21:21:35
Message:

quote:
Originally posted by Markustay

quote:
Originally posted by RodOdom

So in other words it was not the 4E changes to the magic system is not the reason why they blew up Faerun.
It's like I been saying all along - the advance in the timeline didn't have anything to do with the rules changes. The writers ran out of room to write, so they moved the timeline forward (note that the guy in charge of novel development played a pivotal role in FR's future). We were complaining a bit too loudly about the RSEs and other meta-plots happening in too quick succession, and they agreed with that part. However, they weren't about to get rid of their novel cash cow, so instead gamers were forced to 'take one for the team'. It wasn't for us, the fans and players, but rather for them, so they can continue to write novels in the hundred years between settings/timelines. It is a time without rules (between editions), so the prima-donna authors can write whatever they like and not be challenged as to it's 'canoness' or continuity.

It has become a setting for novels - forget playing a game in this.



I think they are making 4e specifically to be played in and to smooth out the gamers experience.

I think it will be hard for fans of current novels to adjust, but the changes that are coming could be very exciting. The mechanics are going to make play so much smoother, I think the 4e Realms will be much better just from a gameplay standpoint.

In the latest Wizards podcast on monster design, for example, the Drow are referred to as Fey. Monsters in general are being broken down by role, or theme, such as soldier (front line), artillery (ranged attack, Skirmisher (sneaky dodger) and Controller/Hexer (commander or magic user).

This makes it so much easier to pick and pull monsters from the MM to design challenging encounters. You know you need a couple of soldiers for the front, an artillery or two for back and a skirmisher to flank! It is super easy, and the monsters have powers that are relevant to their description, gnoll soldiers, for example, will have powers that are activated when they are attacking in packs, as dogs would. This makes so much more sense the differentiating humanoids by hit dice, etc.

I think once people actually sit down and play with 4e mechanics, there will be little love lost for 3/3.5 Edition.


Reply author: Caedwyr
Replied on: 06 Oct 2007 21:25:41
Message:

quote:
Monsters in general are being broken down by role, or theme, such as soldier (front line), artillery (ranged attack, Skirmisher (sneaky dodger) and Controller/Hexer (commander or magic user).

This makes it so much easier to pick and pull monsters from the MM to design challenging encounters. You know you need a couple of soldiers for the front, an artillery or two for back and a skirmisher to flank! It is super easy, and the monsters have powers that are relevant to their description, gnoll soldiers, for example, will have powers that are activated when they are attacking in packs, as dogs would. This makes so much more sense the differentiating humanoids by hit dice, etc.


It also makes it much easier to introduce tabletop wargaming and minatures to the system as well.


Reply author: Kentinal
Replied on: 06 Oct 2007 21:35:44
Message:

quote:
Originally posted by Caedwyr

quote:
Monsters in general are being broken down by role, or theme, such as soldier (front line), artillery (ranged attack, Skirmisher (sneaky dodger) and Controller/Hexer (commander or magic user).

This makes it so much easier to pick and pull monsters from the MM to design challenging encounters. You know you need a couple of soldiers for the front, an artillery or two for back and a skirmisher to flank! It is super easy, and the monsters have powers that are relevant to their description, gnoll soldiers, for example, will have powers that are activated when they are attacking in packs, as dogs would. This makes so much more sense the differentiating humanoids by hit dice, etc.


It also makes it much easier to introduce tabletop wargaming and minatures to the system as well.



*shrugs* It makes it easier to computer code, 3.X was that compared to 2nd and SKR stated ir was not the design intent for 3.0. Of course the splat books increased coding problems as they came out.

As for minis, nothing official as to if they will cost something. however the only idea so far offered by WotC was offering random minis (but that they would not be needed) to be used with game table. A wargame is what D&D came from, but returning to it strikes me as a bad idea.


Reply author: Chosen of Moradin
Replied on: 06 Oct 2007 21:36:36
Message:

quote:
Originally posted by Ranak


In the latest Wizards podcast on monster design, for example, the Drow are referred to as Fey. Monsters in general are being broken down by role, or theme, such as soldier (front line), artillery (ranged attack, Skirmisher (sneaky dodger) and Controller/Hexer (commander or magic user).




Its only me, or this appear to much as "videogame"???


quote:
Originally posted by Ranak


This makes it so much easier to pick and pull monsters from the MM to design challenging encounters. You know you need a couple of soldiers for the front, an artillery or two for back and a skirmisher to flank! It is super easy, and the monsters have powers that are relevant to their description, gnoll soldiers, for example, will have powers that are activated when they are attacking in packs, as dogs would. This makes so much more sense the differentiating humanoids by hit dice, etc.

I think once people actually sit down and play with 4e mechanics, there will be little love lost for 3/3.5 Edition.



Well, in all editions of D&D, I never have problems to design my encounters, and I dont know in what a "videogame description" of the monsters will help me.. I prefer to trust in myself, and in the nasty monsters books that are at my disposal.

Chosen of Moradin, great fan of Fiend Folio


Reply author: Tiziano
Replied on: 06 Oct 2007 21:43:29
Message:

quote:

Monsters in general are being broken down by role, or theme, such as soldier (front line), artillery (ranged attack, Skirmisher (sneaky dodger) and Controller/Hexer (commander or magic user).

This makes it so much easier to pick and pull monsters from the MM to design challenging encounters. You know you need a couple of soldiers for the front, an artillery or two for back and a skirmisher to flank!



I'm sorry but, with this premise, I can't help but visualize groups of monsters antagonists put together just to fill said roles, with no or little thought to respective ecologies and agendas (but for maybe a 'wouldn't it be cool to have two gnolls, a beholder and a catoblepas?').

I fell in love with D&D (1st ed.) because it was a game that made you think, and sent you to the library to look for archetypes and ideas, not because it was 'fast', 'smooth' or (Heavens forbid!) 'cool'.
Sadly the more I hear about 4th ed. the more it sounds like a game designed for videogamers with a short attention span.


Reply author: Kentinal
Replied on: 06 Oct 2007 21:45:30
Message:

quote:
Originally posted by Ranak



In the latest Wizards podcast on monster design, for example, the Drow are referred to as Fey.

...

I think once people actually sit down and play with 4e mechanics, there will be little love lost for 3/3.5 Edition.



Well I skiped the last podcast, but from what I have read Gold and Silver are also Fey and my impression was a non core race.

If we see the rules, we might like them. This however does not change the idea that appears to be out there that no gnomes exist, that Warforged exist in the Realms with Trieflings as well, that a Bard will not likely exist in rules until 2009.

*sighs*


Reply author: Dalor Darden
Replied on: 06 Oct 2007 21:50:07
Message:

quote:
Originally posted by Chosen of Moradin

quote:
Originally posted by Ranak


In the latest Wizards podcast on monster design, for example, the Drow are referred to as Fey. Monsters in general are being broken down by role, or theme, such as soldier (front line), artillery (ranged attack, Skirmisher (sneaky dodger) and Controller/Hexer (commander or magic user).




Its only me, or this appear to much as "videogame"???


quote:
Originally posted by Ranak


This makes it so much easier to pick and pull monsters from the MM to design challenging encounters. You know you need a couple of soldiers for the front, an artillery or two for back and a skirmisher to flank! It is super easy, and the monsters have powers that are relevant to their description, gnoll soldiers, for example, will have powers that are activated when they are attacking in packs, as dogs would. This makes so much more sense the differentiating humanoids by hit dice, etc.

I think once people actually sit down and play with 4e mechanics, there will be little love lost for 3/3.5 Edition.



Well, in all editions of D&D, I never have problems to design my encounters, and I dont know in what a "videogame description" of the monsters will help me.. I prefer to trust in myself, and in the nasty monsters books that are at my disposal.

Chosen of Moradin, great fan of Fiend Folio



I don't think it is Videogame...and even so...what if it was?

I have a hard time understanding whether people are upset about the setting changes or the rules changes? I mean, to me at least, the setting is what is most important. The role-playing is what I like most, and the rules are just a means to implement some small parts of the "game" that can't be handled simply by talking.

So if they stream-line the mechanics of the game...doesn't it sound like the game will be more of an asset allowing us to get past the mechanical parts and back to the role-playing part?


Reply author: Kentinal
Replied on: 06 Oct 2007 22:04:49
Message:

Some are upset about rule changes of core classes and so on.

Some clearly are upset about setting changes, dead deities all over the place.

All in all we do not know the entire scope of changes to either the rules or the setting, just what many of us are hearing/reading we do not like either.

In fairness there are some that welcome the changes as best as they currently know them. Faster play sounds good even to me.


Reply author: Faraer
Replied on: 06 Oct 2007 22:08:03
Message:

They're separate concerns, though not entirely separate as some people, like Rich Baker, have their hands in both.

Bringing in MMORPG terms by itself obviously won't do any good, and adding a new layer of jargon doesn't sound like streamlining. Whether what they're doing with monsters overall will work well remains to be seen. I predict it will for some, not for others, and will be neither 'better' or 'worse' in any totalizing sense.


Reply author: Ranak
Replied on: 07 Oct 2007 01:45:45
Message:

quote:
Originally posted by Chosen of Moradin


Its only me, or this appear to much as "videogame"???

...

Well, in all editions of D&D, I never have problems to design my encounters, and I dont know in what a "videogame description" of the monsters will help me.. I prefer to trust in myself, and in the nasty monsters books that are at my disposal.

Chosen of Moradin, great fan of Fiend Folio



I think it has more to do with using miniatures than video games, but there a similarity there (the concept of going through 13+ encounters per day in dangerous areas, etc.)

I think the most positive change in the MM is that monsters are being crafted to have really unique powers that do no overlap so much with spells, so they will be in many cases truly different in abilities than PCs. They described some of them in the pod cast, like the pack abilities of gnolls. Some of the monster powers are definitely aimed miniatures players, like an automatic tail slap if you flank a dragon.

Hobgoblins, Orcs and Goblins, etc. all now have actual differentiating abilities that are true to their cultural descriptions (Goblins have deceptive attacks, Hobgoblins for effective lines or phalanx). It is pretty cool.

And if the DM wants to add class levels to the monsters to make them elite units, that is still an option.

In a way I think this does harken back to 1st Edition, all the monsters and classes very clearly defined - leaving the role playing up to the character. 3rd edition took the opposite tactic, where it is very easy to try and differentiate your character by going for an odd prestige class or feat, rather than through role playing. I hope simplicity of the new edition brings backs more focus on role playing, by moving the mechanics along faster.

And, that being said, I do not think they will over-simplify things. If you hear the podcast where there are talking about the new axis system they used to design the monsters, you can tell there is plenty of minutiae in there to please rules hounds.

I am approaching this with cautious optimism. The only tidbit mentioned in the podcast that I found upsetting was that not all the core monsters are going in the Monster Manual, they want all Monster Manuals to be considered core books, so they are spreading the core monsters out between the upcoming Monster Manual I and future editions. Frost Giants were one example, that are being pushed into MM2.


Reply author: RodOdom
Replied on: 07 Oct 2007 02:51:57
Message:

quote:
Originally posted by Markustay

quote:
Originally posted by RodOdom

So in other words it was not the 4E changes to the magic system is not the reason why they blew up Faerun.
It's like I been saying all along - the advance in the timeline didn't have anything to do with the rules changes. The writers ran out of room to write, so they moved the timeline forward (note that the guy in charge of novel development played a pivotal role in FR's future). We were complaining a bit too loudly about the RSEs and other meta-plots happening in too quick succession, and they agreed with that part. However, they weren't about to get rid of their novel cash cow, so instead gamers were forced to 'take one for the team'. It wasn't for us, the fans and players, but rather for them, so they can continue to write novels in the hundred years between settings/timelines. It is a time without rules (between editions), so the prima-donna authors can write whatever they like and not be challenged as to it's 'canoness' or continuity.

It has become a setting for novels - forget playing a game in this.



I agree with much of that. If FR is not selling as much as Wizards would like, it's not a failing of us fans or the setting that Ed created. It's a failing of the designers and authors who have not been able to come up with truly kick-ass stories and products. Re-creating the Realms will not change that.


Reply author: Lemernis
Replied on: 07 Oct 2007 12:30:12
Message:

I'm not very well informed at all about this yet, but I read the leaked developments that drive the coming "Spellplague" at EN World...

The Spellplague's bursting of the Weave strikes me as a kind of 'mega-disaster' for the Realms. Something akin to an asteroid striking the earth in RL, causing climate change, and then profoundly altering the entire ecosystem. An event that forces adapatations within the environment, and causes some rather sweeping changes.

Myself, I prefer a relatively 'low magic' setting where magic maintains an aura of something truly special and mysterious. For my own taste, FR kind of spun out of control with magic getting too commonplace and high level. (No right or wrong to this, it's a matter of individual taste, I respect those who differ.) On the whole question of magic, I'm comforted somewhat by Ed's response to my question some years back about the level of magic in Faerun.*

To use another analogy, I view the changes to the Weave itself also as something like a stock market 'correction' where stocks have inflated value and eventually must drop. Very tough on investors who have most of their portfolio in stocks, but it's still a necessary development for the overall health of the market.

But again, preference for the overall level of magic is a matter of taste. And we have no idea how farreaching the impact the bursting of the Weave will be, how long it will take for the use of magic to return to normal if it ever will, whether magic will be permanently changed, and so forth.

As the type who tends to view the glass half full, I think it's actually kind of exciting to contemplate how all the various civilizations, races, classes, etc., will adapt to this momentous development.



*

quote:
June 2, 2005: Hello, all. Ed replies to this question from Lemernis: "I have a question for Ed about the level of magic in Faerun. The 3rd ed. FRCS pp 92-94 implies that adventuring magic is not particularly common, and in fact may be rather hard to come by. Is real magic (as opposed to gimmick magic) extremely familiar to most or something of a rarity? How difficult is it to come by? Is it found commonly in stores?"

Ed speaks:

Well met, Lemernis. The reason why Realms sources tend to be vague about "how much" magic is out there, and how easily obtained it is, is simply because "we" (the Realms designers) want to leave the 'magic level' of any campaign up to the DM and players in that campaign.

It's easy to be misled by the endless writeups of new spells and magic items into thinking of the Realms as some sort of vast candy store of magic, and by seeing the Chosen of Mystra endlessly flitting about using magic (particularly if you forget that the Chosen of Mystra are charged by their goddess to EXPAND MAGIC USE throughout Toril, putting more magic into the hands of all who won't use it primarily to seize magic from others, slay those who work magic, and by other means restrict magic).

In 'my' original Realms, magic is gained in two ways: by adventuring (as shown in a scene in THE TEMPTATION OF ELMINSTER, Chosen of Mystra actually go around 'planting' scrolls, spellbooks, and magic items in tombs, for adventurers to find), and by undertaking training or study (which often involves temporary service with) someone who possesses more powerful magic. Apart from 'THE' MageFair, magic is never for sale in a store (as opposed to 'secret deals' where someone sells or auctions individual items to discerning persons). The published Realms does have some magic stores, because some gamers prefer that style of play and the published Realms was intended to be the "campaign setting for all" for the 2nd Edition of the D&D game.

Myself, I believe you should pick the level of magic that's most comfortable for you and your fellow gamers/DM, and always err on the side of 'low magic' or at least 'mysterious magic' (the sword glows, and can slice through coat-of-plate, but it started humming that one time, and on that other occasion made a doorknob glow green, so I'm not quite sure what else it does, and what it was crafted to do), to keep roleplaying to the fore and avoid any temptation or possibility for your game becoming a sort of football-huddle tactical arms race wherein attention shifts to game rules and mechanics in endless fighting.

So saith Ed.

As one of his players, I can confirm that we Knights SAW a lot of magic hurled and carted (in the form of gleaming magic items) around, but rarely got our hands on all that much of it - - and when we did, we tended to worry, because it meant we were soon going to face a challenge that would test us to the utmost and we'd better be able to USE that magic if we didn't want to perish. Which is one of the reasons that the first decade or so of real playing time took us up to the lofty heights of 7th to 9th levels!

love to all,
THO


Reply author: Markustay
Replied on: 07 Oct 2007 19:22:28
Message:

quote:
Originally posted by sparhawk42

But this is only speculation until we find out exactly how far ahead they are moving the setting, right?

True.

Sorry about all the 'doom and gloom', I'm trying to avoid it here at the keep.

Yes, if the setting is not set ahead a hundred years or more then perhaps we have some hope of retaining something recognizable.

When I said you 'can't play in this', I was referring to the time-jump between editions - technically, their will be NO rules applying to that 'down-time', so if we want to continue forward past 1385 DR, we must jump all the way ahead to when the NEW FRCS takes place.

None of this will stop me from being a huge fan of the Realms, regardless. The only thing it will effect is which future products I deem neccesary for my game.

I believe it has now been revealed that we will be getting NO diety of magic in 4e, because someone assumed the concept was 'broken'? Someone was quoting a blog, so I didn't read that directly, so I'm just looking for some confirmation on this.


Reply author: KnightErrantJR
Replied on: 07 Oct 2007 19:48:20
Message:

quote:
Originally posted by Markustay


I believe it has now been revealed that we will be getting NO diety of magic in 4e, because someone assumed the concept was 'broken'? Someone was quoting a blog, so I didn't read that directly, so I'm just looking for some confirmation on this.




I'll bet Boccob, Zagyg, Wee Jas, Nuitari, Solinari, and Lunitari are a little nervous after reading that blog . . .


Reply author: Asgetrion
Replied on: 07 Oct 2007 23:53:35
Message:

Did you notice the new Design & Development article on the 'Core Mechanics'? I don't like the fact that Saving Throws will become "static" in nature, like AC. I'd hate my DM to declare that "OOPS! He rolled a critical with the Fireball, so all you guys are TOAST!". This seriously affects magic in the game -- most spells either miserably fails (the caster rolls badly) or all of the targets are in serious trouble (if the caster rolls a high result). It may be more "realistic" in a sense, but I see storm clouds on the horizon, because a single spell might result in a TPK and ruin the campaign (in my experience this would a rare result in a well-balanced 3E campaign). Or a single breath from a dragon. Besides, this feels a bit "deprotagonizing" for me -- will my DM roll my skill checks and attack rolls, too?

Before anyone comments on how "Action Points" save the day -- I know guys who have tried this "optional" system, and they pretty much told me that they spent all the points in a single session (in which everyone had rolled badly). This may also have resulted from the DM "toughening up" some of the encounters because of these Action Points.

I liked that getting rid of "Touch AC" will de-emphasize the importance of Initiative. However, "static" Saving Throws may have exactly the opposite effect in the game.


Reply author: Dalor Darden
Replied on: 08 Oct 2007 00:01:52
Message:

I don't think static saving throws will be any different than the static Armor Class we are all so used to. Would you rather make a defensive roll every time someone attacks you?

I'm all for static saving throws...it allows you to know ahead of time just how tough you are against certain monsters...it speaks to experience in dealing with things. Saving Throws I'm sure will still have the potential to be buffed just like AC...so I don't see this as dangerous.

It actually started (as far as I noticed) in the Conan RPG where spell casters had a Magical Attack Adjustment. In that system you were still required to make a saving throw...but the Magical Attack Roll was the DC for the save. This cuts time in a fight and allows a quicker resolution. Now instead of a fireball doing 30 damage unless you make a save, instead only ONE roll by the attacker is made. Whether this should be against each defender I'm not sure...

I see your point that it could result in the whole group getting a hurting laid on them...but I see the benefit as well.


Reply author: Skeptic
Replied on: 08 Oct 2007 00:07:09
Message:

quote:
Originally posted by Asgetrion

Did you notice the new Design & Development article on the 'Core Mechanics'? I don't like the fact that Saving Throws will become "static" in nature, like AC. I'd hate my DM to declare that "OOPS! He rolled a critical with the Fireball, so all you guys are TOAST!". This seriously affects magic in the game -- most spells either miserably fails (the caster rolls badly) or all of the targets are in serious trouble (if the caster rolls a high result). It may be more "realistic" in a sense, but I see storm clouds on the horizon, because a single spell might result in a TPK and ruin the campaign (in my experience this would a rare result in a well-balanced 3E campaign). Or a single breath from a dragon. Besides, this feels a bit "deprotagonizing" for me -- will my DM roll my skill checks and attack rolls, too?

Before anyone comments on how "Action Points" save the day -- I know guys who have tried this "optional" system, and they pretty much told me that they spent all the points in a single session (in which everyone had rolled badly). This may also have resulted from the DM "toughening up" some of the encounters because of these Action Points.

I liked that getting rid of "Touch AC" will de-emphasize the importance of Initiative. However, "static" Saving Throws may have exactly the opposite effect in the game.



Your reasoning is based on 3.x maths, therefore completly false.


Reply author: Asgetrion
Replied on: 08 Oct 2007 00:37:40
Message:

quote:
Originally posted by Skeptic

Your reasoning is based on 3.x maths, therefore completly false.



Actually, I was thinking of those 4d6+21 4E Fireballs which were mentioned in one of the designer blogs... yes, critical hits may be "less effective" in 4E mechanics, but I somehow doubt it, because can you make it any *simpler* (one of 4E 'keywords ;) than "doubling" the damage? And it may very well be that Dragon Breath will actually cause less Hit Point damage, but we cannot know about that yet. In any case, it may very well turn out that my "math" is not "completely false" after all! ;)

How about those "static" Saving Throws -- don't *you* think that they'll be "deprotagonizing"? I want to roll whenever I can so that my character's fate lies in *my* hands as much as possible -- we've even discussed about using those optional "defense rolls" (i.e. "dynamic" AC against every attack).

And I don't mind combat taking longer, because physical conflicts and battles *should* last for a very good reason -- they are violent in nature and most often have 'lasting' results (i.e. someone is killed), and thus they should not be taken lightly. If combat is made simple and fast, your PCs won't hesitate to use violence in every situation -- role-playing aside, it might seem very lucrative (in 4E) for the players to kill the gate guards or the town mayor if they get in your characters' way.


Reply author: Skeptic
Replied on: 08 Oct 2007 01:07:18
Message:

quote:
Originally posted by Asgetrion
How about those "static" Saving Throws -- don't *you* think that they'll be "deprotagonizing"? I want to roll whenever I can so that my character's fate lies in *my* hands as much as possible -- we've even discussed about using those optional "defense rolls" (i.e. "dynamic" AC against every attack).


I would suggest to have the DM trowing dices before the players eyes.

quote:
Originally posted by Asgetrion
And I don't mind combat taking longer, because physical conflicts and battles *should* last for a very good reason -- they are violent in nature and most often have 'lasting' results (i.e. someone is killed), and thus they should not be taken lightly. If combat is made simple and fast, your PCs won't hesitate to use violence in every situation -- role-playing aside, it might seem very lucrative (in 4E) for the players to kill the gate guards or the town mayor if they get in your characters' way.



D&D is a combat-heavy RPG, D&D4E won't change that.


Reply author: Asgetrion
Replied on: 08 Oct 2007 01:48:36
Message:

quote:
Originally posted by Skeptic

I would suggest to have the DM trowing dices before the players eyes.



But how does that change the fact that it gives less control to players? Don't you find that deprotagonizing? What about the DM rolling everything else, too (i.e. attacks, damage, skill checks)? Besides, if the DM rolls it "openly", he won't be able to "fudge" rolls, which probably results in many more TPKs.

quote:

D&D is a combat-heavy RPG, D&D4E won't change that.



Yes, but note that "slow" and time-taking combat is a "metalevel" effect which encourages players to fight only those battles that *matter* to them and their characters. Still, I agree that it was a bit silly that you could only earn XP by killing things in 3E (I liked the XP table in 2E). Hopefully 4E will give XP for "social encounters" as well.


Reply author: Kuje
Replied on: 08 Oct 2007 02:53:10
Message:

quote:
Originally posted by Asgetrion

Hopefully 4E will give XP for "social encounters" as well.



Actually one of the recent news articles on ENworld was about 4e social encounters and how they now, sometimes, give exp. It was posted not more then a week ago, or maybe sometime last week.

Edit: Fnd it

David Noonan's latest update discusses non-combat challenges and how (and when) they end.

Today's work is mostly spent on the end state: How do you know you're at the end of the encounter, and what are the consequences (both game and narrative) for success and failure?

Those end-state elements are so obvious in most combat encounters that we take them for granted. Most of the time, you know when the fight is over, and you know what the consequences were for both the winners and losers.

It's a little muddier for noncombat challenges. The successful end state of a wilderness trek is pretty obvious--you reach your destination. But the failure end state? It should probably be something more satisfying than "you all get lost and die of exposure." The failure should hurt, absolutely--but it shouldn't be a narrative dead-end (on a one-way street, no less).

And just like real life, things get muddier still when you're talking social interactions. At what point does the Duke make up his mind and no amount of further talk will sway him? (And if you think the players naturally stop talking at that point, well, you have very different players than I do.) If you tick off the Duke, what's the consequence of that, both in a game-mechanics sense and in terms of the narrative?

Those are tricky questions. Fundamentally, they're questions whose answers get generated at your table, not in the DMG. But we're going to lay down some principles that guide challenge design--whether you're designing ahead of time or making it up as you go along. Right now, the manuscript suggests five principles for noncombat challenges.

Right now, the principle I'm working under is "Success and failure have both game consequences and narrative consequences." One of the implications is that success isn't just its own reward in a narrative sense. Success also gets you the same cool stuff that a combat encounter would get you. If you engage in a big debate with the Duke and convince him to help you secure the borderlands, you earn experience and treasure just as if you'd faced a combat challenge of equivalent difficulty.

Whoa. Treasure? Yes--sort of. In a lot of noncombat challenges, there's no way to directly provide treasure at the challenge's conclusion. To use the wilderness trek example, it would be a little weird to say, "You've reached your destination...and there's a big pile of gold there, too." But any DM worth his salt will defer that treasure and sneak it back into the adventure in a spot that makes sense.

What about social stuff? Does that mean you earn experience and cold, hard cash just for talking to NPCs as a matter of course? No. The point is that a noncombat challenge has to be a challenge. The situation must be meaningful, the outcome must be in doubt, and there must be some element of risk. If those elements aren't all present, you're just talking. You might be learning useful stuff, and you might be having fun. But no XP for that.

And just for fun, here's another one of the five principles: "Noncombat challenges test multiple PCs in multiple ways." Not exactly shocking or radical, but it's something we're taking seriously. To use the social encounter example, it's useful if the party has a "face man," but a face man alone isn't a "We win" button.


Reply author: Lemernis
Replied on: 08 Oct 2007 12:21:27
Message:

As a student of Amn, I'm intruiged at whether the Spellplague will benefit Amn's magic-unfriendly society as a major player in Faerun. The people of Amn eschew magic, so they'll be delighted. Whether the bursting of the Weave will translate into to any sort of advantage for the nation is anyone's guess, I suppose.

Given that other other dominant civilizations in Faerun that have relied on magic will be severely weakened by the collapse of magic, it might embolden Amn as a major power. Amn has never been militarily hegemonistic, choosing instead wielding power economically. But as I muse about this, I can envision the following scenario:

A charismatic heir to the vacant Amnian throne emerges. This individual manages to restore the Amnian monarchy as the true power in the land, with the Council of Six functioning as the royal throne's puppets. The new king achieves this by stirring a powerful identification in the people with their Calishite ancestral roots. He idealizes Ahmal Shoon VII, a brilliant military strategist who distrusted magic and led mage purges, and uses him as a model for what a true Calishite forebear of Amn is really all about. So it is definitely a kind of revisionist history (something that can easily be accomplished in Amn given its lack scholarship). He contends that the Calishites would easily have ruled the planet had they not succumbed to the temptations of magic. That to rule the planet is their birthright, and so forth.

Yes, I know this is derivative of real world mid 20th century history. But it's also archetypal. ;) Throughout history (in RL) leaders with an unquenchable thirst for conquest often share a lot of similar personality traits, and use the same stypes of devices, etc.

Sorry for running wild with an idea, maybe I should have posted in in Questions for Steven Schend. But mainly, I'm just offering it up as an example of the types of interesting changes that can arise from the dramatic impact of the Spellplague.


Reply author: lycurgus33
Replied on: 09 Oct 2007 02:23:23
Message:

So all wizards will have either a staff a wand or a giant marble? And they'll be stuck in some kind of Hogwarts' academic department of magic? Have I heard this correctly?

I really didn't like Vancian magic preparation, but then there's always the Sorcerer option which was great. But changing what a wizard looks like across all genres with these clunky artifacts *shakes head* it's tacking too much on to the system itself which should be setting-neutral, don't you think?


Reply author: Ranak
Replied on: 09 Oct 2007 08:33:09
Message:

quote:
Originally posted by lycurgus33

So all wizards will have either a staff a wand or a giant marble? And they'll be stuck in some kind of Hogwarts' academic department of magic? Have I heard this correctly?

I really didn't like Vancian magic preparation, but then there's always the Sorcerer option which was great. But changing what a wizard looks like across all genres with these clunky artifacts *shakes head* it's tacking too much on to the system itself which should be setting-neutral, don't you think?



WoTC has indicated that Wizards will still have memorized spells, just fewer, in addition to the powers which they project through their foci, which seem rather elegant (not clunky) to me. See their comments below.

"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."

Specifically regarding the orbs and staffs that people seem to deride as Harry Potterish:

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.")

"...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."

I think all in all, combined with the new system allowing offensive spells to crit just like attacks, the implements will work out well for many players. Dyed-in-wool types who insist that polymorph must be a 4th level spell, and their Wizard must be able to teleport out of trouble as soon as they hit L9 might cry and moan, but I think it could be fun to play.


Reply author: Mace Hammerhand
Replied on: 09 Oct 2007 13:52:54
Message:

I'd like to see magic-users being able to use anything they want as a focus for their special powers, there is a potential for comic-abuse, but wouldn't it be cool if the wizard had to use one specific item, like a loaf of bread, and then have the party starve...the loaf would be old, dry as hell, and well...dusty, no, I'm joking, of course, but the entire idea is so WOW that it isn't even funny, and I dunno if WOW got it from Harry Potter...


Reply author: Aewrik
Replied on: 09 Oct 2007 17:18:56
Message:

If they remove the orders and just put the "wizards' unique implements" as props for different descriptors, I'd be less against this.
I mean, for high-level wizards to take that feat "eschew implement" which removes the need for Harry Potter stuff.


Reply author: Markustay
Replied on: 09 Oct 2007 17:32:11
Message:

quote:
Originally posted by Mace Hammerhand

I'd like to see magic-users being able to use anything they want as a focus for their special powers, there is a potential for comic-abuse, but wouldn't it be cool if the wizard had to use one specific item, like a loaf of bread, and then have the party starve...the loaf would be old, dry as hell, and well...dusty, no, I'm joking, of course, but the entire idea is so WOW that it isn't even funny, and I dunno if WOW got it from Harry Potter...

WoW did not invent the concept, nor did J.K. Rowlings - a wizard using an object to focus his eldritch energies through is as old as time.

As far as P&P RPGs go, Chivalry & Sorcery (published in 1977!) used the idea FIRST. When done correctly, it adds quite a bit of flavor to a game. Although Wizards tended to use Staves and wands, and Elves used Tiaras and amulets, etc, just about everyone could use a different item if they wished. There were bonuses involved in using the item correct to your class/race, similar to the D&D sytem for 'favored class', but there were still options available (Wood Elves being able to use their bows as Foci I found VERY flavorful).

The 'Magical Traditions' in 4e seem to be VERY similar to the system used in C&S, so it will probably be excellent.

You see, I know that much about the game because I used to work for Fantasy Games Unlimited, the publisher of C&S.


Reply author: Wooly Rupert
Replied on: 09 Oct 2007 18:25:14
Message:

I won't be happy with this item-based magic system, unless it's based on some sort of feat. Say, if you have this feat, and your chosen implement, then you get a +2 bonus of some sort on your spells (DC, damage, both, whatever). But, if you have this feat and lose your chosen implement, then that bonus becomes -2.


Reply author: Kentinal
Replied on: 09 Oct 2007 18:39:31
Message:

You know they have said.

They want to get away from wealth based play, that equipment will not be as important as it was a 3.X or prior editions.

Not sure how they will do this with spellcasting when a +3 or +6 wand makes a difference.

Of course they also say all spell casters will always be able to use some magic. It is not well explained yet though.

Perhaps level 0 spells can be cast at will (if 0 level spells even exist), maybe some other inate ability of being a class.


Reply author: Markustay
Replied on: 09 Oct 2007 18:40:33
Message:

Thats pretty much how it worked in C&S, Wooly. You could still cast spells, but not nearly as well as when you had your focus.

Hopefullly it will work that way in 4e - if they go with some sort of 'Spell Points' sytem (Mana?), then magical artifacts that add to or even multiply available spellpoints become viable as well.

EDIT: I don't see how they can possibly lessen the importance of gear - the aquisition of better equipment and magical items has been a staple of the game since the beginning. What would be the point of Dungeon-delving, then?


Reply author: Wooly Rupert
Replied on: 09 Oct 2007 19:09:09
Message:

quote:
Originally posted by Markustay

What would be the point of Dungeon-delving, then?



For the scenery? "And on the left, you can see the torture chambers of Mad King Hoozebain. It's not known how many innocents died here, but rumor has it that this is the most haunted area for several days' travel in any direction. Ooh, look! Here comes one of the tortured spirits now!"


Reply author: Asgetrion
Replied on: 09 Oct 2007 19:11:18
Message:

quote:
Originally posted by Mace Hammerhand

I'd like to see magic-users being able to use anything they want as a focus for their special powers, there is a potential for comic-abuse, but wouldn't it be cool if the wizard had to use one specific item, like a loaf of bread, and then have the party starve...the loaf would be old, dry as hell, and well...dusty, no, I'm joking, of course, but the entire idea is so WOW that it isn't even funny, and I dunno if WOW got it from Harry Potter...



You are thinking of Pratchett's 'dwarven battle bread', aren't you?

I agree that althought there *would* be those occasional "funny" implements (loaves of bread, old musty robes, mushrooms, etc.) but if it has worked in Ars Magica for ages (i.e. any item qualifies for a 'talisman'), why couldn't it work in D&D?


Reply author: lycurgus33
Replied on: 10 Oct 2007 01:11:19
Message:

quote:
For the scenery? "And on the left, you can see the torture chambers of Mad King Hoozebain. It's not known how many innocents died here, but rumor has it that this is the most haunted area for several days' travel in any direction. Ooh, look! Here comes one of the tortured spirits now!"



Is there a King Hoozbain's gift shop at the end of the tour?

I'd also like to ask the designers how to equate a peasant working with near medieval technology plowing and farming fields with the points of light concept. Or how cities would get a reliable supply of food from these so-called unreliable and oft-times closed roads. Or why any city with a half-decent military would put up with that.


Reply author: Chosen of Moradin
Replied on: 10 Oct 2007 01:40:15
Message:

Yeah, I think that this concept is good...if it be handled well... but, until now, in the part of rules, I dont have nothing to complain concerning the designers.


Reply author: Kentinal
Replied on: 10 Oct 2007 02:21:50
Message:

quote:
Originally posted by lycurgus33



I'd also like to ask the designers how to equate a peasant working with near medieval technology plowing and farming fields with the points of light concept. Or how cities would get a reliable supply of food from these so-called unreliable and oft-times closed roads. Or why any city with a half-decent military would put up with that.



Well Design has said Realms would not be totally reduced to points of light, just events would make it closer to points of light then now.

As for economy of the Realms or in general D&D it was always broken. Waterdeep never had enough farmland to feed the people, though of course food could be traded for to make up for lack of farmland.

Odds are there will remain some roads open, clearly it sounds like citystates will become points of light (or darkness) where the Guard would be protecting the farmers and the farming land.

I built a model some time ago for Kentinal on how it could work, based in part on limited D&D rules for realm building and in part on history.


Reply author: sleyvas
Replied on: 10 Oct 2007 20:37:57
Message:

quote:
Originally posted by Mace Hammerhand

I'd like to see magic-users being able to use anything they want as a focus for their special powers



I can see some kind of feat (or whatever feats will be called) similar somatic weaponry that would let you "align" some other kind of object to work as an implement. Thus, a polearm might be able to replace a staff, or a dagger replace a wand, etc... The mage might have to specially prepare a new object whenever he wants to trade them out or something.


Reply author: Markustay
Replied on: 11 Oct 2007 05:01:17
Message:

According to Chris Perkins blog, which can be viewed here-

http://forums.gleemax.com/showthread.php?p=14049296#post14049296

The highlight, IMHO -

quote:
Posted by Chris Perkins, lead designer of FR 4e
(1) It's a D&D campaign setting and an FR campaign setting. It feels like FR, but also it uses 4E game mechanics and incorporates all 4E races and classes. The Spellplague and its effects on the world enable us to integrate new 4E mechanics and world elements into the setting in a manner that doesn't require us to ignore canon or rewrite history. Large parts of the world won't be affected horribly. We're not going to destroy Cormyr, level Waterdeep, or blow up Silverymoon, for instance. We like these places as much as anyone. However, there are some parts of the world that aren't quite so beloved and don't have much happening in or around them. Many of these areas are likely to undergo some level of change.

Accent mine - it appears that FR IS going to be core now, and if the Warforged show up in the PHB, then FR will have them as well in 4e.

Perhaps not a brand new setting, but it sounds like the times, they are a changin'.


Reply author: Dalor Darden
Replied on: 11 Oct 2007 05:35:22
Message:

quote:
Originally posted by Markustay

According to Chris Perkins blog, which can be viewed here-

http://forums.gleemax.com/showthread.php?p=14049296#post14049296

The highlight, IMHO -

quote:
Posted by Chris Perkins, lead designer of FR 4e
(1) It's a D&D campaign setting and an FR campaign setting. It feels like FR, but also it uses 4E game mechanics and incorporates all 4E races and classes. The Spellplague and its effects on the world enable us to integrate new 4E mechanics and world elements into the setting in a manner that doesn't require us to ignore canon or rewrite history. Large parts of the world won't be affected horribly. We're not going to destroy Cormyr, level Waterdeep, or blow up Silverymoon, for instance. We like these places as much as anyone. However, there are some parts of the world that aren't quite so beloved and don't have much happening in or around them. Many of these areas are likely to undergo some level of change.

Accent mine - it appears that FR IS going to be core now, and if the Warforged show up in the PHB, then FR will have them as well in 4e.

Perhaps not a brand new setting, but it sounds like the times, they are a changin'.



I don't see warforged appearing in the Realms...I mean there was the one in the GHotR...but I'm hoping it isn't so!

I can see eladrin and tiefling...but not warforged...they are too campaign specific of a race.

I can only hope...


Reply author: Kentinal
Replied on: 11 Oct 2007 05:43:02
Message:

A blending of two worlds, that can mean much or little.

Elves changed, new races common in the realms, new classes and the posible extintion of an entire race as well.

But do not worry, we will love the changes that FR design team is going to offer us. We have their promise that we will be pleased. This by some *glances at Code of Conduct, then decides to write no more*


Reply author: RodOdom
Replied on: 11 Oct 2007 17:28:49
Message:

"However, I believe the Spellplague is a very elegant way to merge the current campaign setting with 4E. " - Chris Perkins


Elegant ... like a jackhammer ! :D


Reply author: Markustay
Replied on: 11 Oct 2007 18:13:38
Message:

Maybe it's a Golden diamond-studded Jackhammer.


Reply author: Rinonalyrna Fathomlin
Replied on: 11 Oct 2007 19:13:12
Message:

quote:
Originally posted by Asgetrion
This is from Chris Thomasson's Blog:
quote:

Last thought: Today's playtest made me realize something. Our design, development, and editing teams rock. I've played every iteration of 4th Edition. I can easily say, this is the best, by far. Every class did something cool, on every round. And each class approached the game in a different way. The paladin was exacting divine retribution, the ranger was blasting the crap out of stuff with his bow, and the wizard was blowing bad guys up with very cool spells (and that damn sleep spell). It felt just like D&D should. Oh, and the monster stat blocks? Cake. My round to round management was incredibly easy, and each monster had something interesting to do, without burdening me with useless information.





How annoying.

I would laugh, but it's not that funny.


Reply author: Rinonalyrna Fathomlin
Replied on: 11 Oct 2007 19:43:57
Message:

quote:
Originally posted by Ranak
Perhaps I am just old fashioned, I was raised in a strict household. I eat what is put on my plate. I will find a way to have fun playing 4ed.



Well, different strokes for different folks. I used to eat what was put on my plate, but lately I've found it more interesting (and liberating) to cook my own meals.


Reply author: Hawkins
Replied on: 11 Oct 2007 20:15:23
Message:

quote:
Originally posted by RodOdom

"However, I believe the Spellplague is a very elegant way to merge the current campaign setting with 4E. " - Chris Perkins


Elegant ... like a jackhammer ! :D




quote:
Originally posted by Markustay

Maybe it's a Golden diamond-studded Jackhammer.



I just hope they pull out the chisel, smooth out the edges and make it pretty again before the 4e FRCG is published. It may be a vain hope.


Reply author: Rinonalyrna Fathomlin
Replied on: 11 Oct 2007 20:33:28
Message:

quote:
Originally posted by dalor_darden


I can see eladrin and tiefling...but not warforged...they are too campaign specific of a race.




I doubt that will stop WotC.


Reply author: Mkhaiwati
Replied on: 11 Oct 2007 23:39:27
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Asgetrion
This is from Chris Thomasson's Blog:
quote:

Last thought: Today's playtest made me realize something. Our design, development, and editing teams rock. I've played every iteration of 4th Edition. I can easily say, this is the best, by far. Every class did something cool, on every round. And each class approached the game in a different way. The paladin was exacting divine retribution, the ranger was blasting the crap out of stuff with his bow, and the wizard was blowing bad guys up with very cool spells (and that damn sleep spell). It felt just like D&D should. Oh, and the monster stat blocks? Cake. My round to round management was incredibly easy, and each monster had something interesting to do, without burdening me with useless information.





How annoying.

I would laugh, but it's not that funny.



How can you say this is annoying ? IT ROCKS! The monsters do exactly what they should do... just fall over dead whenever a PC does anything! COOL!! Those monsters are interesting!

And only 10 encounters like that to reach the next level! Cool! Rockin'! <insert random market banter here>


Reply author: Markustay
Replied on: 12 Oct 2007 01:46:30
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

I doubt that will stop WotC.
I stand corrected - Rich Bakar said in his latest Ask the Designers thread entry at WotC that the Warforged will NOT be in 4e FR.

http://forums.gleemax.com/showpost.php?p=14052953&postcount=764

Ergo, one can surmise that they will not be in the new PHB - probably have to save something for the Eberron CG.


Reply author: Rinonalyrna Fathomlin
Replied on: 12 Oct 2007 02:08:29
Message:

quote:
Originally posted by Mkhaiwati
How can you say this is annoying ? IT ROCKS! The monsters do exactly what they should do... just fall over dead whenever a PC does anything! COOL!! Those monsters are interesting!

And only 10 encounters like that to reach the next level! Cool! Rockin'! <insert random market banter here>





Ya know, you're right, that's so totally cool and interesting! Because I guess in the end that's all that really matters--having characters that ROCK and making sure the whole setting is all about them. Why play at all if some characters in the setting are better than your character? That's not cool.

Markus: yeah, I saw that bit about the warforged. But what if they are a similar type of creature, only called "bloodforged" or something?


Reply author: Aewrik
Replied on: 12 Oct 2007 03:48:30
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
Ya know, you're right, that's so totally cool and interesting! Because I guess in the end that's all that really matters--having characters that ROCK and making sure the whole setting is all about them. Why play at all if some characters in the setting are better than your character? That's not cool.



Heh... y'know, if the PCs are the strongest and coolest characters in the setting, I think they'd face a certain lack of opposition. I mean, half of all the hostile creatures in FR got character levels in 3e.

I don't have the energy to get into this debate, but just think of how it is in Star Wars, LotR or any other heroic movie. The main characters are never the strongest ones in the movie.


Reply author: Kentinal
Replied on: 12 Oct 2007 03:59:40
Message:

Well one of the play testing DMs complains has not killed a PC yet, but is working on trying to do so.

D&D was not designed to be DM vs. PCs but at least one DM talks about that is the type of play intended. *shrugs*


Reply author: Skeptic
Replied on: 12 Oct 2007 04:43:13
Message:

quote:
Originally posted by Kentinal

Well one of the play testing DMs complains has not killed a PC yet, but is working on trying to do so.

D&D was not designed to be DM vs. PCs but at least one DM talks about that is the type of play intended. *shrugs*



D&D was always designed as a DM vs Players game.

(At a poker's night with friends level I would add)

Edit : Hundreds of playing group drifting it in a different way don't change that fact.


Reply author: Kentinal
Replied on: 12 Oct 2007 05:35:35
Message:

quote:
Originally posted by Skeptic

quote:
Originally posted by Kentinal

Well one of the play testing DMs complains has not killed a PC yet, but is working on trying to do so.

D&D was not designed to be DM vs. PCs but at least one DM talks about that is the type of play intended. *shrugs*



D&D was always designed as a DM vs Players game.

(At a poker's night with friends level I would add)

Edit : Hundreds of playing group drifting it in a different way don't change that fact.



*bangs head*

Perhaps ask Ed if he agrees with you.

Where I grew up in the game the DM set the stage with rewards and risks. The PCs either though luck ad/or skill (or lack of it) suceeded or failed. The DM is not suspose to be there to kill the PCs or even cause them to fail. If that was the design the DM could win every time.


Reply author: Skeptic
Replied on: 12 Oct 2007 05:44:48
Message:

quote:
Originally posted by Kentinal

Perhaps ask Ed if he agrees with you.


You didn't see my edit note? Playing groups drifting the game in another direction doesn't change the design basis.

quote:
Originally posted by Kentinal
Where I grew up in the game the DM set the stage with rewards and risks. The PCs either though luck ad/or skill (or lack of it) suceeded or failed. The DM is not suspose to be there to kill the PCs or even cause them to fail. If that was the design the DM could win every time.



Yeah the DM can win every time, however, doing it would be cheating*, so in reality he can't.

The DM must set up sounds challenges and gives rewards accordingly.

If the players can't come up with a good enough (including luck) strategy to beat an appropriate challenge, they partialy (no XP, no advancement) or completly (TPK) fail to win.

Of course, like many groups (including Ed's) you can use the D&D combat system and play a completly different game, but that's not the point here.

* e.g. asking a 1st-level party to fight an adult red dragon.


Reply author: Kuje
Replied on: 12 Oct 2007 06:19:07
Message:

Sigh. I do believe that the mods have asked that this argument about what D&D is or is not designed to do to not continue, so I wonder why do you ignore them?


Reply author: Skeptic
Replied on: 12 Oct 2007 06:25:10
Message:

quote:
Originally posted by Kuje

Sigh. I do believe that the mods have asked that this argument about what D&D is or is not designed to do to not continue, so I wonder why do you ignore them?



Hmm maybe because it directly answers the post of the previous poster ?


Reply author: Kuje
Replied on: 12 Oct 2007 06:27:35
Message:

quote:
Originally posted by Skeptic

quote:
Originally posted by Kuje

Sigh. I do believe that the mods have asked that this argument about what D&D is or is not designed to do to not continue, so I wonder why do you ignore them?



Hmm maybe because it directly answers the post of the previous poster ?



And yet, you have already been given one post from a mod asking for you to please knock it off. You're posts makes it sound as if the rest of us are not playing D&D, which is not the case. Fine you believe D&D is that way but it's not the truth for all of us. So please follow what the mods requested and end this debate. It's tiresome and insulting to those of us who you keep going, "You're not playing D&D, so go find a new RPG." That is so far off the mark that it's an annoyance.

And for the record, D&D does not always have to be a DM vs. Player game but if that is how you run it, great, but there is no set in stone way to run a D&D game. So please stop making it sound as if there is only one way to play D&D and if we aren't playing that way then we, according to you, aren't actually playing D&D.


Reply author: The Sage
Replied on: 12 Oct 2007 06:41:32
Message:

Indeed.

Skeptic, we've been down this road already. Kindly refrain from bringing this particular issue up. If you want to discuss it with specific scribes, I would suggest you handle the issue of experimenting with alternative RPG systems, in PMs.

Thank you.


Reply author: Skeptic
Replied on: 12 Oct 2007 06:47:08
Message:

quote:
Originally posted by Kuje
And yet, you have already been given one post from a mod asking for you to please knock it off. You're posts makes it sound as if the rest of us are not playing D&D, which is not the case. Fine you believe D&D is that way but it's not the truth for all of us. So please follow what the mods requested and end this debate. It's tiresome and insulting to those of us who you keep going, "You're not playing D&D, so go find a new RPG." That is so far off the mark that it's an annoyance.

And for the record, D&D does not always have to be a DM vs. Player game but if that is how you run it, great, but there is no set in stone way to run a D&D game. So please stop making it sound as if there is only one way to play D&D and if we aren't playing that way then we, according to you, aren't actually playing D&D.



Okay, I'll try another time...

There is a official D&D game that is written in some TSR/WOTC books.

It's design is not simple as I described it above (in fact, it's quite a confused design) but fundamentaly it is a competitive game.

Many (many) groups during all those years have used the D&D rules in differents ways to make them fit their real interest in a RPG. That is what I named "drifting the game" above.

These group-specific changes of style/rules of the game are fine for the group that they were made to satisfy. Of course !

However, when a DM or player comes here and say : I have this problem with D&D. The first reaction is to answer using the baseline official D&D. More than often on this boards (vs ENWorld), these answers aren't welcomed because the players/DMs have drifted the game quite a bit.

Drifting the game is not bad at all, but it's only one of the possible solution, trying another RPG that will need lot less drifting is another one.

What is bad is to give answers using our own "version" of D&D without saying it, because it's nearly impossible that it fits the "version" of the OP.

BTW, it's not a big surprise there is so many "version" of D&D, the lack of a precise playstyle explicitly announced by the designers explains it.


Reply author: Arkhaedun
Replied on: 12 Oct 2007 06:50:49
Message:

This thread is about 4th edition Dungeons and Dragons, not game theory, not variations on the game, not different views on various editons, but in general news about 4th edition, people's opinions of it and reactions to it. General game theory is not the topic.

This has been pointed out before. Time to get back on topic.


Reply author: Dalor Darden
Replied on: 12 Oct 2007 17:29:22
Message:

My hope is that they come to grips with the ability for characters to actually found holdings within this new edition. They came sort of close with Powers of Faerun; but still it was lacking some key ingredients that would have streamlined the whole process.

Way back when, there was this Green Box that had some pretty simple (but good) rules about founding your own holdings...anyone remember those days?

Anyway, a generic supplement that detailed more fully the ability of characters to have a hard-wired way to found holdings (whether they are fortresses, guild holdings or caravan investments) would be a welcome addition to the D&D game from where I'm standing.

I've come up with various ways to track even a kingdom and the possible treasury it could have; but having something more solid published by WotC would be great. It would be really nice to be able to track our evil organizations that way too...when the party sacks a Zhent caravan, then we would know just how angry Fzoul (or Manshoon in my campaign) would be! Its one thing to say that the characters do it...but another altogether for the bad guy to really be hit in the treasure chest.

Of course, not everyone wants to track things like this...and I don't always track the bad guys myself to see how badly they are affected by party actions (usually just improvise like most other DMs I've encountered); but it would be really useful for those Rogues that invest their loot in things, or for Clerics to see how much their temple brings in and etc.

I know a lot of people don't like to get in the nuances of a game like that; but the folks I usually play with have been at this sort of gaming for 25+ years like me...so it holds interest for us.


Reply author: sleyvas
Replied on: 12 Oct 2007 21:11:55
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Mkhaiwati
How can you say this is annoying ? IT ROCKS! The monsters do exactly what they should do... just fall over dead whenever a PC does anything! COOL!! Those monsters are interesting!

And only 10 encounters like that to reach the next level! Cool! Rockin'! <insert random market banter here>





Ya know, you're right, that's so totally cool and interesting! Because I guess in the end that's all that really matters--having characters that ROCK and making sure the whole setting is all about them. Why play at all if some characters in the setting are better than your character? That's not cool.



I WANNA ROCK!!!
(chorus) ROCK!!
I WANT TO ROCK!!!
(chorus) ROCK!!!
duh duh duh dunna duh duh duh dunna duh duh duh dunna dun

Yeah, my characters are gonna be the MACK DADDIES of realmsian NASTINESS. BOOOYYYYYEEEEEEE!!!!!

PEACE OUT


Reply author: RodOdom
Replied on: 12 Oct 2007 21:47:32
Message:

No. 4E is going to be COOL. It's 4.5 that's going to ROCK !!!


Reply author: Skeptic
Replied on: 12 Oct 2007 21:52:51
Message:


Ok and it's me that get pointed to get back on topic... yeah..


Reply author: Asgetrion
Replied on: 13 Oct 2007 10:27:30
Message:

quote:
Originally posted by Skeptic


Ok and it's me that get pointed to get back on topic... yeah..



Don't you wanna be COOL and ROCK?!?


Reply author: Jorkens
Replied on: 13 Oct 2007 10:51:48
Message:

quote:
Originally posted by Asgetrion

quote:
Originally posted by Skeptic


Ok and it's me that get pointed to get back on topic... yeah..



Don't you wanna be COOL and ROCK?!?



Thanks a lot, now I got Twisted Sister in my head. Now I got to make that record player sweat to clean that out.


Reply author: Wooly Rupert
Replied on: 13 Oct 2007 15:03:20
Message:

The topic, people. Let us return to it.


Reply author: Darkmeer
Replied on: 14 Oct 2007 02:56:30
Message:

Call me crazy... 4e previews (the first confessions of a full time wizard & Design & Development from this week).

Okay, the confessions article makes me kinda sad. It really wasn't about D&D. It was the emotional scars of life (with which I'm very well aware).
So, Life lesson #1: Things change.
Sure do. We all kinda figured that one out, but whether the change is good or not (4e) remains to be seen (the closest to 4e mechanics I've seen is the article on the Monsters: Dragons).

Life Lesson #2: Build a bridge & get over it.
This is textbook on how to anger people. No matter what the context, these words specifically strike a chord with me, as I'm constantly building bridges to get over (I love that part of being offended lots ).

Life Lesson #3: Look your best on the outside, and you will protect your inside.
No. I just can't go here. It's a lesson on reality politics, not gaming.

Then we get to an actual thought about DM vs Player mentality (one I don't carry). "Your Character is going to die." A lesson in player antagonizing that I learned many years ago NOT to do, especially for my small group of friends.

sorry, all negative feedback there.

Now, on to the Design & Development:
The Warlock & the Tiefling. I'm glad they're in the Player's Handbook. It appears that they are combining some of the Hexblade & Warlock's abilities together to build a better warlock (which means that the Hex is gone). I do like the name they put on experienced/accomplished warlocks' gained ability: Boon of Souls. That just looks interesting (perhaps even good).

The only thing that hits me as wrong in the whole article is that "Our understanding of the party roles indicates that the sorcerer and the wizard might very well be standing on each other's toes and pointy hats." Indications one or the other is going away? I don't know, but we shall see over time.

There, positive (okay, neutral ) feedback from a 4e non-advocate.

/d


Reply author: KnightErrantJR
Replied on: 14 Oct 2007 03:04:44
Message:

Yeah, I said this on the Paizo boards as well, but I did kind of like the preview of the Warlock. Heck, this is what I've been saying about telling us what is good about 4th edition instead of how bad 3.5 is. The warlock sounds interesting, and I agree that even the "official" warlock that we have seen running around the Realms, in Erik's book, still fits into what they are doing fairly well, I would think.


Reply author: Kentinal
Replied on: 14 Oct 2007 03:10:04
Message:

Well Warlock Tiefling in the Realms is an insult to me for many reasons, espcially with rumor of a former core race disappearing (we know with good certaincy some core classes are gone until PHB2 or 3 or 4 etc.). The elves have been changed and the other new core class Warlord appears to be in.

The Warlord bothers me a little less then the warlock, however the gender bisas I do not like at all.

As for actual design for 4th I have not seen much recently except for a list of edition combatiblity.


Reply author: Ranak
Replied on: 15 Oct 2007 02:46:19
Message:

quote:
Originally posted by Kentinal

Well Warlock Tiefling in the Realms is an insult to me for many reasons, especially with rumor of a former core race disappearing (we know with good certainty some core classes are gone until PHB2 or 3 or 4 etc.). The elves have been changed and the other new core class Warlord appears to be in.

The Warlord bothers me a little less then the warlock, however the gender biases I do not like at all.

As for actual design for 4th I have not seen much recently except for a list of edition compatibility.



Why would a Warlock be insulting, particularly since one was a main character in a recent Realms novel (Depths of Madness)? Also, a lot of characters, such as Pristoleph, are already tieflings. They have been a core race for the realms since the 3rd Edition Realms Forgotten Realms source book... not even mentioning the Fey'ri which appeared in Races of Faerun. This is hardly a big change.


Reply author: KnightErrantJR
Replied on: 15 Oct 2007 03:01:27
Message:

Honestly, what races are or are not included in the Player's Handbook I don't bug me that much anymore, since its been made clear that its not a declaration of "core" to be in that book, that its just what they decided to roll out first, this year. Its not so much that they aren't going to have gnomes, its that they don't want to have gnome as a "launch" race, rather than as a "core" race.

Now, you can argue spreading out the traditional races, classes, and monsters of D&D out over several years of releases isn't a good idea, or is an artificial way of getting people to buy more "core" books than they normally would, but that's a different discussion that if the race exists or not.

For example, Rich seemed to have implied that drow and genasi might be included in the FRCG, even though they aren't Player's Handbook I races.


Reply author: Kentinal
Replied on: 15 Oct 2007 04:16:36
Message:

quote:
Originally posted by Ranak



Why would a Warlock be insulting,



It would violate the code of Conduct to reply to this question.


Reply author: Dalor Darden
Replied on: 15 Oct 2007 05:13:39
Message:

I very much think that the Warlock is much more interesting than the Sorcerer as far as a staple class...not that the latter should be eliminated, just that I like the Warlock more.

I've even thought that Warlock's should be able to have Good patrons as well...perhaps Solars or other powerful good aligned beings that could make pacts with people.

Long ago, when comics were only costing me a dime, I came across this one (perhaps Strange Tales or some such...don't have it any longer) where a man sold his soul for the chance to have something (I think it was the love of a woman). Anyway, at the end of the short story, the fella thinks he is going to be taken to hell...but the guy that comes back to claim him is actually an angel.

Too many people are locked into Christianity's model of only selling your soul to a lower planar power...in a fantasy game where such mores don't apply...why not have it both ways? How about the Ogre that makes a deal to become chief of his tribe...but has to move them away from attacking villages and only hunting to survive? There are lots of ways this could play out in different areas.


Reply author: Darkmeer
Replied on: 15 Oct 2007 05:21:18
Message:

Sigh. Outside of the basics idea of "warlord" being the class name, I just thought of something (and I don't recall seeing it).

The Warlord class is the Marshal from the Miniatures handbook (speculation, no sources here). A marvelous "commander" type of character and a relatively good no-magic version of the bard. Mind you, this is only an opinion, and as such you may disagree about the class being good or not. So, if that is the case, and they add the bard later as a Prestige or base class, I wouldn't be terribly upset. It would, however, make the FRCG a bit more difficult to write (lotsa bards in realmslore, as we all know).

/d


Reply author: Ranak
Replied on: 15 Oct 2007 06:33:28
Message:

Finally some exciting news about the Pantheon. Although they are culling some deities and making them servants of greater gods, I am really looking forward to the new additions. Chris Perkins verifies, the Realms are getting some new gods in 4E! I am really hoping for a decently menacing replacement for Cyric, who never really quite worked for me (he was the worst result of the ToT).


"The 4E FR setting will have a smaller pantheon. In general, there will be less overlap in the gods' portfolios. Consequently, some 3E deities have been 'demoted,' effectively becoming agents or emissaries of more powerful gods. A handful of deities have been killed off. There are also a few new deities to fill holes."

http://forums.gleemax.com/showpost.php?p=14049296&postcount=16


Reply author: Kuje
Replied on: 15 Oct 2007 06:40:47
Message:

Yeah, we've posted that in the FR thread for 4e. :) I'd check there for FR material 1st since this was more of a generic thread for 4e.


Reply author: Jorkens
Replied on: 15 Oct 2007 06:41:03
Message:

I must admit that it seems a little ridiculous to me that they, in more or less the same sentence, plan to "cull" the gods to reduce the pantheon and also the promote new gods. Oh, well.

I do feel an intense wish to explode in rage and frothing rantings, but what's the use.


Reply author: Asgetrion
Replied on: 16 Oct 2007 00:23:06
Message:

quote:
Originally posted by Ranak

Finally some exciting news about the Pantheon. Although they are culling some deities and making them servants of greater gods, I am really looking forward to the new additions. Chris Perkins verifies, the Realms are getting some new gods in 4E! I am really hoping for a decently menacing replacement for Cyric, who never really quite worked for me (he was the worst result of the ToT).



I am actually a bit worried about this, because I fear that these new deities will be from the core rules (RW deities, I'd assume, such as Odin, Zeus and Thor).


Reply author: Ranak
Replied on: 16 Oct 2007 05:46:44
Message:

quote:
Originally posted by Asgetrion

quote:
Originally posted by Ranak

Finally some exciting news about the Pantheon. Although they are culling some deities and making them servants of greater gods, I am really looking forward to the new additions. Chris Perkins verifies, the Realms are getting some new gods in 4E! I am really hoping for a decently menacing replacement for Cyric, who never really quite worked for me (he was the worst result of the ToT).



I am actually a bit worried about this, because I fear that these new deities will be from the core rules (RW deities, I'd assume, such as Odin, Zeus and Thor).



If they do something so foolish as to shoehorn Thor into the Realms, they will lose my support. I am looking forward to 4E for the most part, but that would be too much of a stretch. Since the loss of Myrkul and Bhaal, the realms have been lacking a truly frightening evil deity. I like Shar and Bane, but would like to see someone new to pit the players against. Gargauth has untapped potential I think.

I do hope that they drop the rules for divine rank, and stop attempting to quantify the powers of gods. It is reasonable to stat out aspects and avatars, but the gods themselves should be left to the imagination of the DM. That is one change I would like to see in 4ed.


Reply author: Dalor Darden
Replied on: 16 Oct 2007 05:58:53
Message:

I agree with Ranak...I think a truly scary evil god needs to come to the fore in the Forgotten Realms. Myrkul was a nice "scary" god...but with Cyric being imprisoned, maybe they can come up with some sort of Cthullu-ish evil god!

Someone perhaps spawned of the disaster of 1385 that all the gods fear...Bane included. That is something I would like to see.


Reply author: Brenigin
Replied on: 16 Oct 2007 08:31:48
Message:

quote:
Originally posted by Asgetrion
I am actually a bit worried about this, because I fear that these new deities will be from the core rules (RW deities, I'd assume, such as Odin, Zeus and Thor).



Next they'll bring in RW deities like Tyr, Osiris, Mielikki, Set, Oghma...

Oh, hang on...


Reply author: Dalor Darden
Replied on: 16 Oct 2007 15:10:50
Message:

quote:
Originally posted by Brenigin

quote:
Originally posted by Asgetrion
I am actually a bit worried about this, because I fear that these new deities will be from the core rules (RW deities, I'd assume, such as Odin, Zeus and Thor).



Next they'll bring in RW deities like Tyr, Osiris, Mielikki, Set, Oghma...

Oh, hang on...



LOL...

Yeah, real world gods have always been in the Forgotten Realms; so I'm unsure why folks would hate it if others came in. I don't think I could go for whole pantheons with Zeus and his siblings in tow; but certain individuals wouldn't be out of character for the world.


Reply author: Kuje
Replied on: 16 Oct 2007 15:47:20
Message:

For some real 4E news, WOTC has revised their release of the MM, DMG, PHB. All three are now coming out in June instead of May, June, and July.


Reply author: Xysma
Replied on: 16 Oct 2007 16:34:04
Message:

quote:
Originally posted by Kuje

For some real 4E news, WOTC has revised their release of the MM, DMG, PHB. All three are now coming out in June instead of May, June, and July.



That makes more sense than releasing the PHB in June then making everyone wait two months for the other books to come out so they can actually use them.


Reply author: Kuje
Replied on: 16 Oct 2007 17:57:57
Message:

quote:
Originally posted by Xysma

quote:
Originally posted by Kuje

For some real 4E news, WOTC has revised their release of the MM, DMG, PHB. All three are now coming out in June instead of May, June, and July.



That makes more sense than releasing the PHB in June then making everyone wait two months for the other books to come out so they can actually use them.



Indeed. :)


Reply author: Hawkins
Replied on: 16 Oct 2007 18:09:33
Message:

quote:
Originally posted by Kuje

For some real 4E news, WOTC has revised their release of the MM, DMG, PHB. All three are now coming out in June instead of May, June, and July.



Just wondering, do you have a link to that announcement? I visit the main D&D daily (except for on weekends) and I have not seen anything about it there.


Reply author: Kuje
Replied on: 16 Oct 2007 18:20:34
Message:

quote:
Originally posted by HawkinstheDM

quote:
Originally posted by Kuje

For some real 4E news, WOTC has revised their release of the MM, DMG, PHB. All three are now coming out in June instead of May, June, and July.



Just wondering, do you have a link to that announcement? I visit the main D&D daily (except for on weekends) and I have not seen anything about it there.



Sorry:

http://www.enworld.org/showthread.php?t=209661

As WOTC said, they haven't made a official announcement on their web page yet.


Reply author: Kentinal
Replied on: 16 Oct 2007 18:54:45
Message:

Well it clearly is strange that some anouncements are made at EN instead of own site. *shrugs*


Reply author: Faraer
Replied on: 16 Oct 2007 23:25:48
Message:

quote:
Originally posted by dalor_darden
Someone perhaps spawned of the disaster of 1385 that all the gods fear...Bane included. That is something I would like to see.

Then those gods are no longer seen as real powers, and when people get used to the new evil, next time it has to be trumped in turn -- just like the RSEs, this is an unsupportable, insufferable, escalating sensationalistic slippery spiralling slope. Focus on human perspectives rather than global and divine ones, do justice to what you have, treat it as real rather than sacrificing it to other purposes, and you're much better off in the longer term.


Reply author: Asgetrion
Replied on: 17 Oct 2007 00:50:02
Message:

quote:
Originally posted by Brenigin

quote:
Originally posted by Asgetrion
I am actually a bit worried about this, because I fear that these new deities will be from the core rules (RW deities, I'd assume, such as Odin, Zeus and Thor).



Next they'll bring in RW deities like Tyr, Osiris, Mielikki, Set, Oghma...

Oh, hang on...



I should have written *more* RW deities... don't you think there are quite enough of them already?


Reply author: KnightErrantJR
Replied on: 17 Oct 2007 00:56:42
Message:

I'd say that there is a difference between the RW deities already introduced and introducing "iconic" deities from history. With the exception of the Old Empires, the deities in the Realms from our history aren't ones that are well known in pop culture. While its interesting to know that the Realms has portals to tons of places, including Earth, I think it would be more distracting to the unique feel of the setting to have Zeus, Hercules, Odin, or Thor, than to have deities like Mielikki, Sylvanus, or Tyche.

If you hear about Odin you think of Norse sagas, and if you hear about Zeus you think of Greek legends, but if you hear about lesser known gods, even ones that you know of, you don't automatically think of their whole pantheon, you think, "hm, so one or two Finnish gods are worshiped here . . . wonder what the story is on that?"


Reply author: Dalor Darden
Replied on: 17 Oct 2007 03:02:33
Message:

quote:
Originally posted by Faraer

quote:
Originally posted by dalor_darden
Someone perhaps spawned of the disaster of 1385 that all the gods fear...Bane included. That is something I would like to see.

Then those gods are no longer seen as real powers, and when people get used to the new evil, next time it has to be trumped in turn -- just like the RSEs, this is an unsupportable, insufferable, escalating sensationalistic slippery spiralling slope. Focus on human perspectives rather than global and divine ones, do justice to what you have, treat it as real rather than sacrificing it to other purposes, and you're much better off in the longer term.



"What I would like to see."

Wasn't trying to open a debate there honestly...but since the can opened:

Insufferable? Pretty strong language there. I'm more of the understanding that it could be an evil god that is really evil; not this wishy washy breaking the law kind of evil.

Talos could be an awesome and truly evil deity, but he has been tamed by his own desire to simply destroy on a little scale to make sure he has his worshipers cowed and spreading little disasters. If he instead turned to REALLY wanting to destroy the Realms, then he would be ok. As is, the evil deities, TO ME, are weak. Now, throw out some fell power like one that simply wants EVERYTHING dead and gone; then you have a truly evil deity.


Reply author: Mkhaiwati
Replied on: 17 Oct 2007 03:21:19
Message:

quote:

Now, throw out some fell power like one that simply wants EVERYTHING dead and gone; then you have a truly evil deity.



Like Shar?


Reply author: Faraer
Replied on: 17 Oct 2007 04:42:19
Message:

quote:
Originally posted by dalor_darden
Insufferable? Pretty strong language there.
That word wasn't in earnest, I added it for extra sibilance, which amused me. Sorry for the confusion. Obviously it is sufferable; I for one have suffered it.
quote:
. . . not this wishy washy breaking the law kind of evil.
I don't know which Realms sources you got that impression from (the gods are barely even conscious of anything as small as mortal laws). If it's from their misportrayal in the Avatar novels, I think your problem and proposed solution are the same unnecessary phenomenon: Any god shown close up, as a willed humanlike being, will seem bathetically wishy washy unless portrayed with great poetry; any god wishing and able (see below) to destroy the world who doesn't do so will seem weak.
quote:
If he instead turned to REALLY wanting to destroy the Realms, then he would be ok.
It's not a matter of wanting. If the gods could act at will directly in Faern, it would long ago, many times over have become a wasteland.


Reply author: Wizbane
Replied on: 17 Oct 2007 08:00:17
Message:

We already know Asmodeus is going to be promoted. Got to have some effects on the Realms (more hell worshipping tieflings and all that).

Overall, I don't think there is a lack of charismatic evil figures in the Realms. And they are wipping out the *good* powerful figures, not the evil ones, so there will be more space for evil gods, demons, devils and underlings in any case.

Rather than a new over-powerful evil deity, I would appreciate much more a chapter on Realms involved almost-godly beings, like Malkizid, Wendonai, Bazim-Gorag, Nduulu (sp? ), etc.

Wizbane

Edit: forget the chapter part, I would like a whole product on that.


Reply author: Dalor Darden
Replied on: 17 Oct 2007 16:14:11
Message:

quote:
Originally posted by Mkhaiwati

quote:

Now, throw out some fell power like one that simply wants EVERYTHING dead and gone; then you have a truly evil deity.



Like Shar?



Shar is the closest we can get I suppose; but she is still a creator god and a "things" god in that she courts worshipers. She says she wants it all to end...but then she would end. I guess we could look at her as being in the "murder-suicide" group though...

What I'm talking about is a truly alien god without form or substance that just wants to destroy everything. Robert E. Howard and others used gods that were just plainly alien and evil in their motivations. So much so, that essentially you couldn't learn anything about them. If they had worshipers, it was because the worshipers foolishly thought that they could appease or somehow escape the doom that their "god" promised.

So again, the type of truly menacing and vile deity I'm talking about comes from an angle that mortals couldn't even perceive...and would want to avoid at all costs...unless they were forced to serve it.

Gaurgath is sort of a good evil god...but he just doesn't really do it either...he has simple motivations and doesn't want everything to end.

Thinking more on it, such a deity could never be anything more than perhaps a demi-power with the rules of Ao being considered...


Reply author: Ayunken-vanzan
Replied on: 17 Oct 2007 17:13:46
Message:

quote:
Originally posted by dalor_darden

[quote]Originally posted by Mkhaiwati


What I'm talking about is a truly alien god without form or substance that just wants to destroy everything. Robert E. Howard and others used gods that were just plainly alien and evil in their motivations. So much so, that essentially you couldn't learn anything about them. If they had worshipers, it was because the worshipers foolishly thought that they could appease or somehow escape the doom that their "god" promised.



Ghaunadaur seems to fit this description closest. He is a total alien, ancient god (god of slimes and oozes), evil through and through, and so much different from his humanoid worshippers that is is most likely that he does not care much about them as long as the offerings keep flowing.

If this god survives the spellplague he has the potential to become one of the big evil players.


Reply author: Jorkens
Replied on: 17 Oct 2007 17:28:58
Message:

One problem with such a god is that you get a totally different feel and "power balance" in the world. If there is one greater power of destruction that everyone fears you get a real world Satan (or even worse, Tolkien's Sauron). The gods of Faerun are about life in all its aspects; you could say that some greater being comes from another dimension with a wish to destroy everything, but that would become an over-plot over everything happening in the world. Come to think of it, this sounds like Dragonlance and the chaos-god.

As for the Howard mysterious gods, these would be more of a type of arch-demon in the terms used by D&D. Seth, Mithra and such would be more "usual" gods.


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Oct 2007 00:08:42
Message:

quote:
Originally posted by dalor_darden
Too many people are locked into Christianity's model of only selling your soul to a lower planar power...in a fantasy game where such mores don't apply...why not have it both ways?



Well, probably because in just about any culture that I'm aware of (including Faerunian culture), one's inner spirit (soul, if you will) is extremely precious and is not something to be sold for worldly gain. Therefore, any being willing to buy or trade in souls is unlikely to be benevolent.


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Oct 2007 00:15:17
Message:

quote:
Originally posted by dalor_darden


Talos could be an awesome and truly evil deity, but he has been tamed by his own desire to simply destroy on a little scale to make sure he has his worshipers cowed and spreading little disasters. If he instead turned to REALLY wanting to destroy the Realms, then he would be ok. As is, the evil deities, TO ME, are weak. Now, throw out some fell power like one that simply wants EVERYTHING dead and gone; then you have a truly evil deity.



We already have that: Shar.

And I think Faraer was right on in what he said.


Reply author: Dalor Darden
Replied on: 18 Oct 2007 00:24:08
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by dalor_darden
Too many people are locked into Christianity's model of only selling your soul to a lower planar power...in a fantasy game where such mores don't apply...why not have it both ways?



Well, probably because in just about any culture that I'm aware of (including Faerunian culture), one's inner spirit (soul, if you will) is extremely precious and is not something to be sold for worldly gain. Therefore, any being willing to buy or trade in souls is unlikely to be benevolent.



Only because western civilization has had programmed into it the Christian model (not that it is bad mind you!). Why couldn't Good Powers try to buy of an evil character by giving them peace or happiness?

I actually don't think it is a bad idea myself...but that's just me.


Reply author: The Sage
Replied on: 18 Oct 2007 00:45:19
Message:

Okay, we seem to be slowly swaying into the subject of real-world religious discussion.

I want to re-direct you all back to the topic of the scroll now, before we sway even further.


Reply author: Dalor Darden
Replied on: 18 Oct 2007 00:56:18
Message:

My apologies. I was only making a comparison, and didn't realize I was going too far.

More on topic:

I'm wondering if WotC will continue to carry the Greyhawk pantheon as the core D&D pantheon or not? While I've always liked them (first AD&D world I played in); I don't feel like they are giving it justice when there is much more depth and interaction to it that isn't being touched on so far. If they do continue to use it, I hope they delve into it quite a bit more.


Reply author: Jamallo Kreen
Replied on: 18 Oct 2007 02:16:51
Message:

quote:
Originally posted by Jorkens

One problem with such a god is that you get a totally different feel and "power balance" in the world. If there is one greater power of destruction that everyone fears you get a real world Satan (or even worse, Tolkien's Sauron). The gods of Faerun are about life in all its aspects; you could say that some greater being comes from another dimension with a wish to destroy everything, but that would become an over-plot over everything happening in the world. Come to think of it, this sounds like Dragonlance and the chaos-god.

As for the Howard mysterious gods, these would be more of a type of arch-demon in the terms used by D&D. Seth, Mithra and such would be more "usual" gods.



I'd like to see a Morgoth in the Realms, not a mere Sauron.




Reply author: Wooly Rupert
Replied on: 18 Oct 2007 02:28:35
Message:

quote:
Originally posted by dalor_darden

My apologies. I was only making a comparison, and didn't realize I was going too far.

More on topic:

I'm wondering if WotC will continue to carry the Greyhawk pantheon as the core D&D pantheon or not? While I've always liked them (first AD&D world I played in); I don't feel like they are giving it justice when there is much more depth and interaction to it that isn't being touched on so far. If they do continue to use it, I hope they delve into it quite a bit more.



It is my thinking -- and I have nothing to back this up -- that Greyhawk was made the core setting as part of the price of getting Gary Gygax back on board.


Reply author: Kentinal
Replied on: 18 Oct 2007 04:23:18
Message:

In 4th, no Game setting will be core setting.
Just a world. If Greyhawk continues to be supported it will be supported the same way Realms will be. Any spell or item not in core will be in Game Setting, becauese it belongs in that Game Setting.


Reply author: Dalor Darden
Replied on: 18 Oct 2007 04:50:16
Message:

Well, luckily we can still use Mordenkainen's spells in FR...or Bigby and etc.

That used to bother me when I first started playing in the Forgotten Realms...but it was a silly quirk that I got over quickly. I just left the wizard's name off: Clenched Fist instead of Bigby's Clenched Fist and etc.


Reply author: Aravine
Replied on: 18 Oct 2007 17:39:31
Message:

You know, a friend of mine pointed out something about everyones slanted opinion of 4E. Before 3E came out, there was a similar hype, everyone said this is going to be horrible. Based on the poll of "which version do you play" it seem quite obvious that that transition was not a harmful one. Now, about wizards trying to make more money. The way they are going to make money is if the book is liked by the Devoted followers. that is the way it is. why? because one person will buy the book, tell his RP playing friend, 4E sucks! That friend will tell his friend and on it goes. Wizards is in the business of making money, folks, and they will do what makes them the most money, which in this case is catering to the fans


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Oct 2007 18:36:38
Message:

quote:
Originally posted by aravine

You know, a friend of mine pointed out something about everyones slanted opinion of 4E. Before 3E came out, there was a similar hype, everyone said this is going to be horrible. Based on the poll of "which version do you play" it seem quite obvious that that transition was not a harmful one.


I've heard this talking point before, many times. It doesn't mean very much to me, though, because I wasn't upset when 3E FR came out, and I *AM* upset with the changes I'm hearing about now. The changes are horrible for me, and as far as I'm concerned, that is all that matters when it comes to me deciding whether or not to buy 4E Realms products.

quote:
Wizards is in the business of making money, folks, and they will do what makes them the most money, which in this case is catering to the fans.



Hah! Not to me. I've never argued that it's wrong for WotC to want to make money, but I also will not buy products that don't entertain me. It is unlikely the 4E Realms setting will entertain me to the degree that I'll want to buy products for it.


Reply author: Rinonalyrna Fathomlin
Replied on: 18 Oct 2007 18:39:55
Message:

I don't know if anyone has noticed this juvenile bit of marketing jargon on WotC's website:

9 out of 10 cool people play our games. The 10th is dead.

How very profound.


Reply author: Tiziano
Replied on: 18 Oct 2007 18:44:54
Message:

This makes me wonder on the average maturity level of players / fans they think they have or they want to entice.

How very sad. :(


Reply author: Hawkins
Replied on: 18 Oct 2007 18:50:12
Message:

quote:
Originally posted by aravine

You know, a friend of mine pointed out something about everyones slanted opinion of 4E. Before 3E came out, there was a similar hype, everyone said this is going to be horrible. Based on the poll of "which version do you play" it seem quite obvious that that transition was not a harmful one. Now, about wizards trying to make more money. The way they are going to make money is if the book is liked by the Devoted followers. that is the way it is. why? because one person will buy the book, tell his RP playing friend, 4E sucks! That friend will tell his friend and on it goes. Wizards is in the business of making money, folks, and they will do what makes them the most money, which in this case is catering to the fans



I have talked to a few of the players on the D&D boards who have been around since OD&D, and most of them said that they were looking forward to 3e, and are not looking forward to 4e.


Reply author: Jorkens
Replied on: 18 Oct 2007 18:59:36
Message:

I did not find out about 3ed. untill it came and did not like it when it came. Nor do I like what I hear now. Then again, as I am dead there is no reason to worry about whether I buy the products or not. I will be a Grateful Dead as long as I have my old TSR products.


Reply author: sleyvas
Replied on: 18 Oct 2007 19:34:20
Message:

quote:
Originally posted by dalor_darden

quote:
Originally posted by Faraer

quote:
Originally posted by dalor_darden
Someone perhaps spawned of the disaster of 1385 that all the gods fear...Bane included. That is something I would like to see.

Then those gods are no longer seen as real powers, and when people get used to the new evil, next time it has to be trumped in turn -- just like the RSEs, this is an unsupportable, insufferable, escalating sensationalistic slippery spiralling slope. Focus on human perspectives rather than global and divine ones, do justice to what you have, treat it as real rather than sacrificing it to other purposes, and you're much better off in the longer term.



"What I would like to see."

Wasn't trying to open a debate there honestly...but since the can opened:

Insufferable? Pretty strong language there. I'm more of the understanding that it could be an evil god that is really evil; not this wishy washy breaking the law kind of evil.

Talos could be an awesome and truly evil deity, but he has been tamed by his own desire to simply destroy on a little scale to make sure he has his worshipers cowed and spreading little disasters. If he instead turned to REALLY wanting to destroy the Realms, then he would be ok. As is, the evil deities, TO ME, are weak. Now, throw out some fell power like one that simply wants EVERYTHING dead and gone; then you have a truly evil deity.




Perhaps a being like Entropy? We know that "it" is working with Tiamat, but we still don't know what "it" is or WHY "it" is working with Tiamat. It is known as the godswallower... the great nothing... Of course, there's numerous thoughts that could work here (Entropy is an avatar of Talos... or Entropy is an avatar of Shar... or that Entropy is a sphere of annihilation that is sentient and destroyed an Untheric or Orcish or some other kind of deity.... of that Entropy was an Imaskari wizard that instilled his intellect into a sphere of annihilation in order to combat the Mulhorandi pantheon.... or that the Karanoks are just insane and this is just a big sphere of annihilation).


Reply author: sleyvas
Replied on: 18 Oct 2007 19:40:20
Message:

quote:
Originally posted by Wizbane

We already know Asmodeus is going to be promoted. Got to have some effects on the Realms (more hell worshipping tieflings and all that).

Rather than a new over-powerful evil deity, I would appreciate much more a chapter on Realms involved almost-godly beings, like Malkizid, Wendonai, Bazim-Gorag, Nduulu (sp? ), etc.




Here Here!!!! I would love to see that product. There are so many lower planar individuals involved in the realms once you get to the core of many evil organizations, it would be interesting to see which ones are doing what. For instance, isn't the Iron Throne headed up by a demon... and Zhentil Keep had a few demons or devils running things... then there's Gargauth I think behind the knights of the shield... and Eltab doing his thing... and Soneillon... then the Queen trapped beneath Dun-Tharos from the novel with the lurue worshipper.

Where did you hear Asmodeus is being promoted?


Reply author: Wooly Rupert
Replied on: 18 Oct 2007 19:41:04
Message:

I came into the Realms around the time of the 2nd edition change-over. That's part of why I've never understood the utter vehemence some people still have for the ToT... I didn't have any problem with the 3E rollout, save for two details of how it was implemented: many changes were inflicted upon the setting that didn't seem necessary, and then a lot of them were explained away with "it's always been that way!".

My issue with the upcoming 4E rollout is twofold: 1) after years of playing the RSE-of-the-week game, we're getting yet another major one, and 2) some of what little has been revealed thus far appears to be either without reason, or appears to be catering to people that have complained for years without really understanding the setting.

I emphasize the word "appears" because, as I've pointed out more than once, we really don't have much concrete info yet. I don't like some of what I've read thus far, but I'm refraining from the doom and gloom comments until I have info to back them up -- or quell them.

And about catering to fans... They're not. They're trying to get new fans. That was stated that back when 3E was new. They are trying to retain existing fans, but they are also trying to draw in new ones. And no one objects to that. What people are ultimately objecting to is the thought that the setting will be changed so much that what drew in the old fans will be gone. Right or wrong, we fear that the price of new fans will be to drive away the old fans. And it is a valid fear, I think. You can't fault people for fearing the loss of something they love, especially when the only info available indicates dramatic and undesired changes.

People are right to be apprehensive. I personally wish more people were willing to wait and see before declaring themselves done, but that's their choice.

And since people are right to be apprehensive, then it's not right to go bashing them for their fears. As much as I don't like the "4E sucks!" talk, I dislike the "People that fear 4E are idiots" talk even more.


Reply author: Sian
Replied on: 18 Oct 2007 20:37:29
Message:

well ... i have the "wait and see" stance ... i'll wait for when there is enough out to get a desend wacth on whats going to happen, ... and there is 4 possable outcomes

1. i like both 4E as it is and the reasoning about continuating the story from FR = no problem
2. i like 4E but not the way its reasoned in FR = i'll make up some story about why there is new stuff without changing much about status Que (prehaps KEJR's take on it)
3. i don't like 4E but like the continuation of FR = i'll use the way they tell about FR and put it on top of 3,5E version
4. i like neither = i stay where i'm at ... 3,5E


Reply author: Aravine
Replied on: 18 Oct 2007 21:07:03
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

I don't know if anyone has noticed this juvenile bit of marketing jargon on WotC's website:

9 out of 10 cool people play our games. The 10th is dead.

How very profound.



well, there goes my thought pattern


Reply author: Aravine
Replied on: 18 Oct 2007 21:17:42
Message:

quote:
Originally posted by Wooly Rupert



And about catering to fans... They're not. They're trying to get new fans. That was stated that back when 3E was new. They are trying to retain existing fans, but they are also trying to draw in new ones. And no one objects to that. What people are ultimately objecting to is the thought that the setting will be changed so much that what drew in the old fans will be gone. Right or wrong, we fear that the price of new fans will be to drive away the old fans. And it is a valid fear, I think. You can't fault people for fearing the loss of something they love, especially when the only info available indicates dramatic and undesired changes.




Again. this is about reaching out to the largest fanbase. if they beleive they can get more money off of purely the new fans that's what they will do. however since, as I said before, they are in the business of making money, my guess is they will try to find middle ground. it is just plain foolishness to throw away a fanbase you already have. a 6th grade econ student cold tell you that. there is evidence of this in that we have been told that Drizzt and El are going to be alive. now, i agree that some people are going to be unhappy with the changes. tht's okay, that is thier right. I do not condemn them, i myself am a little aprhensive. that being said, I do not beleive they will throw all the old fans away like garbage.


Reply author: Odysseus
Replied on: 19 Oct 2007 00:09:00
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

I don't know if anyone has noticed this juvenile bit of marketing jargon on WotC's website:

9 out of 10 cool people play our games. The 10th is dead.

How very profound.



Well I guess I'm dead then. Nice of wotc too let me know.

What I hope they do with realms gods is rather than culling out too many . Is too reduce more too intermediate powers , and possibly group or fractionize them. So that the lesser powers, work for/tow the line of the more powerful gods.


Reply author: Kentinal
Replied on: 19 Oct 2007 00:19:51
Message:

quote:
Originally posted by Odysseus



What I hope they do with realms gods is rather than culling out too many . Is too reduce more too intermediate powers , and possibly group or fractionize them. So that the lesser powers, work for/tow the line of the more powerful gods.



Well one of those Gleemax controled fiends has indicated that lessor deitties could very will become "that the lesser powers, work for/tow the line of the more powerful gods"

Of course is only current stated plans.


Reply author: Hawkins
Replied on: 19 Oct 2007 00:36:10
Message:

quote:
Originally posted by Odysseus

Well one of those Gleemax controled fiends has indicated that lessor deitties could very will become "that the lesser powers, work for/tow the line of the more powerful gods"

Of course is only current stated plans.



Lol. Is that what happened? Gleemax is an elder brain controlling the D&D R&D Staff?


Reply author: Inaubryn
Replied on: 21 Oct 2007 09:32:32
Message:

By the way... the god all you guys are looking for is Moander. Sure he's dead and all, but since when has that been an issue in DnD?


Reply author: Ayunken-vanzan
Replied on: 21 Oct 2007 13:43:09
Message:

Technically he is not dead - he is imprisoned and tries to break free and regain his divinity. Just two chosen or one avatar is enough for him to become god again, and so he sits and plots ...


Reply author: lycurgus33
Replied on: 22 Oct 2007 00:45:34
Message:

What's the technicality based on? From what I read in Song of the Saurials Moander is as dead as the bag of frozen vegetables I picked up from the supermarket this afternoon.


Reply author: Rinonalyrna Fathomlin
Replied on: 22 Oct 2007 01:07:31
Message:

He's mentioned in more recent sources as not being completely dead. Don't remember which ones, though--sorry.


Reply author: The Sage
Replied on: 22 Oct 2007 01:27:12
Message:

There's a nice follow-up to what Moander is up to in Powers of Faern; it builds on Realmslore from Volo's Guide to the Dalelands -- see the section on "Tsornyl."


Reply author: Dalor Darden
Replied on: 22 Oct 2007 03:19:53
Message:

quote:
Originally posted by The Sage

There's a nice follow-up to what Moander is up to in Powers of Faern; it builds on Realmslore from Volo's Guide to the Dalelands -- see the section on "Tsornyl."




Is that Powers of Faerun

OR

Power of Faerun?


Reply author: The Sage
Replied on: 22 Oct 2007 03:41:55
Message:

Sorry. That's a typo.

It's Power.


Reply author: Dalor Darden
Replied on: 22 Oct 2007 04:05:19
Message:

Thanks Sage...didn't want to go skimming through another book (not sure if I have Powers of Faerun??? But it might be in a box!) only to not be able to find the info! LOL

What section in PoF is that in by the way...LOL


Reply author: The Sage
Replied on: 22 Oct 2007 05:33:47
Message:

You'll find it on pg. 117, under the 'Moander Rises From the Rot' section in the "High-Level Challenges" chapter.


Reply author: Wizbane
Replied on: 22 Oct 2007 12:47:25
Message:

quote:
Originally posted by lycurgus33

What's the technicality based on? From what I read in Song of the Saurials Moander is as dead as the bag of frozen vegetables I picked up from the supermarket this afternoon.



Btw, you shouldn't be so sure about those frozen vegetables being dead these days. And surely I wouldn't eat them after claiming dead the god of rotting and decay, old Moandy can take it on a personal level you know.


Reply author: Aravine
Replied on: 22 Oct 2007 17:35:41
Message:

quote:
Originally posted by Wizbane

quote:
Originally posted by lycurgus33

What's the technicality based on? From what I read in Song of the Saurials Moander is as dead as the bag of frozen vegetables I picked up from the supermarket this afternoon.



Btw, you shouldn't be so sure about those frozen vegetables being dead these days. And surely I wouldn't eat them after claiming dead the god of rotting and decay, old Moandy can take it on a personal level you know.






????


Reply author: Matthus
Replied on: 23 Oct 2007 12:52:44
Message:

I just had the chance to see the new stat cards from the new miniature series Desert of Desolation that will be available on 3rd November (Worldwide Game Day). The promo figure will be with the old stats and the new ones.

On the first glance there are a lot of changes, and without rules Im pondering what the hack

So just let us all participate on Game Day and lets have a look on the changes. As one of the DMs in Germany Im also inviting you to come to the event location in Mainz just let me know how many hundreds of scribes will be there .


Reply author: lycurgus33
Replied on: 24 Oct 2007 17:52:43
Message:

*chuckles*

I've been thinking about this from a new angle: Marvel Comics. For decades they had only one "universe" but it seems like it got to the point where there was just so much canon backstory that they seem to have done Universe SE's with the side effect of simplifying things. That and they've launched totally new universe lines with the same iconic characters (The "Ultimates").

My point is, is there a point where there's just so much history of printed material and backstories and so forth from so many different authors in a "universe" that it becomes just prohibitive for a new writer or customer to work in or enjoy a "universe"? Is this part of where the designers are coming from? Like a totally new fan would balk at picking up Spiderman #438 but would buy Ultimate Spiderman #1?


Reply author: Markustay
Replied on: 25 Oct 2007 21:30:40
Message:

I think we're gonna see more of DC's Crisis, then Marvel's Ultimates. "Disaterous Merging of two Worlds", remember?

Anyhow, I think part of the plan was to merge the miniatures game better with the core rules, so now you can not only run your combats with the figures, but with the stat cards as well.

Paizo started releasing 'encounter packs' of metal miniatures, which were pretty good for running an adventure scenario. Now it seems WotC has similar plans (isn't there a 'Drizzt pack' out or in the works?)

You buy a pack of minis, and it comes with a pre-set encounter. Instant Adventure - just add water.

It'll go over big with the kiddies.

Simplified NPCs has been one of their 4e 'calling cards', after all.


Reply author: Crennen FaerieBane
Replied on: 25 Oct 2007 21:33:10
Message:

Of course, I think this is what they plan on doing. It's a heck of a lot easier to jump in with little lore and go from there than to worry about the volumes and volumes of lore that lay behind. Personally, I think they took the model that was most successful right now in the gaming industy and merely applied it to old material. Joys of the intarwebz, ya know?


Reply author: Faraer
Replied on: 26 Oct 2007 23:15:07
Message:

The problem, obviously enough, is that the qualities of superhero comics that survive and even thrive on resets and revisionings are not the qualities of the Realms that we most value. It's the detailed process and implementation of the Realms, exactly its weave, that I love, whereas I always disliked the concept of 'iconic characters'. Elminster, for instance, is not interesting as an image or even, particularly, as a voice. He's worthwhile as a nuanced literary creation, a framing device and a symbol of the lore-weave.


Reply author: Asgetrion
Replied on: 30 Oct 2007 01:53:44
Message:

I just the read the latest Dragon article about the 4E Core Pantheon, and much to my surprise they had included *Bane* in it. Yes, the very same Bane that is familiar to us all. Now, while I felt a bit perplexed by this, I wouldn't be against the idea, if there was some logical reason for this. What did James (Wyatt) actually say in the article? Quote:

quote:

"There was a time when the team working on "the world" of D&D thought we could get away with creating general rules useful to clerics regardless of which pantheon existed in the campaign, and then presenting a variety of fictional and historical pantheons for DMs to adopt or adapt as they saw fit. I believe it was Stacy Longstreet, the senior D&D art director, who pointed out that this solution would leave us in a bit of a bind.

When we wanted to put a temple in an adventure, what god would it be dedicated to? We could make Generic Evil Temples, but that would sap a lot of the flavor out of our adventures, and rob us of specific plot hooks and story lines based on the portfolios and histories of these gods.

When we wanted to illustrate a cleric in one of our books, what holy symbol would the cleric hold? Again, we could rely on a stable of generic symbols (maybe the Zapf Dingbat font?), but at the cost of a lot of flavor.

We ended up creating a new pantheon. At first, we used some of the gods from 3rd Edition as placeholder names -- we thought we'd come up with new names for [Pelor] the sun god and [Moradin] the god of the forge. Ultimately we decided that using some familiar faces was preferable to giving our players a whole new set of names to learn. Besides, if a god looks like an elf and took out the orc-god's eye like a certain well-known elf god, why not call him Corellon?



I don't know about you, but I find these arguments to be pretty weak. First of all, I think the Core Pantheon worked just fine in 3E -- mechanically, it practically showcased how to deal with portfolios and domains for different types of deities (assuming you wanted to create your own pantheon). This was made even easier by the release of the 'Demigods and Deities'. In addition to this, I never found it especially hard to replace Hextor with Bane or Heironeus with Torm in any published generic adventure. And speaking of the art (which James seems as a big problem, in terms of flavour) -- so what if the BBEG has a symbol of Vecna on his robes? Does it really mean that you can't use any flavour at all if one detail (which your players most likely won't even notice) in the module's art is "wrong"? I am used to rewriting a lot of stuff (flavour and NPCs especially) anyway to fit the module into my campaign better. Is this (once again) about the design philosophy behind 4E -- "you will able to drop things out of the books without *ANY* prep!"

So now they're going to write generic 'Points of Light'-adventures that feature a very prominent *FR* deity which many DMs won't probably want to include in Greyhawk or their own homebrew settings? How is this any different from how things were in 3E? You still need to replace those deities in the generic adventures, anyway -- unless you choose to include the whole 4E Pantheon "as is" in your campaigns. Or -- *shudder* -- is this 4E Pantheon (more or less) going to replace the FR Pantheon, too? Rich Baker *did* speak about "new gods" in FR...

James claims that presenting "familiar" deities was "preferable", but I think that the 3E Core Pantheon was more familiar to most gamers than Bahamut or Bane. Maybe it was preferable to them? I honestly suspect that this is actually about deadlines (they've got too much work on their hands) or just a case of simple "laziness" ("It will take too much work to create a new and thoroughly written Pantheon -- let's just steal the deities from various sources! It's no big deal -- our fans don't care about those deities so much anyway!"). Would it really have taken too much time to design a generic "showcase" 4E pantheon, customized for the 'Points of Light' concept? Or is this a case of game mechanics concerning the cleric class becoming so "specialized" (i.e. a bunch of 'traditions' similar to those of the Wizard class) that they actually need a very "focused" Pantheon?

P.S. Did you notice that James refers to Bane as "Forgotten Realms' god of tyranny and war"? Either Bane's going to kill Tempus and "steal his stuff" (to use another 4E trademark expression ) or someone should make sure that James does *not* work on any 4E FR products, because he needs to learn to study his sources a bit more thoroughly. In either case, this article just reassured my opinions about 4E most likely not being my cup of tea.


Reply author: KnightErrantJR
Replied on: 30 Oct 2007 02:28:15
Message:

I noticed that war addition to Bane's resume as well.

Its funny that they are talking about not having enough "hooks" for PC clerics in core books, when one of the most popular features in Dragon over the last few years was the "Core Beliefs" articles, which was filling in and detailing the faiths of the Core/Greyhawk Pantheon. So WOTC couldn't do it in the core books, but Dragon could make a go of it in their articles?

And while I much prefer the FR pantheon (pre 1385 DR), why is a patchwork pantheon of recognizable gods from various sources easier to use than one that has built in hooks? Hextor and Heironeous were brothers . . . great hook for conflict between their followers. Nobody in the pantheon likes or trust Vecna . . . Boccob was trying to keep magic from disappearing, and he is served by a nutjob demigod (oh yeah, I forgot, there shouldn't be any gods of magic, lest the players think that god will show up personally and scold them, because that is what they do).

Except that Corellon is mentioned as being worshiped by humans and even some dwarves as a god of magic . . . gack.

I think the 4th edition design team may have spent a bit too much time pondering the Far Realm . . .


Reply author: Kentinal
Replied on: 30 Oct 2007 02:48:28
Message:

*shudders*

"Corellon is still associated with elfy things like arcane magic and the Feywild, and he still hates Lolth and the drow. "

He never hated the Drow, or else he always hated his daughter.

However we might have replacemenent for Mystria in this comment. After all Corellon is deity of Elven magic. *shrugs*

What they offer will be offered.


Reply author: Ranak
Replied on: 30 Oct 2007 05:00:28
Message:

quote:
Originally posted by KnightErrantJR

I noticed that war addition to Bane's resume as well.

Its funny that they are talking about not having enough "hooks" for PC clerics in core books, when one of the most popular features in Dragon over the last few years was the "Core Beliefs" articles, which was filling in and detailing the faiths of the Core/Greyhawk Pantheon. So WOTC couldn't do it in the core books, but Dragon could make a go of it in their articles?

I think the 4th edition design team may have spent a bit too much time pondering the Far Realm . . .



First, I do not think that 4E realms will see an influx of deities from the core game. Bahamut may be suddenly be relevant to the realms, but I do not see this as huge.

I understand people's misgivings. If Corellon is being untethered from the elves, what then becomes of the rest of the elven pantheon, around which you have based your campaigns and stories. I suspect they will be in the game as options, demipowers who serve Corellon, etc.

I also think that Bane in the core game will be slightly different from Bane in the FR, as is often the case with Gods who exist in two different realms. On Oerth, or wherever the core game is set, there may be no god of war and so Bane assumes this mantle, but in FR Tyr will surely keep his portfolio. Perhaps Bane will covet the portfolio of war in FR, leading to interesting adventures and plots, etc.

Finally, perhaps it is just a way for Wizards to save page count in the FR guide, since his info and the powers for his clerics will be detailed in the core book, lol :-)


Reply author: Asgetrion
Replied on: 30 Oct 2007 15:28:50
Message:

quote:
Originally posted by Ranak

[quote][i]First, I do not think that 4E realms will see an influx of deities from the core game. Bahamut may be suddenly be relevant to the realms, but I do not see this as huge.

I understand people's misgivings. If Corellon is being untethered from the elves, what then becomes of the rest of the elven pantheon, around which you have based your campaigns and stories. I suspect they will be in the game as options, demipowers who serve Corellon, etc.

I also think that Bane in the core game will be slightly different from Bane in the FR, as is often the case with Gods who exist in two different realms. On Oerth, or wherever the core game is set, there may be no god of war and so Bane assumes this mantle, but in FR Tyr will surely keep his portfolio. Perhaps Bane will covet the portfolio of war in FR, leading to interesting adventures and plots, etc.




The Core Setting won't be Greyhawk -- it's the widely-critized 'Points of Light', which will have a unique Pantheon (or an amalgam Pantheon of deities from various sources).

I agree with Kentinal about Corellon becoming the God of Magic in FR -- after all, why would they have eliminated all the other deities associated with magic from the Pantheon? And Rich Baker has admitted that they are going to "simplify" or "trim" the Pantheon -- James Wyatt writing that Corellon is going to be a deity worshipped by all the races this is becoming quite evident, don't you think?

Taking this line of thought even further, perhaps Bane will slay Tempus and become a tyrannical God of War in the 'Points of Light' Faern? It would certainly fit the this concept. And I wouldn't be surprised anymore if Bahamut became the new God of Justice in FR, too -- perhaps Tyr is deemed "unworthy" of his portfolio after he killed Helm and Bahamut will "steal his stuff"? I certainly hope not, but it's a frightening possibility too. Didn't Rich say a while ago that the Warforged won't be in the Realms? Well, now he's stated that "every Core Race will be in the Realms, too". Maybe the same applies for deities -- you know, so you won't need to bother wasting any prep time on coverting any details in a generic module ("You'll be able to drop *any* module into FR without *any* work -- isn't that cool? Doesn't it *ROCK*?")


Reply author: Rinonalyrna Fathomlin
Replied on: 30 Oct 2007 18:26:14
Message:

Bane as a god of war?

Great, I wonder what new 4E Realms tidbit we'll hear next.


Reply author: Caedwyr
Replied on: 30 Oct 2007 19:21:21
Message:

Shar's added the portfolio of knowledge to her existing portfolios of loss, darkness and forgetfulness (among others)


Reply author: Jorkens
Replied on: 30 Oct 2007 20:11:33
Message:

quote:
Originally posted by Caedwyr

Shar's added the portfolio of knowledge to her existing portfolios of loss, darkness and forgetfulness (among others)




OK, I have to ask. You are joking, right?


Reply author: Rinonalyrna Fathomlin
Replied on: 30 Oct 2007 20:28:54
Message:

quote:
Originally posted by Jorkens

quote:
Originally posted by Caedwyr

Shar's added the portfolio of knowledge to her existing portfolios of loss, darkness and forgetfulness (among others)




OK, I have to ask. You are joking, right?



Yes, wondering the same thing?


Reply author: Caedwyr
Replied on: 30 Oct 2007 21:43:10
Message:

Yes, I was making a failed attempt at humour.


Reply author: Rinonalyrna Fathomlin
Replied on: 30 Oct 2007 22:32:26
Message:

quote:
Originally posted by Caedwyr

Yes, I was making a failed attempt at humour.



Sorry to burst your bubble, then.


Reply author: Jorkens
Replied on: 31 Oct 2007 06:01:39
Message:

quote:
Originally posted by Caedwyr

Yes, I was making a failed attempt at humour.



That's what I thought. But with things being as they are, nothing will really surprise me anymore when it comes to WotC and the Realms. With Shar as the deity of knowledge she could cause the inhabitants of the Realms to forget the last 150 years. Now it is the day of the new, improved Realms.


Reply author: Hawkins
Replied on: 31 Oct 2007 16:34:22
Message:

It wouldn't make sense anyways, she would have had to kill Oghma to obtain the Knowledge portfolio. I would not be surprised to find that she obtained the Magic portfolio considering her part in the murder of Mystra, but I sincerely hope not. If the Core deities are any example, somehow Corellon Larethian got his hands on it. I hope the whole watering down racial pantheons is not going to be (but expect that it will be) the trend for the 4e Realms. And it saddens me that they made room for Ed to work on the 4e FRCG but not the 4e FRPG (Forgotten Realms Player's Guide). Grr...I hope they are not charging $40 for each of them unless each is as long as the 3e FRCS. Getting that sick feeling in my stomach again thinking about it.


Reply author: Jorkens
Replied on: 31 Oct 2007 19:01:04
Message:

quote:
Originally posted by HawkinstheDM

It wouldn't make sense anyways, she would have had to kill Oghma to obtain the Knowledge portfolio. I would not be surprised to find that she obtained the Magic portfolio considering her part in the murder of Mystra, but I sincerely hope not. If the Core deities are any example, somehow Corellon Larethian got his hands on it. I hope the whole watering down racial pantheons is not going to be (but expect that it will be) the trend for the 4e Realms. And it saddens me that they made room for Ed to work on the 4e FRCG but not the 4e FRPG (Forgotten Realms Player's Guide). Grr...I hope they are not charging $40 for each of them unless each is as long as the 3e FRCS. Getting that sick feeling in my stomach again thinking about it.



That time it was me trying to make a joke.


Reply author: Erundur
Replied on: 04 Nov 2007 23:56:09
Message:

My first post, and of course it will be linguistic in nature. I know that practically all modern fantasy is derived from the ideas of Tolkien, and as such a lot of "copying" will occur. Nevertheless, as time goes on and ideas are tested, I would think D&D writers would branch off more and explore their own ideas. I believe they have done so to a large extent.

However, am I the only one who sees the resemblance in the new race of "Eladrin" to Tolkien's "Eldar" (the Elves), whose languages are the "Eldarin"? The Eladrin from what I've read will be the elves currently represented by Sun and Moon elves. (Star elves, too?) While Tolkien's elves were largely woodsmen, they seem to represent the direct idea source of 2nd Edition's Grey Elves - distant, reclusive, elegant and almost immortal. If this connection between the Eladrin and Tolkien's Eldar is accurate, couldn't they have come up with a slightly different name?

Thoughts?


Reply author: Dalor Darden
Replied on: 05 Nov 2007 02:01:01
Message:

quote:
Originally posted by Erundur

My first post, and of course it will be linguistic in nature. I know that practically all modern fantasy is derived from the ideas of Tolkien, and as such a lot of "copying" will occur. Nevertheless, as time goes on and ideas are tested, I would think D&D writers would branch off more and explore their own ideas. I believe they have done so to a large extent.

However, am I the only one who sees the resemblance in the new race of "Eladrin" to Tolkien's "Eldar" (the Elves), whose languages are the "Eldarin"? The Eladrin from what I've read will be the elves currently represented by Sun and Moon elves. (Star elves, too?) While Tolkien's elves were largely woodsmen, they seem to represent the direct idea source of 2nd Edition's Grey Elves - distant, reclusive, elegant and almost immortal. If this connection between the Eladrin and Tolkien's Eldar is accurate, couldn't they have come up with a slightly different name?

Thoughts?



My thought is that they are competing with other games...Middle-Earth has an Online Game now...movies to proclaim its greatness...and a table-top RPG (that mostly flopped as far as I was concerned).

HOWEVER

To get the largest audience...they have to pull from all corners.

Just my thoughts.

EDIT: for spelling and to add: D&D draws heavily on "English Fantasy" and the origin of a lot of that has to do with JRR Tolkien.


Reply author: Ayunken-vanzan
Replied on: 05 Nov 2007 11:29:33
Message:

quote:
Originally posted by Erundur


However, am I the only one who sees the resemblance in the new race of "Eladrin" to Tolkien's "Eldar" (the Elves), whose languages are the "Eldarin"? The Eladrin from what I've read will be the elves currently represented by Sun and Moon elves. (Star elves, too?) While Tolkien's elves were largely woodsmen, they seem to represent the direct idea source of 2nd Edition's Grey Elves - distant, reclusive, elegant and almost immortal. If this connection between the Eladrin and Tolkien's Eldar is accurate, couldn't they have come up with a slightly different name?



"Eladrins" is not a new name, this race already exists in core D&D and FR Lore of 3.x ed. Archons, Guardinals and Eladrins are the three good races populating the celestial outer planes with Eladrins being the chaotic good ones. The Manual of the Planes and the Book of Exalted Deeds have more informations on them, they are mentioned in the Player's Guide to Faerun, which details that they live in Arvandor and the Gates of the Moon, the later being the place of their faerie court. Both, core D&D and FR lore, agree in stating that the Eladrin are indepent from the Seldarine but working together in many fields.

But most importantly, they are described in one of the core rule books, i. e. the Monster Manual (p. 93). I presume Eladrins were already part of 2nd ed.


Reply author: Kentinal
Replied on: 05 Nov 2007 19:37:52
Message:

quote:
[i]Originally posted by Ayunken-vanzan




But most importantly, they are described in one of the core rule books, i. e. the Monster Manual (p. 93). I presume Eladrins were already part of 2nd ed.





A quick search of 2nd MM and I do not find Eladrins in the Core rules.


Reply author: Erundur
Replied on: 06 Nov 2007 00:41:23
Message:

I've seen them before in previous creature descriptions, but I thought they looked eagle- or bird-like. I presumed it was another switcharoo of the WotC in which a word or creature represented something other that what it had been historically . So, from an eagle-like creature to a name for the fairer elves.

Whenever the name was created, it looks awfully similar to me. Speaking of similar names, did WotC change "mithril" (as it was in the 90s under TSR) to "mithral" due to copyright infringement? Tolkien invented the fictional substance (as far as I know), and it was spelled "mithril" precisely.


Reply author: KnightErrantJR
Replied on: 06 Nov 2007 01:33:29
Message:

Eladrin's date back to at least the Planescape Monstrous Compendium Volume Two, from 2nd edition (from 1995, if I recall correctly), and the first entry for them is on page 28.

quote:
The eladrin are the native race of Arborea just as the baatezu are associated with Baator and the tanar'ri with the Abyss.


The above pretty well sums up how the races has been portrayed for the last decade or so.


Reply author: Purple Dragon Knight
Replied on: 06 Nov 2007 02:16:17
Message:

It's a real shame they're making moon and sun elves eladrins! why, that would have been a perfect opportunity for WotC to make the FRCS more appealing to non-FR gamers: by including two new ELF subraces in the 2008 FRCS... tsk tsk tsk


Reply author: Ayunken-vanzan
Replied on: 06 Nov 2007 06:30:20
Message:

quote:
Originally posted by Erundur

I've seen them before in previous creature descriptions, but I thought they looked eagle- or bird-like. I presumed it was another switcharoo of the WotC in which a word or creature represented something other that what it had been historically . So, from an eagle-like creature to a name for the fairer elves.



You seem to confuse them with guardinals, the neutral good celestials from Elysium, with the avorals being one of their races. The Eladrin were alway elf-like in the 3.x ed sources.


Reply author: Caedwyr
Replied on: 06 Nov 2007 15:29:31
Message:

Eladins were detailed in one of the the 2nd edition Planescape monstrous compendiums.

quote:
The eladrins are the native race of Arborea, just as the baatezu are associated with Baator and the tanarri with the Abyss. Theyre wild and free beings who exult in their own existence and live a life of song and celebration. The eladrins aid all people of good hearts against the forces of evil, but seek to do so with individual acts of kindness or heroism.

In Arborea, the eladrins move from place to place constantly, reveling in the natural beauty of the plane and seeking adventure. Theyre defenders of goodness and freedom wherever it is threatened, and seek to counter the influences of tanarri and baatezu among mortals. To the eladrins, mortals should be free to choose their own destinies without fiendish interference; many of the more powerful eladrins constantly roam the planes and prime-material worlds, working against the baatezu and tanarri who seek to dominate these realms.

Although the individual types of eladrins are diverse in power and appearance, as a race theyre creatures of faerie grace, quickness, and beauty. Eladrins fall into two categories:

+ Lesser (bralani, coure, noviere, shiere)
+ Greater (firre, ghaele, tulani)

Lesser eladrins rarely leave the plane of Arborea, but greater eladrins can be found anywhere serving the cause of good.

COMBAT: All eladins can use the following spell-like powers once per round at will: alter self, comprehend languages, cure light wounds, detect evil, and phantasmal force. They're partially immune to the effects of many attack forms as shown below.

Attack Form Damage
Acid Full
Cold Half (None)
Electricity (lightning) None
Fire (dragon, magical) Half
Gas (poisonous, etc.) Half
Iron weapon Doubled (Full)
Magic missile None
Poison Full (Half)
Silver weapon Full*

Lesser eladrinsre vulnerable to weapons of cold-wrought iron and suffer double damage dice from any cold iron weapon that strikes them. If the cold iron weapon is enchanted, the eladrins ignore the double damage; the magic spoils the baneful properties of the blade. Greater eladrins dont suffer double damage from a cold iron weapon, but they do suffer normal damage even if the weapon normally couldnt hit them because of a lack of enchantment. For example, a greater eladrin normally hit only by +3 weapons or better can be damaged by a nonmagical cold iron weapon. Cold iron weapons have to be custom-made and cost twice as much as normal.
Silver weapons inflict full damage if they are sufficiently enchanted to be able to damage the eladrin anyway.

PLANAR TRAVEL: Any eladrin can travel to any Upper Plane. Ysgard, the Outlands, and the Astral Plane. Greater eladrins can travel to any Outer or Inner Plane, the Ethereal Plane, or any prime-material world. Unlike many fiends, eladrins can freely enter any world they can reach; they dont have to wait until theyre summoned. However, eladrins are required to veil themselves when traveling in prime-material worlds. The same laws that force a baatezu or tanarri to subject itself to the manipulations of a wizard also prevent an eladrin from revealing its true nature except under the direst of circumstances.

When an eladrin is veiled, it takes on the guise of a creature native to the world it is journeying in. It may assume a human or demihuman form, pretending to be an adventurer or wandering bard. Once committed to its veil, it cant do anythmg that its assumed identity couldnt do whenever a mortal might be near enough to see. Should an eladrin violate its veil, it has to return to Arborea for 1,001 years before waking the prime-material worlds again. Usually the violator eladrin is allowed a brief time - a few minutes or an hour - to attend to any business it has to finish before it is called away.

THE COURT OF STARS: The magical and mysterious heart of the eladins lies in the Court of Stars, where the beautiful Queen Morwel reigns over her people. Morwel is sometimes called the Faerie Queen, the Lady of the Lake, or the Lady of Stars; shes probably a demipower in her own right, and shes surrounded by the brightest and most gracious of the eladrins. The Court moves from place to place throughout Arborea, existing only where night falls over the realm. The Court of Stars isnt really the government of the eladrins as much as it is the heart or spirit of the race.
The eladrinsre on good terms with the elven pantheon and the Greek pantheon, but they tend to keep to the wilds of Arborea. When the eladrins visit Olympus, they often assume the forms of petitioners or forest spirits, veiling their true nature. In the elven realms, the eladrins feel free to show themselves for what they are.
On rare occasions, the eladrins join with the aasimon who serve the Greek and elven powers when some profound evil threatens all of Arborea. But for the most part, they prefer to leave the powers be and govern their own affairs.


There's also entries for all the varieties mentioned. If they're made a player selectable race as described in 2nd edition sources, native to the Prime Material Plane, then they'd be totally unbalanced compared to other races.


Reply author: Foxhelm
Replied on: 06 Nov 2007 17:19:59
Message:

My thought is the "Earthly" Eladrin would be a race of more civilized elves rather then the wilder elves being used in the new PH. The question is what will happen to the "Heavenly" Eladrin. Will they be given a new name, would they be the name sakes of the E-eladrin or perhaps some ancestors of the E-Eladrin. Or would all goodly celestial be collected into the main heading of Angels? This is what we are waiting for.


Reply author: Caedwyr
Replied on: 06 Nov 2007 17:25:56
Message:

Aasimon, Archons - LG
Guardinals - NG
Eldarin - CG
Can't remember off-hand
Rilmani - TN
Slaadi - CN
Baatezu - LE
Yugoloth - NE
Tanar'ri - CE

Plus several other species groups for each alignment. I have a feeling that the above list is going to be pruned somewhat.


Reply author: Thauramarth
Replied on: 06 Nov 2007 20:33:07
Message:

quote:
Originally posted by Caedwyr

Aasimon, Archons - LG
Guardinals - NG
Eldarin - CG
Can't remember off-hand
Rilmani - TN
Slaadi - CN
Baatezu - LE
Yugoloth - NE
Tanar'ri - CE

Plus several other species groups for each alignment. I have a feeling that the above list is going to be pruned somewhat.



You forgot those loveable Modrons (LN)!


Reply author: Venger
Replied on: 23 Nov 2007 10:28:53
Message:

quote:
I agree with Kentinal about Corellon becoming the God of Magic in FR -- after all, why would they have eliminated all the other deities associated with magic from the Pantheon?


They don't need to eliminate them in order to make Corellon a God of Magic. After all, he's a member of the Elven Pantheon, not the Faerunian Pantheon. So they can duplicate Portfolios without any trouble.

quote:
And Rich Baker has admitted that they are going to "simplify" or "trim" the Pantheon -- James Wyatt writing that Corellon is going to be a deity worshipped by all the races this is becoming quite evident, don't you think?


That doesn't mean that the Core Pantheon will subsume the Faerunian Pantheon.

quote:
Taking this line of thought even further, perhaps Bane will slay Tempus and become a tyrannical God of War in the 'Points of Light' Faern? It would certainly fit the this concept.


Or maybe like many other gods who're worshipped on several different worlds, he'll have different Portfolios in the core setting then he will in Faerun? Tyr, for example, is a Greater God of Justice in the Faerunian Pantheon. But in the Asgardian Pantheon, he's only an Intermediate God, and has five Portfolios, none of which are Justice. Similarly with Lolth, who on Oerth has two less Portfolios then she does on Faerun.

And Bane himself is worshipped on Ravenloft, too, where he has the Portfolio of Tyranny, but NOT the Portfolios of Fear or Hatred. Instead, he has about four or five other Portfolios in their place (Lathander's also worshipped in Ravenloft, where he's Chaotic Good, instead of Neutral Good). So just because Bane is the God of War in the Core Pantheon, it doesn't mean that he's going to be killing Tempus and taking his stuff in the Faerunian Pantheon.

quote:
And I wouldn't be surprised anymore if Bahamut became the new God of Justice in FR, too -- perhaps Tyr is deemed "unworthy" of his portfolio after he killed Helm and Bahamut will "steal his stuff"? I certainly hope not, but it's a frightening possibility too.


Has there been any indication whatsoever that Tyr is going to be gone in the 4E Realms? Any shred of evidence whatsoever? If not, then why do you consider that a possibility?

quote:
Didn't Rich say a while ago that the Warforged won't be in the Realms? Well, now he's stated that "every Core Race will be in the Realms, too". Maybe the same applies for deities


Once again, what shred of proof do you have to support this conclusion? Do you have anything at all? How does "every core race being in the Realms" suddenly equal "the Core Pantheon supplanting the Faerunian Pantheon"? Well, many of the Greyhawk gods are sticking around. So is Pelor going to show up in the Realms, too? Is Lathander going to be killed off along with Tempus and Tyr?

Boy, the more these 4E discussions wind on, the more I'm reminded of this particular quote.

quote:
ONLINE FANDOM RULE #1: If a situation is ever unclear, assume whatever it would take to drive you into a blind rage.


It's ridiculous. Some people, it seems, are so hellbent on being mad about the release of 4E that they're making all sorts of unfounded assumptions in order to get themselves nice and angry. If you're going to rant about something, then at least save some bandwidth and rant about something that's in black and white and which is a fact. Like what's written in Grand History of the Realms. So far, however, there has been no hint that Tempus is going to be killed*, that Tyr is getting replaced by Bahamut, that the Core Pantheon is going to replace the Faerunian Pantheon, etc. So how about saving the ranting for actual facts, rather then baseless assumptions?

*Yeah, Bane was reffered to in that article as the God of War in Faerun, but the guy most likely misspoke, conflating Core Pantheon Bane for Faerunian Pantheon Bane.

As for the Eladrin, this is my take on it (And this has somewhat been verified by a WOTC employee. I can dig up the quote if anyone wants it).

The Eladrin race is made up of numerous subraces, varying in power. Although with the name Eladrin being applied to a specific subrace, I can see the entire race getting renamed. Maybe they'll be called the Seelie, or the Sidhe. Anyway, this is the way I view it.

    [*]Elves - They're the ones who've made permanent homes on the Prime Material, and have been the most changed by it.
    [*]Drow - Twisted versions of the Eladrin who've taken to living in the Underdark. They're changed from the Eladrin, but not so different as the Elves.
    [*]Eladrin - Some make their home on the Prime Material, while others live in Arborea. They're the weakest of their Arborea dwelling kin.
    [*]Coure
    [*]Noviere
    [*]Bralani
    [*]Shiere
    [*]Firre
    [*]Ghaele
    [*]Tulani - The most powerful of their kind. The Faerie Lords.


So essentially, they'd be like how they were before, except elves would be make yet another branch of this same race. Personally, I like what they're doing with elves.

quote:
It's a real shame they're making moon and sun elves eladrins! why, that would have been a perfect opportunity for WotC to make the FRCS more appealing to non-FR gamers: by including two new ELF subraces in the 2008 FRCS... tsk tsk tsk


The last thing the Realms needs is even more Elven subraces. I'm perfectly fine wth seeing Wild Elves and Wood Elves folded into one race, and Moon Elves and Sun Elves folded into another race. Hell, I'd be fine with having all those elf subraces folded into one race. Physical characteristics and culture is all you need to differentiate one group from another. You don't need variable stat bonuses to do the job. Besides, it's ridiculous to have an Elf that provides a different stat bonus depending on what class you want to play. Playing a Wizard? Here's a +2 Int Elf. A Rogue? Here's a +2 Dex Elf. Want to play a Fighter? Here's an Elf with a +2 Str. Want to play a Barbarian with lots of hit points? Here's an Elf without a Con penalty. Want to play an uber elf? Here's a Drow. Enough with the proliferation of Elven subraces!


Reply author: Brian R. James
Replied on: 23 Nov 2007 16:39:53
Message:

Amen, brother Venger! I couldn't agree more.

quote:
Originally posted by Venger

The last thing the Realms needs is even more Elven subraces. I'm perfectly fine wth seeing Wild Elves and Wood Elves folded into one race, and Moon Elves and Sun Elves folded into another race. Hell, I'd be fine with having all those elf subraces folded into one race. Physical characteristics and culture is all you need to differentiate one group from another. You don't need variable stat bonuses to do the job. Besides, it's ridiculous to have an Elf that provides a different stat bonus depending on what class you want to play. Playing a Wizard? Here's a +2 Int Elf. A Rogue? Here's a +2 Dex Elf. Want to play a Fighter? Here's an Elf with a +2 Str. Want to play a Barbarian with lots of hit points? Here's an Elf without a Con penalty. Want to play an uber elf? Here's a Drow. Enough with the proliferation of Elven subraces!


Reply author: KnightErrantJR
Replied on: 23 Nov 2007 17:07:16
Message:

quote:
Originally posted by Venger

ONLINE FANDOM RULE #1: If a situation is ever unclear, assume whatever it would take to drive you into a blind rage.

It's ridiculous. Some people, it seems, are so hellbent on being mad about the release of 4E that they're making all sorts of unfounded assumptions in order to get themselves nice and angry. If you're going to rant about something, then at least save some bandwidth and rant about something that's in black and white and which is a fact. Like what's written in Grand History of the Realms. So far, however, there has been no hint that Tempus is going to be killed*, that Tyr is getting replaced by Bahamut, that the Core Pantheon is going to replace the Faerunian Pantheon, etc. So how about saving the ranting for actual facts, rather then baseless assumptions?




I can understand that you want to support 4th edition Realms, or at least give it a chance. That's fine. And some people that have been fairly anti-4th edition have been less than balanced in their presentation of facts, based on what I've seen across various websites.

On the other hand, some of what you have quoted, and then assumed to e a "rant" or a "baseless assumption," was neither a rank nor an assumption, but rather speculation. In several places posters have asked "what if" or "does this mean." This isn't an assumption at all, its conjecture.

Fans conjecture, especially when presented with a lack of facts. I would even go so far as to conjecture, myself, that if WOTC had used less extreme terminology in its descriptions of 4th edition Realms, the drive to figure out what is going to happen might be lessened.

Its the Grand History of the Realms that mentioned that the Spellplague was the end of one world the the beginning of a "terrible" new one. And its the prologue to the Orc King that fuels a lot of the speculation as well. WOTC seems to want to brace fans for the absolute worst with some of their over the top terminology. Had they not used such terms, there may have been less speculation, but also less buzz.

I don't want to see people stating that they know X or Y is going to happen based on an extreme extrapolation of presented facts, but at the same time, why berate people for conjecturing on what might happen, when its clear they are conjecturing?


Reply author: Rinonalyrna Fathomlin
Replied on: 25 Nov 2007 02:22:12
Message:

And regarding that bold-faced rule: Interestingly enough, I've found it to be surprisingly accurate in my own case regarding 4E Realms--well, I haven't gone into "blind rage", but I've been pretty annoyed. There was once time when I would think, "They wouldn't do that, would they? It would make no sense, it would contradict past lore, it would upset so many people." I don't think that way anymore because I've found that yes, they would "do it", however nonsensical "it" might be.


Reply author: Rinonalyrna Fathomlin
Replied on: 25 Nov 2007 02:25:23
Message:

quote:
Originally posted by KnightErrantJR

Its the Grand History of the Realms that mentioned that the Spellplague was the end of one world the the beginning of a "terrible" new one. And its the prologue to the Orc King that fuels a lot of the speculation as well. WOTC seems to want to brace fans for the absolute worst with some of their over the top terminology. Had they not used such terms, there may have been less speculation, but also less buzz.



Very good point, and who can blame fans of the Chosen of Mystra for being upset when Chris Perkins comes along and basically says point blank, "fans of Chosen won't be too happy with us"? I'd say WotC bears some of the blame for all the rampant negativity.


Reply author: Asgetrion
Replied on: 25 Nov 2007 23:39:56
Message:

quote:
Originally posted by Venger

quote:
They don't need to eliminate them in order to make Corellon a God of Magic. After all, he's a member of the Elven Pantheon, not the Faerunian Pantheon. So they can duplicate Portfolios without any trouble.



Yet this (elimination of the Gods of Magic from the FR Pantheon) is what happened, because they deliberately wanted to remove some "overlap" in portfolios (at least according to Rich Baker). Note that Gorm and Haela got "axed" for the same reason and Clangeddin will apparently end up "stealing their stuff". I may be making some flagrant assumptions again, but I have a hunch that FR Pantheon will be more "multicultural" just like it is in the Core Rules (take a look at the Design & Development article about the Core Pantheon).

quote:

That doesn't mean that the Core Pantheon will subsume the Faerunian Pantheon.



No, it doesn't. Yet I suspect that it (and the 4E mechanics) may very well *influence* the FR Pantheon. I am reminded by Rich Baker's comment about new deities in FR -- it'd be logical to assume that they'll be "interlopers" from the Core Pantheon, since 4E Design Philosophy seems to be about "making a DM's life easier" (and the life of the designers, too). I honestly doubt that they'll actually "brainstorm" any new and original deities for FR -- it is easier for them and all FR DMs (at least if you want to run Core Modules in FR) if these "newcomers" are simply taken from the Core Pantheon.

quote:

Or maybe like many other gods who're worshipped on several different worlds, he'll have different Portfolios in the core setting then he will in Faerun? Tyr, for example, is a Greater God of Justice in the Faerunian Pantheon. But in the Asgardian Pantheon, he's only an Intermediate God, and has five Portfolios, none of which are Justice. Similarly with Lolth, who on Oerth has two less Portfolios then she does on Faerun.

And Bane himself is worshipped on Ravenloft, too, where he has the Portfolio of Tyranny, but NOT the Portfolios of Fear or Hatred. Instead, he has about four or five other Portfolios in their place (Lathander's also worshipped in Ravenloft, where he's Chaotic Good, instead of Neutral Good). So just because Bane is the God of War in the Core Pantheon, it doesn't mean that he's going to be killing Tempus and taking his stuff in the Faerunian Pantheon.



Oh, it's a possibility. Yet if that is the case, then James Wyatt -- a very experienced RPG designer -- did not do his homework (a bit unlikely). In any case, I'm only speculating on this. However, I'm fairly certain that Garagos and Anhur will be subsumed by Tempus -- three deities of War will probably be too "complicated" for 4E target audience. ;)

It's true that different settings often portray different aspects of a deity. There're actually many aliases and aspects for deities even in the different lands of Faern (e.g. Akadi, Lolth and Talos) -- not to mention heresies and local cults.

quote:
Has there been any indication whatsoever that Tyr is going to be gone in the 4E Realms? Any shred of evidence whatsoever? If not, then why do you consider that a possibility?



No, but I was thinking of how Tyr behaved very "uncharacteristically" (for a God of Justice) in slaying Helm and subsequently hiding his hand in the affair. Why Tyr? Why not just Cyric, or Talos, or even (*shudder*) Shar? That might indicate that there is some sort of hidden purpose behind this messy and illogical event -- i.e. Tyr being convicted of the death of Helm and being replaced by Bahamut. Again, this is all pure speculation, but I *am* yet again reminded by Rich Baker's comment about "new deities" in the Realms, and Bahamut would be a suitable "replacement" for Tyr (especially since he already *is* venetrated in the Realms).

quote:

Once again, what shred of proof do you have to support this conclusion? Do you have anything at all? How does "every core race being in the Realms" suddenly equal "the Core Pantheon supplanting the Faerunian Pantheon"? Well, many of the Greyhawk gods are sticking around. So is Pelor going to show up in the Realms, too? Is Lathander going to be killed off along with Tempus and Tyr?

Boy, the more these 4E discussions wind on, the more I'm reminded of this particular quote.

[quote]ONLINE FANDOM RULE #1: If a situation is ever unclear, assume whatever it would take to drive you into a blind rage.


It's ridiculous. Some people, it seems, are so hellbent on being mad about the release of 4E that they're making all sorts of unfounded assumptions in order to get themselves nice and angry. If you're going to rant about something, then at least save some bandwidth and rant about something that's in black and white and which is a fact. Like what's written in Grand History of the Realms. So far, however, there has been no hint that Tempus is going to be killed*, that Tyr is getting replaced by Bahamut, that the Core Pantheon is going to replace the Faerunian Pantheon, etc. So how about saving the ranting for actual facts, rather then baseless assumptions?

*Yeah, Bane was reffered to in that article as the God of War in Faerun, but the guy most likely misspoke, conflating Core Pantheon Bane for Faerunian Pantheon Bane.



Actually, none of us most likely has any "proof" of anything about 4E Realms (beyond what has been revealed in 'The Orc King' and GHotR). However, we're entitled to our opinions as fans and customers, aren't we? Also note that there is a distinct difference between 'ranting' and 'speculation' (just as KnightErrant noted). I am most definitely *not* trying to pick a fight with 4E fans -- I am just presenting my opinions and speculating on certain matters to raise some discussion about them. So, pardon me for making some "baseless assumptions" (which is merely *your* subjective opinion, since I've at least *tried* to make some logical points about why I think these changes are *possible*). In any case, I've not claimed or implied that my opinions or speculations are *facts* (if you take a closer look at them, you might notice that I've used *conditional forms* in most of the sentences).

As for Lathander dying -- I think there might be a reason why the heresy of the Risen Sun was introduced in 'Power of Faern'. Besides, the rise of Netheril might further "empower" Amaunator to ascend to divinity and replace Lathander. Again, mere speculation but certainly a possibility, hey?


Reply author: DestroyYouAlot
Replied on: 13 Dec 2007 04:37:38
Message:

Hi, folks,

Just dropping by to see what the feeling about the new game was around here - so far, more or less what I expected to see. I'm not terribly worried about the changes coming to the Realms as such, but I am saddened to realize that I won't be buying FR products anymore. The Grand History was the last, and I couldn't think of a more suitable product to go out on. Where they're going, I just can't follow - wouldn't want to - and the world they're describing just has nothing to do with the game I play.

From a certain point of view, however, these changes don't even apply to me; I already jumped ship from published lore around the 3.0 => 3.5 changeover. Ruleswise, I eventually ended up switching to HackMaster, and - while I'm currently playing in Garweeze Wurld (the HackMaster default setting) with published modules - I'm looking forward to coming back to the Realms with new eyes, free from having to worry about what new published material is going to do to my world, and with a system that hews closer to the assumptions the original was based on (Basic D&D and AD&D).

And I think it's time to turn the clock back a bit when I turn to the Realms again. "Historical" grey box campaign, anyone? There's still a lifetime worth of adventure in the FR products I've got, if I go back to look - even just with the grey box, Waterdeep & the North and Savage Frontier I've got a top-notch sandbox. I haven't touched on half the adventure hooks in the grey box DM book - several of those were developed in later metaplot, but what if they didn't happen that way? Splitting the Realms timeline off at one point or another gives you a whole different Realms to develop.

Which brings me to something I've wanted to see for a long time, around here: What are the odds that we can get some edition-specific forums at Candlekeep?

Not to line up for edition wars, mind you - and I don't thing CK is overly susceptible to that kind of thing - but what if there were a forum where we could discuss the Realms as it stands at the end of Third Edition? As it was published up until the end of Second Edition (and as I understand more than a few people here play it). Hell, a forum for the First Edition-only grognards! (Time of Troubles? Phooie!) I feel like there are enough players that "jumped ship" from published canon around the edition changes to warrant discussion of canon at those points. Anybody else see the utility in this? Personally, I picked and chose what current developments went into my game even when I was using current rules, but I'd hate to see fan / GM development of the Realms circa 1373 (or whatever) cease just because "rocks fell and everyone died" - 'cause it's not gonna have happened in every campaign. Am I wrong?

(I'll visit this question in its own thread later, but it seems to be pertinent to the "what do we do now?" question.)

For what they're trying to do - and I really do think this is a logical evolution towards video game-based / miniatures-focused play - I'm sure they'll pull it off (4e, that is). And with the (by all accounts sweeping) changes to the very reality of the game, there's no way for the Realms to continue in its current form. I know that. But it's not the game I want to play, and it's not the Realms I grew up with. So that's me out.

DYA


Reply author: Alaundo
Replied on: 13 Dec 2007 13:01:14
Message:

quote:
Originally posted by DestroyYouAlot

Which brings me to something I've wanted to see for a long time, around here: What are the odds that we can get some edition-specific forums at Candlekeep?


Well met

Certainly a resonable idea, DestroyYouAlot, and not to be ruled out. I suppose the best thing to do is see how the ratio pans out after the release of 4e to see if it is warranted.


Reply author: DestroyYouAlot
Replied on: 13 Dec 2007 15:04:52
Message:

quote:
Originally posted by Alaundo

[quote]Well met

Certainly a resonable idea, DestroyYouAlot, and not to be ruled out. I suppose the best thing to do is see how the ratio pans out after the release of 4e to see if it is warranted.



Thanks, Alaundo. You guys are the best hope - only hope? - for the Realms "as it was" to survive in active play, by my estimation. If there's an active community of folks doing fan development here for different versions of the setting, than there are options for those who don't like the edition change. Hope this pans out.


Reply author: Rinonalyrna Fathomlin
Replied on: 13 Dec 2007 15:19:29
Message:

Well, I can say that *I* certainly have chosen to break off from the official Realms at this point. I lot of other people don't follow the official timeline, as you pointed out. I think your idea is quite a sound one.


Reply author: dwarvenranger
Replied on: 18 Dec 2007 18:07:57
Message:

All, I know is that this garbage I read on EN world about dwarves having been slaves to the giants better not make it into the final version or I'll be addin game designer to my list of favored enemiesSuch utter nonsense should have never been entertained in the most foolish of imaginations. If it's true it's enough of a reason for me not to be converting.


Reply author: Mace Hammerhand
Replied on: 18 Dec 2007 21:54:43
Message:

From the little I read from the downloadable portion of the Races and yada yada book, D&D 4e is a new game, it really doesn't have much to do with the old one(s)... in case it has been said before, I apologize...didn't read the entire thread...


Reply author: Rinonalyrna Fathomlin
Replied on: 19 Dec 2007 00:09:09
Message:

quote:
Originally posted by dwarvenranger

All, I know is that this garbage I read on EN world about dwarves having been slaves to the giants better not make it into the final version or I'll be addin game designer to my list of favored enemiesSuch utter nonsense should have never been entertained in the most foolish of imaginations. If it's true it's enough of a reason for me not to be converting.



I actually don't think these racial concepts are bad in and of themselves, but that doesn't mean I'd like to see them in the Realms setting.


Reply author: The Red Walker
Replied on: 19 Dec 2007 00:28:22
Message:

I think the time is past due that we at the 'keep start on Forgotten Realms Fe (Fan edition)


Reply author: Hawkins
Replied on: 19 Dec 2007 00:40:36
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

I actually don't think these racial concepts are bad in and of themselves, but that doesn't mean I'd like to see them in the Realms setting.

I feel the same way.


Reply author: Steven Schend
Replied on: 19 Dec 2007 05:15:22
Message:

quote:
Originally posted by The Red Walker

I think the time is past due that we at the 'keep start on Forgotten Realms Fe (Fan edition)



Can I be in charge of the Kyriani Agrivar slash fiction board?

Steven
who had to ask before Wooly beat him to it...

PS: No, I don't really want to do that; frankly, what's being done around here already (the Compendiums et al) are more than solid enough material to count as its own FE...


Reply author: The Sage
Replied on: 19 Dec 2007 05:43:06
Message:

Thanks Steven. That's nice of you to say... That all the hard work the scribes of Candlekeep contribute, would be considered such in your opinion.

We appreciate that input.


Reply author: Neriandal Freit
Replied on: 19 Dec 2007 14:12:39
Message:

So, I need to ask (with out reading 40 pages of material here) if we have had any new updates to the whole 4E scheme?

Just on reading this page, I'm still very borderline in my thoughts, emotions and feel of it so I'd like to know if anything new?

Oh, and the mentioning of Chris at the top of the page...me and Kuje have a certain view of him thanks to GenCon '06.


Reply author: The Red Walker
Replied on: 20 Dec 2007 00:09:48
Message:

quote:
Originally posted by Steven Schend

quote:
Originally posted by The Red Walker

I think the time is past due that we at the 'keep start on Forgotten Realms Fe (Fan edition)



Can I be in charge of the Kyriani Agrivar slash fiction board?

Steven
who had to ask before Wooly beat him to it...

PS: No, I don't really want to do that; frankly, what's being done around here already (the Compendiums et al) are more than solid enough material to count as its own FE...



If it is up to me, you can head up the entire Fan Edition! You would of course need a Nom de Plum to avoid trouble. Hmmm....how about Phil Athlans...Hrast it's already taken....I'm sure we will think of something

Fred of the Blue Wood?? Sounds kinda catchy.


Reply author: Mkhaiwati
Replied on: 20 Dec 2007 00:25:45
Message:

From Enworld here http://www.enworld.org/ (some mod can prettify it for me, and maybe PM me on how to do it, too.) It is a recap of what is from Races & Classes.

"The paragon path and epic destiny thing - PrC's are gone completely. You pick up your paragon path at 11th level, and your epic destiny at 21st level. You get those abilities as you level up in addition to your main class stuff, not instead of. Some look like old PrCs, and weapon master, prince of knaves and cavalier mentioned. There are currently 12 PPs and "fewer" EDs. The EDs give big benefits and are things like being the right hand man to a god, undying warrior or calling dragons with a wave of your hand. "

So, Chosen are out, but are replaced by epic level pcs waving hands for flights of dragons? uhhh...

Another comment made a month or so ago about level advancement is that it takes the same encounters in 4e for a character to go from 1st to 30th level as for a character in 3.5 to go from 1st to 20th. No munchkinism here at all.

The more I see of the concepts for 4e, the more I dislike it. This has nothing to do with what happened to FR, but just how the game feels to me. I don't like that style of gaming.


Reply author: Wooly Rupert
Replied on: 20 Dec 2007 01:02:40
Message:

Even though I'm not really familiar with the 3E rules, what I did know of them I liked. I thought it was a very good system, and I didn't see much need to improve it.

These changes I'm hearing about for 4E... I can't say that a single one of them has appealed to me. It's not a case of "That rule sux!"; it seems to me that they're changing stuff just to change it.

How long into 4E do you think it will be before the endless flood of Paragon Paths and Epic Destinies gets going?

Really, I only had two problems with PrCs: a single character could, conceivably, have several (I think three is really pushing it), and there were approximately 192,128,050,226.3 of them.

I didn't want to be a person who refuses to transition over to 4E out of a stubborn loyalty to 3E. But the more I see, the more I think I'll stay with 3E -- simply because it works, and doesn't need all the proposed changes.


Reply author: Mkhaiwati
Replied on: 20 Dec 2007 01:52:11
Message:

I am wondering how long till the Immortals supplements comes out!

WARNING: pure speculation and half-remembered stuff follows! I don't remember where I read it, or if it true or just being discussed at WotC, but there is talk that there is a 30 level cap on characters. Either they will be retired, or become demi-gods, or something. How many players will complain there isn't anything for their 30 level PCs, now demi-gods, to do.

aha, here : http://www.enworld.org/index.php?page=4e#general
" Power progression from Races & Classes: "There is 2 or so pages on tiers of power (heroic, paragon and epic). The important part is the paragon paths and epic destinies. They replace prestige classes. They are additional power/abilities, that you can choose once you hit 11th or 21st level.....Epic destiny gives few but very powerful ability. Also it describes how you exit the world (seem like at level 30 you retire). You can become a demigod for example.Epic level game is much about slaying gods and clearing the Nine Hell. In the cleric section they muse about gods being redesigned, and one of their goals is, that they can be challenged by epic level characters."

and on speedy 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 "


Reply author: The Red Walker
Replied on: 20 Dec 2007 03:48:40
Message:

quote:
Originally posted by Mkhaiwati

I am wondering how long till the Immortals supplements comes out!

WARNING: pure speculation and half-remembered stuff follows! I don't remember where I read it, or if it true or just being discussed at WotC, but there is talk that there is a 30 level cap on characters. Either they will be retired, or become demi-gods, or something. How many players will complain there isn't anything for their 30 level PCs, now demi-gods, to do.

aha, here : http://www.enworld.org/index.php?page=4e#general
" Power progression from Races & Classes: "There is 2 or so pages on tiers of power (heroic, paragon and epic). The important part is the paragon paths and epic destinies. They replace prestige classes. They are additional power/abilities, that you can choose once you hit 11th or 21st level.....Epic destiny gives few but very powerful ability. Also it describes how you exit the world (seem like at level 30 you retire). You can become a demigod for example.Epic level game is much about slaying gods and clearing the Nine Hell. In the cleric section they muse about gods being redesigned, and one of their goals is, that they can be challenged by epic level characters."

and on speedy 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 "




Sounds like the redesign is in the hands of a few who were unable to level up quick enough and got tired of waiting to do really cool and epic things!
All I have to say is, if something is not truly earned, then it is not truly appreciated. I just hope they don't go to far. I remember the original Might & Magic on my commodore 64, it was so cool! In like 4 days my party was so powerful that we were killing black dragons and devil lords at will. 3 days or less after that I quit playing it. I had done enough high level acts that they became meaningless.


Reply author: sparhawk42
Replied on: 20 Dec 2007 13:10:33
Message:

quote:
Originally posted by Wooly Rupert

These changes I'm hearing about for 4E... I can't say that a single one of them has appealed to me. It's not a case of "That rule sux!"; it seems to me that they're changing stuff just to change it.



This is how I feel as well. It just seems that some of the things they are changing they are doing just so they have enough new stuff to justify everyone having to buy tons of new books. Either that or they want to make sure they change everything enough so that it is a completely new Realms.


Reply author: Wooly Rupert
Replied on: 20 Dec 2007 13:45:52
Message:

quote:
Originally posted by sparhawk42

quote:
Originally posted by Wooly Rupert

These changes I'm hearing about for 4E... I can't say that a single one of them has appealed to me. It's not a case of "That rule sux!"; it seems to me that they're changing stuff just to change it.



This is how I feel as well. It just seems that some of the things they are changing they are doing just so they have enough new stuff to justify everyone having to buy tons of new books. Either that or they want to make sure they change everything enough so that it is a completely new Realms.



I'm not talking about the Realms, actually. I still have a single shard or two of hope for that; I've been holding very tightly on to the hope that it won't be as bad as some of the initial comments make it seem.

Rather, I was referring to the D&D ruleset. Other than the endless flood of feats and PrCs, I don't really see anything that needs to be changed in 4E. The things we've been hearing about make 4E sound like some offshoot of D&D, and not D&D itself. D&D Extreme, as opposed to D&D, perhaps.


Reply author: Odysseus
Replied on: 20 Dec 2007 15:17:41
Message:

quote:
Originally posted by Wooly Rupert

I'm not talking about the Realms, actually. I still have a single shard or two of hope for that; I've been holding very tightly on to the hope that it won't be as bad as some of the initial comments make it seem.

Rather, I was referring to the D&D ruleset. Other than the endless flood of feats and PrCs, I don't really see anything that needs to be changed in 4E. The things we've been hearing about make 4E sound like some offshoot of D&D, and not D&D itself. D&D Extreme, as opposed to D&D, perhaps.


I think of 3.5 more as an evolutionary dead end. And 4E as a step backward and a step and half forward. If I strip away the fluff from 4E and just look at the mechanics I don't believe it will be incompatible with running realms games.
As to 4E realms , some of rich bakers comments make me optimistic towards the issue of the 4E realms books.


Reply author: sparhawk42
Replied on: 20 Dec 2007 17:43:36
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by sparhawk42

quote:
Originally posted by Wooly Rupert

These changes I'm hearing about for 4E... I can't say that a single one of them has appealed to me. It's not a case of "That rule sux!"; it seems to me that they're changing stuff just to change it.



This is how I feel as well. It just seems that some of the things they are changing they are doing just so they have enough new stuff to justify everyone having to buy tons of new books. Either that or they want to make sure they change everything enough so that it is a completely new Realms.



I'm not talking about the Realms, actually. I still have a single shard or two of hope for that; I've been holding very tightly on to the hope that it won't be as bad as some of the initial comments make it seem.

Rather, I was referring to the D&D ruleset. Other than the endless flood of feats and PrCs, I don't really see anything that needs to be changed in 4E. The things we've been hearing about make 4E sound like some offshoot of D&D, and not D&D itself. D&D Extreme, as opposed to D&D, perhaps.



I know I said the Realms specifically but I misspoke (or mistyped I guess). I meant D&D in general, I guess thats what I get for posting while half-awake.
From the changes they announced about the way that many mechanics will fundamentally change it does seem to be they are trying to create some kind of offshoot of D&D but I guess we will have to wait and see.
(Oh and I too am holding on to the hope that the new Realms wont be as bad as it has sounded at times.)


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Dec 2007 19:37:00
Message:

quote:
Originally posted by Mkhaiwati
Epic destiny gives few but very powerful ability. Also it describes how you exit the world (seem like at level 30 you retire). You can become a demigod for example.Epic level game is much about slaying gods and clearing the Nine Hell. In the cleric section they muse about gods being redesigned, and one of their goals is, that they can be challenged by epic level characters."


Once again, that can make for an awesome game in a custom campaign setting, but that doesn't mean these concepts (like encouraged god-killing) should be pasted into settings where they don't fit well, like the Realms setting.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Dec 2007 19:41:41
Message:

quote:
Originally posted by Odysseus
I think of 3.5 more as an evolutionary dead end.


Not saying your points aren't valid, but did you need to use WotC's latest marketing "buzzword"?

The creation of roleplaying games has nothing to do with evolution in the scientific sense. There are no "evolutionary dead-ends" here, no mutations going on, no organisms fighting to breed and survive as a species.


Reply author: The Red Walker
Replied on: 20 Dec 2007 20:48:42
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Mkhaiwati
Epic destiny gives few but very powerful ability. Also it describes how you exit the world (seem like at level 30 you retire). You can become a demigod for example.Epic level game is much about slaying gods and clearing the Nine Hell. In the cleric section they muse about gods being redesigned, and one of their goals is, that they can be challenged by epic level characters."


Once again, that can make for an awesome game in a custom campaign setting, but that doesn't mean these concepts (like encouraged god-killing) should be pasted into settings where they don't fit well, like the Realms setting.



Amen to that Sister!! Amen.


Reply author: Wooly Rupert
Replied on: 20 Dec 2007 20:50:45
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Odysseus
I think of 3.5 more as an evolutionary dead end.


Not saying your points aren't valid, but did you need to use WotC's latest marketing "buzzword"?

The creation of roleplaying games has nothing to do with evolution in the scientific sense. There are no "evolutionary dead-ends" here, no mutations going on, no organisms fighting to breed and survive as a species.



I get what he's saying, though: they did such a bang-up job on 3.5 that there's little room for improvement. To be able to make the most of a new system, they need to do something more than the 1E to 2E changeover -- and that's why we're getting D&D Extreme, as I am now going to call it (heh, maybe ED&D?).


Reply author: Purple Dragon Knight
Replied on: 21 Dec 2007 00:41:41
Message:

quote:
Originally posted by Wooly Rupert

But the more I see, the more I think I'll stay with 3E -- simply because it works, and doesn't need all the proposed changes.

Amen brother! it took you a little longer than me, but then again, maybe you're not an engineer...


Reply author: Wooly Rupert
Replied on: 21 Dec 2007 00:59:01
Message:

quote:
Originally posted by Purple Dragon Knight

quote:
Originally posted by Wooly Rupert

But the more I see, the more I think I'll stay with 3E -- simply because it works, and doesn't need all the proposed changes.

Amen brother! it took you a little longer than me, but then again, maybe you're not an engineer...



I should again like to note that I'm referring to the ruleset. While D&D Extreme (my new name for 4E) doesn't interest me, I am still holding out hope for the 4E Realms.


Reply author: Purple Dragon Knight
Replied on: 21 Dec 2007 04:46:26
Message:

In time, such foolishness shall pass, and you shall turn fully to the dark side...


Reply author: Purple Dragon Knight
Replied on: 21 Dec 2007 05:03:06
Message:

quote:
Originally posted by Steven Schend

quote:
Originally posted by The Red Walker

I think the time is past due that we at the 'keep start on Forgotten Realms Fe (Fan edition)



Can I be in charge of the Kyriani Agrivar slash fiction board?

Steven
who had to ask before Wooly beat him to it...

PS: No, I don't really want to do that; frankly, what's being done around here already (the Compendiums et al) are more than solid enough material to count as its own FE...

I agree with Red Walker, Steven and the Sage: the Compendiums are top notch. Moreover, with the coming of 4E and how it will tip the Realms forever upside down, I would feel comforted if Candlekeep somehow strives to remain "pre-4E" in content. Heck, I would even commit to devour (read: memorize/make it official in my campaigns) every issue of the Compendium. And yes, the input of Steven and other FR author in our compendium, and/or as "guiding hands" and "canon checkers" to ensure we stay true and close to our "old canon" would be great! I wholly second Red Walker's motion to start our own FE Realms Edition here at the keep!


Reply author: Jorkens
Replied on: 21 Dec 2007 06:29:01
Message:

Well, strive is to put it a bit strongly. If there is anything sparking my interest in 4ed. I could allways write it into the Compendium; I havent seen anything saying that we are to keep it to the classical age only. That goes for Candlekeep as a whole.


Reply author: Ranak
Replied on: 21 Dec 2007 09:14:12
Message:

Interestingly enough, according to a new article on Wizards Elves will only live to be 200 years old in 4th Edition. Instead of a long-lived, reflective race, they are now described as impulsive and taking things less seriously because they live to be 200.

http://www.wizards.com/default.asp?x=dnd/dramp/20071221

I suppose they can explain this away with the spellplague - the magic that kept elves alive is no longer as strong, or is more wild and uncontrollable, etc. So there should not be any serious continuity problems.

But this is quite interesting to me, because I've played elven starting characters who were older than 200! In the very least it will make for some truly staggering changes to Evermeet.


Reply author: Wooly Rupert
Replied on: 21 Dec 2007 11:16:20
Message:

quote:
Originally posted by Ranak

Interestingly enough, according to a new article on Wizards Elves will only live to be 200 years old in 4th Edition. Instead of a long-lived, reflective race, they are now described as impulsive and taking things less seriously because they live to be 200.

http://www.wizards.com/default.asp?x=dnd/dramp/20071221

I suppose they can explain this away with the spellplague - the magic that kept elves alive is no longer as strong, or is more wild and uncontrollable, etc. So there should not be any serious continuity problems.

But this is quite interesting to me, because I've played elven starting characters who were older than 200! In the very least it will make for some truly staggering changes to Evermeet.



What in the name of Lurue is that about? Why is that a necessary change? And what's with the "elven accuracy" rule -- "Reroll an attack roll. Use the second roll, even if it's lower." Yeah, a forced miss is a great way to reflect "the legendary accuracy of the elves".


Reply author: sparhawk42
Replied on: 21 Dec 2007 13:13:27
Message:

quote:
Originally posted by Ranak

Interestingly enough, according to a new article on Wizards Elves will only live to be 200 years old in 4th Edition. Instead of a long-lived, reflective race, they are now described as impulsive and taking things less seriously because they live to be 200.

http://www.wizards.com/default.asp?x=dnd/dramp/20071221

I suppose they can explain this away with the spellplague - the magic that kept elves alive is no longer as strong, or is more wild and uncontrollable, etc. So there should not be any serious continuity problems.

But this is quite interesting to me, because I've played elven starting characters who were older than 200! In the very least it will make for some truly staggering changes to Evermeet.


I just don't understand this. What in the world is the point of this? Elves that live only about 200 years? How does this improve D&D on a whole? Are the other races ages going to change? The more I see some of these coming changes the more I keep asking myself one question. Why? I wish I could understand why they are changing some of the things they are.


Reply author: Iliana N-letur
Replied on: 21 Dec 2007 13:19:54
Message:

???

Okay, they now officially lost me. The magic is gone - pun sadly intended. Short lived, mage no longer the favoured class, but a wisdom bonus - that's true, the elves always showed remarkable insight of how their plans would evolve. Oh no: 'deeply felt but short-lived passions'. And that feels right with a Wis bonus how? Luckily it's now easier being an elf: no need to spent millennia working on high magic (what high magic? that's gone to? Think so)

Bottom line, we got seeded from outer space with pods, replacing all creatures in Faerun with look-a-likes.

Sight, and I tried to keep an open mind...


Reply author: Wooly Rupert
Replied on: 21 Dec 2007 13:41:09
Message:

Keep in mind, folks, that what's true for generic D&D Extreme may not be the case for the Realms. (I hope.) That's why I think we should keep the 4E Realms discussion limited to the appropriate thread, and save this one to speak only of the mangling of D&D changes happening with D&D Extreme.


Reply author: Rinonalyrna Fathomlin
Replied on: 21 Dec 2007 15:30:36
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Purple Dragon Knight

quote:
Originally posted by Wooly Rupert

But the more I see, the more I think I'll stay with 3E -- simply because it works, and doesn't need all the proposed changes.

Amen brother! it took you a little longer than me, but then again, maybe you're not an engineer...



I should again like to note that I'm referring to the ruleset. While D&D Extreme (my new name for 4E) doesn't interest me, I am still holding out hope for the 4E Realms.



Heh, I have to admit I'm the opposite--I'd definitely try out a "4E core adventure", but I'm not interested in using the 4E version of the Realms setting.


Reply author: Rinonalyrna Fathomlin
Replied on: 21 Dec 2007 15:33:15
Message:

quote:
Originally posted by Wooly Rupert

Keep in mind, folks, that what's true for generic D&D Extreme may not be the case for the Realms. (I hope.) That's why I think we should keep the 4E Realms discussion limited to the appropriate thread, and save this one to speak only of the mangling of D&D changes happening with D&D Extreme.



Also, remember that Elves have been split up--now "elves", "eladrin", and "drow" are all distinct sub-types (sub-species?). "Elves" are the woodsy types. "Eladrin" (eladrins?) are the magical types.


Reply author: Iliana N-letur
Replied on: 21 Dec 2007 15:36:41
Message:

Sorry, Wooly, you are correct - I shouldn't have brought up FR relative PoVs in this thread.
Still, starting from DnD (ToS) I'm kind of missing the fighter-mage. In first it was the only option, in 2nd it was an often taken option, in third you had a number of special PrC's ... and now mage no longer is main option.
Why a wisdom bonus? A charisma bonus I could understand. I do not know if 'Sorcerer' is still a base class in 'Extreme', but shifting elven magic towards sorcery would have been odd, but at least keeping some of the feeling.


Reply author: Iliana N-letur
Replied on: 21 Dec 2007 15:41:54
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
Also, remember that Elves have been split up--now "elves", "eladrin", and "drow" are all distinct sub-types (sub-species?). "Elves" are the woodsy types. "Eladrin" (eladrins?) are the magical types.



... forgot that splitting of race.
But my point on Wisdom stands. Perhaps even more so. Wood/Green/Copper/Wild (take your pick) elves never were described as 'wise', plus it doesn't fit with the personality description.


Reply author: Ranak
Replied on: 21 Dec 2007 17:14:20
Message:

Perhaps Eladrin will be the long lived magical elves that live a very long time.

Wooly you are of course correct, Elves were always a bit difference in FR, so that can be picked up in the FR 4ed thread if people care to postulate on the possible effect of these rule changes in Faerun.

quote:
Originally posted by Iliana N-letur

quote:
Originally posted by Rinonalyrna Fathomlin
Also, remember that Elves have been split up--now "elves", "eladrin", and "drow" are all distinct sub-types (sub-species?). "Elves" are the woodsy types. "Eladrin" (eladrins?) are the magical types.



... forgot that splitting of race.
But my point on Wisdom stands. Perhaps even more so. Wood/Green/Copper/Wild (take your pick) elves never were described as 'wise', plus it doesn't fit with the personality description.


Reply author: Aravine
Replied on: 21 Dec 2007 17:58:32
Message:

quote:
Originally posted by Ranak

Perhaps Eladrin will be the long lived magical elves that live a very long time.

Wooly you are of course correct, Elves were always a bit difference in FR, so that can be picked up in the FR 4ed thread if people care to postulate on the possible effect of these rule changes in Faerun.

quote:
Originally posted by Iliana N-letur

quote:
Originally posted by Rinonalyrna Fathomlin
Also, remember that Elves have been split up--now "elves", "eladrin", and "drow" are all distinct sub-types (sub-species?). "Elves" are the woodsy types. "Eladrin" (eladrins?) are the magical types.



... forgot that splitting of race.
But my point on Wisdom stands. Perhaps even more so. Wood/Green/Copper/Wild (take your pick) elves never were described as 'wise', plus it doesn't fit with the personality description.





the long lived magical elves that live a long time? isn't that stated by the long lived elves? or are they long lived elves that live even longer?


Reply author: Aravine
Replied on: 21 Dec 2007 18:08:58
Message:

Has anyone seen the D&D 4e video on yuotube? did anyone else find that a little bit insulting? "we made it easier for DM's" why does the corprate world assume we are all complete morons? do we seem like we can't understand how to DM? I mean, come on! this is borderline slander on all DM's using 3.5. "hi. we made a new addition because you couldn't possibly understand 3.5". Am I the only one that didn't just see red but saw a rainbow like in a kalidescope? I'm sorry for ranting, but it felt like they were purposely insulting my inteligence. they are going to have to dig very hard, very very fast to get out of the hole that interveiw dug for them to get me to have interest in 4E again


Reply author: Ranak
Replied on: 21 Dec 2007 18:21:15
Message:

The truth of the matter is that all the "crunch" that was there in 3.5 edition will creep back into 4th edition as people clamor for more and more rules (I want my seafaring rules! I want my heralding rules! I want rules for the deep desert! Etc.)

They are simplifying the core game for newbies, plain and simple. Make it easier to set up and adventure and to run an adventure. I don't see anything wrong with that per se.

What is less justifiable is the extent of the changes. Why not streamline 3.5 edition, and make the crunch optional, rather than rework the whole dang system? Pardon my extreme language, lol.

I am probably one of the few people enthusiastic about 4ed changes - but even I have to admit most of the logic they use to justify these changes just doesn't follow through.

quote:
Originally posted by Aravine

Has anyone seen the D&D 4e video on yuotube? did anyone else find that a little bit insulting? "we made it easier for DM's" why does the corprate world assume we are all complete morons? do we seem like we can't understand how to DM? I mean, come on! this is borderline slander on all DM's using 3.5. "hi. we made a new addition because you couldn't possibly understand 3.5". Am I the only one that didn't just see red but saw a rainbow like in a kalidescope? I'm sorry for ranting, but it felt like they were purposely insulting my inteligence. they are going to have to dig very hard, very very fast to get out of the hole that interveiw dug for them to get me to have interest in 4E again


Reply author: KnightErrantJR
Replied on: 22 Dec 2007 04:16:22
Message:

Hm . . . I'm really glad none of this is going to affect my campaigns. There is another elf article here: http://www.wizards.com/default.asp?x=dnd/drfe/20071221

If Sehinine is actually Selune . . . and her sister is Lolth . . . does this mean Lolth will be Shar? On a lighter note, this means that apparently Corellon is really close to both of his sisters . . .


Reply author: Kentinal
Replied on: 22 Dec 2007 05:28:15
Message:

Oh Joy, Drow got the "Evil Gene" back even in FR.

quote:
With the release of the Forgotten Realms Campaign Setting in the summer of of '08, drow will be presented as a fully playable character race. Although drow as a race are a singularly wicked people, cruel and treacherous in their dealings with others, a smattering in every generation learn cooperation and the value of alliance. While some of these are merely cunning in their decision to gain the trust of others, a few truly come to value the positive aspects of camaraderie and friendship, sometimes even with those not of their own race.


*sighs*


Reply author: Kajehase
Replied on: 23 Dec 2007 15:27:47
Message:

quote:
Originally posted by KnightErrantJR

If Sehinine is actually Selune . . . and her sister is Lolth . . . does this mean Lolth will be Shar? On a lighter note, this means that apparently Corellon is really close to both of his sisters . . .


Things man were not meant to dwell on, but is anyway: 36) The sex-life of gods.


Reply author: imis999
Replied on: 23 Dec 2007 19:31:45
Message:

I just don't get it! If you want to create a completely different setting than Classic FR, then why don't they call it something new. Why screw up FR with this nonsense?


Reply author: Wooly Rupert
Replied on: 23 Dec 2007 19:42:52
Message:

Again, folks, please try to remember that what applies to Core D&D Extreme will not necessarily be the case for 4E FR.


Reply author: Rinonalyrna Fathomlin
Replied on: 23 Dec 2007 19:57:23
Message:

True. I've said it before and I'll say it again--all the new lore about elves (fey?) is wonderful for a custom, non-FR campaign setting.

This part creeped me out though:

quote:
The elves as a race were neither good nor evil -- they didn't think in those terms. They enjoyed beauty and pleasure, and many of them found pleasure in kindness and beauty in every facet of life, and so acted in good ways. Still, they might inflict pain or even death, not out of cruelty, but purely out of curiosity.


Ick! That just makes me think of something like "I stuck a knife in its heart just to see what would happen..." Sounds like something out of a horror movie (or a psychological thriller).

Also, the drow are mentioned as having "blank white eyes", and the accompanying picture, while quite beautifully done, also shows orbs with no pupils. Are they saying drow won't have pupils?


Reply author: Kentinal
Replied on: 23 Dec 2007 19:57:26
Message:

quote:
Originally posted by Wooly Rupert

Again, folks, please try to remember that what applies to Core D&D Extreme will not necessarily be the case for 4E FR.



This appears it might be both core and FR, at least PC Drow come out in Realms Campaign Setting. *shrugs*


Reply author: KnightErrantJR
Replied on: 23 Dec 2007 21:06:35
Message:

quote:
Originally posted by Wooly Rupert

Again, folks, please try to remember that what applies to Core D&D Extreme will not necessarily be the case for 4E FR.




Oh, I understand that, but I was kind of wondering about this due to the fact that Rich has said that they are leaning heavily towards Sehinine and Selune being the same goddess in FR.


Reply author: Odysseus
Replied on: 23 Dec 2007 22:01:53
Message:

http://www.gleemax.com/Comms/Pages/Communities/blogpost.aspx?blogpostid=30172&pagemode=2
this is bruce cordells blog posted yesterday. It mentions two realms forgotten will be forgotten no more. I wonder which two?



Reply author: Kentinal
Replied on: 23 Dec 2007 22:20:25
Message:

quote:
Originally posted by Odysseus

http://www.gleemax.com/Comms/Pages/Communities/blogpost.aspx?blogpostid=30172&pagemode=2
this is bruce cordells blog posted yesterday. It mentions two realms forgotten will be forgotten no more. I wonder which two?






Darksun clearrly a point of light type Realm, Ravenloft clearly IMO a canidate for the same reason. Dangonlance with its events clearly could be points of Light also, but didn't they kill of all the deities in one version?


Reply author: Tiziano
Replied on: 23 Dec 2007 22:40:55
Message:

Well the post says:

quote:
I'm really excited for the debut of the setting for many reasons. Here are just a few:

One, the art is going to be sick. As in, really good. I just finished compiling the art and map order Friday, and weve got some epic pieces planned.

Two, realms forgotten will be forgotten no more, and Ed Greenwood is personally behind that vision; who better? It is awesome.



'two' as in 'reason two', not 'two Realms'.
Although the more I read the more I feel sick (and not as in , really good).

What does it mean 'realms forgotten will be forgotten no more'? Ready to start a campaign after ten minutes after picking up the setting?

...Corellon help us!


Reply author: Rinonalyrna Fathomlin
Replied on: 24 Dec 2007 02:04:19
Message:

quote:
Originally posted by Odysseus

http://www.gleemax.com/Comms/Pages/Communities/blogpost.aspx?blogpostid=30172&pagemode=2
this is bruce cordells blog posted yesterday. It mentions two realms forgotten will be forgotten no more. I wonder which two?






He didn't mean that TWO realms forgotten will be forgotten no more.

He meant that that was his second point (point number two).


Reply author: Rinonalyrna Fathomlin
Replied on: 24 Dec 2007 02:07:27
Message:

quote:
Originally posted by Tiziano

What does it mean 'realms forgotten will be forgotten no more'?



I think he means that other continents will get detailed?

That would be information I might use, as long as it isn't too tied-in with the other 4E setting changes.


Reply author: KnightErrantJR
Replied on: 24 Dec 2007 02:39:01
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
I think he means that other continents will get detailed?

That would be information I might use, as long as it isn't too tied-in with the other 4E setting changes.




Part of me is concerned that these "new" continents are part of the "merging of two worlds," and thus don't exist in the current timeframe, at least not in "our" Realms. I'm also concerned that this "merging" is going to be catastrophic (as it was characterized by the Orc King prologue) because these new lands return in such as way that they supplant existing areas (Maztica, Zhakara, Kara-Tur) and basically "nuke" them.

The regions that Ed is writing could very well be how Ed would have developed those areas had TSR not dropped RW analogous settings into Toril. This, of course, presents a quandry, because if this is what they are doing, I would love to see what Ed would have done with these lands originally, but I don't like previously established parts of the setting, even ones that might have been poorly thought out when they were first introduced, to be swept away that easily.

Then again, I could be WAY off base too.


Reply author: Rinonalyrna Fathomlin
Replied on: 24 Dec 2007 02:59:27
Message:

quote:
Originally posted by KnightErrantJR

Part of me is concerned that these "new" continents are part of the "merging of two worlds," and thus don't exist in the current timeframe, at least not in "our" Realms. I'm also concerned that this "merging" is going to be catastrophic (as it was characterized by the Orc King prologue) because these new lands return in such as way that they supplant existing areas (Maztica, Zhakara, Kara-Tur) and basically "nuke" them.



Uh oh--I didn't even think of it that way, to be honest. If the results are THAT catastrophic, I most likely wouldn't want any part of it even if Ed's involved (although, I could perhaps place stuff I like onto one of the unused continents).


Reply author: KnightErrantJR
Replied on: 24 Dec 2007 03:07:23
Message:

I was just conjecturing . . . I took a few pieces of what was known and filled is some huge gaps with some paranoid guesses, so I wouldn't be too worried about it.


Reply author: Rinonalyrna Fathomlin
Replied on: 24 Dec 2007 03:30:53
Message:

quote:
Originally posted by KnightErrantJR

I was just conjecturing . . . I took a few pieces of what was known and filled is some huge gaps with some paranoid guesses, so I wouldn't be too worried about it.



Right, but on the other hand you could be dead on.


Reply author: Jorkens
Replied on: 24 Dec 2007 08:40:53
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

True. I've said it before and I'll say it again--all the new lore about elves (fey?) is wonderful for a custom, non-FR campaign setting.

This part creeped me out though:

quote:
The elves as a race were neither good nor evil -- they didn't think in those terms. They enjoyed beauty and pleasure, and many of them found pleasure in kindness and beauty in every facet of life, and so acted in good ways. Still, they might inflict pain or even death, not out of cruelty, but purely out of curiosity.


Ick! That just makes me think of something like "I stuck a knife in its heart just to see what would happen..." Sounds like something out of a horror movie (or a psychological thriller).

Also, the drow are mentioned as having "blank white eyes", and the accompanying picture, while quite beautifully done, also shows orbs with no pupils. Are they saying drow won't have pupils?



Well the unmalicious cruelty aspect of the elves fits well with old myths, so I have no problem with it. But not in the Realms of course.

The pure white eyes of Drow fits with some of the older art from early 2ed. I quite like the idea. Now, if they could only bring back those great mustaches to, then the Drow would look good.


Reply author: Jorkens
Replied on: 24 Dec 2007 08:43:45
Message:

quote:
Originally posted by Kentinal

quote:
Originally posted by Odysseus

http://www.gleemax.com/Comms/Pages/Communities/blogpost.aspx?blogpostid=30172&pagemode=2
this is bruce cordells blog posted yesterday. It mentions two realms forgotten will be forgotten no more. I wonder which two?






Darksun clearrly a point of light type Realm, Ravenloft clearly IMO a canidate for the same reason. Dangonlance with its events clearly could be points of Light also, but didn't they kill of all the deities in one version?




Yea the gods disappeared again for a time at the start of the 5th age, locked out by the Chaos god. They did bring them back later, with the exception of a couple of the deities.


Reply author: Rinonalyrna Fathomlin
Replied on: 24 Dec 2007 14:04:42
Message:

quote:
Originally posted by Jorkens

Well the unmalicious cruelty aspect of the elves fits well with old myths, so I have no problem with it. But not in the Realms of course.




I think it doesn't make sense. There are only so many times you can inflict pain (or for that matter, death) just for the sake of knowing what's going to happen next. Eventually, you know happens.

Of course, the text didn't give us any context to work with, though.


Reply author: sleyvas
Replied on: 28 Dec 2007 16:48:42
Message:

quote:
Originally posted by The Red Walker

Sounds like the redesign is in the hands of a few who were unable to level up quick enough and got tired of waiting to do really cool and epic things!
All I have to say is, if something is not truly earned, then it is not truly appreciated. I just hope they don't go to far. I remember the original Might & Magic on my commodore 64, it was so cool! In like 4 days my party was so powerful that we were killing black dragons and devil lords at will. 3 days or less after that I quit playing it. I had done enough high level acts that they became meaningless.




Yeah, that was something I liked about the epic handbook was that the overall power of characters began to slow down after 20. At the same time, leveling up became harder. Granted there were some flaws in the epic magic system, but other than that, it was pretty balanced. Taking out deities... that wrankles a bit. Granted though, the realms does have many instances of exactly this occurring (more recently than previously though).


Reply author: sleyvas
Replied on: 28 Dec 2007 16:54:46
Message:

quote:
Originally posted by Ranak

Interestingly enough, according to a new article on Wizards Elves will only live to be 200 years old in 4th Edition. Instead of a long-lived, reflective race, they are now described as impulsive and taking things less seriously because they live to be 200.

http://www.wizards.com/default.asp?x=dnd/dramp/20071221

I suppose they can explain this away with the spellplague - the magic that kept elves alive is no longer as strong, or is more wild and uncontrollable, etc. So there should not be any serious continuity problems.

But this is quite interesting to me, because I've played elven starting characters who were older than 200! In the very least it will make for some truly staggering changes to Evermeet.




Yeah, and interestingly they mature at human speed, it just takes longer for them to grow old.... so they could grow up alongside a human companion from birth till they need to start adventuring. I understand the why game-rules wise, but it does mess with flavor. Again, a question of "did you really HAVE to mess with that?"


Reply author: sleyvas
Replied on: 28 Dec 2007 17:01:53
Message:

quote:
Originally posted by KnightErrantJR

Hm . . . I'm really glad none of this is going to affect my campaigns. There is another elf article here: http://www.wizards.com/default.asp?x=dnd/drfe/20071221

If Sehinine is actually Selune . . . and her sister is Lolth . . . does this mean Lolth will be Shar? On a lighter note, this means that apparently Corellon is really close to both of his sisters . . .



I was thinking something along similiar lines. Will we find Shar dead and Eilistraee dead, with Lolth taking Shar's role and Sehanine seizing Eilistraee's. Then again, I also wonder about Set taking some role as a god of darkness and serpents (and who knows, he may kill off Talona since they want to reduce numbers of deities).


Reply author: Ranak
Replied on: 29 Dec 2007 06:33:16
Message:

I read Bruce's comment a little bit differently.

"Two, realms forgotten will be forgotten no more"

I believe this harkens back to the idea that some forgotten aspect of the realms will return (whether it be aboleths, or faeries, or a whole new or unexplored concept).

Bruce was quite careful to use "Abeir-Toril" when talking about the world, and it has been pointed out that the "Abeir" has faded out of use (realms forgotten). Whatever the olde and forgotten meaning of Abeir may be (beyond simply a name), I think we are about to find out.

Btw, I think this discussion should be moved to the FR specific scroll, I posted here because that is where the topic is being discussed at present.


quote:
Originally posted by KnightErrantJR

I was just conjecturing . . . I took a few pieces of what was known and filled is some huge gaps with some paranoid guesses, so I wouldn't be too worried about it.


Reply author: Jorkens
Replied on: 29 Dec 2007 07:59:53
Message:

It might not be an ancient empire that Bruce is talking about. Kara-Tur and Zakhara will see some new coverage as I understand and one might therefore say that they return form the forgotten.

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Jorkens

Well the unmalicious cruelty aspect of the elves fits well with old myths, so I have no problem with it. But not in the Realms of course.




I think it doesn't make sense. There are only so many times you can inflict pain (or for that matter, death) just for the sake of knowing what's going to happen next. Eventually, you know happens.

Of course, the text didn't give us any context to work with, though.



True, but I never said that it was a constant motivation; I am talking about a combination of allmost childish whimsy and a different understanding of the world. More like the way the nymph has allways been represented in the game.

A creature being repetetivly cruel or gaining pleasure from the pain it inflicted wouldbe another story.


Reply author: Sian
Replied on: 29 Dec 2007 13:14:38
Message:

well ... yeah ... should maybe be spilted into another scroll ... or moved into the existing FR scroll ... but i would really like that the 'forgotten realm' that is hinted to be Abeir (whichever that might be) is Farie ... i seem to remember that many (if not all) of the polls and the like around asking about what people would like that more Fey came in close to the top


Reply author: Eremite
Replied on: 29 Dec 2007 15:27:00
Message:

Stardeep by Bruce Cordell draws the distinction between Abeir-Toril and Toril. A-T is the time of the aboleth and similar "oozy evils".


Reply author: Rinonalyrna Fathomlin
Replied on: 30 Dec 2007 22:08:41
Message:

quote:
Originally posted by Jorkens

True, but I never said that it was a constant motivation; I am talking about a combination of allmost childish whimsy and a different understanding of the world. More like the way the nymph has allways been represented in the game.

A creature being repetetivly cruel or gaining pleasure from the pain it inflicted wouldbe another story.



Understood.


Reply author: Rinonalyrna Fathomlin
Replied on: 30 Dec 2007 22:10:35
Message:

quote:
Originally posted by Eremite

Stardeep by Bruce Cordell draws the distinction between Abeir-Toril and Toril. A-T is the time of the aboleth and similar "oozy evils".



Note that the novel Stardeep doesn't tell us anything about what Abeir actually IS, though.

Regardless of what's going to be done with the official Realms, to me "Abeir" will always be nothing more than the first part of a full name that's been shortened over time simply for ease of use (not because "Abeir" is distinct from "Toril"--I think that idea is a bit dumb, sorry).


Reply author: Wooly Rupert
Replied on: 06 Jan 2008 15:43:58
Message:

So I'm just now reading the article on 4E critical hits... http://www.wizards.com/default.asp?x=dnd/drdd/20080104

In 4E, a roll of 20 is automatically a crit. This I can agree with.

But the damage is now maximized -- so a 1d6 damage weapon, on a critical hit, will automatically do 6 points of damage. And that's it! Not much of a critical hit, thinks I, since you have a chance to do that same 6 points of damage on any successful attack roll. 5% of the time, you get to do the same damage you already at a 16.6% chance of doing on a successful attack roll.

Apparently, nerfing crits across the board is supposed to keep monsters from killing PCs as readily. And, admittedly, the PCs do have some other crit damage options, also detailed in the article. And monsters don't get those options.

But still, if you don't have the right weapon or a magical one, getting a crit doesn't do that much for you. If automatically doubling the damage is just too much, like they seem to think, then just add another damage die. That 1d6 weapon will average 7 points on a crit. It could do more, it could do less. I think that having a chance at 12 points of damage (admittedly a small chance) is better than getting the same damage that you could get on a non-critical hit.

Or do the max damage, with another damage die rolled -- so the 1d6 weapon will then get 7-12 points of damage on a crit. That at least makes the crit worthwhile.


Reply author: Cyril Lokner
Replied on: 06 Jan 2008 15:51:12
Message:

I'm interested in seeing the core rules for 4e for the main purpose of improving my 3.5e game by tweeking my house rules. After reading this article, I am considering having a natural 20 get max damage and then if you back it up, you get to roll the extra damage for the critical hit. That way a natural 20 isn't completely wasted.

quote:
Originally posted by Wooly Rupert

So I'm just now reading the article on 4E critical hits... http://www.wizards.com/default.asp?x=dnd/drdd/20080104

In 4E, a roll of 20 is automatically a crit. This I can agree with.

But the damage is now maximized -- so a 1d6 damage weapon, on a critical hit, will automatically do 6 points of damage. And that's it! Not much of a critical hit, thinks I, since you have a chance to do that same 6 points of damage on any successful attack roll. 5% of the time, you get to do the same damage you already at a 16.6% chance of doing on a successful attack roll.

Apparently, nerfing crits across the board is supposed to keep monsters from killing PCs as readily. And, admittedly, the PCs do have some other crit damage options, also detailed in the article. And monsters don't get those options.

But still, if you don't have the right weapon or a magical one, getting a crit doesn't do that much for you. If automatically doubling the damage is just too much, like they seem to think, then just add another damage die. That 1d6 weapon will average 7 points on a crit. It could do more, it could do less. I think that having a chance at 12 points of damage (admittedly a small chance) is better than getting the same damage that you could get on a non-critical hit.

Or do the max damage, with another damage die rolled -- so the 1d6 weapon will then get 7-12 points of damage on a crit. That at least makes the crit worthwhile.


Reply author: Odysseus
Replied on: 06 Jan 2008 16:38:42
Message:

quote:
Originally posted by Wooly Rupert

So I'm just now reading the article on 4E critical hits... http://www.wizards.com/default.asp?x=dnd/drdd/20080104

In 4E, a roll of 20 is automatically a crit. This I can agree with.

But the damage is now maximized -- so a 1d6 damage weapon, on a critical hit, will automatically do 6 points of damage. And that's it! Not much of a critical hit, thinks I, since you have a chance to do that same 6 points of damage on any successful attack roll. 5% of the time, you get to do the same damage you already at a 16.6% chance of doing on a successful attack roll.

Apparently, nerfing crits across the board is supposed to keep monsters from killing PCs as readily. And, admittedly, the PCs do have some other crit damage options, also detailed in the article. And monsters don't get those options.

But still, if you don't have the right weapon or a magical one, getting a crit doesn't do that much for you. If automatically doubling the damage is just too much, like they seem to think, then just add another damage die. That 1d6 weapon will average 7 points on a crit. It could do more, it could do less. I think that having a chance at 12 points of damage (admittedly a small chance) is better than getting the same damage that you could get on a non-critical hit.

Or do the max damage, with another damage die rolled -- so the 1d6 weapon will then get 7-12 points of damage on a crit. That at least makes the crit worthwhile.



I believe you don't just get maximum damage. Certain weapons get extra damage dice, plus some s special abilities/feats perhaps , also increase the damage.
I would of thought double damage on a crit would be reasonable. But until I see the entire system i'll reserve judgement.


Reply author: Wooly Rupert
Replied on: 06 Jan 2008 16:43:45
Message:

quote:
Originally posted by Odysseus

I believe you don't just get maximum damage. Certain weapons get extra damage dice, plus some sort of special abilities.feats perhaps also increase the damage.
I would of thought double damage on a crit would be reasonable. But until I see the entire system i'll reserve judgement.



Well, yeah... I mentioned that in my post. But, if you just have a plain old weapon -- as a starting PC likely would -- then this new system does absolutely nothing for you. As I suggested, max damage plus an additional damage roll, keeps the crit as something worth getting.

And it is, in fact, now that I look at it, something that they do for magical weapons. I don't think it should be limited to just magical weapons. For non-magical weapons, the new 4E system is essentially a nerf.


Reply author: KnightErrantJR
Replied on: 06 Jan 2008 17:41:36
Message:

I think that the new critical system is part of the mindset that not being able to do what you want to, all the time, isn't fun. If you get killed, you can't do what you want, so its not fun. Races and Classes even mentions, vaguely, making the game less lethal. I think the "second wind" ability ties into this as well. It kind of creates the feel that you are in danger, without making you actually have to be close to death.

Also, making other feats or talents make criticals more damaging helps to "spread out" abilities across 30 levels. Since you will either get a feat (general ability) or a talent (class ability) at each level, in order to make sure there is something at every level, you take stuff that was built in right from the start and spread it out. Eventually, if you take enough feats or talents, your criticals might do what they used to, kind of, but you "got something" at every level until you get to that point again.

Now, I don't know how well this will work. It gives me the feeling of being a bit artificial. But to someone new that has never played the game, who knows. I'm wondering how much this suspension of disbelief will hold up over time though.

"I was almost dead, until my second wind kicked in, and then that monster got a critical, and I was somewhat hurt badly again, and then after a few more rounds, I was almost dead again, but I'm human, so I got another second wind, and then the monster got three or four more criticals again, and, wow, I was almost a goner, but the Warlord granted me a second wind, and I was fine again, and now that we finally killed the beast, despite having nearly died three times and never having received magical healing at all, I feel almost as healthy as when I started the fight."


Reply author: Erundur
Replied on: 06 Jan 2008 18:23:10
Message:

I recently read the Races and Classes 4e transition book almost in its entirety. It gave me mostly more bad thoughts of 4th Edition, but some surprising good ones.

For instance, the idea of making a wizard just a glorified blaster is a poor decision, if it will be made concretely later on. And I thought it reviled that they would weaken the necromancer, a staple of fantasy gaming everywhere.

But a day later, I found myself believing the warlock class to be tremendously more believable as a villain. Someone who makes pacts with demonic powers and uses blood and other gruesome things as material components seems far more sinister than a mean guy in black robes who has an undead fetish. Perhaps the storytellers of our age haven't done a good job of making necromancers feel that evil...

I know warlocks have been around since at least 2nd Edition, but they've never looked like this class concept.

Opinions/comments?


Reply author: Venger
Replied on: 06 Jan 2008 19:23:11
Message:

quote:
And I thought it reviled that they would weaken the necromancer, a staple of fantasy gaming everywhere.


I think you've misinterpreted that. They're eliminating save-or-die spells, which would weaken some Necromancy spells as they are. But they're not weakening Necromancers, as they're planning on releasing a Necromancer class, which'll likely be a MUCH better Necromancer class then the 3E Necromancer ever was (Who wasn't that good of a Necromancer in comparison to the Cleric, or even a regular Wizard).


Reply author: Rinonalyrna Fathomlin
Replied on: 06 Jan 2008 20:51:35
Message:

quote:
Originally posted by Erundur

I recently read the Races and Classes 4e transition book almost in its entirety. It gave me mostly more bad thoughts of 4th Edition, but some surprising good ones.

For instance, the idea of making a wizard just a glorified blaster is a poor decision, if it will be made concretely later on. And I thought it reviled that they would weaken the necromancer, a staple of fantasy gaming everywhere.

But a day later, I found myself believing the warlock class to be tremendously more believable as a villain. Someone who makes pacts with demonic powers and uses blood and other gruesome things as material components seems far more sinister than a mean guy in black robes who has an undead fetish. Perhaps the storytellers of our age haven't done a good job of making necromancers feel that evil...

I know warlocks have been around since at least 2nd Edition, but they've never looked like this class concept.

Opinions/comments?



It did seem to me like R&C was "pushing" the warlock class, but at the same time it was claimed in the text that the class was also tremendously popular for 3E gaming. There were an awful lot of warlock pictures...but there were a lot of fighter and rogue pictures, too.

I say if people like the class, good on them, although it isn't my style, personally, as I tend not to make "sinister" protagonists (the warlock isn't "nice" even if he isn't evil, according to the text--he's definitely an "ends justify the means" type of character).


Reply author: Erundur
Replied on: 06 Jan 2008 21:21:45
Message:

quote:
I think you've misinterpreted that. They're eliminating save-or-die spells, which would weaken some Necromancy spells as they are. But they're not weakening Necromancers, as they're planning on releasing a Necromancer class

They are also eliminating save-or-die spells. They are weakening necromancers, as they are all specialists. There was even a heading describing the veritable abolition of schools of magic!

I either didn't see or forgot about a piece about necromancers in particular. And it's nice that you're optimistic about necromancers being better, but do you have any source for that assumption?

The last time they tried to redefine character classes (going into third edition), we got dwarven wizards and halfling paladins. To many of us in the "Middle" and "Old" guard, that wasn't such a good thing. There isn't a history of confidence coming from Wizards of the Coast.


Reply author: Venger
Replied on: 06 Jan 2008 22:13:14
Message:

quote:
Originally posted by Erundur

quote:
I think you've misinterpreted that. They're eliminating save-or-die spells, which would weaken some Necromancy spells as they are. But they're not weakening Necromancers, as they're planning on releasing a Necromancer class

They are also eliminating save-or-die spells. They are weakening necromancers, as they are all specialists. There was even a heading describing the veritable abolition of schools of magic!


You're making an illogical assumption that, just because one thing is being weakened, that it isn't being replaced with other things.

quote:
I either didn't see or forgot about a piece about necromancers in particular.


From Rich Baker...

quote:
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."


quote:
And it's nice that you're optimistic about necromancers being better, but do you have any source for that assumption?


Do you have any source for your assumption that Necromancers are going to be crap? It's silly to assume the worst, without a shred of proof to back up that assertion. Barring anything of the sort, it's only logical to assume that they're going to make the Necromancer class as balanced as they can with all the other player races. And given that Clerics make better necromancers then Necromancers, it's reasonable to assume that the Necromancer class will be better at what it's supposed to be good at. Namely creating and controlling undead.

quote:
The last time they tried to redefine character classes (going into third edition), we got dwarven wizards and halfling paladins. To many of us in the "Middle" and "Old" guard, that wasn't such a good thing. There isn't a history of confidence coming from Wizards of the Coast.


It's a question of perspective. From my perspective, lifting those racial limits on classes was a good thing, but to each their own.


Reply author: Rinonalyrna Fathomlin
Replied on: 06 Jan 2008 23:48:05
Message:

One thing about the R&C I noticed that disappointed me: Remember how when 3E came around, it was emphasized that being a Rogue didn't have to mean you were mischievious, untrustworthy outlaw? I didn't see that kind of emphasis in the R&C Rogue section.


Reply author: Erundur
Replied on: 07 Jan 2008 00:10:29
Message:

Hi Venger. A few responses.

quote:
You're making an illogical assumption that, just because one thing is being weakened, that it isn't being replaced with other things.

If you're going to use the word "illogical", think about what it means first next time. It is more logical to assume that a character class getting "narrowed" will have fewer powers, than to input the theretofore unspoken information that other things would replace it. If you had said, "ultimately incorrect assumption", then perhaps your attempt at sophisticated discourse might have succeeded.

In the end it appears you were correct, however, since Rich Baker would know what he was talking about, and I hadn't seen the "plus side" of it yet.

quote:
Do you have any source for your assumption that Necromancers are going to be crap?
Um. Why...yes. I enumerated it just below your (evidently) rhetorical question.

quote:
It's silly to assume the worst, without a shred of proof to back up that assertion.

I underlined the pertinent words to give an example of an actual logical inconsistency. If one had proof (which, by the original nature of its name, is always incontrovertible), then any assumption would be superfluous.

e.g. If you're holding an unwrapped blue lollipop (proof of said lollipop's color), you could not say that perhaps it was pink (assumption).

Anyhow, cognitive dissonance aside - yes, you have a different opinion on dwarven wizards. You have every right to your opinion. It's just strange seeing how the PREVIOUS rules (which, along with verisimilitude can be pesky concepts to Wizards of the Coast) said that dwarves had little to no magical ability whatsoever, and now they can be archmages without too much of a problem.

I leave you with that.


Reply author: Arkhaedun
Replied on: 07 Jan 2008 03:22:55
Message:

Guys, I don't often do this, but what I'm saying isn't as a moderator here at Candlekeep, but as a fellow scribe and someone that loves the roleplaying hobby, D&D, and the Forgotten Realms:

I really, really want to see people talk about what they like and what they don't like about 4th edition D&D and 4th edition Realms. I want to see pros and cons, and I want to see snippets of news that I may not have caught, and I want to read about perspectives that I may not have seen before.

I don't want anyone to turn away from their own point of view, and I don't expect anyone to evagelize someone else to their point of view. But what I do desperately want is for people to not make any of these discussions personal.

We love our hobby, and most of us have a lot invested in it, and as such, emotion tend to run high when you mix in the potent combination of change and uncertainty. Its understandable. But, please, please, remember you are talking to other people that you share a lot with.

I make this plea only because I veiw a lot of D&D sites across the internet, and honestly, I am sick and tired of discussions of interesting topics devolving into a string of invectives and name calling.

Again, this is only as a fellow scribe, and not singling anyone out. It's a general plea. I could care less what "side" you are on, and I want to hear your opinion, but please, please, don't make any of this too personal.


Reply author: Erundur
Replied on: 07 Jan 2008 03:34:53
Message:

Right. I'm likely correct in assuming that was directed at me and Venger. Or perhaps just me. Therefore, I apologize to the Moderation and to other members if my post was out of line. I did go on the attack. I saw "silly", "illogical" and 'baseless assertion' and fired back.

I shall try to remain more cordial in the future.


Reply author: Ardashir
Replied on: 07 Jan 2008 17:24:05
Message:

quote:
But a day later, I found myself believing the warlock class to be tremendously more believable as a villain. Someone who makes pacts with demonic powers and uses blood and other gruesome things as material components seems far more sinister than a mean guy in black robes who has an undead fetish. Perhaps the storytellers of our age haven't done a good job of making necromancers feel that evil...

I know warlocks have been around since at least 2nd Edition, but they've never looked like this class concept.

Opinions/comments?



To be honest, I like the 3.5 versions of the necromancer, esp. the Dread Necromancer from HoH and the varied prestige classes from Libris Mortis.

I'd say a lot of the 'flavor' you're looking for is more a matter for the individual DMs and players.

And oen of the few things I like about 4th Ed. is warlock as a new base class. I just plain like the warlock as a class and for the built-in background hooks. ("I can't help the paladin against the local Cult of Graz'zt, he's the one who gave me my powers!")


Reply author: Kuje
Replied on: 07 Jan 2008 23:21:23
Message:

These replies today from Rich wasn't really a FR post so I stuck it in this thread.

"We've got a new typing system, but I won't go into detail yet. I don't want to scoop some of our Monster Manual preview material.

One thing I will say: In general, we want more powers to affect more creatures. Saying that a PC race (or a bipedal, intelligent monster, for that matter) isn't a "person" because of some pretty arcane typing rules is something we're moving away from."

and

"I think the rogue article didn't give you the full picture of things. We're pretty happy with the idea that "rogue" might mean more than "thief," and we haven't consciously set out to change that. We might have simply fallen into old habits when writing that one article."


Reply author: Kuje
Replied on: 09 Jan 2008 23:03:27
Message:

Since people were asking about the 4e SRD and OGL awhile ago here's a new press release from WOTC about it.

http://www.wizards.com/default.asp?x=dnd/4news/20080108a


Reply author: Kuje
Replied on: 09 Jan 2008 23:10:42
Message:

Rich posted this today. It was more about core then FR so I'm sticking it in this thread.

"Hi, GK --

I'm afraid I can't say too much yet on the paladin. I've been getting quoted over at ENWorld a bunch lately and I'm getting nervous about being too out on front with some of my info. I don't want to get in trouble for spilling the beans! But I will try to address a couple of your Q's, here...

We're leaning toward making paladin mounts optional, not a built-in part of the class. So you might gain access to a cool mount by deciding to take the right paragon path or spending the appropriate feat. Paladin players who don't want the complexity of a mount can avoid it easily enough, but those who do want the mount can still make the decisions to get a unique mount.

Paladin multiclassing restrictions are gone.

Funny you should mention Tantras; I touch on it just a bit in my novel Swordmage, in that it's the last place my protagonist was before the book starts. With the growing shade influence in Sembia, the cities of the Vast are becoming home to a number of Sembian houses-in-exile; consequently, they're doing pretty well and are starting to acquire a Casablanca-like "this is where everybody meets" feel to them."


Reply author: Jorkens
Replied on: 10 Jan 2008 10:36:43
Message:

Well, the Vast has seen little attention the later years, although I always envisioned Westgate as the Casablanca of the Realms.


Reply author: The Sage
Replied on: 10 Jan 2008 14:09:44
Message:

Jorkens, in case you haven't read it already, you'll find that some parts of the Vast received recent attention in the Crypt of the Moaning Diamond by Rosemary Jones.


Reply author: Jorkens
Replied on: 11 Jan 2008 17:07:08
Message:

quote:
Originally posted by The Sage

Jorkens, in case you haven't read it already, you'll find that some parts of the Vast received recent attention in the Crypt of the Moaning Diamond by Rosemary Jones.




Thanks Sage. I might give it a look, its been a long time since I have bought any Realms books not written be Ed.


Reply author: Kuje
Replied on: 12 Jan 2008 02:03:26
Message:

A core post from Rich from today.

"Not all monsters that used to teleport at will do so in 4e. But there's no reason that archdevils or demon princes couldn't use teleportation rituals themselves to "beam up" minions to places they need to go. Those rituals may be expensive and tedious, so it might not be routine for demons to bamf into the middle of the town square--but it could happen if the DM needs it to. Anyway, I expect that most demons and devils rely on gates and portals now, too, which seems good to me. It means that dungeons containing gates to hell are important."


Reply author: Odysseus
Replied on: 12 Jan 2008 19:53:36
Message:

This article http://www.wizards.com/default.asp?x=dnd/drfe/20080111a is concerning.
It sounds like they are trying to erase three quarters of Faerun!


Reply author: Wooly Rupert
Replied on: 12 Jan 2008 20:16:34
Message:

quote:
Originally posted by Odysseus

This article http://www.wizards.com/default.asp?x=dnd/drfe/20080111a is concerning.
It sounds like they are trying to erase three quarters of Faerun!



We've already got a thread about that one, and it's also being discussed in the 4E FR scroll. I'd prefer it if we could keep FR discussions over there, and limit this thread to discussing D&D Extreme.


Reply author: Rinonalyrna Fathomlin
Replied on: 12 Jan 2008 23:29:14
Message:

I can say that at this point, I'd rather play in D&D Extreme than in the 4E version of the Realms.


Reply author: KnightErrantJR
Replied on: 12 Jan 2008 23:37:19
Message:

Honestly, not as a replacement for 3.5, but it does sound like an interesting game and implied setting on its own, just not as the next iteration of D&D. If someone else ran it, I'd probably play it, but it wouldn't be my choice to DM.


Reply author: Hawkins
Replied on: 14 Jan 2008 19:01:28
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

I can say that at this point, I'd rather play in D&D Extreme than in the 4E version of the Realms.

Too true, too true...


Reply author: Rhone Ethenkhar
Replied on: 14 Jan 2008 19:18:05
Message:

quote:
Originally posted by KnightErrantJR

Honestly, not as a replacement for 3.5, but it does sound like an interesting game and implied setting on its own, just not as the next iteration of D&D. If someone else ran it, I'd probably play it, but it wouldn't be my choice to DM.



Good point there, just what I felt. The game itself will probably be fun but not the next step for D&D imho. Just my 2 cents.


Reply author: Kuje
Replied on: 15 Jan 2008 02:08:56
Message:

From Rich today.

"Drow appear in the Monster Manual as monsters. I'm not sure if we've included them in the "monsters as PCs" info in that book."


Reply author: GS
Replied on: 20 Jan 2008 21:31:14
Message:

I'm not sure where this post belongs, so please move it if it is in the incorrect place.

I have been reading this, and other, message boards for years now and have, as such, never posted my opinion about what is happening. I stumbled upon the FR setting almost by accident after having read the Dark Elf Trilogy somewhere in the early to mid nineties. I realised that there was this whole world, complete with history and lore, upon which the stories of Drizzt (and Elminster and Arilyn/Danilo, and now Cale ad so on) were being built. I was hooked from the get go. I loved getting my hands on the supplements in order to devour all the FR knowledge within them. I am quite sure that I have read almost every single FR novel published (with the exceptions of some Realms of books). But reading the novels was heightened by all the other accessories that TSR/Wizards published about the FR. I still enjoy reading the source books more than the novels (not completely true, but true enough). This is because the lore within the accessories fuels my already quite vibrant imagination; more so than the novels. But I also recall, as newer accessories were published, my annoyance at the quantity/quality trade-off in these books. Instead of building on existing lore or creating new lore in lore sparse areas (Chessenta, Chondath, Unther, Chult, say) the developers chose (or were forced to) include new spell, new races, new monsters, new classes in, almost, every new book. This is particularly true in 3ed.

I think there are many great thing in 3ed, dont get me wrong, but the theme of almost all new accessories was Uh, the gamers want new spells, new prestige classes, so lets give it to them. I think this was clearly shown in books such as Champions of Ruin/Valour and Dragons of Faerun. But even to a lesser extent this was seen in Shining South; City of Splendours: Waterdeep and Underdark. The best sourcebooks in 3ed, in my opinion, were: Faiths and Pantheons; Races of Faerun, Power of Faerun, Lost Empires of Faerun, Serpent Kingdoms (minus the classes/spells and adventure) and Unapproachable East. Why did I like these books? They took something that already was and expanded it or introduced new role-playing elements. I still think the Unapproachable East could have had much more in it, but it was better than nothing. I am not even going to start talking about the brilliance of books such as Cloak and Dagger and the Lands of Intrigue (my favourites).

But I am (and will continue to) rambling. Coming to the 4th edition I think that the developers have, at last, a chance to scale back some of the more foolish (again in my opinion) additions to the Realms. Even Races of Faerun had elements I hated. At one point someone must have sat down and said: Ok, how many climates are there in FR? So we need a desert dwarf, snow dwarf, wood dwarf, sea dwarf and space dwarf. This was then extrapolated to all races and, voila, we have way too many sentient races in the Realms. Again, this is my opinion. One of my problems with the realms is that it has more sentient races than monsters. Every single plot of land has some sentient race living there. Taking the Sea of Fallen stars as an example: Do we really need Sea Elves and Merfolk and Tritons and Shalarin? Some will say yes, but in my opinion sea elves and merfolk are just elves and humans with the sea template added. Cant we eliminate merfolk and shalarin and expand on the lore surrounding sea eleves and tritons? Same goes for, say, goblins. Cant we just say that there were a race of goblins that were called Dekanter goblins, but they died because they were sterile, or something? Then just go back to using goblins? And someone please tell me why we need Fire Newts? I am not saying that these examples are the ones need to be weeded out, but surely someone agrees with me that weeding is needed? By eliminating some of the more similar races, developers will have fewer bases to touch upon for each new supplement and can therefore focus more on and go deeper into the races, places and people in each region.

I think the same goes for deities. Even when I started my journey within the FR I felt that there were too many gods that were technically the same. So there is an opportunity to remodel some. GreenKnight did a good job with his argument about getting rid of Tyr and replacing him with Torm. I think this should be done with all interloper gods. I know, shoot me now. Oghma could be replaced with Deneir. Ilmater could merge with Eldath and become a god of peace (both natural and societal). Nobanion, Shialla and Lurue should become one god. The Mulhorandi pantheon should disperse and their respective portfolios given to the FR gods. Lathander finally rises to become Aumanator the Three Faced after Horus-Re gave his powers to Lathander. I called him the Three Faced because he is Lathander, god rebirth, in the morning (thus keeping Lathander). The he changes and becoms Aumanator the Just (this is from his old portfolio) during high day. At the late hours of the day he becomes (Insert name), which is the more militant arm of his portfolio, preparing to fight the onslaught of night. Talona could acquire Velsharoons portfolio of undeath. It could be argued that undeath is sort of a disease. And so on. I have other ideas for the gods, but they are just that, ideas.

These are all rambling and not completely important to the discussion of 4th edition, I know. What I want to say is that the FR is not perfect, as is, in the eyes of all FR lovers. There is room for change and evolution. Many of my gamer buddies think the same. Is moving the time line a hundred years and nuking some less developed regions the solutions? I am not sure. But I respect and enjoy Richard Bakers work, both as an author and as a developer and thus I think we should wait and see before going ballistic. I have some concerns about the novel lines. For characters such as Drizzt, Elminster and Erevis Cal ether are no worries. But what of Drasek Riven (does he get immortality now that he is chosen?), Khaany Vhok, the Companions of the Hall and other newer, non longlived, heroes invented by newer writers? Jess Lebow wrote a good book in Master of Chains and he seems to be revisiting these characters in The Obsidian Ridge. But after that book, he cannot continue work on them (unless he stays in the 1370s). The same goes for other novel characters. I think this is a shame.

In the end of this very long rant I just want to plead to the developers. Please, after you have changed the Realms into this new version, please start writing more lore and less spells, classes and monsters. Please start developing fully this new Realms and dont juts focus on the same areas all the time. I want to know what has happened in every city in Calimshan for the last hundred years. Not just Cormyr.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Jan 2008 22:53:51
Message:

quote:
Originally posted by GS
Do we really need Sea Elves and Merfolk and Tritons and Shalarin? Some will say yes, but in my opinion sea elves and merfolk are just elves and humans with the sea template added. Cant we eliminate merfolk and shalarin and expand on the lore surrounding sea eleves and tritons?


You could, but that doesn't mean the result is "better". I, for one, like all the undersea creatures (and by the way, has it been confirmed that 4E is scaling them back as you suggest?).


Reply author: GS
Replied on: 20 Jan 2008 23:13:20
Message:

No no, It has not been suggested, as far as I know. My point is rather that there are a lot of races that are exactly like other races and, in some ways, I don't see why both (or all three or four) are kept. That is what I meant.

I also like the undersea races (I loved Mel Odom's The Threat from the Sea trilogy), but I would like to see fewer sentient races all in all.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 Jan 2008 23:15:51
Message:

quote:
Originally posted by GS

No no, It has not been suggested, as far as I know. My point is rather that there are a lot of races that are exactly like other races and, in some ways, I don't see why both (or all three or four) are kept. That is what I meant.



They're kept because a lot of people like them? *shrug* With all due respect, I wouldn't expect the number of sentient races (or much else) to shrink, mainly because WotC makes its money by constantly turning out new material.


Reply author: GS
Replied on: 21 Jan 2008 01:15:18
Message:

hehe, I don't expect the number to fall either. But I am allowed to wish all the same.


Reply author: hammer of Moradin
Replied on: 21 Jan 2008 07:02:20
Message:

quote:
Originally posted by GS

At one point someone must have sat down and said: Ok, how many climates are there in FR? So we need a desert dwarf, snow dwarf, wood dwarf, sea dwarf and space dwarf.


Ooooh. I want to play some of these. Space dwarf marines attack!


Reply author: The Sage
Replied on: 21 Jan 2008 07:38:04
Message:

Suddenly I have this image of a Space Dwarf Marine army -- Clangeddin's Valorous Harts Chapter -- defending High Shanatar against an Realms-wide Waaagh!!!


Reply author: Mace Hammerhand
Replied on: 21 Jan 2008 10:54:06
Message:

quote:
Originally posted by The Sage

Suddenly I have this image of a Space Dwarf Marine army -- Clangeddin's Valorous Harts Chapter -- defending High Shanatar against an Realms-wide Waaagh!!!





hehe and I see this legless, one-eyed recruiter welcoming people to the mobile infantry


Reply author: Asgetrion
Replied on: 21 Jan 2008 20:58:28
Message:

quote:
Originally posted by Mace Hammerhand

quote:
Originally posted by The Sage

Suddenly I have this image of a Space Dwarf Marine army -- Clangeddin's Valorous Harts Chapter -- defending High Shanatar against an Realms-wide Waaagh!!!





hehe and I see this legless, one-eyed recruiter welcoming people to the mobile infantry



Hey, that could work out as a campaign module, 'FRH3: Spacejammer Troopers'! Maybe someone should suggest it to Chris Sims or Greg Bilsland?


Reply author: Kuje
Replied on: 23 Jan 2008 17:08:24
Message:

Chris Sims said this about healing over on ENworld:

"Sorry if my use of the word "problem" offended you.

I do think it is a mere problem of perception, though, for you and Davyn. Second wind and even healing powers have the obvious outcomes in the game of increasing hit point numbers. The question ultimately is: What do hps represent? If they don't just represent physical damage, and they don't, then even a so-called "healing" power might just be strengthening a targeted character's resolve to fight onor whatever the players and DM decide it means for the narrative at the time. Evidence for this is easily found in that the warlord has the martial power source, which isn't completely nonmagical, but certainly less magical than other power sources. Nevertheless, the warlord has healing powers, which my players model in the narrative as inspiring words, encouragements, or a "rub some dirt in it and get back in this fight, soldier" order. With the cleric, it's really a "Pelor cure your ills" sort of thing.

Healing surges, in general, have to be triggered. Second wind is a trigger, usually usable once a fight. Other triggers include healing powers and items, or the proper use of the Heal skill. I dont see any cheese in healing surges within this context, even though everything is more delicious with cheese. Within this cinematic context, they do make sense.

As for second wind, we've all seen movies and read stories where the hero just won't stay down. Second wind gives a player that kind of control over a PC. What it means in the narrative, once again, is whatever the players and DM decide it means. It's an opportunity to expand the narrative, and not any cheesier than a beat-up action movie hero peeling himself off the pavement and giving the bad guys a few more fives across the lips. D&D aims at that kind of action, and how you imagine the action is up to you.

The same goes for bloodied, which is a state in which a character shows signs of faltering or injury. I can imagine all kinds of abilities keying off being bloodied or an enemy being bloodied. Some people who have posted here have pointed out just such narrative opportunities, such as the yuan-ti seeing hes got you on the ropes and zealously attacking because of it. And thats really what they arenarrative, or roleplaying if you prefer, opportunities.

None of the abstractions of the 4e D&D game are outside the realm of imaginations ability to explain in a fun way within the narrative of the game. I cant agree with assertions to the contrary."

and, this should make a few people happy, it looks as if Sigil will be in the DMG:

http://forums.gleemax.com/showthread.php?p=14892689#post14892689


Reply author: Rinonalyrna Fathomlin
Replied on: 23 Jan 2008 17:27:07
Message:

So Sigil is in. Kewl. I know some people were wondering if it got cut, and if the City of Brass "replaced" it.


Reply author: Venger
Replied on: 23 Jan 2008 19:21:13
Message:

You can't keep the Lady of Pain down. :D


Reply author: The Sage
Replied on: 23 Jan 2008 23:36:44
Message:

quote:
Originally posted by Kuje

and, this should make a few people happy, it looks as if Sigil will be in the DMG:

http://forums.gleemax.com/showthread.php?p=14892689#post14892689
[The Brain voice]YES!!![/The Brain voice]


Reply author: KnightErrantJR
Replied on: 23 Jan 2008 23:43:32
Message:

Not to play devil's advocate, but Sigil is still around, but the planar structure is completely different (although some of the same or similar planes are represented), and planar history is different (no Baernoloths, no Blood War, definite origin for Asmodeus, "primordials" fighting gods in prehistory, etc). In other words, is Sigil without, say 50% of what was connected to Sigil (setting lore wise), really a consolation?

I'm not saying this to be difficult, I'm honestly wondering this. Is this enough of a concession to make up for the changes in the "core story" of D&D?


Reply author: The Sage
Replied on: 24 Jan 2008 00:04:06
Message:

I think it's important to note that Sigil exists as a solid enough setting on its own. However, the planar connections are the necessary element that makes the City of Doors the multiversal metropolis that it is. Having said that, we should also recall that the older PLANESCAPE material always underlined the importance of the power of belief in both Sigil and the planes.

I'd like to take this concept, and couple it with Ed's view on the planes:- in that, "mortal PCs cant know the truth about the gods/planes anyway, because every in-game source (supreme priests, avatars of the gods themselves, holy writings) they could possibly learn all this stuff from is biased." Thus, everything planar-related is based on belief, or one's interpretation.

The 4e planar cosmology and all its associated connections to Sigil may simply be "one" of many possible planar interpretations from the perspective of the mortal in the City of Doors. It simply comes down to the individual mortal and their own experiences within Sigil, that determines their own reality and what the planes are like. In addition, this belief will determine how the cosmology -- whether it be the Great Wheel, the Great Tree, or whatever is to come -- interacts with the city.


Reply author: KnightErrantJR
Replied on: 24 Jan 2008 00:18:34
Message:

True, but does that mean a whole lot of people just quit believing in the Blood War?


Reply author: The Sage
Replied on: 24 Jan 2008 00:55:21
Message:

The perception of the Blood War has always been a complicated issue to address. Especially when it came to mortals trying to discern what exactly was fact and what was fiction. The Yugoloths have done their jobs well in that regard. Perhaps it should be left for DMs to determine, in their own campaigns, just how successful the 'loths have been at manipulating facts about the Blood War.

Maybe the removal of the Baernoloths is an example of such factual manipulation. It has simply meant that the 'loths themselves have deliberately stopped believing in the Baern in order to "hide" them for whatever reason. It may take generations for mortals to forget whatever few tidbits they've managed to piece together. Ultimately however, the line between truth and fiction becomes ever more difficult to ascertain as the centuries and millennia progress.

Some cultures may eventually forget about the Baern, the Blood War... and maybe even the 'loths themselves. On some worlds... the Blood War may have become something akin to a "secret war," whereupon very few mortals actually know, or have heard, of its existence -- which really wouldn't be that different from what the mortal perception of the Blood War was like during 2e/3e.


Reply author: Chosen of Moradin
Replied on: 24 Jan 2008 10:54:40
Message:

Sigil still around?!?!?
Wow! Nothing like a good new to start a rainy day!


Reply author: Rinonalyrna Fathomlin
Replied on: 24 Jan 2008 15:32:51
Message:

quote:
Originally posted by KnightErrantJR

Not to play devil's advocate, but Sigil is still around, but the planar structure is completely different (although some of the same or similar planes are represented), and planar history is different (no Baernoloths, no Blood War, definite origin for Asmodeus, "primordials" fighting gods in prehistory, etc). In other words, is Sigil without, say 50% of what was connected to Sigil (setting lore wise), really a consolation?

I'm not saying this to be difficult, I'm honestly wondering this. Is this enough of a concession to make up for the changes in the "core story" of D&D?



Good question. But I think the answer depends on the preferences of each person.

I'm curious enough about the core setting to try it out, definitely (although that doesn't mean I love *everything* I've heard), but I still wouldn't rework the Realms around this new Cosmology. I agree with the designers that the Great Wheel could be unwieldy, and I don't believe in "forced symmetry" either, but the Great Wheel still has a legacy, for me. I would never ditch it entirely.


Reply author: dannyfu
Replied on: 28 Jan 2008 16:33:32
Message:

hey folks, i haven't been to candlekeep in a loooonnnngggg time. it is nice to be back and forgive me if my question has been covered, and by all means move it or delete it if necessary. anyways....
i was thumbing through that races and classes preview book (i cannot believe they are charging 20 bucks for info i think should be free, and with all the recycled dragon magazine art, ugh, the nerve) and i was wondering what everyone thought about the eladrins as the new high elves, and elves representing the wood/wild elf subrace. i'm not sure how i feel about this yet, or 4e as a whole but curious to what the community thinks. 4e spilling into the realms, especially elf lore, like Evermeet by EC and such, puzzles me. i know on o-love.net there is a entry for the first 4e realms novel (i think that is where i saw it)by rich baker who did the last mythal trilogy involving the elves and i wonder if the eladrin name that corellon supposedly gave the elves who stayed in the feywild will be worked in....meh.


Reply author: Venger
Replied on: 28 Jan 2008 18:01:22
Message:

quote:
and with all the recycled dragon magazine art, ugh, the nerve)


Wasn't the art all brand new? Or are you talking about recycled from the online dragon? Either way, most of the art hasn't been seen, before.

quote:
and i was wondering what everyone thought about the eladrins as the new high elves, and elves representing the wood/wild elf subrace.


I like it, myself. I never thought that Moon Elves/Sun Elves should be so different as to justify having two separate stat blocks. Differences in culture, skin tone, and hair and eye color are more then enough. And from what we know, it appears that Eladrin will have +2 Dex, +2 Int racial stats. So they'll encompass both Moon Elves and Sun Elves quite nicely.

quote:
and i wonder if the eladrin name that corellon supposedly gave the elves who stayed in the feywild will be worked in....meh.


Rich has stated that Sun Elves/Moon Elves/Star Elves will still be called Sun Elves/Moon Elves/Star Elves in the Realms. Nobody will call them Eladrin.


Reply author: Erundur
Replied on: 28 Jan 2008 22:41:14
Message:

quote:
I never thought that Moon Elves/Sun Elves should be so different as to justify having two separate stat blocks. Differences in culture, skin tone, and hair and eye color are more then enough.

But Venger, what about the war on Evermeet? The entire reason for that long and subtly built up plotline was due to the enmity between Moon and Sun elves. It is irreconcilable.

The only way they can fix it is with the classic poor DMing maneuver: It was all a dream...


Reply author: dannyfu
Replied on: 29 Jan 2008 06:20:03
Message:

thanks for the 411 Venger, indeed what Erundur mentioned was my concern with the 4e elvenkind background conflicting with the story of Evermeet. as far as the dragon art goes, yes there was a bunch of new concept art but there were several full page paintings that were old dragon issue covers; i don't recall if it was the races and classes one or the monster one. the main thing that miffed me about both books was that there is a myriad of disgruntled 3.5 gamers like myself who have spent close to a grand on books, they're trying to sway me to except 4e (and unlike the rest of my group, i have not turned my back completely to 4e) and they are trying to get me to buy these books at a total of 40 bucks so they can persuade me to get psyched. i mean come on, i am a 27 year old with a full time job, limited free time and new york city rent to pay. they aren't doing a very good job of convincing me to get my group looking towards the future releases.


Reply author: Kuje
Replied on: 31 Jan 2008 02:52:08
Message:

Scott Rouse said over on ENWorld that there is a Manual of the Planes and Draconicom (spelling?) scheduled for either 2008 or 2009 for 4e.


Reply author: Wooly Rupert
Replied on: 31 Jan 2008 03:24:04
Message:

quote:
Originally posted by Kuje

Scott Rouse said over on ENWorld that there is a Manual of the Planes and Draconicom (spelling?) scheduled for either 2008 or 2009 for 4e.



Gods, three books with the same title? Do they not have any originality?


Reply author: KnightErrantJR
Replied on: 31 Jan 2008 03:38:46
Message:

This was the list of 4th edition products confirmed at EN World, as well as the Scott Rouse comment about the Draconomicon and the Manual of the Planes:

quote:
* Dungeons of Dread Booster (D&D Miniatures Product): April 8 2008
* D&D Miniatures Game Starter (D&D Miniatures Product): April 15, 2008
* Keep on the Shadowfell: Adventure H1: May 20 2008
* Player's Handbook: Jun 6, 2008
* Dungeon Master's Guide: Jun 6, 2008
* Monster Manual: Jun 6, 2008
* 4th Edition Core Rulebook Gift Set: Jun 6, 2008
* Against the Giants: A Dungeons & Dragons Miniatures Huge pack: Jul 15, 2008
* Dungeons & Dragons Character Record Sheets: Jul 15, 2008
* Halls of the Giant Kings: Dungeon Tiles: Jul 15, 2008
* Dungeons & Dragons Premium Dice: Jul 15, 2008
* Dungeons & Dragons for Dummies: July 21, 2008
* Thunderspire Labyrinth: Adventure H2: Jul 15, 2008
* Dungeon Master's Screen: Aug 19, 2008
* D&D Icons: Gargantuan Dracolich (D&D Miniatures Product) Aug 19, 2008 ["on hold " - a Gargantuan Orcus is coming at some point instead]
* Forgotten Realms Campaign Guide: Aug 19, 2008
* Pyramid of Shadows: Adventure H3: Aug 19, 2008
* Forgotten Realms Player's Guide: Sep 16, 2008
* Scepter Tower of Spellgard: Adventure FR1: Sep 16, 2008
* Tome of Treasures (Suplement): Sep 16, 2008
* Dungeon Master's Guide - Deluxe Edition: Oct 21, 2008 [The Rouse : "Leather or some other deluxe cover material, gilded edges, ribbon book mark, etc..."
* King of the Trollhaunt Warrens: Adventure P1: Oct 21, 2008
* Martial Power (Rules Expansion): Oct 21, 2008
* Monster Manual - Deluxe Edition: Oct 21, 2008
* Player's Handbook - Deluxe Edition: Oct 21, 2008
* Urban Lairs: DU1 - Dungeon Tiles: Oct 21, 2008


In addition, in response to the comment "Manual of the Planes or a Draconomicon or both are also in the works for late 2008 or early 2009", The Rouse responds : "Yes".



I bolded the dracolich iconic on the list because its been put on hold . . . that was one of the things I was actually looking forward to. Ah well. I might actually use a dracolich in my 3.5 campaign, but I'm certainly not planning on using a Gargantuan Orcus any time soon.


Reply author: Kuje
Replied on: 31 Jan 2008 05:59:19
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Kuje

Scott Rouse said over on ENWorld that there is a Manual of the Planes and Draconicom (spelling?) scheduled for either 2008 or 2009 for 4e.



Gods, three books with the same title? Do they not have any originality?



Eh, you know..... WOTC doesn't care that there are books with titles from the old lore. That lore isn't referenced. Its OLD lore. Who uses that stuff? Kind of the same deal with the reuse of FR titles or FR tags for old modules/sourcebooks/etc.

Edit: But I really don't see a need for ANOTHER book about dragons. What... are dragons in 4e completely different that they need ANOTHER book about them? Sigh. The MoTP I guess I could see since there is a new cosmology but.... dragons are dragons.... why another book about them?


Reply author: Kentinal
Replied on: 31 Jan 2008 06:39:13
Message:

But Dragons have that horn now, unless as one speculated that unicorn horn is a tempory thing that young ones used to break out of their shell.

Dragons and Dragon kin might however require a rewrite to have them fit into 4th Edition rules. With apparent masive change in core rules Dragons clearly will have to at least be adjusted for the new rule set.

Until the book is put and reviewed it clearly is hard to know the value of it, if it is a good and/or needed replacement for what has already been written.


Reply author: Rinonalyrna Fathomlin
Replied on: 31 Jan 2008 15:31:01
Message:

quote:
Originally posted by Kuje
Edit: But I really don't see a need for ANOTHER book about dragons. What... are dragons in 4e completely different that they need ANOTHER book about them?


Yup!

Anyway, thanks for posting the list. I'm still rather curious about whether or not 4E will become as bloated with rules as 3E did (after all, that is apparently something 4E is supposed to fix).


Reply author: Venger
Replied on: 31 Jan 2008 15:59:37
Message:

quote:
But Venger, what about the war on Evermeet? The entire reason for that long and subtly built up plotline was due to the enmity between Moon and Sun elves. It is irreconcilable.


In what way? Is the idea of one culture warring on another culture even though they're members of the same race that foreign and irreconcilable to you? Check out the news, that sort of thing happens every day right here on planet Earth (And a lot of times, the combatants share the same culture, too). Besides, I hardly think the cause of their conflict is because one of them has a +2 bonus to Int and the other has a +2 bonus to Dex. It's purely because of cultural reasons. And you don't need mechanics for culture. A Moon Elf can still be a Moon Elf and a Sun Elf can still be a Sun Elf even though they're mechanically the same.


Reply author: Mr. Wilson
Replied on: 02 Feb 2008 11:19:48
Message:

I don't mind a new book on Dragons once an edition or so. The game is named Dungeons and Dragons after all.

Plus, from what I can tell, Dragons seem to be reworked somewhat in 4.0.


Reply author: Asgetrion
Replied on: 02 Feb 2008 16:28:04
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Kuje
Edit: But I really don't see a need for ANOTHER book about dragons. What... are dragons in 4e completely different that they need ANOTHER book about them?


Yup!

Anyway, thanks for posting the list. I'm still rather curious about whether or not 4E will become as bloated with rules as 3E did (after all, that is apparently something 4E is supposed to fix).



I noticed that there is an upcoming supplement (Rules Expansion) about Martial Power... so apparently WoTC is going to publish a "splat book" for each of the Power Sources in the Core Books (and some new ones as well). In a few years 4E will most likely suffer from the same kind of "rules bloat" that 3E currently suffers from.

What I'd like to know is how much effort they will put into "cool non-combat stuff for each class" and the "Social Encounters". I think it was already mentioned in some interview that they couldn't make the "Social Combat" work in 4E, and it was left out of PHB and DMG? And unless I have misunderstood their comments, some playtesters have commented that only the "relevant" (in-combat) mechanics are included in the game, and all the 'non-combat' stuff is more or less to be "houseruled" by DMs?


Reply author: Wooly Rupert
Replied on: 02 Feb 2008 16:37:34
Message:

quote:
Originally posted by Mr. Wilson

I don't mind a new book on Dragons once an edition or so. The game is named Dungeons and Dragons after all.

Plus, from what I can tell, Dragons seem to be reworked somewhat in 4.0.



Well, the thing is, they keep redoing some of the same stuff... If they published a single rules-neutral book, then all they'd have to do is a periodic rules update.

Besides, even if they do need to do yet another book on the same topic, it's kinda silly to keep using the same name over and over again.


Reply author: Wooly Rupert
Replied on: 02 Feb 2008 16:39:40
Message:

quote:
Originally posted by Asgetrion

In a few years 4E will most likely suffer from the same kind of "rules bloat" that 3E currently suffers from.



Yup. And then they'll have to go to 5E...


Reply author: Erundur
Replied on: 03 Feb 2008 05:22:18
Message:

quote:
Is the idea of one culture warring on another culture even though they're members of the same race that foreign and irreconcilable to you?

Um. No. But then, I didn't say that.

quote:
Besides, I hardly think the cause of their conflict is because one of them has a +2 bonus to Int and the other has a +2 bonus to Dex. It's purely because of cultural reasons. And you don't need mechanics for culture. A Moon Elf can still be a Moon Elf and a Sun Elf can still be a Sun Elf even though they're mechanically the same.

That is true, but 4th Edition is making no such distinction. Moon elves and Sun elves have ceased to exist. They never existed. Isn't that how they're pushing it?


Reply author: KnightErrantJR
Replied on: 04 Feb 2008 04:58:19
Message:

No, previous history is "suppose" to be intact in as much as it is relevant to the current state of the Realms. Rich has said in the "Ask the Realms Designers" thread at WOTC's boards that Moon/Gold/Star elves were likely "always" Eladrin, but that they always also separated themselves by culture into separate "subraces," even if the mechanics aren't any different between them.

Honestly, I have less of a problem with this than the fact that in the "core" rules they state that they want to get away from subraces, but then kind of pretend that even though they mention that elves, drow, and eladrin are from the same race, they aren't subraces, but three different races from the same root stock. It seems to be a bit of a fine point to me.


Reply author: Venger
Replied on: 04 Feb 2008 13:23:08
Message:

quote:
That is true, but 4th Edition is making no such distinction. Moon elves and Sun elves have ceased to exist. They never existed. Isn't that how they're pushing it?


Moon Elves, Sun Elves, Star Elves, Wood Elves, and Wild Elves all still exist in the Realms. The only change, there, is that mechanically, the first three are Eladrin while the latter two are Elves.


Reply author: KnightErrantJR
Replied on: 05 Feb 2008 01:04:18
Message:

The current Death and Dying article had this tagged on at the end as a 3.5 "translation" of how the 4th edition Death and Dying rules will work:

quote:
If you want to try out a version of this system in your current game, try the following house rule. Its not quite the 4th Edition system, but it should give you an idea of how itll feel.

1) At 0 hp or less, you fall unconscious and are dying.
Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).

2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value.
This is less than a 4th Edition character would have, but each monster attack is dealing a smaller fraction of the characters total hit points, so it should be reasonable. If it feels too small, increase it to one-third full normal hit points and try again.

3) If youre dying at the end of your turn, roll 1d20.
Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.

4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.
In other words, hell wake up again with hit points equal to the healing provided by the effecta cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.)

5) A dying character whos been stabilized (via the Heal skill) doesnt roll a d20 at the end of his turn unless he takes more damage.


Reply author: Markustay
Replied on: 07 Feb 2008 18:27:25
Message:

quote:
Originally posted by Wooly Rupert

Yup. And then they'll have to go to 5E...

First they will have to work-out all the bugs with 4e, with erratas and follow-up core books. Then, when they have 4e as perfected as possible, they will release 4.5 so that Eberron can get the BETTER rules for their setting. Isn't it great being the 'test-bed'?
quote:
Originally posted by Wooly Rupert

Gods, three books with the same title? Do they not have any originality?


No - they only know how to obliterate, and copy & paste. Creativity is no longer a pre-requisite for game design.


Reply author: tauster
Replied on: 07 Feb 2008 19:09:00
Message:

quote:
Originally posted by Markustay
No - they only know how to obliterate, and copy & paste. Creativity is no longer a pre-requisite for game design.


You forgot cynism and being snarky when dealing with customers. At least that's my impression from SKR's answer.
I am used to different, more respectful behavior and a less aggressive tone when dealing with people who have an opinion different from my own, in real live AND in the web.

...but maybe I'm interpreting too much into these lines (as a non-native speaker). In that case I apologize. Just pretend I never said that.


Reply author: Wooly Rupert
Replied on: 07 Feb 2008 19:57:13
Message:

quote:
Originally posted by tauster

quote:
Originally posted by Markustay
No - they only know how to obliterate, and copy & paste. Creativity is no longer a pre-requisite for game design.


You forgot cynism and being snarky when dealing with customers. At least that's my impression from SKR's answer.
I am used to different, more respectful behavior and a less aggressive tone when dealing with people who have an opinion different from my own, in real live AND in the web.

...but maybe I'm interpreting too much into these lines (as a non-native speaker). In that case I apologize. Just pretend I never said that.




SKR may be opiniated, but his points were valid. And he's not a WotC employee. If you disagree with him, that's fine -- but you can't attribute anything WotC is currently doing to him.


Reply author: tauster
Replied on: 07 Feb 2008 20:06:27
Message:

I didn't know that he's not working for WotC, and I don't have a problem with him (or anyone else, for that matter) having a different opinion than my own. The only thing I don't like is his ...let's call it "semi-aggressive" undertone. I usually enjoy discussions, I like the exchange of ideas and views - but his answer made me feel like I'm going to be verbally attacked.

But hey, don't overrate my nagging - I'm just freely saying/writing what I think and how I feel. And I think I can live with simply not continuing the discussion. :)


Reply author: Kentinal
Replied on: 07 Feb 2008 20:26:43
Message:

quote:
Originally posted by tauster

I didn't know that he's not working for WotC, and I don't have a problem with him (or anyone else, for that matter) having a different opinion than my own. The only thing I don't like is his ...let's call it "semi-aggressive" undertone. I usually enjoy discussions, I like the exchange of ideas and views - but his answer made me feel like I'm going to be verbally attacked.

But hey, don't overrate my nagging - I'm just freely saying/writing what I think and how I feel. And I think I can live with simply not continuing the discussion. :)



The last SKR worked on was 3.0 as employee, since then he has been freelance. He did offer some advice on 3.5 that I know of. There was one discussion he related concerns 3.5 bards and spell list changes.


Reply author: Asgetrion
Replied on: 07 Feb 2008 22:58:56
Message:

quote:
Originally posted by KnightErrantJR

The current Death and Dying article had this tagged on at the end as a 3.5 "translation" of how the 4th edition Death and Dying rules will work:

quote:
If you want to try out a version of this system in your current game, try the following house rule. Its not quite the 4th Edition system, but it should give you an idea of how itll feel.

1) At 0 hp or less, you fall unconscious and are dying.
Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).

2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value.
This is less than a 4th Edition character would have, but each monster attack is dealing a smaller fraction of the characters total hit points, so it should be reasonable. If it feels too small, increase it to one-third full normal hit points and try again.

3) If youre dying at the end of your turn, roll 1d20.
Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You wake up with hit points equal to one-quarter your full normal hit points.

4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.
In other words, hell wake up again with hit points equal to the healing provided by the effecta cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.)

5) A dying character whos been stabilized (via the Heal skill) doesnt roll a d20 at the end of his turn unless he takes more damage.




I really like that "You get better!"-result... "Guys, I was just faking! I was not really hurt! Look -- even my organs are now mystically back in their proper places!"

I though that being 'Bloodied' meant actually bleeding and being physically hurt? Anyway, that's how I remember the designers explaining it. And before you get 'Bloodied', your HP loss represents becoming tired, fatigues, demoralized, depressed, etc.? Can't see how you could just "jump up" from "hovering" if your guts are practically hanging out, or your jugular vein's been cut open...

And no matter how you spin this, it eliminates all descriptions from combat, since you can't really know how badly a PC has been *actually* hurt (Knocked unconscious? Mortally wounded? Head nearly severed? Ribcage caved in?) until he's made all those rolls.


Reply author: Faraer
Replied on: 08 Feb 2008 17:31:20
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
I'm still rather curious about whether or not 4E will become as bloated with rules as 3E did (after all, that is apparently something 4E is supposed to fix).
It will unless they have a secret radical new business model. They aren't claiming this won't happen as they very much did in the lead-up to 3E (much of this on Eric Noah's old site), absurd as that seems now.


Reply author: Rinonalyrna Fathomlin
Replied on: 12 Feb 2008 22:16:44
Message:

And of course, putting out new rules constantly is how WotC makes it's money.


Reply author: IngoDjan
Replied on: 18 Feb 2008 18:35:27
Message:

Baaa!!!


Reply author: Purple Dragon Knight
Replied on: 18 Feb 2008 19:52:59
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

And of course, putting out new rules constantly is how WotC makes it's money.

I was thinking about this the other day. D&D seems to be the only game out there that takes an "anti-standardization" approach to enable its long-term success. I'm not sure this is wise...

What do you think would happen if one day, someone would come along and declare "Here are the new rules for Chess!" or "Monopoly 2010 will do away with the board and money aspect altogether; we don't want people to count as it's too challenging for the younger players. Monopoly 2010 will move to a trivia game model and have features such as "Celebrity recognition" where you pick a card and must identify the celebrity shown, etc."

Games become widely popular when you don't change the rules!!! there's a boost at first, when the game is new, but along the years, more and more buy the game after having played it at a friend's place and deciding that they like it. A company that singles out the initial sales boost and decide to make it their "regular business model" is doomed to fail: either they will run out of steam or they will drive the core fan base away with the years. Without the core, the new ones can't join. Don't underestimate word of mouth!

Edit: perhaps another consequence of this periodical repelling of the core base is why "Dungeons and Dragons" has some kind of taboo aspect to it, and why most professionals seem to be uncomfortable when asked "Have you ever played D&D?" The answer is usually "No" (even if they "did" play D&D) or "A long time ago, when I was in high school, although I don't remember much of it." If you're lucky and meet a professional, in a social setting, who's simply not afraid of saying they played D&D, the answer will sometimes be along the lines of "Yeah, that was cool... what's happening with D&D these days?"


Reply author: Mace Hammerhand
Replied on: 18 Feb 2008 21:06:14
Message:

The question, PDK, is interesting, but I doubt chess-rules weren't revised and perfected...after all the bugger is a couple hundred (if not thousand) years old.

3.x was an improvement of AD&D in very many aspects...hell, I have no headache anymore when DMing, so that's a good thing!

AD&D and 2nd Edition were basically the same, and had been around for about 22 years. I'm not sure any RPG has the kind of appeal Monopoly, Risk, or any other well-known game has. Wargames, from which D&D evolved, were and still are played only by a small number of people compared to Settlers of Catan. And anyone who actually finished playing through D-Day by, I think, AH from about 20 years or so back deserves my respect...after 4 hours of setting up all divisions etc. we called it a day and never went back to actually start playing.

RPGs require a lot of time to be invested, you need to read the rules, have to reserve a day or so to actually play etc. Settlers of Catan is so much simpler and is also fun (especially if you start trading material cards for beer.... don't ask )

So the staying power of D&D or any other RPG relies on people spreading the word... and even though Wizards tried to encourage new players to join the fold with D&D game day (a good idea), it would have been much much wiser had they created a distinction more along the lines of the original D&D and AD&D, very similar games, but one was much much simpler and easier to get to know the game, after all, the basic set only had one book of 60 or so pages, which were enough to play for at least a few months and get things started... AD&D (and 3.x) required a couple more pages to read, some 900-1000?

Instead of making a simple D&D and a more difficult/complex AD&D the all-in-one approach scares folks who refuse to read that many pages to play the game...any game


Reply author: Erundur
Replied on: 18 Feb 2008 21:13:53
Message:

"3.x was an improvement of AD&D in very many aspects...hell, I have no headache anymore when DMing, so that's a good thing!"
Whereas I never got a headache DMing 2nd Edition. 3rd Edition is a monster.

Settlers of Catan! Yes!!!

"RPGs require a lot of time to be invested, you need to read the rules, have to reserve a day or so to actually play etc."
With 3.5, one has to read the rules once a week to remember them all.

"Instead of making a simple D&D and a more difficult/complex AD&D the all-in-one approach scares folks who refuse to read that many pages to play the game...any game"
Eh, I disagree. I am an avid reader, and so are many of my players. I read the PHB and DMG cover to cover when I first got them, and we've been playing it for 5 years...we still have to look up rules for a long time every time we play.


Reply author: sleyvas
Replied on: 18 Feb 2008 21:35:29
Message:

quote:
Originally posted by Venger

quote:
That is true, but 4th Edition is making no such distinction. Moon elves and Sun elves have ceased to exist. They never existed. Isn't that how they're pushing it?


Moon Elves, Sun Elves, Star Elves, Wood Elves, and Wild Elves all still exist in the Realms. The only change, there, is that mechanically, the first three are Eladrin while the latter two are Elves.



Avariels?????


Reply author: Mace Hammerhand
Replied on: 18 Feb 2008 21:58:35
Message:

quote:
Originally posted by Erundur

"3.x was an improvement of AD&D in very many aspects...hell, I have no headache anymore when DMing, so that's a good thing!"
Whereas I never got a headache DMing 2nd Edition. 3rd Edition is a monster.

Settlers of Catan! Yes!!!

"RPGs require a lot of time to be invested, you need to read the rules, have to reserve a day or so to actually play etc."
With 3.5, one has to read the rules once a week to remember them all.

"Instead of making a simple D&D and a more difficult/complex AD&D the all-in-one approach scares folks who refuse to read that many pages to play the game...any game"
Eh, I disagree. I am an avid reader, and so are many of my players. I read the PHB and DMG cover to cover when I first got them, and we've been playing it for 5 years...we still have to look up rules for a long time every time we play.



Most of the rules I remember, special features is another matter. The point is/was with 2nd edition I played without minis and since some of the distance/movement stuff was more than a little abstract, I had enough problems with the combats, especially since it was done in feet/inches which is kinda hard when you live with metrics every day of the week. The 3.5 system with minis/battlegrid etc makes things so much easier.

As for looking up rules, even in 2nd edition, especially with "2.5" player's options there was still a lot of stuff that had to be looked up every time.

My point was more along the lines of, making the starting game simple so that new people will take notice and play, and maybe change systems eventually... again, the original D&D and AD&D as an example.


Reply author: Rhone Ethenkhar
Replied on: 19 Feb 2008 01:33:24
Message:

quote:
Originally posted by Mace Hammerhand


Most of the rules I remember, special features is another matter. The point is/was with 2nd edition I played without minis and since some of the distance/movement stuff was more than a little abstract, I had enough problems with the combats, especially since it was done in feet/inches which is kinda hard when you live with metrics every day of the week. The 3.5 system with minis/battlegrid etc makes things so much easier.

As for looking up rules, even in 2nd edition, especially with "2.5" player's options there was still a lot of stuff that had to be looked up every time.


Well, I have to say I found editions of D&D preceding 3rd ed much easier to run in regards to combat. Without minis too. No attacks of opportunity especially. And it was not like the game got turned into two games: one for role playing and the other being a strategy board game. As long as one knew each characters movement and how big the room was, it was relatively simple to figure that aspect of things out.

I feel that 3rd had a lot more book keeping involved for combat and was not as fast and loose as the earlier editions were.

However, that being said, the version of combat in 3rd is fun even if at times it can be a rules lawyers wet dream ;-)

I guess my main criticism of 3e is that combat can be a real bugger if you don't have minis. I appreciated the previous eds for not making minis so integral to the combat system.


Reply author: Rinonalyrna Fathomlin
Replied on: 19 Feb 2008 02:31:35
Message:

quote:
Originally posted by Rhone Ethenkhar
I guess my main criticism of 3e is that combat can be a real bugger if you don't have minis. I appreciated the previous eds for not making minis so integral to the combat system.



And by all appearances, it looks like that trend (ie. D&D "pushing" people into using minis) is going to continue if not increase in 4E.


Reply author: Hawkins
Replied on: 19 Feb 2008 16:03:31
Message:

quote:
Originally posted by sleyvas

Avariels?????

Rich also said on the WotC boards that we should not expect to see Avariels or Sea Elves in the FGPG (Forgotten Realms Player's Guide).


Reply author: Rinonalyrna Fathomlin
Replied on: 19 Feb 2008 17:53:09
Message:

quote:
Originally posted by HawkinstheDM

quote:
Originally posted by sleyvas

Avariels?????

Rich also said on the WotC boards that we should not expect to see Avariels or Sea Elves in the FGPG (Forgotten Realms Player's Guide).



Sorry to hear that. :-/ It's probably because those elves don't fit neatly into the 3 new categories (elf, eladrin, drow).


Reply author: Wooly Rupert
Replied on: 19 Feb 2008 18:15:56
Message:

That honestly doesn't bother me. There's not a lot you can do with a sea elf unless you're doing an all (or mostly) underwater campaign, and I don't think avariels should be common enough that there's a need for them in the Player's Guide (that also applies to drow, though!).


Reply author: Jorkens
Replied on: 19 Feb 2008 18:57:25
Message:

I agree, these two types of elves should not be common sights in the Realms outside of their homelands in my opinion. The same goes for drow.


Reply author: Markustay
Replied on: 19 Feb 2008 18:58:12
Message:

I would have to agree with Wooly here - as much as I like the concept behind Avariels, Sea Elves, and even Lythari, I don't see them as PC races, except in special circumstances. To provide rules for races most folks have no interest in playing is just a waste of space, IMHO. If a DM wishes to allow them in his game, it would only take a few minutes to adapt an existing group to one of the former sub-races.

As for Drow... they HAD to include them... elst every 'Drizzt Fanboy' would cry...

Also, tying the miniatures more closely to the rules is a step forward, as far as I'm concerned. That might not be good for those who do not use the miniatures, but they do add a certain aspect to the game, and they will help to bring in the 'new blood'. I know personally that children LOVE the minis - my four boys play with mine all the time (without rules!)

And if I can run an entire encounter with the cards, and not have to break out the MM, so much the better. As of now, combat takes up a MAJOR portion of most game sessions, and usually an adventure ends in a 'final brawl' with the 'Boss'. If we can move beyond that way of thinking, and have combat be just an end to a means, rather then the main event, then I think 4e rules are definately moving in the right direction.

Younger Players will be able to use the basic (Miniatures) rules for fights, but as they get older and explore the possibilities, then the advanced (D&D) rules will start to look more appealing, and bring new players into the fold.

I have always been about training new players for the game, and have been doing so for thirty years and four editions. Many of them have gone on to become DM themselves, and have trained many others. I'm rather proud of that, so anything that will help spread the joy that is D&D to a wider audience is okay in my book.

Now... as far as 4e FR is concerned; thats a whole 'nother ball of wax...


Reply author: Wooly Rupert
Replied on: 19 Feb 2008 19:35:26
Message:

I oppose the move towards minis for two reasons:

One, I sank way too much money into the CCG craze several years back. I'll be dipped if I do that routine again. That's a lot of the reason I don't own a single D&D mini.

Two, why the hell should I go out and spend even more money to play this game? We're already shelling out enough on the never-ending wave of new books. Telling me I have to buy the minis, too, is just too much. I can use a Lego guy if I really need to have some visual marker of where my character is.


Reply author: Rhone Ethenkhar
Replied on: 19 Feb 2008 23:33:39
Message:

quote:
Originally posted by Markustay


Also, tying the miniatures more closely to the rules is a step forward, as far as I'm concerned. That might not be good for those who do not use the miniatures, but they do add a certain aspect to the game, and they will help to bring in the 'new blood. I know personally that children LOVE the minis - my four boys play with mine all the time (without rules!)


I hear what you are saying. I like the use of minis as well, always have in fact (still use my painted Reaper's for characters anyway). But I just dislike being (or at the very least feeling like I am being) coerced into HAVING to use them. The other eds worked fine whether they were used or not.

quote:
Originally posted by Markustay

As of now, combat takes up a MAJOR portion of most game sessions, and usually an adventure ends in a 'final brawl' with the 'Boss'. If we can move beyond that way of thinking, and have combat be just an end to a means, rather then the main event, then I think 4e rules are definately moving in the right direction.


I agree. As long as they foster the idea of a creative game and not merely hack n' slash stuff, it is a good move. But a disproportionate amount of people like having big dust ups to conclude things. Oh well.

quote:
Originally posted by Markustay

Younger Players will be able to use the basic (Miniatures) rules for fights, but as they get older and explore the possibilities, then the advanced (D&D) rules will start to look more appealing, and bring new players into the fold.

I have always been about training new players for the game, and have been doing so for thirty years and four editions. Many of them have gone on to become DM themselves, and have trained many others. I'm rather proud of that, so anything that will help spread the joy that is D&D to a wider audience is okay in my book.


Hopefully, it works out that way. A wider audience is not always better, imho. Ya know that saying "be careful what you wish for, you just might get it"? A paraphrase to be sure, but one worth heeding in my opinion.


Reply author: Markustay
Replied on: 20 Feb 2008 00:13:09
Message:

All too true...

I don't really care for the idea that they will be 'forcing' people to use the minis now - hopefully they will still be an option. However, if they truthfully do include the information for BOTH games on the stat-cards, then maybe more people would want to use them.

I remember early on they were talking about some concept with the DDi, where you could get 'extra online material' when you purchased a print product. I think having printable copies of various 'Monster cards' - the ones that go with that sourcebook - would be a great way to put the cards into players hands without them having to buy the minis.

However, I don't think they've worked out yet how that is all going to work - something like a scratch-off code on the book, that will let you access the 'extra material' from the web. How they plan on controlling that, and keeping people from sharing with friends, is beyond me.

Maybe they've dropped the idea altogether, and are just going to include that extra content with the DDi...

which we will have to soon pay for...

Remember when they just called 'em 'Web Enhancements', and gave them to us for free?


Reply author: Shilo99
Replied on: 26 Feb 2008 12:29:13
Message:

Agreed on minis. Though I like my old unpainted Lord of the Rings figures from back in the day, they have always been optional in 1e, 2e and 3e combats. Pieces of paper, dice, bottle tops, lollies (sweets to you yanks) etc have all found a place at my table. However, most of the time I've always dispensed with figures and just drawn on the player maps: still effective after all this time...though maybe not with the increased movement focus of 4e...it may clutter everything up just too much.

> Remember when they just called 'em 'Web Enhancements', and gave them to us for free?

Agreed Markus, its a complaint that done the rounds. I thought for many years WotC have been pretty generous with the free material offered on-line, but I think that supposed to decrease to a marketing-focused trickle after the introduction of the DDi.
S


Reply author: Steven Schend
Replied on: 26 Feb 2008 19:23:00
Message:

quote:
Originally posted by sleyvas

[quote]Originally posted by Venger
Avariels?????



"Taste like chicken," says Sapphiraktar the Ancient.

I for one don't mind the subraces not getting the spotlights, given how rare they were supposed to be. Unless you're specifically highlighting the undersea, you shouldn't bother with sea elves, and I for one have no problem with keeping avariels out of player hands at least initially.

Then again, I'm an old fogey who still believes in the 2E limitations that some things should be kept as NPC and story things for the DMs rather than everything open for play.

Now, it's probably not as big a deal to have a PC that can fly at will, but back in the days when that would have given one PC a tremendous advantage over others, that's why we kept avariels rare and as NPCs.

Steven
who still hasn't made his mind up re: 4E rules, as he's not seen anything yet, but he's intrigued...


Reply author: Rinonalyrna Fathomlin
Replied on: 26 Feb 2008 23:45:22
Message:

quote:
Originally posted by Steven Schend

Steven
who still hasn't made his mind up re: 4E rules, as he's not seen anything yet, but he's intrigued...



Did you get the preview books (I know guys, I keep mentioning those books, but I like 'em!)? Granted, they don't really tell you about much in terms of actual rules and mechanics, but there is a lot about 4E flavor (which often does tie into rules), and you'll get a good sense of what direction the designers are headed in.

There's nice artwork too.


Reply author: Wooly Rupert
Replied on: 29 Feb 2008 16:10:09
Message:

Did y'all see this?

What You Need to Know About D&D

Some points:

quote:
Hit points still measure your ability to stay in the fight, but
healings no longer just the burden of one character
anymore. Each character has a certain number of healing
surges. Once during each encounter, you can take a
standard action called a second wind; this gives you a certain
amount of hit points back equal to your healing surge value
and gives you a +2 bonus to all your defenses until the start
of your next turn.


So now everyone can heal themselves? That removes part of the burden from the cleric, but also means the cleric has just lost a portion of their utility. Also, I know this is a fantasy game, but I still want internal logic. If a cleric needs divine power to heal someone, where does everyone else get their healing power from?

In a way, it also dramatically increases hit points -- in fact, it makes a set hit point value almost superfluous.

This seems to very much be a MMO-inspired (and unnecessary) change.

quote:
An extended rest is akin to camping and lasts 6
hours. After an extended rest, youre fully healed, you have a
full compliment of healing surges, you have your daily
powers back, and you reset your action points to 1.


Fully healed, after just six hours? C'mon, now, that's simply ridiculous. Yeah, the old hp gain for resting needed a bit of an overhaul, but not nearly that much! Not only that, but this makes larger dungeons, like Undermountain, a hell of a lot let dangerous -- just chill out for a few hours, and you're back in perfect shape. And again, this negates part of a cleric's purpose.

Man, other that turning undead, clerics have just become almost useless.

This whole thing of "keep the PCs alive, no matter what!" is an admirable goal, but they didn't have to jump the shark to make it happen.

quote:
Saving throws are simple just
roll 1d20. If you roll a 10 or higher, youll end the effect. If you
roll a 9 or lower, the effect will usually continue until you have
to make another saving throw at the end of your next turn.


And once more, tools in the DM repertoire are nerfed, in favor of not inconveniencing PCs...

quote:
Most effects that have durations (usually imparting a condition
on the target) last either until the target makes a saving throw to
ward it off, or until the end of the next turn of the attacker that
caused the nasty effect. A few effects have durations that last
through the entire encounter. No more tracking rounds to
determine when your effect ends!


So, in order to dumb down the game, we are nerfing a whole lot of spells and such... And this also backs up the new uselessness of clerics: anything the PCs get hit with will be gone after the fight is over. A debuff in the middle of the fight isn't really necessary when the PC has a 50% chance of throwing off the effect themselves, and it will be gone anyway after the fight ends.

In summation, if you want to go ahead and play D&D Extreme, go down to Best Buy and pick up whatever MMO catches your eye. Other than the lack of dice, you'll be playing the same game.

D&D 3.x was not so broken that it needed to have all these changes. With a few minor tweaks, the system could have remained in play for a long, long time. And I'm sure it will remain in play for a long time -- because D&D Extreme is only loosely based on D&D. It's not a natural evolution, it's an entirely different beast that has the same name and a few common features.


Reply author: Stonwulfe
Replied on: 29 Feb 2008 16:13:25
Message:

It's not D&D anymore. It's Hasbro selling out to Blizzard and turning D&D into World of Warcraft.


Reply author: Wooly Rupert
Replied on: 29 Feb 2008 16:30:20
Message:

http://picasaweb.google.com/gertiebarden/4eCharacterSheets

Did you look at those hit point numbers? The base values are way high, and the healing surges make it worse!

1st Level Paladin: 27 HP, +66 more due to healing surges. Effective HP: 93
1st Level Cleric: 24 HP, +48 more due to healing surges. Effective HP: 72
1st Level Fighter: 33 HP, +104 more due to healing surges. Effective HP: 137
1st Level Ranger: 23 HP, +30 more due to healing surges. Effective HP: 53
1st Level Wizard: 20 HP, +30 more due to healing surges. Effective HP: 50
1st Level Warlock: 28 HP, +63 more due to healing surges. Effective HP: 91

Average effective hit points: 82.67. And that's at 1st level, and not relying on any external healing (clerical, potions, etc). The average HP without healing, for these 1st level characters, is 21.5.

What the hey are they doing to our game?!?


Reply author: Kentinal
Replied on: 29 Feb 2008 16:44:57
Message:

Well they did say they would be it harder to die at 1st level.


Reply author: ShadezofDis
Replied on: 29 Feb 2008 16:51:58
Message:

Alright, first off, the forcing of the mini's (or the theory of it, since we don't know it will be forced);

On the one hand I do sort of dig using mini's, it's helpful to keep track of things but, honestly, I prefer non-mini gaming, using maps and just imagining it. This is pretty impossible with AoO though so I really feel like 3.x forces the use of mini's.

I do like the 3.x rules, however it does take me FAR more time to make an adventure. I mean, FAR more time and all of that time is making maps and finalizing monster stats. This might just be a problem in how I design my games (so far there have been very few monsters straight out of the MM, I hadn't realized it was such a headache to add levels and templates, etc) and hopefully I'll get better at this aspect of game design (because I get terribly bored crossing the Ts and dotting the Is)
I think I probably spend about 10 times as much time writing a 3.x adventure vs a 2nd ed.

As for subraces, I sort of like that they are keeping the aquatic elves and flying elves out. IMO flight just adds too much to a characters maneuverability and aquatic elves are for very specific parties. I'm also of the opinion that the drow should have been kept to a different book but I'd have to say that Markus put that best. I hope that they come out with some "under the waves" type articles or "upon the heights" to help flesh out the rarer subraces but I think that'd be best for something like DDi.

As for what Wooly posted, about the "What you need to know about D&D", well. . . I don't like it, no sir, I don't. And that's putting it about as civilly as I can.

Though I do like the bit about Threatening Reach vs Reach, I think that could be a pretty decent mechanic, though it might mean more bookkeeping in combat.


Reply author: Odysseus
Replied on: 29 Feb 2008 16:52:45
Message:

I don't believe this is a problem, even though the numbers look ominous. One of the bigger problems with 3rd ed, is that you can be have a great adventure, and the party has to stop for the night , because they've run out of spells/hit points etc . With the healing surges. The characters looks as if they have 1 to 3 times more stamina for combat. Which looks fine for me.
The increased hp at 1st level is ok. 3E 1st level characters fall over if some farts near them, thats thats a needed improvement.
And they've also made it clear that hit points aren't entirely physical damage. Which explains why you don't need healing, and is also reasonable.
So overall I don't see much to concern me.


quote:
Originally posted by Wooly Rup ert

http://picasaweb.google.com/gertiebarden/4eCharacterSheets

Did you look at those hit point numbers? The base values are way high, and the healing surges make it worse!

1st Level Paladin: 27 HP, +66 more due to healing surges. Effective HP: 93
1st Level Cleric: 24 HP, +48 more due to healing surges. Effective HP: 72
1st Level Fighter: 33 HP, +104 more due to healing surges. Effective HP: 137
1st Level Ranger: 23 HP, +30 more due to healing surges. Effective HP: 53
1st Level Wizard: 20 HP, +30 more due to healing surges. Effective HP: 50
1st Level Warlock: 28 HP, +63 more due to healing surges. Effective HP: 91

Average effective hit points: 82.67. And that's at 1st level, and not relying on any external healing (clerical, potions, etc). The average HP without healing, for these 1st level characters, is 21.5.

What the hey are they doing to our game?!?




Reply author: ShadezofDis
Replied on: 29 Feb 2008 16:56:26
Message:

quote:
Originally posted by Wooly Rupert

http://picasaweb.google.com/gertiebarden/4eCharacterSheets

Did you look at those hit point numbers? The base values are way high, and the healing surges make it worse!

1st Level Paladin: 27 HP, +66 more due to healing surges. Effective HP: 93
1st Level Cleric: 24 HP, +48 more due to healing surges. Effective HP: 72
1st Level Fighter: 33 HP, +104 more due to healing surges. Effective HP: 137
1st Level Ranger: 23 HP, +30 more due to healing surges. Effective HP: 53
1st Level Wizard: 20 HP, +30 more due to healing surges. Effective HP: 50
1st Level Warlock: 28 HP, +63 more due to healing surges. Effective HP: 91

Average effective hit points: 82.67. And that's at 1st level, and not relying on any external healing (clerical, potions, etc). The average HP without healing, for these 1st level characters, is 21.5.

What the hey are they doing to our game?!?



It looks a bit like pinball to me, every new machine that comes out has higher and higher numbers.

I also hate the mathematic approach to party building. I prefer when a player plays a character, not a frickin "tank".

And it really is ok to have a party that lacks any particular piece, honestly, it really is.


Reply author: ShadezofDis
Replied on: 29 Feb 2008 17:05:10
Message:

quote:
Originally posted by Odysseus

I don't believe this is a problem, even though the numbers look ominous. One of the bigger problems with 3rd ed, is that you can be have a great adventure, and the party has to stop for the night , because they've run out of spells/hit points etc.


I don't understand why stopping for the night has to be so difficult. I mean, when you're in the dungeon then it's a bit of a pain but there's nothing wrong with having to go outside the dungeon to regroup. Basically, these new characters and character abilities sort of destroy what verisimilitude D&D had. I mean, they might find ways to justify the changes (those aren't you're first edition hit points no more!) but it just smacks of MMO, where all that is important is the ability to kill nonstop.

quote:
Originally posted by Odysseus
With the healing surges. The characters looks as if they have 1 to 3 times more stamina for combat. Which looks fine for me.
The increased hp at 1st level is ok. 3E 1st level characters fall over if some farts near them, thats thats a needed improvement.
And they've also made it clear that hit points aren't entirely physical damage. Which explains why you don't need healing, and is also reasonable.
So overall I don't see much to concern me.



I can see where your coming from, 1st level characters are very fragile but I actually like that. I start characters in my games at 3rd level and allow the PCs to fill in background so that they're playing "experienced adventurers" rather than "starting adventurers" and I like the dynamic.

I'm glad that you seems more accepting of these changes and I truly hope that you enjoy them, I just don't think I'll find them at all palatable. I am totally honest in being glad that you like them, just re-iterating in case it looks like sarcasm.


Reply author: Odysseus
Replied on: 29 Feb 2008 17:27:15
Message:

quote:
Originally posted by ShadezofDis



I'm glad that you seems more accepting of these changes and I truly hope that you enjoy them, I just don't think I'll find them at all palatable. I am totally honest in being glad that you like them, just re-iterating in case it looks like sarcasm.



At first glance the numbers are very big. But there are addressing valid problems, at least for me. So until i've seen the whole system and tried , i'm assuming their maths is good.


Reply author: ShadezofDis
Replied on: 29 Feb 2008 17:35:50
Message:

quote:
Originally posted by Odysseus
At first glance the numbers are very big. But there are addressing valid problems, at least for me. So until i've seen the whole system and tried , i'm assuming their maths is good.



I don't think their math will be off, I've seen some pretty hardcore math about die rolls and relative abilities and the like, it's just that the number seem like they're going to go from high to astronomical and we'll end up deal with some pretty huge numbers.

And, of course, this is all conjecture so all of my fears about this could be totally unfounded.


Reply author: Rinonalyrna Fathomlin
Replied on: 29 Feb 2008 17:37:42
Message:

Yeah, I'm not a rules junkie and on top of that, I don't really know the rule details yet, so I can't comment on how silly these characters are at this point.

I would have to agree that making it easier for the PCs to stay alive at lower levels is an admirable goal, because many people (myself included) play games like this to relax and create a story, not worry if the PC they created will die too easily.


Reply author: Wooly Rupert
Replied on: 29 Feb 2008 18:47:32
Message:

quote:
Originally posted by Odysseus

I don't believe this is a problem, even though the numbers look ominous. One of the bigger problems with 3rd ed, is that you can be have a great adventure, and the party has to stop for the night , because they've run out of spells/hit points etc . With the healing surges. The characters looks as if they have 1 to 3 times more stamina for combat. Which looks fine for me.
The increased hp at 1st level is ok. 3E 1st level characters fall over if some farts near them, thats thats a needed improvement.
And they've also made it clear that hit points aren't entirely physical damage. Which explains why you don't need healing, and is also reasonable.
So overall I don't see much to concern me.



That was a problem with all previous editions. But it also was a strength in prior editions... I mentioned Undermountain in one of my posts. Undermountain has always been considered a highly dangerous, quite deadly place. And part of the reason it's so deadly is because there's just so much of it, with traps and monsters and all, that even the most well-provisioned party is going to be running ragged after a while. With healing surges, and full healing in 6 hours, it's not unreasonable to think that PCs could stop to rest twice a day, and be back up at full strength both times. The only way to stop them is to either swarm them or hit them with a TPK.

I don't have a problem with giving first level people some extra HP. I have a problem with giving them that much extra HP, and I have a problem with people healing themselves for more than their max HP. In fact, since all healing previoues came from either divine magic or psionics, I have a problem with all characters being able to automatically heal themselves.


Reply author: Dart Ambermoon
Replied on: 29 Feb 2008 19:47:09
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

Yeah, I'm not a rules junkie and on top of that, I don't really know the rule details yet, so I can't comment on how silly these characters are at this point.

I would have to agree that making it easier for the PCs to stay alive at lower levels is an admirable goal, because many people (myself included) play games like this to relax and create a story, not worry if the PC they created will die too easily.



While I agree wholeheartedly with you concerning story weaving as key to an enjoyable gaming evening, I believe that dying too easily shouldnt be an issue (barring full brunt player stupidity) with a competent GM. But thats beside the point

But healing surges...sound like URGH!
Sorry, but seriously part of the charm of low-level chars is playing in adventures that suit them, and IMO thats a fun challenge as DM, too. Weave an adventure thats exciting, while still suitable for low levels. Awaken a sense of being in danger in the players, without just thrashing them around.


Reply author: Mace Hammerhand
Replied on: 29 Feb 2008 20:37:30
Message:

They should have gone the way Hackmaster went...give every character a 20 HP kicker bonus and be done with it


Reply author: ShadezofDis
Replied on: 29 Feb 2008 20:50:41
Message:

quote:
Originally posted by Mace Hammerhand

They should have gone the way Hackmaster went...give every character a 20 HP kicker bonus and be done with it



Or just recommend people start off at 2nd or 3rd level. Which allows you some pretty good opportunity for backstory. Being an ex-mercenary isn't very convincing if most folks can stand toe to toe with you. ;)

Starting at second makes gaining a level a feat level, which is exciting and starting at 3 makes 4 an ability level, which is also exciting.

It also gives room for players who want to play a LA character.

Regardless, it may very well end up being quite the fun game. But it doesn't look much like D&D to me (though it took time for me to warm up to 3.x, so that's not a surprise) and it sure doesn't look like FR to me.


Reply author: Wooly Rupert
Replied on: 29 Feb 2008 20:51:51
Message:

quote:
Originally posted by Dart Ambermoon

Awaken a sense of being in danger in the players, without just thrashing them around.



It seems to me that they're specifically trying to remove the sense of danger. The new healing methods make it much harder to kill a PC... Except in extreme cases, all they have to do is wait 6 hours and they're fine. So we're getting nearly immortal PCs in D&D Extreme...


Reply author: ShadezofDis
Replied on: 29 Feb 2008 20:55:33
Message:

quote:
Originally posted by Wooly Rupert
It seems to me that they're specifically trying to remove the sense of danger. The new healing methods make it much harder to kill a PC... Except in extreme cases, all they have to do is wait 6 hours and they're fine. So we're getting nearly immortal PCs in D&D Extreme...



Agreed.

I also wonder how they'll handle diseases and poisons...


Reply author: Mace Hammerhand
Replied on: 29 Feb 2008 21:40:35
Message:

quote:
Originally posted by ShadezofDis

quote:
Originally posted by Wooly Rupert
It seems to me that they're specifically trying to remove the sense of danger. The new healing methods make it much harder to kill a PC... Except in extreme cases, all they have to do is wait 6 hours and they're fine. So we're getting nearly immortal PCs in D&D Extreme...



Agreed.

I also wonder how they'll handle diseases and poisons...



Spend a healing wind action for the day and be done with it?


Reply author: Rhone Ethenkhar
Replied on: 29 Feb 2008 22:33:31
Message:

First off, I'll be honest here: I do not like the way any of this looks. Too many hp's for my liking and this healing surge stuff imho, is overboard.

quote:
Originally posted by ShadezofDis

I don't understand why stopping for the night has to be so difficult. I mean, when you're in the dungeon then it's a bit of a pain but there's nothing wrong with having to go outside the dungeon to regroup. Basically, these new characters and character abilities sort of destroy what verisimilitude D&D had. I mean, they might find ways to justify the changes (those aren't you're first edition hit points no more!) but it just smacks of MMO, where all that is important is the ability to kill nonstop.


The above quote was right on the money, imho. Couldn't have said it any better.


quote:
Originally posted by ShadezofDis

I can see where your coming from, 1st level characters are very fragile but I actually like that. I start characters in my games at 3rd level and allow the PCs to fill in background so that they're playing "experienced adventurers" rather than "starting adventurers" and I like the dynamic.


See, I like that fragility as well. A 1st level PC, while not all powerful can be very interesting personality wise and gives DM's the ability, imho, to make a gritty exciting campaign from the get go BECAUSE of a PC's fragility. Every sword swing counts, and every number on that die is regarded with rapt attention when it comes to saving throws. This is applicable to any edition of the game, btw. Ok, maybe not the new one :)
And yes, I believe if what a group wants is a campaign to start off with tough guys who are competent, make high(er) level PC's. There you go.

But of course none of this has been done for the benefit of veteran sword & sorcery campaigners. It is to attract and usher in new gamers, who are as of yet unfamiliar with D&D or pen and paper RPG's in general.

The game does seem like it may be a fun one, but for me it does not have the right tone and feel (based off what I have seen thus far) that I am accustomed to in a game of D&D. Certainly not a flavour I would deem appropriate in the Realms!!!! When it comes out I will play it and give it a go. I will not purchase it, however.



Reply author: Asgetrion
Replied on: 29 Feb 2008 22:53:51
Message:

quote:
Originally posted by ShadezofDis

quote:
Originally posted by Wooly Rupert
It seems to me that they're specifically trying to remove the sense of danger. The new healing methods make it much harder to kill a PC... Except in extreme cases, all they have to do is wait 6 hours and they're fine. So we're getting nearly immortal PCs in D&D Extreme...



Agreed.

I also wonder how they'll handle diseases and poisons...



Based on the Spined Devil stats, I'd dare to guess that poisons inflict HP damage to 'non-Bloodied' characters until you succeed in a saving throw on your turn (10+ for all effects). 'Bloodied' characters suffer some extra effects, such as becoming Slowed. I'm just a bit puzzled why they have added the saving throws into the system (confirmed at DDXP), but maybe they only apply to "ongoing" effects? It is weird that it doesn't matter whether it's a Medusa's gaze or a Pit Fiend's Aura of Fear -- your chance is always 50% no matter what level you are and how powerful the effect is (or should be). Maybe they just wanted to easy the burden of DMs having to roll against Defenses each round? In any case it feel "off-sync" with the rest of the system.

And speaking of Defenses -- apparently STR/CON "feed" into Fort, DEX/INT into Ref, and WIS/CHA into Will (you always use the higher modifier of the pair). Then you add the Class Bonuses. Also, apparently your b]Ref modifier[/b] is calculated into your AC instead of Dex! This means that a character with INT 20 could have AC 15.


Reply author: Asgetrion
Replied on: 29 Feb 2008 23:07:33
Message:

quote:
Originally posted by ShadezofDis

quote:
Originally posted by Odysseus
At first glance the numbers are very big. But there are addressing valid problems, at least for me. So until i've seen the whole system and tried , i'm assuming their maths is good.



I don't think their math will be off, I've seen some pretty hardcore math about die rolls and relative abilities and the like, it's just that the number seem like they're going to go from high to astronomical and we'll end up deal with some pretty huge numbers.

And, of course, this is all conjecture so all of my fears about this could be totally unfounded.



I, too, have seen evidence that there are whole new tactical *layers* added into the combat system. They mave removed *some* die rolls, but they've still not managed to tone down *complexity* -- quite the opposite, it seems. For example, it may be a real pain to keep track of 'marking' and 'combat advantage'. Not to mention that casting a Fireball (or any other Area Effect spell) still results in a roll-per-target -- it's just the player now who rolls against every target's Defense.

So, every class is now capable of dishing out pretty much the same anmount of damage, and *triple* that by using those 'Per X' powers. No wonder they've tripled everyone's HPs (including those of kobolds!). I'm just a bit baffled why they mentioned that one of the reasons why they're toning down the Crit damage is because the "math" was "too hard", and yet there are effects in the game that require you to do *equally* "hard" math.


Reply author: Rinonalyrna Fathomlin
Replied on: 02 Mar 2008 02:44:06
Message:

quote:
Originally posted by Dart Ambermoon

While I agree wholeheartedly with you concerning story weaving as key to an enjoyable gaming evening, I believe that dying too easily shouldnt be an issue (barring full brunt player stupidity) with a competent GM. But thats beside the point


No, I think that's a perfectly fair point.

quote:
But healing surges...sound like URGH!




I am rather wary of every character being able to heal himself like that.


Reply author: Rinonalyrna Fathomlin
Replied on: 02 Mar 2008 02:47:30
Message:

quote:
Originally posted by Wooly Rupert

It seems to me that they're specifically trying to remove the sense of danger.


I don't know if you read one of the recent Dragon articles about PCs being able to do brave-to-the-point-of-being-stupid things in 4E and basically being rewarded for it (don't recall the name of the article), but one could say it reinforces your statement.


Reply author: Ladejarl
Replied on: 02 Mar 2008 09:07:50
Message:

quote:
Originally posted by Wooly Rupert
What the hey are they doing to our game?!?


Aintitcool's Massawyrm has been playtesting 4ed. since last october and here's the review:

Part1:
http://www.aintitcool.com/node/35776
Part2:
http://www.aintitcool.com/node/35799
Part3:
http://www.aintitcool.com/node/35811

The bit about scaling of monsters made me think about Elder scrolls IV: Oblivion.


Reply author: Mace Hammerhand
Replied on: 02 Mar 2008 12:08:44
Message:

No more alignments... "yea, my paladin wants to kill a gold dragon" ... hmmm

Encounter scaling, truth be told, I never gave a real frak about CRs and stuff, I just toss whatever I think feels right at the party, sure sometimes I need to fudge a roll or so, but in all honesty a fighter lvl 7 (=CR7) is really not enough to make a party of 4 level 7 characters quake in their boots anyways.

I've decided to move away from the "every 13th encounter a level" thingy a long time ago because it just doesn't feel right... actually I never gave a frak about it and moved to (rather will move t) the Unearthed Arcana progession WITHOUT adjusting the XPs for the monsters... this way I can give story-awards anyways and spending xp on magic items does not really hurt as much anymore.

For me, having GMed d6 Star Wars for roughly a decade the entire DC issue has never been one, I always improvise on numbers when people try a stunt that is not covered by the rules.

Plus I do not like the idea of characters being the duracel-bunny-type of .. well .. characters


Reply author: Dart Ambermoon
Replied on: 02 Mar 2008 15:23:36
Message:

Duracel-Bunny-PCs..., now theres a nice image.

GM: "No, seriously, theres an arrow sticking right in your throat!"
PC: "Ach, tish-tosh, Ive still got hp and endurance to spare. Im gonna bounce over there and..."

But I must say I agree, Ive always been more or less "winging" encounters (encounters are generally based more on the story, less on the partys level, besides if the encounter is too heavy therell always be more than enough options to avoid combat)and xp and I never had a problem if a character waned to try anything that wasnt covered in the rules (even before feats came along). You can work something out.

And on the alignment thing...why does it seem that everything, that makes a player have to put thought into his chars actions is "restrictive" to the game. Why bother with classes or anything, then?
"Why, heres my psychotic Half-Dragon/Half-Tiefling-Vampire-Paladin-Assassin-Warlock. Uh...and hes called Pinky."


Reply author: Wooly Rupert
Replied on: 02 Mar 2008 15:31:07
Message:

quote:
Originally posted by Ladejarl

quote:
Originally posted by Wooly Rupert
What the hey are they doing to our game?!?


Aintitcool's Massawyrm has been playtesting 4ed. since last october and here's the review:

Part1:
http://www.aintitcool.com/node/35776
Part2:
http://www.aintitcool.com/node/35799
Part3:
http://www.aintitcool.com/node/35811

The bit about scaling of monsters made me think about Elder scrolls IV: Oblivion.



I scanned the first one and gave up. One reason is that we've already found out that playtesters were specifically forbidden from saying anything negative about D&D Extreme. I don't have a quote for that, but it was posted elsewhere on these forums.

Also, just the little bit that I read was parroting the official "This is so kewl!" line we've already gotten from WotC. I know I sound like one of those stubborn people who hates all change, but the simple fact is that D&D Extreme is a totally different beast, one that doesn't have much of anything to do with what came before. The only problems I had with 3.5 were entirely created by the marketing folks: gotta have more feats, gotta have more PrCs, gotta be able to fight anything and everything.

I think the idea of being back at full strength, with just a few hours of rest and no clerical healing, is far more ridiculous than having to rest because the mage ran out of spells. As I've already stated, that system means that a group can conceivably rest twice a day, getting back up to full each time, and simply keep on pushing ahead. That sounds good until you realize that it makes even the most deadly dungeon -- including Undermountain! -- a cakewalk, because the PCs will never have to leave or escape because they're just too worn down. And with healing surges dramatically increasing the number of available hit points a character has, then the only way a DM could take down a PC is to either swarm them (so they exhaust all healing surges before the end of combat) or to hit them with attacks that will outright kill them. And I'm certainly not saying that DMs should be trying to kill PCs, but where is the challenge in playing a nearly unkillable character?

If I wanted every single one of my D&D characters to be a tank, I'd play only the fighter-types, with maximum strength. And that was part of the strength of prior editions: every class had strengths and weaknesses, and every class needed every other class (at least among the primary four). You could play what you wanted, in each class, and make it work to your liking.

This new version, with every class the same save for a few minor things, is not at all an improvement. Role-playing is not a part of D&D Extreme. It's all about roll-playing. In other words, it's a pen and paper based MMO.

One thing in particular I've noted is that despite the claims that "now all characters have a specific role", clerics appear to be useless. With saving throws being a simple 10+, effects only lasting at most until the end of the encounter, and everyone able to heal themselves multiple times a day, what function is left for a cleric?


Reply author: Wooly Rupert
Replied on: 02 Mar 2008 15:34:08
Message:

quote:
Originally posted by Dart Ambermoon


And on the alignment thing...why does it seem that everything, that makes a player have to put thought into his chars actions is "restrictive" to the game. Why bother with classes or anything, then?
"Why, heres my psychotic Half-Dragon/Half-Tiefling-Vampire-Paladin-Assassin-Warlock. Uh...and hes called Pinky."



The alignment thing is a deliberate dumbing down of the game, no matter what they say. For years, people have somehow been unable to grasp the whole "alignment is a set of guidelines" concept, despite it being explicitly written out, with examples. I don't blame stupidity, I blame people simply not taking the time to try to understand it.


Reply author: Dart Ambermoon
Replied on: 02 Mar 2008 16:08:58
Message:

I agree, and thats what I meant. It seems like character choices have now been deliberately removed from any thought in the direction of "well, how IS this guy/gal, what drives him/her, etc." straigtly to "heres your feats, tricks and power-ups...now go smash something".
Alignment was such a broadly ranged concept, that it allowed unique and interesting facettes to characters and their actions. Sure, good roleplayers will be able to do all of that without the rules, but especially for noobs Ive always found alignments rather helpful than harmful. When two people, that hadnt had much contact with fantasy, let alone RPGs joined our last campaign it helped them a lot to differenciate between their own personality and that of their characters.

But then that can be said IMO for iconic NPCs (and I dont want to open another can of worms here, no worries), but it made the Realms far more interesting and unique to them that it was populated with characters they could relate to and read stuff about.

I think Id better stop now before going on a whining and lamenting binge


Reply author: SiCK_Boy
Replied on: 02 Mar 2008 18:01:14
Message:

Changes in paradigms are hard to accept for most people...

The more I read about 4th Edition, the more I realize that. It is a major shift in the conception people have of the game. But that 3 pages review (Aintitcool's Massawyrm) really made it sound like an interesting game.

I ain't that old, and yet... the current outcry at the new edition reminds me of previous events. We heard the same kind of lament when they changed the card design in MtG.

Through all the criticism made about the next edition, I'm still waiting to read a valid one about the game design.

I agree we'll have to pay for more books. Those that can't or won't afford this expanditure are welcome to just keep playing with past editions.

But seriously, what's wrong with letting go of the alignment concept, with making it so that the cleric has something else to do in a game than healing everyone else, or even giving characters a form of self-regeneration?

Wooly: why do you say that "The alignment thing is a deliberate dumbing down of the game, no matter what they say."?

What's the use, really, of alignment in the game? It never forced people to put though into their character's action! It simply hindered players by restricting their options. Moral questions are never white or black... and no alignment system will ever be supple enough to represent adequately the wide range of possibility it should encompass. Certainly not with only 9 possible choices.

But seriously, what are the dire consequences of not having aligment anymore? Detect evil won't work? Souls won't know wether to go to hell or heaven after death? Paladins will be able to attack gold dragons? Seriously, what's so dramatic about it? What's preventing anyone from following any given moral code in the new rules? The fact that nowhere in the PHB it states that a Lawful Good character must abide by the law doesn't prevent any character from playing a LG character.

Another quote from Wooly:
I think the idea of being back at full strength, with just a few hours of rest and no clerical healing, is far more ridiculous than having to rest because the mage ran out of spells.

Why? I must say you are one of the most vocal opponents of the new system I've read on these boards, Wooly. You often make sarcastic comments about the new game design, and their creators. But you rarely put much explanation into your attacks...

What's wrong with having characters have a faster recovery rate? OK, it may changes the dynamic in a dungeon. Just throw more monsters at the players... Instead of never having more than 1 encounter in a night, you can have many... I don't perceive it as a problem.

I repeat again: it's a change in paradigm. For sure, for someone who has never been able to think about a cleric as anything else than a healing machine, the change is hard to make... but seriously: what was so glorious about healing everyone anyway? Were people in your playing groups so eager to play the cleric in order to be the ones that could heal the others? In my experience, it's quite the opposite... the healer role was often the default choice for the last player to show up, because a group had to have one... to that player's dismay, more often than not.

So what if characters can recharge their abilities faster? In what way does it makes the game no more a rpg? Maybe it's a mechanic that's inspired by MMO... but then again, is that so bad?

There is a real sense of snobism about MMO in many anti-4th edition posts...


Reply author: Rhone Ethenkhar
Replied on: 02 Mar 2008 18:04:35
Message:

I have to admit from what I read on that loser Massawyrm's crap, it seems rather ridiculous. I guess it really is the way this guy (and WotC) are choosing to promote this thing, not so much what they are saying but HOW it is presented.

Really, I guess when you read between the lines of hot steaming bull****, they are trying to have the game appeal to those who are not experienced and have never played rpg's too much. Hence imo, the dumbing down of alignment, the overstatement of pc roles (like a person could not figure out what the role of a FIGHTER is) and what is essentially, imho, the "cheat code" of the game,healing surges etc.

And why is being the "healer" of a group such a burden? I always felt it was a powerful and respectable role to have in the party as well as a great deal of responsibility. That very role makes one important.




Reply author: SiCK_Boy
Replied on: 02 Mar 2008 18:10:06
Message:

quote:
Its like complaining that switching from DOS to Windows was stupid because now anyone could use a computer. When really all it meant was that now you didnt have to type all that code. Your computer wasnt dumbed down any.


This excerpt is from Massawyrm's review. To me, it really sums it up. People complaining about a "dumbing down" of the game... what's your problem? You just love to have things made complicated when they can be simple?

I really hope someone, somewhere, will be able to explain clearly what they are losing in that "supposed" dumbing down of the game... because, for now, it only sounds like a weak tentative to assert one's intellectual superiority by claiming other people are dumbier... the same kind of prejudice that seem to plague these boards toward many other things, wether it be MMOs or FR lore not specificaly written by Ed Greenwood, to name just a few...


Reply author: SiCK_Boy
Replied on: 02 Mar 2008 18:22:06
Message:

quote:
they are trying to have the game appeal to those who are not experienced and have never played rpg's too much


Just to be sure I understand correctly, Rhone Ethenkhar. You consider it a bad thing to have the game designers try to appeal to those who are not experienced and have never played rpg?

quote:
And why is being the "healer" of a group such a burden? I always felt it was a powerful and respectable role to have in the party as well as a great deal of responsibility. That very role makes one important.


More than important... that very role made one essential to the game. No group could survive long without a cleric (barring a game specificaly designed by a DM for a no-cleric group, but I'm speaking in the generic sense of the game). And yet, in order to fulfill that specific role, the cleric players had to hold on on most of his powers and refrain from putting himself in dangers... That is the burden.

Sure, from an In-Game perspective, it makes the character important... but when I played a cleric, I always hated to be forced to hold appart while the fighters and other characters got into the action. No other class had that kind of impediment on itself, except for wizards having to stand appart when they had spent all their spells (another thing they'll try to correct in the next edition). A fighter never has to refrain from fighting as a consequence of the nature of its class (sure, with low HP, a fighter will be cautious, but so do all other characters... the limitations to fighting aren't built into the fighter class or the other classes, as opposed to the limits a cleric is bound into...)

Maybe I'm wrong, but I think there could and should be more to a cleric than the role of party healer... and I hope the next edition will be a step forward in that matter (or that they'll let go of the class if they can't find a role for it).


Reply author: Faraer
Replied on: 02 Mar 2008 18:46:10
Message:

quote:
Originally posted by SiCK_Boy
... the same kind of prejudice that seem to plague these boards toward many other things, wether it be MMOs or FR lore not specificaly written by Ed Greenwood, to name just a few...

This is innuendo, or what Wikipedia calls 'weasel words'. 'Seems' to who, and in what way? Accusations of prejudice are serious. The last time you made them you conflated two sets of posts that disagreed with each other and you weren't interested in discussing what people actually posted or thought when I challenged you on it.


Reply author: Rhone Ethenkhar
Replied on: 02 Mar 2008 19:22:56
Message:

quote:
Originally posted by SiCK_Boy
Just to be sure I understand correctly, Rhone Ethenkhar. You consider it a bad thing to have the game designers try to appeal to those who are not experienced and have never played rpg?


Howdy
No, indeed you are quite incorrect in understanding me. I was simply stating a relatively clear fact. I neither think it is good or bad in general. I was merely pointing out that, while a lot of people are concerned and upset by the actions of WotC (imho) that this is the main reason for doing what they are doing. If they were trying to appeal to people that love the game the way it is, they wouldn't do this & it would remain as is. I think it is a matter of business and trying to propel the brand and game into the future.

quote:
Originally posted by SiCK_Boy
More than important... that very role made one essential to the game. No group could survive long without a cleric (barring a game specificaly designed by a DM for a no-cleric group, but I'm speaking in the generic sense of the game). And yet, in order to fulfill that specific role, the cleric players had to hold on on most of his powers and refrain from putting himself in dangers... That is the burden.


Well what can I tell you. That is the problems you and many others have had. Imho that is what makes the cleric stand out. I feel that by having that ability spread amongst everyone it weakens the role & importance of the cleric. I'll not try to convince you otherwise, and nor was I from the beginning. Merely stating how I felt about it. As a point of note, I am running a very long lived campaign that for many years (like nearly a dozen) it never had a full cleric in the party. It had a paladin. It just made the party more cautious and in the end imho, a more resourceful party. But that is just my experience.

quote:
Originally posted by SiCK_Boy
Sure, from an In-Game perspective, it makes the character important... but when I played a cleric, I always hated to be forced to hold appart while the fighters and other characters got into the action. No other class had that kind of impediment on itself, except for wizards having to stand appart when they had spent all their spells (another thing they'll try to correct in the next edition).


*shrugs* Oh well, tough I guess. I would have thought it to be abundantly clear that in many cases that is what routinely happens to clerics and wizards. It is how they fit into the grand scheme of things in D&D. Each class files a specific role, st least in terms of class abilities. There is no reason why a cleric can't get into the middle of things. They can wear heavy armor and use a shield and defend themselves quite well. Incidentally, the spell lists for cleric's are pretty awesome imho. I really like how many creative and strange things one can do with them. I never really feel relegated to just being a healer, period.

It's not as though the personality of the character cannot come through the rules of his/her class. And personally I never looked at these things as impediments, but merely how things worked. IF you really want to get in there an fight a lot, make a fighter or something.

quote:
Originally posted by SiCK_Boy
A fighter never has to refrain from fighting as a consequence of the nature of its class (sure, with low HP, a fighter will be cautious, but so do all other characters... the limitations to fighting aren't built into the fighter class or the other classes, as opposed to the limits a cleric is bound into...)


Well, I guess that is part of the challenge in playing a character like a cleric, huh? ;-) That is how I see it though.

quote:
Originally posted by SiCK_Boy
Maybe I'm wrong, but I think there could and should be more to a cleric than the role of party healer... and I hope the next edition will be a step forward in that matter (or that they'll let go of the class if they can't find a role for it).


Personally, I do not share that limited view of clerics. I do not see them as just healers, although that has been one of there strongest assets. Like any class though, can wizards be more than just guys who can chuck fireballs and magic missiles? Fighters have the potential to go beyond mere combat. As do rogues and their thieving abilities. I believe it is all how you play the character and not just the rule book dictating what you can or cannot do.

Btw, I hope that none of this comes across as negative, angry or spiteful. It is not my intent, and in the unfortunate case that it does, I apologise. :)


Reply author: Tiziano
Replied on: 02 Mar 2008 19:31:16
Message:


quote:


More than important... that very role made one essential to the game. No group could survive long without a cleric (barring a game specificaly designed by a DM for a no-cleric group, but I'm speaking in the generic sense of the game). And yet, in order to fulfill that specific role, the cleric players had to hold on on most of his powers and refrain from putting himself in dangers... That is the burden.
.)


I've played (and am playing) in parties with no cleric, one character in the group had a sword who could heal a decent amount of damage limited times if needed. when we *had* a cleric he was also one of the better in melee, and (given his temperament) never held back in combat.
There is no single indispensable role to be covered in D&D.

The 'dumbing down' imo is related to the making of uber-powerful characters than can do almost everything (including things that should need training like healing) and seem to take away the specifics that make one character *need* the others as part of a group.

From what I gather up to now seems aimed to 'cool' characters that do 'cool' things dealing a lot of damage to opponents, but what else is there outside of combat?
I've played some wonderful sessions without a single round of combat, with the group charming opponents or figuring out puzzles or what have you, I'll definitely keep doing so, in 3rd edition.

And what is wrong with having your characters marshal their resources carefully, and plan on how to best take advantage of their opportunities because they are somewhat limited and they know it?

From what I read until now, my style of playing seem to go against the spirit, or at least the flavor, of 4th Ed.


Reply author: Mace Hammerhand
Replied on: 02 Mar 2008 19:39:06
Message:

Rhone, you didn't come about as being spiteful...but that coming from me (Mr Diplomacy...yea right!) isn't saying very much.

Sick_Boy, I happen to run several groups and the cleric in both of them is a) necessary, and b) not useless at all.

In my primary group the drow Ftr/Clr/Sword Dancer is one of the most competent and effective characters in combat. I usually don't see her lurking about waiting to heal, she is in the middle of the melee and does what she's also good at: dealing damage!

In the other group the Pal/Clr/Justice-dude of Tyr stands also toe to toe with the enemy and heals when necessary, but usually he dishes out pretty well, in addition to healing.

It's as Rhone said: you decide what to make of your character, and a cleric able to wear heavy armor and a shield, even if he cannot wield a martial weapon (the drow can and does wield a 2hd sword), it is kinda hard to take the dude down and he can help in battle. And with the 3.x option to convert any learned spell into a healing spell, plus the ability to either craft or buy wands of healing, I see no reason why a cleric has to be the cheerleader of the group.

So, if you're saying this isn't your cuppa, then it ain't your cuppa, but do not point at it and say that class is a flawed class. The cleric is one of the most powerful classes in the game, if you couldn't play it like that...well, it ain't anyone's fault but yours...

*Mr Diplomacy strikes again*


Reply author: Odysseus
Replied on: 02 Mar 2008 20:25:36
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Wooly Rupert

It seems to me that they're specifically trying to remove the sense of danger.


I don't know if you read one of the recent Dragon articles about PCs being able to do brave-to-the-point-of-being-stupid things in 4E and basically being rewarded for it (don't recall the name of the article), but one could say it reinforces your statement.



The dragon editorial is called fearless. And to sum it up. What they are trying to do is remove the situations where a characters dies from one bad dice roll.But not from two bad rolls.

Also to add to Woolys DnD extreme bonfire. I believe characters also get half their hit points back. once per day with their second wind. Which dramaticaly increases their hit points even more.

The characters only get one healing surge per combat. So healing surges would have a big impact on the number of combats a character could have, but shouldn't make a single combat a lot less deadly.
I must admit I don't like the sound of characters being able to heal themselves back up to full hit points , without some sort of medical/clerical healing. Some recovery of hit points I can understand from rest,but this seems at first glance to be almost regenerations.


Reply author: Mace Hammerhand
Replied on: 02 Mar 2008 20:53:30
Message:

"Hey, you got an arrow sticking in your stomach!" shouts the cleric.
"I've got no time to bleed," says the fighter, and the arrow pops out...

If it were heroic, one would make an abstract of the Hit Point abstract so to speak. Second Wind can only be triggered if the character is mortally wounded and only focuses as temporary hitpoints...sort of like an adrenaline rush which lasts Con-modifier/rounds and then expires...probably like the guy having had the second wind. This would make for some really cool heroic actions, but would still be fatal if the second winded guy (is it just me or does second wind sound like gas???) doesn't receive healing in time.


Reply author: ShadezofDis
Replied on: 02 Mar 2008 22:14:32
Message:

Please Note:
This post contains opinions, they may differ from yours. I think that's great and I respect that you have your opinions. Keep this in mind when reading.

quote:
Originally posted by SiCK_Boy

Changes in paradigms are hard to accept for most people...


Paradigm? It's a change in game. It's gone from a gritty Conan type world to a flashy anime style world.

And while that sounds like a great game, probably a lot of fun, it's not what D&D has been and it's not what the Forgotten Realms has been steeped in. There seems like there will be an utter lack of verisimilitude in how the D&D game is played and how the people of the Forgotten Realms are (ie. Are all people now able to regenerate? If so then . . . well. . . then how do people die? ) These types of abilities change the nature of how people interact with the world. I mean, this conjecture may just be wrong, but it really looks like I'm going to have a hard time retaining any verisimilitude.

quote:
Originally posted by SiCK_Boy
The more I read about 4th Edition, the more I realize that. It is a major shift in the conception people have of the game. But that 3 pages review (Aintitcool's Massawyrm) really made it sound like an interesting game.


I'm gonna have to read those articles, but I'm going to open my mouth before I do even though that may be dumb.

The problem with the concept of the game is that I'm pretty sure it's a square peg (D&D 4.0) trying to fit into a star shaped hole (FR).

quote:
Originally posted by SiCK_Boy
I ain't that old, and yet... the current outcry at the new edition reminds me of previous events. We heard the same kind of lament when they changed the card design in MtG.


I don't know if MtG has a reality to call its own but the change from 3rd Ed to 4th Ed represents a fundamental change in what individuals can do in the Realms. Or, at least, that's what it seems to be. Changing what individuals can do on a mass scale threatens to break down the believability of the events of the story. I think this is the greatest fear, that when we finally see the game that the game will break the verisimilitude of the Realms.

quote:
Originally posted by SiCK_Boy
Through all the criticism made about the next edition, I'm still waiting to read a valid one about the game design.


I think that the game design will hinder the stories that happen in the Realms. I also play the game in order the enhance the story, while not all people play this way it seems like there are a significant number of Realms fans who do. Again, I could be wrong, but I don't believe I'm wrong and what I've seen tends to support my view.

quote:
Originally posted by SiCK_BoyI agree we'll have to pay for more books. Those that can't or won't afford this expanditure are welcome to just keep playing with past editions.


Yep. I'll probably even play some of the new edition, that's if I can find anyone to play, but it won't really be the Realms to me.

quote:
Originally posted by SiCK_BoyBut seriously, what's wrong with letting go of the alignment concept, with making it so that the cleric has something else to do in a game than healing everyone else, or even giving characters a form of self-regeneration?


The alignment concept was a roleplaying tool, not much more really. And it only restricted as much as any particular DM decided to restrict you. It's just lamentable that the focus seems to be on numbers rather than making a "well rounded" character.

As for the cleric, I've played a ton of clerics and I've never really felt they were just "heal bots". I'll grant you the general perception of them is that they're heal bots but I think that's as valid as saying that Drow are cooler than every other race.

Self-regeneration tends to ruin any sense of danger I feel when playing in a game. Just sorta the way it works.

quote:
Originally posted by SiCK_Boy
What's wrong with having characters have a faster recovery rate? OK, it may changes the dynamic in a dungeon. Just throw more monsters at the players... Instead of never having more than 1 encounter in a night, you can have many... I don't perceive it as a problem.


Yep, it seems like it will tend to change the game to a more combat oriented game. It also seems like it shall tend to make the PCs stronger and that begs the question as to whether the PCs will just be stronger, or if the PCs and the monsters will be stronger and if the PCs and monsters are stronger then will the NPCs be stronger. If they're ALL stronger then how does that change the nature of things, are object HPs higher too? If all the numbers are now astronomical then how does anyone ever die?

And, when all the numbers get astronomical then it doesn't look a lot like D&D to me anymore.

quote:
Originally posted by SiCK_BoyI repeat again: it's a change in paradigm. For sure, for someone who has never been able to think about a cleric as anything else than a healing machine, the change is hard to make... but seriously: what was so glorious about healing everyone anyway? Were people in your playing groups so eager to play the cleric in order to be the ones that could heal the others? In my experience, it's quite the opposite... the healer role was often the default choice for the last player to show up, because a group had to have one... to that player's dismay, more often than not.


The problem is the change in paradigm. More combat, more power, bigger numbers, non-stop action, no particular moral compass, etc. And I'm sorry that you didn't have anyone who wanted to play a cleric, whenever that happened to us we just didn't have a cleric. We had to go slower at times and we had to think outside the box at other times but it never hindered us and usually ended up being awesome.

I also hate the trend towards the "fill a role with your PC". Who cares if you don't have a mage or a fighter or a cleric. Just work around it. I mean damn, what are we, carbon copies?

quote:
Originally posted by SiCK_BoySo what if characters can recharge their abilities faster? In what way does it makes the game no more a rpg? Maybe it's a mechanic that's inspired by MMO... but then again, is that so bad?


Yep, I think so. I don't want D&D to be combat oriented, action pacted and scripted from 1st level to 50th. I especially don't want to see that type of thinking influencing the Realms, because I think it's already done a lot of damage and that it will be getting worse before it gets better.

quote:
Originally posted by SiCK_Boy
There is a real sense of snobism about MMO in many anti-4th edition posts...



Well, I tend to agree with you but unfortunately it's the MMO type ideas that are a driving force in changing the game from something we love into something we barely recognize. I have to admit that I get far too worked up about some of these issues and sometimes have to take a break so I don't say something particularly stupid.

I'm sure that most everyone respects MMOs for what they are but I don't think many are happy that they seem to be taking over D&D.


Reply author: Ayunken-vanzan
Replied on: 02 Mar 2008 22:16:23
Message:

One point from page three of this "review":

quote:
First of all, dragons ROCK. Every chromatic dragon fights and plays much differently than each and every other type now and they are ALL nasty. Every last one of them. AND, just to sweeten the deal, there are now real, honest to god dragon encounters set as low as level 3. Yes, you can actually fight a white dragon in a tough fight at level 1. Thats pretty damned awesome, once again deserving its title Dungeons & Dragons.


Right, Level 1 characters as dragon slayers.

And then this nonsense:

quote:
And while Metallics have for the longest time been GOOD creatures, the new 4E lack of standard alignment allows you to be pitted against ANYTHING as long as theres a good reason for it.


As if the alignment system of pre-4ed prohibited such encounters ...

But more important: Why should you be able to fight everything you encounter at all?


Reply author: Mace Hammerhand
Replied on: 02 Mar 2008 22:42:42
Message:

Snobism regarding MMOs? My main EverQuest character (a cleric) had clocked something like 180 days online over the course of 2 years... and I played WoW for half a year. In both, WoW and EQ it became a game of bigger numbers, the concept stayed the same, only that stuff did a tad more damage... so, you might say I have at least some perspective on the entire MMORPG thing. In a MMORPG every character has a role (guess why they call it roleplaying still). Tank, healer, crowd-controller, damage dealer.

I quit EQ because after roughly half a year online I grew tired of it, it became boring. WoW lost its appeal much faster, then again with all the characters and items and gold being sold online for hard currency it really didn't improve the game when total newbies came 'round with their lvl 70 uber-equipped characters and couldn't play at all.

The repetition is what drove me away, the lack of immersion and inability to actually do something special/world-changing.

DDI will make characters created by others available for fast play... every character has its "duty" ... and after a few rations and some water, characters are ready to go on killing shite again.

Am I snobby regarding MMORPGs? Not really, no. After all I played 3, and my EQ character (again the cleric) was renowned on the server because I could play...and well. So Sick_boy, I do know what I'm talking about, and D&D 4e looks like a bloody EQ-/WoW-rip-off to me, if I wanted to GM real "cool fun stuff" that actually is cool and fun and has a real different (compared to old school D&D) feel to it I'd have to go for TORG... maybe you've heard of it


Reply author: StarBog
Replied on: 02 Mar 2008 22:53:41
Message:

Amen, Mace.

I too am an ex-MMO player (150 days played on my main WOW character), and I quit them for the same reasons as Mace did, and I too see the signs of the worrying MMOism (is that a word?) creeping into 4e from what we've seen.

I just hope, with regards to the Realms, that things can work out due to the splendid authors we've got... but then again...the signs aren't encouraging.


Reply author: SiCK_Boy
Replied on: 02 Mar 2008 23:22:43
Message:

quote:
in many cases that is what routinely happens to clerics and wizards. It is how they fit into the grand scheme of things in D&D.


I don't want to get into a "in my game, it works this way" argumentation. I guess the reference to "my" experience was wrong in that respect.

However, I'm glad you agree that, from a general perspective, clerics and wizards often have to stay aside from the action.

By "the action", I mean the encounters and, mostly, fights. In the case of wizards, it's even more evident at lower levels, where a wizard can rarely do much after a single encounter. In the case of the cleric, he has more options, even more so with the 3rd edition rule of spontaneous casting. And although I agree he has a very large choice of spells, the truth is that more often than not, he can't afford to cast most of them because he has to keep his spell-slots to heal the rest of the party.

That is the nature of those classes. One can accept it as a simple part of the game.

But to me, it is a major problem when some player can't take an active part in an encounter. The game is based around character development and encounters. Forcing a player out of encounters because that is the way the game is designed is a problem, in my opinion. And I'll be glad to try a version of the game that tries to correct that.

I hope they'll manage to do it without making every character so strong that they can do anything by themselves. The rules have to enforce cooperative play, I think. But they should not make it so that some player is excluded from an encounter because of his character class.

And by the way, I greatly appreciated the tone of your reply. I guess it was the use of terms like "loser" and other expletives that made me view your first post as a negative one.

quote:
There is no single indispensable role to be covered in D&D.


Tiziano: that sentence is really a great subject for debating. Your argument about not having a need for a healer in the group is that your group had a healing sword... not very convincing. Sure, in a group of 10 clerics, there'll probably be 1 or 2 focusing on melee combat, 1 on ranged attacks and even a sneakier one...

The thing is, the game is designed with many concepts taken for granted. A certain level of wealth equivalent to character level is taken for granted, just like access to certain magic items. Same thing goes for access to a cleric (or, more specifically, a healer). Take any generic game of DnD (or any pre-existing module). I don't think it can work out for a group of characters without easy access (on a daily base) to a healer. That doesn't mean a group can't play without one. But then, it forces the DM to adapt the game to that specific group. Is that still DnD? Sure... but not DnD as the game is designed (except if you disagree on my point that the game design takes into account the fact that you'll have access to regular healing).

Now, is it bad to make a rpg where a group of players "need" a healer? No. I think it's a concept that's been around for so long that everyone accepts it. However, is it possible to make it so that the healer doesn't have to keep his other powers in check in order to play his healer's role? I certainly hope so... and I think 4th edition will be a step in the right direction, at least on that specific aspect of the game.

quote:
From what I gather up to now seems aimed to 'cool' characters that do 'cool' things dealing a lot of damage to opponents, but what else is there outside of combat?
I've played some wonderful sessions without a single round of combat, with the group charming opponents or figuring out puzzles or what have you, I'll definitely keep doing so, in 3rd edition.


I agree that the marketing of the new edition is making an abusive use of the word cool. They should try anotger word. Having recently seen "The Fifth Element", I'd vote for the word "Green". So, from now on, I'll promote the fact that the next edition of the game will be SOOOOO GREEN! And that is cool (And, it fits with the Gleemax color pattern)

However, I don't understand your argument about non-combat encounters. From all I've read so far, they are making a point of having non-combat encounters be an important part of the new system. That's something I'll be looking forward too, like, I think, most people (never saw anyone complaining there was too much social encounters in DnD).

quote:
And what is wrong with having your characters marshal their resources carefully, and plan on how to best take advantage of their opportunities because they are somewhat limited and they know it?


Nothing wrong with it. But then again, what is wrong with the opposite?

On that particular point (the fact that in 4th edition characters seem to regain their abilities at a faster rate than they do in past editions), I won't say it's better or worse than the current rules. To me, the only thing that matters is that the rest of the ruleset is structured accordingly around that fact to keep the encounters challenging for the players. I'll have to wait for the PHB and DMG to really judge on that point. But I don't see it as something we should worry too much about.

quote:
Paradigm? It's a change in game. It's gone from a gritty Conan type world to a flashy anime style world.


Shadezofthis: that quote, and a few other comments you made, seems to be more a criticism of the changes made to the FR setting. My comments were about the DnD game mechanics change, not about the changes in the FR setting. And although I ain't as opposed to the changes in the setting as other people on the net, I do have a problem with the change in tone of the setting, such as it was presented in the latest Countdown to the Realms column. I liked the civilized feel of the FR, and never asked for floating mountains and other such "fantastic" elements in the natural environment of the setting. However, I think that kind of discussion should take place in the 4th edition FR thread instead of the 4th edition DnD thread.

quote:
There seems like there will be an utter lack of verisimilitude in how the D&D game is played and how the people of the Forgotten Realms are (ie. Are all people now able to regenerate? If so then . . . well. . . then how do people die? ) These types of abilities change the nature of how people interact with the world. I mean, this conjecture may just be wrong, but it really looks like I'm going to have a hard time retaining any verisimilitude.


You got a valid point here. I had similar thoughs about that aspect, until I realized the problem was that we embody hit points as a representation of the physical health of a character. And I think that's what hit points were, in the past edition of the game. However, I believe the concept of hit points has always been one of the worst in respect to the verisimilitude of the game, independently of healing questions. How could a human resist 10 or 20 sword slash when a basic farmer dies from a single one? Having more experience in combat doesn't make one's body more resistant to damage. Every human character should be killable in a single clean sword slash, independant of level.

Thus, my take on it is that hp are an abstract concept that represent more than physical condition. It includes elements like the will to fight, and other such psychological things as well. The thing is, when you start to admit that hp aren't just a representation of a character's physical condition, it becomes more acceptable to have a concept like second wind (maybe akin to some adrenaline boost) or even a martial power healing (healing = raising hp) a character (could be assimilated to the motivation and will to fight a great speach from a heroic general would produce in his troops).

When seen in this light, hp are less of a problem, I think, and it's easier to keep that sense of verisimilitude.

quote:
I think that the game design will hinder the stories that happen in the Realms.


Shadez: I'd like to hear more of your thoughts on that point. Are you refering to stories from novels, or events from sourcebooks, or just stories as in "what happens in your campaign as your group plays a game of DnD"?

quote:
Self-regeneration tends to ruin any sense of danger I feel when playing in a game. Just sorta the way it works.


I've got a feeling we'll see many comments such as this one in the next few days (and maybe weeks). I won't argue much on it, because honestly, we just don't know. We haven't played the whole new ruleset yet. If the new concept is that, in a game environment like we currently have with 3.5, you add self-regeneration to characters, I agree: it'll be broken. But I have hope that they (the game designers) wouldn't make such a blatant mistake. The designers are also players of the game: I'm sure they realize that the risk and danger are an essential element of the game. However, as was said by another poster, making it so that you won't die just because of a bad dice roll is probably a good thing. If the new mechanic serves that purpose, it'll probably be a good one.

quote:
I also hate the trend towards the "fill a role with your PC". Who cares if you don't have a mage or a fighter or a cleric. Just work around it. I mean damn, what are we, carbon copies?


I think the issue here is one that is more problematic for game designers than for players. You're right that just about any group, with a decent DM, can manage to play the game without having filled all the group.

However, the game rules, and particularly the monster design and adventure design (pre-made adventures) need some reference points. I think DnD has always assumed a 4-box party, covering every basic contingency (a cleric, a wizard, a fighter and a thief), as part of that reference point. Changing the game so that this particular element isn't important anymore will make it more challenging to design adventures and monster that can be used by a wide variety of DM with minimal work on their part. I don't know if it would be better or worse for the players... (and please, I hope it won't turn into a "DM that can't invent their own adventures are lame anyway).

quote:
if I wanted to GM real "cool fun stuff" that actually is cool and fun and has a real different (compared to old school D&D) feel to it I'd have to go for TORG... maybe you've heard of it


Nope... what is TORG?

And what, in the new rule system, makes you think you'll get bored after X hours of game play (because that seems to be a major problem with MMORPG)?

Finaly... how do I insert the "Originally posted by XXX" line in quotes? Do I have to do it manually or is there a function to make it automatic?


Reply author: The Sage
Replied on: 02 Mar 2008 23:35:25
Message:

You can simply use the "Quote" function located above each and every post [it's the icon with the purple arrow]. Or you could otherwise post the following into each and every "Quote" you make:-

[italics]Originally posted by [Insert scribe name here][/italics]


Reply author: Asgetrion
Replied on: 03 Mar 2008 00:14:02
Message:

quote:
Originally posted by SiCK_Boy

quote:
in many cases that is what routinely happens to clerics and wizards. It is how they fit into the grand scheme of things in D&D.


I don't want to get into a "in my game, it works this way" argumentation. I guess the reference to "my" experience was wrong in that respect.

However, I'm glad you agree that, from a general perspective, clerics and wizards often have to stay aside from the action.

By "the action", I mean the encounters and, mostly, fights. In the case of wizards, it's even more evident at lower levels, where a wizard can rarely do much after a single encounter. In the case of the cleric, he has more options, even more so with the 3rd edition rule of spontaneous casting. And although I agree he has a very large choice of spells, the truth is that more often than not, he can't afford to cast most of them because he has to keep his spell-slots to heal the rest of the party.

That is the nature of those classes. One can accept it as a simple part of the game.



Wait, are you saying that in your opinion Clerics and Wizards don't have a part/role in combat encounters? Funny, I've seen many, many "pro-4E" people posting that actually Cleric, Druids and Wizards are too *powerful* at high levels, and "outshine" all the other classes in combat. And didn't you yourself note that the *spontaneous* Healing has "freed" clerics from filling up their slots with Healing spells?

In my experience Clerics often prepare so many "buffs" that they can easily outclass the Fighters, Rangers and Barbarians in melee. A Fighter/Cleric or a Cleric/Divine Templar are both *very* effective combatants, especially if you have access to War or Strength Domain. And if you wish to try a really broken and wicked Cleric "build", try playing a dwarven Cleric/Divine Templar/Craftmaster/Hammer of Moradin -- I *guarantee* that your damage bonus will be ramped up to +40 (without *any* "buffs" or Power Attack) by 15th level. Oh, and you can craft Artifacts, too (effectively your CL will be 25 for that purpose ;).


Reply author: SiCK_Boy
Replied on: 03 Mar 2008 00:33:42
Message:

quote:
Originally posted by Asgetrion
are you saying that in your opinion Clerics and Wizards don't have a part/role in combat encounters?

Nope. I'm saying that wizards, at low levels, can rarely be useful after one encounter. They need to rest to regain their spells. As long as they don't have their spells back, they are basically useless in encounters. It forces the other characters to wait for them, creating a bad situation in my opinion.

As for clerics, they have more versatility and can stand their own in melee combat. But, the main ability of a cleric is his spellcasting. And even if spontaneous casting makes things easier, the cleric often can't cast his spells, because he needs to heal the other characters (particularly the fighters and rogues who take massive damage in combat). Thus, clerics are often forced to not use a major power of their class, because they need to keep it for the other players in the group.

My experience is limited to mid-levels (between levels 4 and 12) however, so maybe it's not an issue anymore when you reach near-epic levels.

My point on clerics is not that they can't fight. It's that the game context, and particularly the fact that they are matched with fighters in their group that absolutely need the cleric's healing powers, forces them to not use their spells in other ways.

Giving a form of self-healing power to fighters makes this less of a problem and gives more freedom to the cleric, I think.


Reply author: Rinonalyrna Fathomlin
Replied on: 03 Mar 2008 01:35:32
Message:

quote:
Originally posted by SiCK_Boy
But seriously, what's wrong with letting go of the alignment concept...


Alignment is still in the game. In fact, according to Worlds and Monsters, it's supposed to mean more for characters than it used to. The main difference is that there aren't going to be many (if any) mechanics based around alignment.


Reply author: Rinonalyrna Fathomlin
Replied on: 03 Mar 2008 01:40:35
Message:

quote:
Originally posted by Faraer
This is innuendo, or what Wikipedia calls 'weasel words'. 'Seems' to who, and in what way? Accusations of prejudice are serious. The last time you made them you conflated two sets of posts that disagreed with each other and you weren't interested in discussing what people actually posted or thought when I challenged you on it.



I also recall when this Sick_Boy made unsubstantiated blanket statements about "hard-core Realms fans" here, then got all upset and offended when he felt I was doing same thing to people who dislike the Chosen of Mystra and complain about them constantly.


Reply author: Rinonalyrna Fathomlin
Replied on: 03 Mar 2008 01:50:04
Message:

quote:
Originally posted by Odysseus

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Wooly Rupert

It seems to me that they're specifically trying to remove the sense of danger.


I don't know if you read one of the recent Dragon articles about PCs being able to do brave-to-the-point-of-being-stupid things in 4E and basically being rewarded for it (don't recall the name of the article), but one could say it reinforces your statement.



The dragon editorial is called fearless. And to sum it up. What they are trying to do is remove the situations where a characters dies from one bad dice roll.But not from two bad rolls.



Thanks for refreshing my memory.

The vibe that a lot of people didn't like (and made me a bit wary, myself) came from the idea that characters who tend to be more cautious and inclined to planning ahead lose out whereas characters who take the stupid risks don't. I think sometimes people should be rewarded for being extra careful, even though that may not be as "flashy" and movie-like as the crazy stunts.


Reply author: Rhone Ethenkhar
Replied on: 03 Mar 2008 01:59:38
Message:

quote:
Originally posted by SiCK_Boy
But to me, it is a major problem when some player can't take an active part in an encounter. The game is based around character development and encounters. Forcing a player out of encounters because that is the way the game is designed is a problem, in my opinion. And I'll be glad to try a version of the game that tries to correct that.

I hope they'll manage to do it without making every character so strong that they can do anything by themselves. The rules have to enforce cooperative play, I think. But they should not make it so that some player is excluded from an encounter because of his character class.


I hear you. But I can't help but personally feel that, while what you say does indeed happen SOMETIMES, I prefer to look at those things not as problems or obstacles, but as opportunities to think outside of the box of whatever your character class/concept may be. It forces one to do things with what you do have and not focus on "well, gee, I can't do what I always do or what I want to do." Sometimes, as in real life, you have to make do with what you got. Lemonade out of lemons, so to speak.

Also, just because the rules do not deal specifically with situations like that, does not mean that a group of players can't come to some sort of agreement or whatever. I mean, above all else, rpg's are about thinking and creativity. Letting some books or a rules lawyer dictate the intent of a game is never fun. Not that you were implying that, however.

quote:
Originally posted by SiCK_Boy
And by the way, I greatly appreciated the tone of your reply. I guess it was the use of terms like "loser" and other expletives that made me view your first post as a negative one.


No worries. I was only directing my "nasty" comments towards the "person" who wrote those ludicrous pages of his play testing, Massawyrm. He probably doesn't read here, but if he does....whatever. I'm sure he is a big boy by now and he has learned to take his lumps :) I mean, really. By his name I am sure he is compensating for something ;-)


Reply author: chance87
Replied on: 03 Mar 2008 02:40:19
Message:

quote:
Originally posted by ShadezofDis


Yep, it seems like it will tend to change the game to a more combat oriented game. It also seems like it shall tend to make the PCs stronger and that begs the question as to whether the PCs will just be stronger, or if the PCs and the monsters will be stronger and if the PCs and monsters are stronger then will the NPCs be stronger. If they're ALL stronger then how does that change the nature of things, are object HPs higher too? If all the numbers are now astronomical then how does anyone ever die?

And, when all the numbers get astronomical then it doesn't look a lot like D&D to me anymore.



This is where I see the "suspension of disbelief" breaking down, as well. Most PCs (at least, in games that do more than pay lip service to role-playing) have backgrounds...Joe Bob got tired of farming, picked up a sword, and took the next adventuring party out of his little town. At that point, according to 3.5E and back, Joe Bob has some quality that sets him apart from the rest of the farmers. His stats are a little higher, better luck, whatever.
However, he only stands slightly apart from his peers. He is not yet a "god among men", as he will become once he becomes an epic character. It's only that indefinable quality that elevates him.
So if we accept that this premise holds true, are all 4E commoners going to have abilities that amount to being immortal short of failing their "system shock" save vs. massive damage? Joe Bob's neighbor on the next farm can go ten rounds against the ankheg that burrowed up to eat his taters, because it takes him that long to expend all of his healing surges?


Reply author: Wooly Rupert
Replied on: 03 Mar 2008 04:49:12
Message:

quote:
Originally posted by SiCK_Boy

Changes in paradigms are hard to accept for most people...


This isn't a change in paradigm. It's a whole different game. And playing the "oh, you just can't accept change" card is exceedingly rude. It's the same snobism you accuse us of.

quote:
Originally posted by SiCK_Boy

The more I read about 4th Edition, the more I realize that. It is a major shift in the conception people have of the game. But that 3 pages review (Aintitcool's Massawyrm) really made it sound like an interesting game.


I read far enough to see that it was the exact same thing the designers have been telling us. Rehashed propaganda is not a review, in my opinion.

quote:
Originally posted by SiCK_Boy

I ain't that old, and yet... the current outcry at the new edition reminds me of previous events. We heard the same kind of lament when they changed the card design in MtG.


I had absolutely no complaints about 3E before its launch. None, whatsoever.

After its launch, I had but one complaint, and it wasn't even anything to do with the game mechanics. It was about the way things in the Realms were retconned to fit into 3E. And that was my only complaint. So don't lump me in with people who fight any change.

I'd admit that I later added a few complaints, but they were all based on marketing decisions: the endless flow of new feats and PrCs, and the attitude that if it existed, it had to be fought, and nothing else about a creature mattered except how it fought.

quote:
Originally posted by SiCK_Boy

Through all the criticism made about the next edition, I'm still waiting to read a valid one about the game design.


Go back and reread some of the earlier posts. Really read them, instead of dismissing them out of hand.

quote:
Originally posted by SiCK_Boy

I agree we'll have to pay for more books. Those that can't or won't afford this expanditure are welcome to just keep playing with past editions.


Bah. As long as the books don't cost more than $30 or $35, I'm not complaining about costs. Cost is a non-factor in all of this.

quote:
Originally posted by SiCK_Boy

But seriously, what's wrong with letting go of the alignment concept, with making it so that the cleric has something else to do in a game than healing everyone else, or even giving characters a form of self-regeneration?


I've never played, or seen a cleric played, who did nothing but heal. Clerics are meant to wade into combat, buff their allies, turn undead, and heal.

quote:
Originally posted by SiCK_Boy

Wooly: why do you say that "The alignment thing is a deliberate dumbing down of the game, no matter what they say."?


Because there is not and never has been a problem with the alignment system, other than the fact that some people couldn't be bothered to read clear descriptions and pay attention to the fact it was always stated to be a guideline.

quote:
Originally posted by SiCK_Boy

What's the use, really, of alignment in the game? It never forced people to put though into their character's action! It simply hindered players by restricting their options. Moral questions are never white or black... and no alignment system will ever be supple enough to represent adequately the wide range of possibility it should encompass. Certainly not with only 9 possible choices.

But seriously, what are the dire consequences of not having aligment anymore? Detect evil won't work? Souls won't know wether to go to hell or heaven after death? Paladins will be able to attack gold dragons? Seriously, what's so dramatic about it? What's preventing anyone from following any given moral code in the new rules? The fact that nowhere in the PHB it states that a Lawful Good character must abide by the law doesn't prevent any character from playing a LG character.


Nine choices, as long as they are broad categories -- which the existing system is! -- are more than sufficient. There is, in fact, a degree of elegance to that system.

Players were never hindered by their alignment. Alignment is a set of moral guidelines. It's a guide on how the character acts, not a hard and fast rule... And there were even in-game mechanisms for changing alignment. Anyone who felt hindered by their alignment wasn't doing it right. It's pretty simple: "I'm a LG character. What would a good guy who values law and order do?"

Alignment is, and always has been, a role-playing tool, first and foremost. Simplifying it makes it less of a tool for role-playing. By making it simple, they downplay the important of role-playing in the game. So they're downplaying what has always been an essential element of the game. If I didn't want role-playing, if I only wanted to wander around and kill stuff, I'd reactivate my now-closed WoW account.

quote:
Originally posted by SiCK_Boy

Another quote from Wooly:
I think the idea of being back at full strength, with just a few hours of rest and no clerical healing, is far more ridiculous than having to rest because the mage ran out of spells.

Why? I must say you are one of the most vocal opponents of the new system I've read on these boards, Wooly. You often make sarcastic comments about the new game design, and their creators. But you rarely put much explanation into your attacks...


I daresay I have not been all that sarcastic.

Let's see, going into all of the numbers behind healing surges, pointing out how it makes things tougher for a DM and removes the element of danger from PC actions, this isn't putting in explanation? If that's the case, then you just need to skip over any more posts I make, as well as the rest of this one. I can't explain things much more clearly than I already have... And it's interesting that you fail to see my explanations, but other folk not only see them, they understand and agree with them.

I'm not trying to make any attacks, here, but your comments make it look like you're not reading anything I write.

Just because you don't agree doesn't mean I've not made a valid point.

quote:
Originally posted by SiCK_Boy

What's wrong with having characters have a faster recovery rate? OK, it may changes the dynamic in a dungeon. Just throw more monsters at the players... Instead of never having more than 1 encounter in a night, you can have many... I don't perceive it as a problem.


A faster recovery rate is fine. Bouncing back from near-death to full strength in mere hours, without any divine or magical healing, is ridiculous. This also removes any element of danger, and it is flat-out unrealistic. Sure, divine healing isn't all that realistic, but it does fit into the general fantasy setting. Someone nearly getting their arm hacked off and using that same arm to swing a warhammer mere hours later, with no divine healing in the meantime, doesn't fit into a fantasy setting.

"Just throw more monsters at the players"? Oh, please. I don't want to play a game that is nothing more than an arms race between the PCs and the DM. One of the many things I learned from playing WoW: more monsters may be more of a challenge, but it's not at all more fun.

Why should players become nearly unstoppable, even at low levels? How is it fun to player a character that can deal with nearly anything? I don't want to play Superman with a sword.

quote:
Originally posted by SiCK_Boy

I repeat again: it's a change in paradigm. For sure, for someone who has never been able to think about a cleric as anything else than a healing machine, the change is hard to make... but seriously: what was so glorious about healing everyone anyway? Were people in your playing groups so eager to play the cleric in order to be the ones that could heal the others? In my experience, it's quite the opposite... the healer role was often the default choice for the last player to show up, because a group had to have one... to that player's dismay, more often than not.


Clerics should be more than healing machines, and most clerics are.

But in 4E, what's the role of a cleric? With all the self-healing going on, there's little need for a healer. And a few hours rest will fully recharge everyone, without a single spell being cast -- no need for a cleric, there, either. With ill effects being thrown off with the flip of a coin, what need is there for a cleric to remove them? Even if someone can't make their save, the effect will be gone as soon as the fight is done... So there's less need for a cleric, there. A cleric's combat role can be easily done -- and usually, done better -- by a warrior-type. So other than turning undead, what role is left for the cleric?

quote:
Originally posted by SiCK_Boy

So what if characters can recharge their abilities faster? In what way does it makes the game no more a rpg? Maybe it's a mechanic that's inspired by MMO... but then again, is that so bad?


Yes. Because with less risk for the PCs, and a greatly reduced chance of death, they are being encouraged to just keep chopping thru everything. With every character being a tank, there's no need to try to use your head to outsmart something, or to try to avoid combat by negotiating, or anything like that. Role-playing gets left out, in favor of nothing but combat. And that's exactly like playing an MMO.

quote:
Originally posted by SiCK_Boy

There is a real sense of snobism about MMO in many anti-4th edition posts...



Snobism? Nay. And quit insulting us by brushing off our concerns like that.

It's real simple: if I want to play an MMO, I will play an MMO. I have done so before; I will likely do so in the future. But if I want to role-play, then I want to play an RPG. I don't want an endless killfest that masquerades as an RPG, I want the opportunity to role-play, and in particular, to role-play something other than a self-healing walking meat grinder.


Reply author: Venger
Replied on: 03 Mar 2008 10:46:10
Message:

quote:
A faster recovery rate is fine. Bouncing back from near-death to full strength in mere hours, without any divine or magical healing, is ridiculous. This also removes any element of danger, and it is flat-out unrealistic.


What's unrealistic is viewing Hit Points as a measure of how much physical punishment a person can take. You don't think it's at all ludicrous to say that one man has to be stabbed 20 times with a longsword before dying, while another can can die from one hit? That's what's ridiculous. Fortunately, with 4E, they're changing the definition of what Hit Points are (And coincidentally, they're making it more the way I and many others always thought they should be viewed as). Like SICK_Boy said, "hp are an abstract concept that represent more than physical condition". There's no "regeneration" going on because Hit Points aren't going to be purely a measure of physical injury. They're going to be a combination of several factors, like willingness to fight on, exhaustion, etc. Here's Chris Sims on the subject.

quote:
Second wind and even healing powers have the obvious outcomes in the game of increasing hit point numbers. The question ultimately is: What do hps represent? If they don't just represent physical damage, and they don't, then even a so-called "healing" power might just be strengthening a targeted character's resolve to fight onor whatever the players and DM decide it means for the narrative at the time. Evidence for this is easily found in that the warlord has the martial power source, which isn't completely nonmagical, but certainly less magical than other power sources. Nevertheless, the warlord has healing powers, which my players model in the narrative as inspiring words, encouragements, or a "rub some dirt in it and get back in this fight, soldier" order. With the cleric, it's really a "Pelor cure your ills" sort of thing.

Healing surges, in general, have to be triggered. Second wind is a trigger, usually usable once a fight. Other triggers include healing powers and items, or the proper use of the Heal skill. I dont see any cheese in healing surges within this context, even though everything is more delicious with cheese. Within this cinematic context, they do make sense.

As for second wind, we've all seen movies and read stories where the hero just won't stay down. Second wind gives a player that kind of control over a PC. What it means in the narrative, once again, is whatever the players and DM decide it means. It's an opportunity to expand the narrative, and not any cheesier than a beat-up action movie hero peeling himself off the pavement and giving the bad guys a few more fives across the lips. D&D aims at that kind of action, and how you imagine the action is up to you.

The same goes for bloodied, which is a state in which a character shows signs of faltering or injury. I can imagine all kinds of abilities keying off being bloodied or an enemy being bloodied. Some people who have posted here have pointed out just such narrative opportunities, such as the yuan-ti seeing hes got you on the ropes and zealously attacking because of it. And thats really what they arenarrative, or roleplaying if you prefer, opportunities.

None of the abstractions of the 4e D&D game are outside the realm of imaginations ability to explain in a fun way within the narrative of the game. I cant agree with assertions to the contrary.


Reply author: Venger
Replied on: 03 Mar 2008 10:52:23
Message:

quote:
So other than turning undead, what role is left for the cleric?


If the only thing there is for a Cleric to do is heal other players, then the Cleric most definitely needs more then that. Fortunately, they're giving the Cleric more then that. But your answer is in the above quote I posted.

quote:
Healing surges, in general, have to be triggered. Second wind is a trigger, usually usable once a fight.


The Cleric brings more healing to the table when the PC's are stuck in a bad fight and their one healing surge per encounter just isn't cutting it.


Reply author: ShadezofDis
Replied on: 03 Mar 2008 15:59:11
Message:

quote:
Originally posted by SiCK_Boy

However, I'm glad you agree that, from a general perspective, clerics and wizards often have to stay aside from the action.


That is only if you define "action" as swinging a sword. I don't. Further, there are ranged weapons which a caster can use. At low levels a fighters BAB isn't enough to render a wizard moot.

And, you know, sometimes there's a character who isn't going to shine in a particular encounter. That mean fighter who can chop anything to pieces isn't going to be very good for getting a merchant prince to like you. If you're making a character then make a character that you want to play, if the DM isn't friendly to that type of game then look for another, if you're just stuck then DM yourself or suck it up. (I only get to DM the Realms because I don't know anyone who wants to run the Realms, it's a shame but that doesn't make me want to change the nature of the Realms.)

quote:
Originally posted by SiCK_BoyBy "the action", I mean the encounters and, mostly, fights. In the case of wizards, it's even more evident at lower levels, where a wizard can rarely do much after a single encounter. In the case of the cleric, he has more options, even more so with the 3rd edition rule of spontaneous casting. And although I agree he has a very large choice of spells, the truth is that more often than not, he can't afford to cast most of them because he has to keep his spell-slots to heal the rest of the party.


Wizards can use crossbows. Clerics can usually use a crossbow or, worst case, they can use a sling. I mean, really, where's the problem?

quote:
Originally posted by SiCK_BoyThat is the nature of those classes. One can accept it as a simple part of the game.


Yep, you get magic and in return for this magic you need to pace yourself. That's why wizards don't rule the world.

quote:
Originally posted by SiCK_BoyBut to me, it is a major problem when some player can't take an active part in an encounter. The game is based around character development and encounters. Forcing a player out of encounters because that is the way the game is designed is a problem, in my opinion.


Not a strong argument, there's no reason a caster has to be "forced" out of an encounter. Perhaps some people don't dig having to go slow but there's no reason that camping and resting has to take more than 5 minutes at the table. If the DM keeps throwing encounters during your rest period then you need to move to a more secure location.

quote:
Originally posted by SiCK_BoyI hope they'll manage to do it without making every character so strong that they can do anything by themselves. The rules have to enforce cooperative play, I think. But they should not make it so that some player is excluded from an encounter because of his character class.


The rules have never enforced cooperative play. If you're playing an adventure someone bought then it's likely designed with the 4 person party model in mind but that doesn't mean you need to follow that design. If you're playing a DM written adventure then you're usually even more free to do things that aren't "run in and kill stuff".

quote:
Originally posted by SiCK_BoyThe thing is, the game is designed with many concepts taken for granted. A certain level of wealth equivalent to character level is taken for granted, just like access to certain magic items. Same thing goes for access to a cleric (or, more specifically, a healer). Take any generic game of DnD (or any pre-existing module). I don't think it can work out for a group of characters without easy access (on a daily base) to a healer. That doesn't mean a group can't play without one. But then, it forces the DM to adapt the game to that specific group. Is that still DnD? Sure... but not DnD as the game is designed (except if you disagree on my point that the game design takes into account the fact that you'll have access to regular healing).


D&D, while designed for a 4 person party, is VASTLY more dynamic than "If you don't have a cleric then you're toast." I've played in groups with no healing magic, had a longtime campaign arch where my fighter was hardly ever at full.

And you know what, it was a grand old time. Fantastic.

In my opinion an RPG shouldn't be scripted by the game design. It should look more like adlib acting than an MMO. You talk about character development but I've never seen any sort of character development in an MMO, just an endless hack and slash.

quote:
Originally posted by SiCK_Boy
However, I don't understand your argument about non-combat encounters. From all I've read so far, they are making a point of having non-combat encounters be an important part of the new system. That's something I'll be looking forward too, like, I think, most people (never saw anyone complaining there was too much social encounters in DnD).


I look forward to seeing their ideas on social encounters, unfortunately it looks like there's very little emphasis on anything but combat. This looks like it's an almost exclusively combat based game, and that might just be perception, but I haven't seen anything but lip service to say otherwise.

quote:
Originally posted by SiCK_Boy
Nothing wrong with it. But then again, what is wrong with the opposite?


People can't keep going, that's what the problem is. While D&D doesn't look much like real life it's a lot closer than Dragonball Z is and the new edition of D&D looks more like Dragonball Z than anything else.

quote:
Originally posted by SiCK_BoyOn that particular point (the fact that in 4th edition characters seem to regain their abilities at a faster rate than they do in past editions), I won't say it's better or worse than the current rules. To me, the only thing that matters is that the rest of the ruleset is structured accordingly around that fact to keep the encounters challenging for the players. I'll have to wait for the PHB and DMG to really judge on that point. But I don't see it as something we should worry too much about.


I think it's worse than the current rules because I think it runs even further away from any sense of reality that the game may have had. With what has been coming out I can't see how the world works, I can't imagine what's going to happen with spells and the fact that wizards will be able to pop off a full compliment every 6 hours. I could be going overboard but I can't imagine believing in a functional world with this type of system.

quote:
Originally posted by ShadezofDisParadigm? It's a change in game. It's gone from a gritty Conan type world to a flashy anime style world.


quote:
Originally posted by SiCK_BoyShadezofthis: that quote, and a few other comments you made, seems to be more a criticism of the changes made to the FR setting. My comments were about the DnD game mechanics change, not about the changes in the FR setting.


Nope, that's about the game mechanics. Being able to recharge to full 4 times a day makes the game feel more like Dragonball Z than ANY fantasy I've ever read.

quote:
Originally posted by SiCK_BoyHow could a human resist 10 or 20 sword slash when a basic farmer dies from a single one? Having more experience in combat doesn't make one's body more resistant to damage. Every human character should be killable in a single clean sword slash, independant of level.


A higher level fighter is going to get a slight slash on the bicept from a blow that will cut a farmer in half because the high level fighter can deflect the blade a bit, move a hair and get a slight slash. The farmer can't deflect the blade, doesn't have the instincts to move, and gets chopped in half.

I don't buy the argument and I don't feel the second wind stuff represents anything but a desire to have nonstop action. I don't find nonstop action to be at all reasonable and it changes the characters from humans (or other race) into superheros.

quote:
Originally posted by SiCK_BoyWhen seen in this light, hp are less of a problem, I think, and it's easier to keep that sense of verisimilitude.


I think that looking at HP in that light opens a can of worms that I don't even want to consider. Are fear effects going to do HP damage because they take away your will to fight? Does being tired take away your ability to use your second wind? If not why? Should a character be able to use the second wind when in the presence of a fear generating creature?

Further, if a character can go from Death's door to . . . what, a quarter? Then. . . well. . . that's a completely different game.

quote:
Originally posted by SiCK_Boy
quote:
Originally posted by ShadezofDisI think that the game design will hinder the stories that happen in the Realms.


Shadez: I'd like to hear more of your thoughts on that point. Are you refering to stories from novels, or events from sourcebooks, or just stories as in "what happens in your campaign as your group plays a game of DnD"?


The stories that my group creates. I LOVE running a game that feels as real as possible. This includes letting the players know and interact with the people of the setting and that interaction can feel "real" because I have a good handle on what's happening throughout the region because I can draw from historical records (to an extent, have to add in some things but historical records give an idea of what's a base line reasonable) and I can draw from these records because we're dealing with humans, not superhumans.

If D&D 4e says that the PCs are superhuman and the average Joe is regular human then I'll still be able to do this to an extent, but if everyone is the same as PCs (more or less, which is what D&D has done since the beginning) then I can no longer draw on those records because people will be FAR more capable than regular humans.

The problem is that 4e doesn't seem to have a single thing to do with reality. Which is a somewhat strange thing to say about a fantasy game but I like a game that's close to realistic, even if it includes things like magic and monsters and such.

quote:
Originally posted by SiCK_Boy
quote:
Originally ShadezofDisSelf-regeneration tends to ruin any sense of danger I feel when playing in a game. Just sorta the way it works.


I've got a feeling we'll see many comments such as this one in the next few days (and maybe weeks). I won't argue much on it, because honestly, we just don't know. We haven't played the whole new ruleset yet. If the new concept is that, in a game environment like we currently have with 3.5, you add self-regeneration to characters, I agree: it'll be broken. But I have hope that they (the game designers) wouldn't make such a blatant mistake. The designers are also players of the game: I'm sure they realize that the risk and danger are an essential element of the game. However, as was said by another poster, making it so that you won't die just because of a bad dice roll is probably a good thing. If the new mechanic serves that purpose, it'll probably be a good one.


Well, at the very least it looks like self regeneration will extend combat a lot and I find that very disappointing. As is combat takes up the lions share of the games I run and that's a shame because that's the time where the least amount of story happens. We do a pretty good job of balancing role-play and roll-play but 4e sure looks like it will have more roll-play still.

Of course this is just a matter of game play preference. And I'm sure that you can reduce combat times in 4e but it still seems like the focus is, and will continue to be, on combat.

quote:
Originally posted by SiCK_Boy
quote:
Originally ShadezofDisI also hate the trend towards the "fill a role with your PC". Who cares if you don't have a mage or a fighter or a cleric. Just work around it. I mean damn, what are we, carbon copies?


I think the issue here is one that is more problematic for game designers than for players. You're right that just about any group, with a decent DM, can manage to play the game without having filled all the group.


I don't think it has to be a problem for designers. I don't really think there should be a set assumption on what you're going to play. Classes can be balanced against each other and monsters can be assigned a CR based on a 4 person party but what else do you need to design for a 4 person party?

I'll state it again. I do not believe in the arguments that a cleric or wizard is dead weight most of the time. I do not believe that you need a healer or a wizard or any other party component.

quote:
Originally posted by SiCK_BoyAnd what, in the new rule system, makes you think you'll get bored after X hours of game play (because that seems to be a major problem with MMORPG)?


It might be that I'll have a grand time playing 4e. It might just be a fantastic game.

But it's not the same game that D&D has been. It's anime where there was once Conan. It's a change of focus from creating a character to running some numbers. It's a change from a slow dangerous crawl to a fast paced, throw caution to the wind, blitzing pace.


Reply author: Tiziano
Replied on: 03 Mar 2008 18:53:01
Message:

SiCK_Boy, what I meant (probably badly said, but English isn't my mother tongue), is that there are so many possibilities to cover healing in a game that, in my opinion, no single character needs to be confined to that, and no player needs to feel that his cleric character is useful just as a repository of healing spells, just like a fighter needs not to be the 'killer' of the group or a rogue would have no reason to feel useless if there aren't locks to pick or traps to be found.

But those archetypal roles could be a starting point for the player too, a cleric might want to get out of his temple to be an healer for the people and there find his strength , no matter his problems with the order discipline, or the 'burden' imposed to him with the gift of healing by his deity could be a step on his moral growth, or the beginning of a quest.

I really don't think that the 'everybody can do everything' is a solution for prospective players that see role-playing as strictly combat-oriented and/or 'usefulness-oriented'.


Reply author: Faraer
Replied on: 07 Mar 2008 03:18:00
Message:

Chris Pramas's comments on 4E from playing it at D&D Experience

quote:
The CCG style of the rules and the changes to the IP did make the game feel a lot less like D&D though, at least to me. And since the rules seem to have been tailored to provide a very particular experience, I don't think they will make as good of a base for the variety of campaign settings D&D used to see. It's pretty clear that WotC realizes this, which explains why they felt the need to advance the timeline and have an apocalyptic event in the Forgotten Realms. I don't think many of the old campaign settings will transition over without a lot of cutting, spindling, and mutilating.


Reply author: SiCK_Boy
Replied on: 07 Mar 2008 06:03:25
Message:

What's IP?


Reply author: George Krashos
Replied on: 07 Mar 2008 07:32:22
Message:

Intellectual property.

-- George Krashos


Reply author: Rinonalyrna Fathomlin
Replied on: 07 Mar 2008 16:00:07
Message:

Faraer, thanks for posting that link.


Reply author: Faraer
Replied on: 07 Mar 2008 21:30:29
Message:

quote:
Originally posted by George Krashos

Intellectual property.
I.e. the creative, fictive elements of the game, rather than the mechanics.

There are other reports of that demo game, but I linked to Chris's because I respect his work on Freeport and WFRP and he directly mentioned the Realms.


Reply author: Fillow
Replied on: 08 Mar 2008 09:28:21
Message:

Maybe this question has already been asked but does it exist a newsletter from WotC, an "RSS" or something like that which could help us to know when there are news on their website ?
Thanks a lot.

I know your answer : "Read this thread !"... No ?


Reply author: Arkane
Replied on: 12 Mar 2008 01:46:58
Message:

I agree with most of you on anyone being able to heal themselves with "second wind". In my opinion it takes away from the game as well as clerics. If a character dies because of a bad role, than that is unfortunate. Life is hard on adventurers and part of the game is not knowing how some situations are going to turn out. I think second wind takes some of, if not all of the fear out of the players when a really good combat begins. They know that they can rely on the second wind.

I also personally like having abilities, skills, or items that can only be used once per day or more. Allowing characters to use these every encounter takes away from the strategy and carefull planning of adventuring. The players in my group know that they have to ration such skills, abilities, and items for times when they will really need them. They certainly never take them for granted with limited use.

As far as clerics go, the clerics in my group dish out a fair amount of damage and are never sitting their picking their noses waiting to heal somebody. Wizards are by far one of the most powerful classes in the game if played correctly at least in 2nd edition (even though I have a whole binder of house rules which include rules for exhaustion that are very simple). Wizards at low levels need to be careful but mid to high level ones can make a serious difference. There's nothing like casting a project image around the bend with a wizard eye spell on top of that and blasting the snot out of a room full of monsters as they attack an illusion. How many fighters can do that without risking serious injury?

Anyways, just my opinion

Matt


Reply author: Kuje
Replied on: 21 Mar 2008 00:22:36
Message:

If you didn't hear, the 4e MM, DMG, PHB is at the printers and it's on target for the June release.


Reply author: Markustay
Replied on: 21 Mar 2008 00:25:07
Message:

Looking forward to June, then.

August........ not so much.

@Faraer - Thanks for the Link.


Reply author: Mace Hammerhand
Replied on: 21 Mar 2008 09:32:59
Message:

quote:
Originally posted by Kuje

If you didn't hear, the 4e MM, DMG, PHB is at the printers and it's on target for the June release.



Read it at the wizards-page and forgot about it...


Reply author: Rinonalyrna Fathomlin
Replied on: 22 Mar 2008 23:30:43
Message:

quote:
Originally posted by Kuje

If you didn't hear, the 4e MM, DMG, PHB is at the printers and it's on target for the June release.



Thanks for the info (I thought it was May). I know it irks some people (sorry, folks!), but I actually plan to buy those books.


Reply author: Mace Hammerhand
Replied on: 22 Mar 2008 23:45:45
Message:

Don't bother me, Rino, it sounds like a somewhat interesting game, but from what I've gathered so far it ain't D&D...plus I got more than enough sourcematerial and rules-material to keep me happy for quite a few years


Reply author: Rinonalyrna Fathomlin
Replied on: 22 Mar 2008 23:48:04
Message:

quote:
Originally posted by Mace Hammerhand

Don't bother me, Rino, it sounds like a somewhat interesting game, but from what I've gathered so far it ain't D&D...plus I got more than enough sourcematerial and rules-material to keep me happy for quite a few years



Yeah, that seems to be true for a lot of people.


Reply author: Dalor Darden
Replied on: 23 Mar 2008 02:22:35
Message:

I'll gladly play the game as long as it is fun and not too cumbersome. My sole reason for playing 3.5 was that it was what was being published...and that is what most folks that want to play in the Realms were using.

Now...I'm not sure I want to play in the Realms any longer...but I'm waiting to see if the New Realms is to my liking as a new campaign setting.

If I want to keep playing in the Old Realms, then I will...the two are just that now for me: different settings.

The rules set that they are coming out with I'm sure will be an interesting game...I have no doubt that it seems very much like the old style where things were very simple; but being simple seems to perhaps be the only thing I can say for certain that they have in common until I actually get to look at the books...which I too will buy.


Reply author: Caedwyr
Replied on: 29 Mar 2008 02:25:31
Message:

Raise Dead now only works on Plot Critical PCs and NPCs. If you happen to live in the gameworld and aren't one of these fortunate individuals, no Raise Deading for you:

quote:
The "PCs are special" comes out in other ways. I don't know if this has been mentioned, but I don't imagine it's a vital thing, and it's one of my favorite points: Raise Dead. In 4E, it's specifically called out that you can't raise most people from the dead. By and large, when the fates cut your thread, it's over - you are sent to whatever your final fate may be. You can only be raised if you still have an unfulfilled destiny - and as it turns out, that's something most PCs (and presumably, many major villains) happen to have. This is a HUGE thing for me in terms of dealing with the logical impact of raise dead on a civilization. I've always been bothered by the basic issue of "If raise dead exists, how do wealthy people ever die of anything except old age?" 4E gives the answer: raise dead is a divine gift that can only call back those touched by destiny; while when King Jarot is assassinated, that IS destiny. Bringing him back simply isn't an option.


Enworld link
http://www.enworld.org/showthread.php?t=221877

Original Link:
http://gloomforge.livejournal.com/ (look at the March 18th post titled: 4E in Eberron, Continued

This seems to apply to all of D&D, not just Eberron from the context of his post.

Good/bad/indifferent?


Reply author: Ateth Istarlin
Replied on: 31 Mar 2008 11:58:13
Message:

Indifferent - at least in my campaign, I've never allowed spells like "Raise Dead" to be all that common anyway


Reply author: dwarvenranger
Replied on: 05 Apr 2008 16:58:40
Message:

One of the guys at my game table went up to the playtest in San Antonio the other weekend. He spoke well of the game, but it seemed liked that was cause he wanted to speak well of the game. Overall it sounded like a bunch of rubbish to me, with maybe one or two good ideas thrown in, but those ideas could easily be incorporated into 3.5.
With the advent of the daily power, I can see the game becoming more of a one battle per day event. Kinda like a hard part in a video game, hit and rest, hit and rest.


Reply author: KnightErrantJR
Replied on: 05 Apr 2008 20:26:11
Message:

You know, that is an interesting point I had not thought of before. If your daily power is too good, don't you run the risk of encouraging the 15 minute adventuring day instead of getting rid of it?

"You know, with my daily power, I could waltz right through this place."

"Yeah, lets find a corner somewhere and wait six hours so you can cast Falcon's Glorious Cry of Disintegrating Green Fury II again."


Reply author: Mace Hammerhand
Replied on: 05 Apr 2008 20:30:31
Message:

I thought daily meant 24 hr....


Reply author: KnightErrantJR
Replied on: 05 Apr 2008 20:49:02
Message:

quote:
Originally posted by Mace Hammerhand

I thought daily meant 24 hr....



Nope, you get your "daily" power back after 6 hours of rest. In fact, the more I think of this, since everyone has daily powers, why wouldn't you do this, from a tactical standpoint?

"Fighter, hit him with Spinning Sword of Paralyzing Eviceration"

"Wizard, hit him with Epic Red Dragon Indigestion Flare"

"Rogue, hit him with, Everyone Else Hit You First So I'm Adding Insult to Injury . . . and then shift 15 miles away to pick us up lunch."

"Cleric, hit him with Flame Strike that Heals Anyone Looking at It That You Like."

"And I'll use my Warlord ability, Shout the Names of Special Abilities as If Its Tactically Useful, to double all of the effects of your abilities."

"That should take this guy out in one round, and when the Rogue gets back with lunch, we can take a break for six hours, go to the next room, and kill THAT kobold too!"


Reply author: Faraer
Replied on: 05 Apr 2008 20:52:15
Message:

Some of my thoughts on 4E:

I don't object at all to its existence: the main RPG business model requires it commercially, and creatively it's done by different people from 3E with different goals and preferences. I'm sure it will serve many people's needs better. Current versions of D&D exist and have little to gain by endless refinement (though it's sad that we never saw Gary Gygax's second edition).

I feel Wizards has messed up two of its largest potentials and responsibilities: spending significant money advertising the RPG medium to the many who've never tried it, and doing justice by the precious treasure of the Realms.

I'd happily play in a 4E game, but I don't plan to buy it or DM it. I don't think it's written for me. The evident attempt to reach out to MMORPGers but not fiction readers, the continued playing to system-mongery and rules for rules' sake, the distance from my system, setting and art likes. I sense Wizards designers, like some fans, are myopically wrapped up in rules minutiae that have close to no effect on play and certainly no relation to the wider human world. Talk of X being 'broken', Y 'sucking', all the bloody inbred geeky jargon. I play RPGs, sadly occasionally, with friends, not random games in hobby shops, so playing the newest and most popular system isn't a concern. I'm curious, but not motivated to spend the time, money and shelf space on a new ruleset just because it calls itself D&D, when I'm quite happy with 1E for Greyhawk, 2E for the Realms, not to mention non-D&D systems I like or own or am tempted by.


Reply author: Wooly Rupert
Replied on: 05 Apr 2008 21:10:44
Message:

I don't know if anyone posted this earlier... I just found it the other day, while cleaning out the Inbox of my secondary email account.

Missing the point entirely: Dungeons & Dragons 4.0


Reply author: KnightErrantJR
Replied on: 05 Apr 2008 21:37:39
Message:

quote:
Originally posted by Wooly Rupert

I don't know if anyone posted this earlier... I just found it the other day, while cleaning out the Inbox of my secondary email account.

Missing the point entirely: Dungeons & Dragons 4.0



That was a really good article, and hits a lot of points that I wish I would have made.

Thanks for posting that Wooly.


Reply author: KnightErrantJR
Replied on: 05 Apr 2008 21:45:23
Message:

quote:
Originally posted by Faraer

Some of my thoughts on 4E:

I don't object at all to its existence: the main RPG business model requires it commercially, and creatively it's done by different people from 3E with different goals and preferences. I'm sure it will serve many people's needs better. Current versions of D&D exist and have little to gain by endless refinement (though it's sad that we never saw Gary Gygax's second edition).

I feel Wizards has messed up two of its largest potentials and responsibilities: spending significant money advertising the RPG medium to the many who've never tried it, and doing justice by the precious treasure of the Realms.

I'd happily play in a 4E game, but I don't plan to buy it or DM it. I don't think it's written for me. The evident attempt to reach out to MMORPGers but not fiction readers, the continued playing to system-mongery and rules for rules' sake, the distance from my system, setting and art likes. I sense Wizards designers, like some fans, are myopically wrapped up in rules minutiae that have close to no effect on play and certainly no relation to the wider human world. Talk of X being 'broken', Y 'sucking', all the bloody inbred geeky jargon. I play RPGs, sadly occasionally, with friends, not random games in hobby shops, so playing the newest and most popular system isn't a concern. I'm curious, but not motivated to spend the time, money and shelf space on a new ruleset just because it calls itself D&D, when I'm quite happy with 1E for Greyhawk, 2E for the Realms, not to mention non-D&D systems I like or own or am tempted by.




You make a really good point, and one that I've been thinking about recently. Even with most of the rules in place that 4th edition has shown us thus far, if they had kept the Realms the same (perhaps with a greater emphasis on NOT blowing up various corners of it with regularity), I would have likely been on board even with some of the rules issues I have with the system.

Looking at what the Paizo folks are doing with Pathfinder, some thoughts occurred. While it seemed strange at first, they are putting out at Gazetteer and a Campaign Setting book within a few months of one another. It seems counter intuitive at first, but it makes sense.

If you just want a setting for "proper names" and a place to drop generic adventures, the Gazetteer is for you. If you want to know the details of the setting, the NPCs, the power groups, the long term plots and nuances of various cultures, that's what the Campaign Setting book is for.

I've seen people wonder what they would have done with a FRCS is they hadn't blow up the world for the new edition. I think if they had put out a "stripped down" Gazetteer for the casual FR players, and done something similar to what Paizo is doing for Pathfinder (paintings of what cities look like, uniforms for various military units, the appearance of coins, etc.) I think they would not have had a problem finding buyers for such a product.

Edit: I just wanted to point out that I don't know for sure what specifically is in the Pathfinder Campaign setting book, other than that its for the more "detail oriented" fans of the setting, but thus far they HAVE had a more unified style to art, and have had pictures for military units, cities, and famous sites in the setting.

Also, they are working with the "Campaign Coins" guys to make Golarion specific coins based on various coins used in the setting.

I wish Realms had the unified "feel" in its visual portrayal that Paizo's works seems to have had so far.


Reply author: Mace Hammerhand
Replied on: 05 Apr 2008 22:33:50
Message:

As it stands, I'll stick to 3e/Pathfinder. The Realms are my love, and I will have one group playing there for the next couple of years (hopefully!!!). The other (my former Waterdeep) group I gave up on concerning the Realms but I will run the Rise of the Runelords path for them. Will I get the campaign setting? I dunno, what I've seen so far in terms of stuff I've read... bloody hell (!!!) it's good, and fun to read.

What I've seen for the new, cool, improved (my ass!!) gameworld/-universe for 4xs is so-so, but it is definitely not Dungeons & Dragons, well, in a literal sense it deals with both things, but it is not the game that I love.

EDIT 4e is NOT D&D!!!


Reply author: Purple Dragon Knight
Replied on: 05 Apr 2008 23:28:12
Message:

My Realms campaign is now 1378 DR, and I use GHotR as canon all the way to 1375 DR (disregarding 1376 + years).

Works for me, as the PCs are now at level 20-21, and will soon shape the world to their desire via various Powers of Faerun rulership tools.

The way WotC decided to take the Realms down to has made my decision to stop buying WotC products very easy. I needed an excuse and I got it. Now I can keep my Realms "as is", pretty much static (which is good for players at epic levels, as a constantly changing landscape makes it hard to grasp the political intricacies between their lands and the other countries surrounding them). From now on, RSEs will only be PC-generated, if present at all, as most villain-generated RSEs should be thwarted by the PCs...

Ah... breathe in, breathe out.... ahhhhh... Take in the pure, sweet-smelling air of a wonderful, fully bloomed fantasy setting that will not wilt, free of the rotting winds brought by corporate corruption...


Reply author: Rinonalyrna Fathomlin
Replied on: 07 Apr 2008 02:01:43
Message:

quote:
Originally posted by KnightErrantJR

quote:
Originally posted by Mace Hammerhand

I thought daily meant 24 hr....



Nope, you get your "daily" power back after 6 hours of rest. In fact, the more I think of this, since everyone has daily powers, why wouldn't you do this, from a tactical standpoint?

"Fighter, hit him with Spinning Sword of Paralyzing Eviceration"

"Wizard, hit him with Epic Red Dragon Indigestion Flare"

"Rogue, hit him with, Everyone Else Hit You First So I'm Adding Insult to Injury . . . and then shift 15 miles away to pick us up lunch."

"Cleric, hit him with Flame Strike that Heals Anyone Looking at It That You Like."

"And I'll use my Warlord ability, Shout the Names of Special Abilities as If Its Tactically Useful, to double all of the effects of your abilities."

"That should take this guy out in one round, and when the Rogue gets back with lunch, we can take a break for six hours, go to the next room, and kill THAT kobold too!"



Aside from how funny that all was, I have to admit I never even thought about what you're bring up now--how people might just rest constantly to gain their once-a-day powers back, thus circumventing one of the major goals of the 4E design principles.


Reply author: Kyrene
Replied on: 07 Apr 2008 08:07:02
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

Aside from how funny that all was, I have to admit I never even thought about what you're bring up now--how people might just rest constantly to gain their once-a-day powers back, thus circumventing one of the major goals of the 4E design principles.


Hopefully the DM in question would have enough savvy to let the 'monsters' in that dungeon also rest and regain their once-per-day powers. Or even better, attack the resting PCs before they can regain their WoMD powers.
***
On a totally different track, is it just me, or are the new 4.0 "Dungeons of Dread" minis uglier in general than previous sets? If I compare the new http://www.wizards.com/dnd/images/Dungeons_of_Dread_Gallery/Orc_Raider.jpg with War Drum's http://www.wizards.com/dnd/images/war_drums_gallery/Orc_Mauler.jpg, the latter (and indeed earlier model) is much better executed.


Reply author: Kuje
Replied on: 17 Apr 2008 23:22:52
Message:

Surprised no one posted this yet.

http://wizards.com/default.asp?x=dnd/4news/20080417a

Wizards of the Coast is pleased to announce that third-party publishers will be allowed to publish products compatible with the Dungeons & Dragons 4th Edition game system under the new Dungeons & Dragons 4E Game System License (D&D 4E GSL). This royalty-free license will replace the former d20 System Trademark License (STL), and will have a System Reference Document (SRD) available for referencing permissible content.

The D&D 4E GSL will allow third-party publishers to create roleplaying game products in fantasy settings with the D&D 4th Edition rules, and publishers who register with WotC will be granted the right to use a version of the D&D logo that denotes the product as compatible with the D&D 4th Edition Roleplaying Game, in accordance with WotC’s terms and conditions. The effective start date for sales of D&D 4E GSL publications will be October 1, 2008.

The license associated SRD will be available on June 6, 2008, at no cost. A small group of publishers received advanced notice and will receive these documents prior to June 6, at no cost, in order to prepare for publication of compatible materials by the effective start date. If you haven’t already been contacted by WotC, you will be able to access the documents on the Wizards website beginning on June 6, 2008.

Wizards is also working on the details of a second royalty-free license, the d20 Game System License (d20 GSL). This license will allow third-party publishers to create roleplaying game products in non-fantasy settings with the 4E rules. The exact details for the d20 GSL will be released as they become available.


Reply author: The Sage
Replied on: 18 Apr 2008 01:07:41
Message:

Hmmm... I'm hopeful that this will mean both Midnight and Castlemourn will continue to be supported by future GSL products. Tha this, depending upon the decisions made by both MWP and FFG on whether or not to acquire the license.


Reply author: Markustay
Replied on: 18 Apr 2008 01:59:53
Message:

I'm just wondering what the impetus is for companies to switch to 4e now. Because it's FREE?

3e works fine, and AFAIK, there will be more then enough people sticking with it to support all those 3rd-party companies.

I just dont understand the need to 'upgrade' when the only thing it accomplishes is to render all of your current books useless.

I'd also like to know what happens to the $10,000 that Paizo shelled out and thus-far got NOTHING for, and the very thing they were paying for will now be free to everyone.

I think this is a desperate tactic on their part, because developers were unwilling to pay to come over to 'the Dark Side'. They wanted people to pay for it, and NOW they change their minds, after Paizo (the only company that DID pay) has opted to keep pathfindere 3e.

If they were as confident as all those back-slapping podcasts make them out to be, they wouldn't be doing this.


Reply author: Kuje
Replied on: 18 Apr 2008 02:17:27
Message:

Paizo, or any other company, never paid for any of the 4e material and WOTC has said this over on ENWorld because the 4e material was delayed until this announcement.


Reply author: scererar
Replied on: 18 Apr 2008 04:20:39
Message:

Have any of you seen this compilation of 4E preview stuff from enworld. It is provided in a nice PDF format.

http://www.ucalgary.ca/~amwhit/4e_PrRC_v2.0.pdf


Reply author: Ateth Istarlin
Replied on: 21 Apr 2008 12:01:10
Message:

Seen it, Read it, Cried my self to sleep over it.


Reply author: Ergdusch
Replied on: 21 Apr 2008 12:32:14
Message:

quote:
Originally posted by scererar

Have any of you seen this compilation of 4E preview stuff from enworld. It is provided in a nice PDF format.

http://www.ucalgary.ca/~amwhit/4e_PrRC_v2.0.pdf



Really don't know what I shall make of this! [big sigh]


Reply author: lowtech
Replied on: 23 Apr 2008 07:13:43
Message:

quote:
Originally posted by DestroyYouAlot

Hi, folks,
Which brings me to something I've wanted to see for a long time, around here: What are the odds that we can get some edition-specific forums at Candlekeep?



I second this motion. Frankly, I'm not eager to talk with people who think making hundreds (and for some, thousands) of dollars worth of fluff material useless is something to be happy about. I sincerely hope that WOTC goes bankrupt, and the FR license is sold to a company that pretends 4e never happened (like the second episode of Highlander!)


Reply author: Cyria
Replied on: 23 Apr 2008 09:38:20
Message:

The whole GSL situation is a mess of delays and insufficient information. There's a lot of talk about unexpected restrictions: you could lose your right to publish 4E if you continue OGL, which could be bad for publishers who have their own non-D&D OGL products like Mutants and Masterminds. It's looking rather "Update or be damned, or be damned even if you update" to me.


Reply author: Herr Doktor
Replied on: 23 Apr 2008 16:18:00
Message:

From EnWorld

The Gamer Dome has a Forgotten Realms scoop from the GAMA trade show:

Forgotten Realms 4e is three books, period, done, end of line: Forgotten Realms Campaign Guide, Players Guide to FR, and DMs Guide to FR. All settings will be done like that, one per year, until they run out of settings. They mentioned Greyhawk, Ravenloft, Dark Sun, and Spelljammer as settings on their list! Eberron, of course, is the 09 setting release (same three books), but it will also get DDI updates starting in June.

Later it was cleared up that the three books are Player's Guide, Campaign Guide, and the adventure. That's it. The whole of what they intend to publish for 4th edition FR apparently!

People are speculating they'll have web articles on their online dungeon/dragon magazines that support the setting but otherwise no other source books.


Reply author: Ithil
Replied on: 25 Apr 2008 03:46:05
Message:

quote:
Originally posted by lowtech

quote:
Originally posted by DestroyYouAlot

Hi, folks,
Which brings me to something I've wanted to see for a long time, around here: What are the odds that we can get some edition-specific forums at Candlekeep?



I second this motion. Frankly, I'm not eager to talk with people who think making hundreds (and for some, thousands) of dollars worth of fluff material useless is something to be happy about. I sincerely hope that WOTC goes bankrupt, and the FR license is sold to a company that pretends 4e never happened (like the second episode of Highlander!)



Well, this is a 4E Discussion Scroll, and while not an actual Forum, it is version-specific. I keep hoping to find some topics that actually discuss possibilities and "what if's" instead of all the rants against WotC and 4E FR.

As someone who owns a great deal of the "fluff material", I consider none of it useless and am already working out ways to utilize it in the upcoming campaign.


Reply author: lowtech
Replied on: 25 Apr 2008 07:24:28
Message:

quote:

As someone who owns a great deal of the "fluff material"



Good for you, too bad you will never be able to get any more new material for the REAL Forgotten Realms. However irrational it is for me to feel this way about a fantasy game, campaigning within or vicariously following the development of a setting that is utterly doomed just seems pointless and depressing. I hope I overcome this feeling, but for me, WOTC/Hasbro has essentially deprived me of one of my favorite pleasures in life. My enjoyment is handicapped by associated feelings of depression and rage. I eventually got over similar feelings regarding Planescape, but the sheer economic necessity of that move by WOTC alleviated my feelings of frustrated anger: In this instance, the designers are making completely unnecessary, radical, and unpleasant changes to a setting that is manifestly unsuited for the whole "points of light" concept; if I wanted that simplistic a theme, I could just play on a homebrew world.

Also, circumstances in my life have been such that I have just recently had the opportunity to thoroughly investigate Fourth Edition; this is all still pretty raw for me. For what its worth, I now realize that saying I do not wish to talk with "people like you" represented a momentary state of spite, and was uncalled for. I should not have taken my frustrations out on you (the actual designers are another matter),and I apologize for doing so.


Reply author: Ithil
Replied on: 25 Apr 2008 15:40:01
Message:

quote:
Originally posted by lowtech

quote:

As someone who owns a great deal of the "fluff material"


Good for you, too bad you will never be able to get any more new material for the REAL Forgotten Realms.


I admit a great deal of nervousness about the state of the game. While I'm excited to see the new FRCG, I'm still weighing the pros and cons of moving to the new Realms for a campaign.

quote:
Originally posted by lowtech
In this instance, the designers are making completely unnecessary, radical, and unpleasant changes to a setting that is manifestly unsuited for the whole "points of light" concept; if I wanted that simplistic a theme, I could just play on a homebrew world.


As Rinonalyrna pointed out in another thread, the Realms has the "points of light" concept already. She cited Waterdeep and Silverymoon at least as examples, and I agree wholeheartedly. Then she commented on how the points of light were brought closer together when they shrunk the map...

quote:
Originally posted by lowtech
Also, circumstances in my life have been such that I have just recently had the opportunity to thoroughly investigate Fourth Edition; this is all still pretty raw for me. For what its worth, I now realize that saying I do not wish to talk with "people like you" represented a momentary state of spite, and was uncalled for. I should not have taken my frustrations out on you (the actual designers are another matter),and I apologize for doing so.


I accept your apology and empathize with hindering circumstances. I too came in late to investigating 4E, and while enlightened by the scholars here, I still remain cautiously optimistic.


Reply author: Markustay
Replied on: 25 Apr 2008 16:06:15
Message:

I published an EXTENSIVE list of FR regions and how the "Points of Light" already applied to them WAY BACK when the announcement was first made. For example, Cormyr has the Stonelands, Stormhorns, Vast Swamp, etc...

EVERY part of FR had its 'Points of Light', and traveling between them was ALWAYS difficult, and in some areas (Anauroch), nearly impossible.

There was NO problem with FR - just the Writers/Designers perception of it.

I also pointed out how they created the problem with the maps by 'shrinking' them for 3e, back in that same post. I have no idea where to look for it now (or even which forum its on), but my own personal 'intimacey' with the maps got me outraged that they could have been so blind to what FR was already about.

ALL of 3e's 'problems' are either 'made-up' or exagerrated by the current team in order to cover their own faults (bungling?) of the setting, and complete lack of understanding of it. Two books (without a logo!!!) and an adventure are NOT a 'setting', and the pitiful DDi is the furthest thing from Dragon magazine I have ever seen - if thats where they plan on 'highlighting' FR lore, God help us all.

The Zhent Headless Horsemen?

4e rules, as much as I want to hate them, still sound very good to me, and I still plan on giving them a try (along with Paizo and Malhavoc's offerings).

quote:
Originally posted by Kuje

Paizo, or any other company, never paid for any of the 4e material and WOTC has said this over on ENWorld because the 4e material was delayed until this announcement.

Well, then I guess the people over at the Paizo boards are lying.


Reply author: Rinonalyrna Fathomlin
Replied on: 25 Apr 2008 16:16:53
Message:

quote:
Originally posted by Ithil
As Rinonalyrna pointed out in another thread, the Realms has the "points of light" concept already. She cited Waterdeep and Silverymoon at least as examples, and I agree wholeheartedly. Then she commented on how the points of light were brought closer together when they shrunk the map...




Right, the Realms map had tons trackless wilderness (great for a points of light setting) until 3E, when WotC trimmed down the map, cutting away a lot of the "empty space". So, if it's true that travel is too easy and the setting has become too congested, then WotC played a big part in making it that way.


Reply author: Kuje
Replied on: 25 Apr 2008 16:27:36
Message:

quote:
Originally posted by Markustay

quote:
Originally posted by Kuje

Paizo, or any other company, never paid for any of the 4e material and WOTC has said this over on ENWorld because the 4e material was delayed until this announcement.

Well, then I guess the people over at the Paizo boards are lying.



What "people"? They couldn't pay for something that didn't exist so who are these "people" you are talking about? The WOTC manager, who is a member of the group that is working on the GSL, has said no one paid for anything because it didn't exist to be paid for. Now, I know WOTC has a lot of people upset, but I'm going to believe that he knows what he is talking about.

http://www.enworld.org/showpost.php?p=4170195&postcount=21

And here's an even recent post from Scott at Gama, which took place this week, where he backs up what he said on ENworld at the beginning of April. It's halfway down the interview:

http://www.icv2.com/articles/news/12449.html

Plus, where did the 10,000 come from? The fee, if there was going to be a fee, was only 5,000, again according to WOTC.

So, I dunno who is misinformed here but I for one am going to believe that Scott knows what he is talking about.


Reply author: ShadezofDis
Replied on: 25 Apr 2008 16:48:16
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
Right, the Realms map had tons trackless wilderness (great for a points of light setting) until 3E, when WotC trimmed down the map, cutting away a lot of the "empty space". So, if it's true that travel is too easy and the setting has become too congested, then WotC played a big part in making it that way.



Yep, but even the 3E map left plenty to explore, develop, etc.


Reply author: KnightErrantJR
Replied on: 25 Apr 2008 17:03:10
Message:

quote:
Originally posted by Kuje

quote:
Originally posted by Markustay

quote:
Originally posted by Kuje

Paizo, or any other company, never paid for any of the 4e material and WOTC has said this over on ENWorld because the 4e material was delayed until this announcement.

Well, then I guess the people over at the Paizo boards are lying.



What "people"? They couldn't pay for something that didn't exist so who are these "people" you are talking about? The WOTC manager, who is a member of the group that is working on the GSL, has said no one paid for anything because it didn't exist to be paid for. Now, I WOTC has a lot of people upset, but I'm going to believe that he knows what he is talking about.

http://www.enworld.org/showpost.php?p=4170195&postcount=21

And here's an even recent post from Scott at Gama, which took place this week, where he backs up what he said on ENworld at the beginning of April. It's halfway down the interview:

http://www.icv2.com/articles/news/12449.html

Plus, where did the 10,000 come from? The fee, if there was going to be a fee, was only 5,000, again according to WOTC.

So, I dunno who is misinformed here but I for one am going to believe that Scott knows what he is talking about.




I'll look for it on Paizo's site, but one of the guys (I'm thinking it was James Jacobs, but I could be wrong), had clarified that they told WOTC they were interested in paying the $5000, and were on the list to see the rules and the GSL, but when the original plan evaporated, they never had to pay the $5000.

So the guys at Paizo did clarify that no money changed hands over this. I'll try to find one of the posts where they point this out.


Reply author: Kuje
Replied on: 25 Apr 2008 18:01:21
Message:

Now I can firmly believe that Paizo was on the list for a advanced copy and it seems reasonable that they were willing to pay but that is a lot different then saying that they HAD already paid either the 5k or the 10k for something that didn't exist when we are hearing differently. :)

quote:
Originally posted by KnightErrantJR

I'll look for it on Paizo's site, but one of the guys (I'm thinking it was James Jacobs, but I could be wrong), had clarified that they told WOTC they were interested in paying the $5000, and were on the list to see the rules and the GSL, but when the original plan evaporated, they never had to pay the $5000.

So the guys at Paizo did clarify that no money changed hands over this. I'll try to find one of the posts where they point this out.




Reply author: lowtech
Replied on: 25 Apr 2008 20:49:44
Message:

quote:
Originally posted by Ithil
As Rinonalyrna pointed out in another thread, the Realms has the "points of light" concept already. She cited Waterdeep and Silverymoon at least as examples, and I agree wholeheartedly. Then she commented on how the points of light were brought closer together when they shrunk the map...



Good point, but I got the distinct impression that the designers meant for the "points of light" concept to include even fewer small towns around the major cities (which is an economic impossibility if these cities are truly meant to be bastions of civilization). The old map of the Realms had many more empty areas, but there were also dispersed concentrations of civilization in the form of nations and allied city-states and not just isolated cities separated by extremely dangerous and lightly traveled routes. I picture the whole "points of light" thing to essentially resemble Underdark conditions on the surface-possibly a misunderstanding on my part. Of course, I'm a political science junkie, so the political aspects (nations forming, splintering, expanding, or changing) were the aspects of the Realms that I paid the most attention to. For example, I would literally spend hours wondering how Lapaliiya could overcome centrifugal domestic conditions and consolidate into an imperialistic regional power.


Reply author: Rinonalyrna Fathomlin
Replied on: 25 Apr 2008 21:09:48
Message:

quote:
Originally posted by lowtech

Good point, but I got the distinct impression that the designers meant for the "points of light" concept to include even fewer small towns around the major cities (which is an economic impossibility if these cities are truly meant to be bastions of civilization). The old map of the Realms had many more empty areas, but there were also dispersed concentrations of civilization in the form of nations and allied city-states and not just isolated cities separated by extremely dangerous and lightly traveled routes.


You aren't wrong here--that (isolated cities separated by extremely dangerous and lightly traveled routes) is the atmosphere they are going for in the regular 4E "core setting." I would agree that such a setup wouldn't work well for the Realms.

However, I also disagree with the designers when they say that the Realms was too developed and travel was too easy when that was never the case. If those really were problems, WotC helped create them, by cutting down the map and demystifing travel via portals.

From what I hear, WotC is trying to make the Realms more "points of life", though not as POL as the core setting is going to be.


Reply author: Markustay
Replied on: 25 Apr 2008 21:40:54
Message:

@Kuje - I stand corrected. I was under the impresion that Paizo had paid for an 'advanced copy' of the rules, so that they could have something ready by Gameday. This was from things said at both Paizo and Enworld some time ago. From what I understood, ONLY Paizo was willing to pay the fee (and did), but obviously that information was reported incorrectly.

My apologies.

As far as the 3e maps are concerned, there was still plenty of room for the Points of Light, as I have so many times pointed out. I spent quite a lot of time retro-fitting locales back onto the 3e maps, and there was still hundreds of miles between some places (like in the Shaar), and we had great areas like Anauroch, The Ruarin, and the Calim deserts to place 'lost ruins' in, far from civilized areas.

And the North was NEVER tame, despite what the designers may have believed.


Reply author: Kuje
Replied on: 25 Apr 2008 22:38:51
Message:

No worries. :) I was just surprised if that was true because of what WOTC was saying was different. So, it happens and no worries. :)

quote:
Originally posted by Markustay

@Kuje - I stand corrected. I was under the impresion that Paizo had paid for an 'advanced copy' of the rules, so that they could have something ready by Gameday. This was from things said at both Paizo and Enworld some time ago. From what I understood, ONLY Paizo was willing to pay the fee (and did), but obviously that information was reported incorrectly.

My apologies.


Reply author: ShadezofDis
Replied on: 25 Apr 2008 23:18:49
Message:

I've always ran the Realms as a "points of light".

The ONLY time that this can be a stretch is in a nation like Cormyr or Turmish, countries that are pretty well tamed. That doesn't mean you're safe though, there are still bandits, swindlers, etc but you aren't going to meet any concentrations of long established surface monsters (plenty of room for underdark stuff though, PLENTY).

I just sort of balk at the concept of Realmsian travel being remotely safe. A handful of places, a small handful at that.

And heck, even the streets of Waterdeep aren't very safe, there isn't much that's really safe in the Realms (as far as PCs are concerned).


Reply author: xmen510
Replied on: 26 Apr 2008 15:38:54
Message:

Cormyr, After the Death Of The Dragon, is also very much indeed a reflection of the Points of Light theme for quite some time. It was not safe to travel between towns because of the Goblins and such still in the country.


Reply author: Kuje
Replied on: 26 Apr 2008 16:10:22
Message:

Forgot to post this earlier but WOTC has been adding to this daily, since it's daily artwork preview for 4e:

http://www.wizards.com/default.asp?x=dnd/4dnd/artpreview


Reply author: lowtech
Replied on: 26 Apr 2008 18:32:46
Message:

quote:
Originally posted by ShadezofDis
I just sort of balk at the concept of Realmsian travel being remotely safe. A handful of places, a small handful at that.



The degree of trade and material welfare portrayed in previous Realms material is inconsistent with that view; the Underdark was like that, but the portions of the surface that resembled (somewhat) a points of light theme were explicitly described as exceptional in this regard compared to the "civilized" South and Heartlands. This does not mean the latter resembled modern-day Denmark, merely that the points of light theme (as we understand its meaning) is inappropriate for the Realms.


Reply author: Rinonalyrna Fathomlin
Replied on: 28 Apr 2008 00:20:04
Message:

quote:
Originally posted by Kuje

Forgot to post this earlier but WOTC has been adding to this daily, since it's daily artwork preview for 4e:

http://www.wizards.com/default.asp?x=dnd/4dnd/artpreview



Thanks--I'm interested in 4E in general, and like the artwork for it so far.


Reply author: Kuje
Replied on: 28 Apr 2008 00:57:19
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Kuje

Forgot to post this earlier but WOTC has been adding to this daily, since it's daily artwork preview for 4e:

http://www.wizards.com/default.asp?x=dnd/4dnd/artpreview



Thanks--I'm interested in 4E in general, and like the artwork for it so far.



No prob except it seems the WOTC site has gone fubar atm. :)


Reply author: Purple Dragon Knight
Replied on: 28 Apr 2008 05:14:47
Message:

I really don't like 4E art so far... not WOW enough for me...


Reply author: Jorkens
Replied on: 28 Apr 2008 06:56:08
Message:

Seems like a slight improvement over 3ed. art, but it does nothing for me. I actually prefer the art they had up on April 1.


Reply author: Rinonalyrna Fathomlin
Replied on: 28 Apr 2008 15:25:01
Message:

quote:
Originally posted by Kuje

No prob except it seems the WOTC site has gone fubar atm. :)



Oh great. Although, I'm not too surprised, since that website is known to be a bit funky.


Reply author: Hawkins
Replied on: 28 Apr 2008 16:50:11
Message:

I like 4e Core art over 3e Core art, it seems to me to be somewhere between the 3e Core art and 3e Realms art (which I vastly preferred to 3e Core art). However, I like 4e Realms art (the very little bit I have seen) less than 3e Realms art, seeing as it seems to be the same quality as 4e Core art, which I do not think is as good as 3e Realms art. Now, for 4e Cover art (Core or Realms), I vastly prefer 3e Cover art. I love the how they looked like tomes that you might find in an old library (maybe even Candlekeep), and the 4e cover art seems to be focused around large pictures, and to me is reminiscent of the art on the boxes of World of Warcraft and its expansion (and while I think that the 4e rules set will lend itself better to video games and is designed to draw more of the "video game generation" into D&D, I do not think that it is making it into an MMO).


Reply author: ShadezofDis
Replied on: 28 Apr 2008 19:59:03
Message:

quote:
Originally posted by lowtech

quote:
Originally posted by ShadezofDis
I just sort of balk at the concept of Realmsian travel being remotely safe. A handful of places, a small handful at that.



The degree of trade and material welfare portrayed in previous Realms material is inconsistent with that view; the Underdark was like that, but the portions of the surface that resembled (somewhat) a points of light theme were explicitly described as exceptional in this regard compared to the "civilized" South and Heartlands. This does not mean the latter resembled modern-day Denmark, merely that the points of light theme (as we understand its meaning) is inappropriate for the Realms.



I have to disagree.

The Western Heartlands aren't terribly civilized with plenty of dangerous areas. Sure, a large, well armed caravan could probably avoid having to fight and smaller groups could potentially pass unnoticed but I just don't see it being easy or nice.

Calimshan isn't very safe, Tethyr isn't very safe, Amn isn't very safe, the Boarder Kindoms aren't very safe, the Shaar isn't very safe.

I mean, I certainly could have a vastly different view of the Realms but I wouldn't say there are many "safe" areas and even those "safe" areas have their threats.


Reply author: Markustay
Replied on: 29 Apr 2008 20:30:37
Message:

The very fact that caravans disappeared all the time, and required a large contingent of gaurds at all times, even when travelling well-known routes, shows just how 'Points of Light' the Realms already was.

The same can be said for the large number of missing trade ships, and their need to carry soldiers and Sea-mages to fend off the constant Pirate Attacks. the more I listen to the last Podcast, the more I realize that the guys in charge just didn't 'get it'.

Prime Example:
The Amnians are attacked from WITHIN from humanoids living in their own mountains, and have nearly half their towns and cities looted before the marauding army is finally hemmed in, and then before either side could make any more headway, they were both attacked by the Tlicallis, forcing them to ALLY to defeat a common threat.

Where, in the above paragraph, do you see the reference the designers made to the Realms being "too civilized"?

And Amn was one of the most 'modern' nations, in terms of exploration and trade - I'm just not seeing anything they are talking about. Its like listening to people at the LGS who only know about FR second-hand, and have never really ever bothered to read-up on it.


Reply author: ShadezofDis
Replied on: 29 Apr 2008 21:22:20
Message:

quote:
Originally posted by Markustay
I'm just not seeing anything they are talking about. Its like listening to people at the LGS who only know about FR second-hand, and have never really ever bothered to read-up on it.



That sums up my feelings quite well.

Though I don't know who the people at LGS are.

Anyhow, I feel like the Realms they talk about (the one with the problems) is some Realms I haven't seen.


Reply author: Markustay
Replied on: 29 Apr 2008 21:31:31
Message:

"Local Game Store".

Or wherever - the people who badmouthed the setting, even though they've never read any of the sources about it. Those, unfortunetly, were the very people the new edition is trying to attract, by 'reinventing' the Realms (by taking out all those things those naysayers were complaining about).

So, even though the designers have admitted that those preconceptions are wrong, they still obviously felt the same way and agreed with those folks.

The people who dislike FR from the beginning...

I remember years ago there was an ad campaign for a cereal, and this whole debacle brings it to mind -

"People who don't like Chex cereal, never TRIED Chex cereal"

FR is the new 'Chex cereal'.


Reply author: Portella
Replied on: 01 May 2008 01:44:29
Message:

they are really going to push the new "points of light" or "Candles of light" concept. they want new look, civilized orcs, untameable lands where "adventure" lays just outside o fyour door.


Reply author: Markustay
Replied on: 01 May 2008 23:39:35
Message:

I have NO problem with a nation of Orcs - Mystara had one, and toward the end, so did Greyhawk. Hell, even Spelljammer had advanced Orcs with their own 'cosmic empire'. All of that is nothing new, and since I am a big fan of those first two settings, and a player of WoW, I can easily except it into FR.

After all, Orcs have always been there, and have been a 'major player' in the North since time immemorial.

Dragonborn and Aberrations... not so much.

What I don't get is how a nation of civilized Orcs fits into their 'Points of Light'.

Its actually VERY contradictory.

As are all those other brand-new nations that are 'popping-up' all over the place. Points of Light, or points of randomly added races and countries?

Genasi and Tieflings I can tolerate, and can even see them as a natural 'evolution' (although the Genasi Kingdom should have appeared in Calimshan, IMHO). The Dragonborn just leave me shaking my head, on so many levels...


Reply author: Wooly Rupert
Replied on: 02 May 2008 00:20:24
Message:

I can dig a nation of civilized orcs, too (and I really liked Spelljammer's scro). I just don't find the birth of the Kingdom of Many Arrows to be believable, nor do I find the idea of going from savage usurpers to peaceful neighbors in a handful of generations believable.

Tieflings I can dig, in small numbers. Ditto for genasi -- I really like them, but again, only in small numbers.

If the dragonborn had a different name, and had appeared in some other manner than the spontaneous appearance of an established nation, then I wouldn't have a problem with them. I am actually intrigued by the race, just not their history.


Reply author: Rinonalyrna Fathomlin
Replied on: 02 May 2008 01:01:42
Message:

quote:
Originally posted by Markustay


What I don't get is how a nation of civilized Orcs fits into their 'Points of Light'.

Its actually VERY contradictory.



I was thinking the same thing.


Reply author: Rinonalyrna Fathomlin
Replied on: 02 May 2008 01:03:22
Message:

quote:
Originally posted by Wooly Rupert

If the dragonborn had a different name, and had appeared in some other manner than the spontaneous appearance of an established nation, then I wouldn't have a problem with them. I am actually intrigued by the race, just not their history.



Have you read the history for "core" Dragonborn, in the Races and Classes preview book? It's a bit different from what we know about Dragonborn in the Realms. Check it out and see if it tickles your fancy.


Reply author: Wooly Rupert
Replied on: 02 May 2008 04:02:56
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Wooly Rupert

If the dragonborn had a different name, and had appeared in some other manner than the spontaneous appearance of an established nation, then I wouldn't have a problem with them. I am actually intrigued by the race, just not their history.



Have you read the history for "core" Dragonborn, in the Races and Classes preview book? It's a bit different from what we know about Dragonborn in the Realms. Check it out and see if it tickles your fancy.



I can't say that I have. My general distaste for 4E kept me from being interested in the preview books, as did the fact that they're just previews.

Either way, they should have changed the name of the race. I don't know if it works better in Core, but the FR backstory makes the name nonsensical, and the fact that there was already a dragonborn race just confuses things.


Reply author: ShepherdGunn
Replied on: 02 May 2008 09:40:19
Message:

Wooly, understand that the people that are currently working on things don't really care if the name of a care is the same as a pre-existing race. I mean the fact that "high elves" are now Eladrin, instead of just a sub-group of Elf, that Halflings have grown a foot, Gnomes are now spokesfolk for Fey Rights, and dwarven women are now "sexy", where does creating a new name for a race that isn't even born from dragons come into play?

I will admit, there are some aspects to the rules system in and of itself that has perked my interest, but every time the Realms gets mentioned, I want to either scream in rage, or weep.

I have a notion, but I don't know how far it will go. Candlekeep ignores 4e. Candlekeep makes a stand, and announces that THE fan site for the Realms is just going to flat out ignore the changes made by WotC. No needing to "vote with your wallet". Offer to Ed and who ever else is interested the opportunity to say what THEY want to have happen to the Realms. No Spellplague, no death of Mystra, no Elminster goes Nutso... Take a stand, instead of complain. What's WotC going to do? Shut down the site?

Most of my games take place dealing with a city called Norcastle (thus my website norcastleabbey.com) that sits on the banks of the Lake of Mist in the Endless Wastes. My contributions would be kind of limited in scope to this site. There are so many out there, though, fans that love and care for the Realms, authors that have put together some of the greatest stories I've ever read, into this wonderful, breathing, living Realm. We don't need WotC. Paizo has proven that. If this site becomes the Forgotten Realms then WotC will have no hold. As long as we don't make money on it, they can't touch us.

Here is what I say... we stop bemoaning our fate and start to take action. We work together to keep the Realms together, and ignore the idiocy that has grabbed a hold of WotC (also know as Hasbro). I think we have all been stunned, time and again, by what has come out of the laughably named "Design Team". It's time to stop being stunned, and to do something. (Like maybe start a new scroll called "Our Realms")


Reply author: Yasraena Dawndancer
Replied on: 02 May 2008 10:01:30
Message:

As the webmaster for Norcastleabbey.com...some disclaimers.

Norcastle is the creation Shepherd Gunn, though located in most games in the Forgotten Realms it is its own creation.

Secondly the Abbey website is underconstruction and not ready for guests...(thanks to a stupid hacker and my distraction with a recent surgery.)

Thirdly, Shepherd nor I support copyright infringement or encourage others to violate their legally binding contracts.

However, as DMs and Players, he's right, we can outright ignore their changes in our games and petition Hasbro to select a new development petition.

Anyone thought about a letter writing campaign/petition. If peanut packets can ressurect a TV show, why can't we save the FRCS with a mass of letters (REAL PAPER AND STAMP LETTERS) to Hasbro Corporate, WotC corporate etc...

About 25 million people play D&D, only a fraction of those play FR, but if bombarded with a few thousand letters, we could make a change. Get your gamer groups to write letters, friends, people at the local comic shop. Take form letters and petitions for people to sign and mail them in. 25,000 signatures is a powerful message. I know I could get around 100 easily just thinking of my gamer circles. There are enough of us to do something.


Reply author: Wooly Rupert
Replied on: 02 May 2008 13:16:09
Message:

quote:
Originally posted by ShepherdGunn

What's WotC going to do? Shut down the site?



It's an option of theirs. They could also do things like clamp down on what people who work for them or are under contract to them say online. We exist at their sufferance, and we're already pushing it with the rampant anti-4E talk. Becoming an "official" anti-4E site will not do anything good for us.

Besides, just because the overall Shattered Realms looks bad to us now, it doesn't mean there aren't going to be some real gems of goodness buried in it here and there.


Reply author: ShadezofDis
Replied on: 02 May 2008 13:21:47
Message:

quote:
Originally posted by Wooly Rupert
Besides, just because the overall Shattered Realms looks bad to us now, it doesn't mean there aren't going to be some real gems of goodness buried in it here and there.



Yep and there's also the fact that no matter how far the boat drifts out over the edge there is always the possibility it will come back into the sea.

Or something like that.

I shouldn't post so early.


Reply author: Afetbinttuzani
Replied on: 02 May 2008 14:07:51
Message:

quote:
Originally posted by Wooly Rupert
It's an option of theirs. They could also do things like clamp down on what people who work for them or are under contract to them say online. We exist at their sufferance, and we're already pushing it with the rampant anti-4E talk. Becoming an "official" anti-4E site will not do anything good for us.

I agree with Wooly.

Realistically, the release of 4E cannot be stopped with any number of letters (based on very limited information) at this point. I think that we need to wait until 4E comes out. Then we can properly evaluate it and, if it is as badly done as most are anticipating, we can begin to coordinate our efforts at developing a coherent, viable unofficial alternative.


Reply author: Rinonalyrna Fathomlin
Replied on: 02 May 2008 20:37:19
Message:

quote:
Originally posted by Wooly Rupert

I can't say that I have. My general distaste for 4E kept me from being interested in the preview books, as did the fact that they're just previews.


Well, if the idea behind the race itself intrigues you, I recommend checking out the core version if you get a chance to.

quote:
Either way, they should have changed the name of the race. I don't know if it works better in Core...



I think it does. Dragonborn in the core settings are "cousins" of a sort to dragons, both races having been created by the dragon gods. Dragonborn were more than happy to serve their larger kin in olden days, although they have since gone their own way. Contrary to the Realms dragonborn (who hate and war against dragons), core dragonborn aren't mentioned as possessing any particular hostility towards dragons, they just aren't a servile race any longer.

As for two different creatures sharing the same name? Yeah, I see your point about that. That's bothered plenty of people, and with regards to other remade critters, such as the eladrin.


Reply author: Rinonalyrna Fathomlin
Replied on: 02 May 2008 20:43:18
Message:

quote:
Originally posted by ShepherdGunn
I have a notion, but I don't know how far it will go. Candlekeep ignores 4e. Candlekeep makes a stand, and announces that THE fan site for the Realms is just going to flat out ignore the changes made by WotC. No needing to "vote with your wallet". Offer to Ed and who ever else is interested the opportunity to say what THEY want to have happen to the Realms. No Spellplague, no death of Mystra, no Elminster goes Nutso... Take a stand, instead of complain. What's WotC going to do? Shut down the site?



I don't think they have the out-and-out power to shut down the site--if there was a problem, they'd have to take legal action first, which would involve paying attorneys. However, I'm sure that if the boards turned "anti-WotC" (which, if I'm reading you right, is the proposal, even if that's not stated directly), anyone who is affiliated with WotC in any way, even as a freelancer, would no longer feel comfortable posting here.

In short, an "anti-WotC" website would lose one of its popular attractions--the writers and designers who like to interact with the folks here.


Reply author: Rinonalyrna Fathomlin
Replied on: 02 May 2008 20:49:44
Message:

quote:
Originally posted by Wooly Rupert

Besides, just because the overall Shattered Realms looks bad to us now, it doesn't mean there aren't going to be some real gems of goodness buried in it here and there.



Yeah--kind of like how I can hate the general direction of a novel series (such as the Lady Penitent trilogy), but still get great ideas that I can utilize from it.


Reply author: Rinonalyrna Fathomlin
Replied on: 02 May 2008 20:51:18
Message:

quote:
Originally posted by Afetbinttuzani

I agree with Wooly.

Realistically, the release of 4E cannot be stopped with any number of letters (based on very limited information) at this point. I think that we need to wait until 4E comes out. Then we can properly evaluate it and, if it is as badly done as most are anticipating, we can begin to coordinate our efforts at developing a coherent, viable unofficial alternative.



And I'd like to point out that not everyone who dislikes the 4E version of the Realms also dislikes the 4E rules. I, for one, find the new rules intriguing.


Reply author: Wooly Rupert
Replied on: 02 May 2008 22:19:04
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Afetbinttuzani

I agree with Wooly.

Realistically, the release of 4E cannot be stopped with any number of letters (based on very limited information) at this point. I think that we need to wait until 4E comes out. Then we can properly evaluate it and, if it is as badly done as most are anticipating, we can begin to coordinate our efforts at developing a coherent, viable unofficial alternative.



And I'd like to point out that not everyone who dislikes the 4E version of the Realms also dislikes the 4E rules. I, for one, find the new rules intriguing.



I actually don't like some of what I've read about the rules, myself. But I'm thinking that there will likely be some that can be back-ported to 3.5.


Reply author: Ithil
Replied on: 03 May 2008 01:48:28
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Afetbinttuzani

I agree with Wooly.

Realistically, the release of 4E cannot be stopped with any number of letters (based on very limited information) at this point. I think that we need to wait until 4E comes out. Then we can properly evaluate it and, if it is as badly done as most are anticipating, we can begin to coordinate our efforts at developing a coherent, viable unofficial alternative.



And I'd like to point out that not everyone who dislikes the 4E version of the Realms also dislikes the 4E rules. I, for one, find the new rules intriguing.



I actually don't like some of what I've read about the rules, myself. But I'm thinking that there will likely be some that can be back-ported to 3.5.


I like most of what I've seen of the rules. My biggest concern is with Wizards (the class, not the company). I fear they've made them more Sorcerer than Magic-User. I wish they would create a more useful Excerpt and release full text on the Wizard.


Reply author: Ithil
Replied on: 03 May 2008 01:55:01
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Wooly Rupert

I can't say that I have. My general distaste for 4E kept me from being interested in the preview books, as did the fact that they're just previews.


Well, if the idea behind the race itself intrigues you, I recommend checking out the core version if you get a chance to.

quote:
Either way, they should have changed the name of the race. I don't know if it works better in Core...



I think it does. Dragonborn in the core settings are "cousins" of a sort to dragons, both races having been created by the dragon gods. Dragonborn were more than happy to serve their larger kin in olden days, although they have since gone their own way. Contrary to the Realms dragonborn (who hate and war against dragons), core dragonborn aren't mentioned as possessing any particular hostility towards dragons, they just aren't a servile race any longer.

As for two different creatures sharing the same name? Yeah, I see your point about that. That's bothered plenty of people, and with regards to other remade critters, such as the eladrin.


Taking from this, if the dragonborn at one time served evil dragons then revolted, it would stand to reason that they would hate and war against dragon-kind. Thus making that aspect of it more viable for the Realms inclusion.

As for how they got to the Realms, I suppose I might have to break from canon with house rules. If it proves less than exemplary, I could say that the good dragons called the dragonborn from their extraterrestrial home to battle the evil dragons.

The Core concept kind of fits with Bill Slaviscek's Council of Wyrms setting.


Reply author: Rinonalyrna Fathomlin
Replied on: 05 May 2008 03:12:17
Message:

quote:
Originally posted by Ithil
Taking from this, if the dragonborn at one time served evil dragons then revolted, it would stand to reason that they would hate and war against dragon-kind. Thus making that aspect of it more viable for the Realms inclusion.

As for how they got to the Realms, I suppose I might have to break from canon with house rules. If it proves less than exemplary, I could say that the good dragons called the dragonborn from their extraterrestrial home to battle the evil dragons.



That could work. However, do consider the fact that dragonborn are not all necessarily good. In the core article, it is mentioned that some strive to follow Bahamut (the goodly dragon god), others follow Tiamat (the evil dragon god).

By extension, as far as I can tell, none of the player races are said to be "mostly good", "mostly neutral", or whatever. For example, I think the days of elves being "usually Chaotic Good", dwarves "usually Lawful Good" and so forth are over.


Reply author: Markustay
Replied on: 06 May 2008 19:55:37
Message:

Rather then get all 'quote happy' like I was going to, I'll just address things directly.

I agree with Wooly; although I dislike (and on some things, outright HATE) a lot of what I'm hearing about 4e FR, I wouldn't want this to become the official home of 4e FR detractors. Now, on the other hand, much of the lore that gets 'made up' here comes from people who love the old Realms, so if a lot of it is still 3e (or really, edition-free before 4e), then that is a choice of the authors. For instance, if the next Compendium comes out with only 3e lore, then that is the choice by the individual contributors, and has no bearing on the viewpoint of this site. By the same token, if an article came out in the CK Compendium that DID take place in 4e, then I think we should accept that and treat it kindly, not take up arms against the author. Lore is lore, and that is what this site is about, after all, and everyone should feel welcome.

Like Rinon, I like what I'm hearing about the 4e RULES, and will probably eventually use them (after 4.5 comes out ), but I will be designing MY OWN WORLD, based loosely on FR for that.

@Sheperdgunn and Yasraena - mind if I put Norcastle on my latest Hordelands map? I figure it will be hosted here, as usual, and I have several 'new sites' on it that I will be providing lore for, and would love to include anything you could contribute.


Reply author: scererar
Replied on: 08 May 2008 01:33:44
Message:

WOTC announced the beta version of DDI today, with the monthly cost.
http://www.wizards.com/default.asp?x=dnd/4news/20080507a


Reply author: monknwildcat
Replied on: 08 May 2008 02:44:42
Message:

quote:
Originally posted by Wooly Rupert

Besides, just because the overall Shattered Realms looks bad to us now, it doesn't mean there aren't going to be some real gems of goodness buried in it here and there.



I agree.

The more I consider the "points of light," the more I suspect it mostly benefits the Living Realms. When RPGA rolled out Living Greyhawk (LG), the Greyhawk setting was skeletal. Over several years the RPGA LG events fleshed out the setting, as PCs matured and created towns and economies and societies. I eventually stopped tracking LG, but not before watching it generate what we consider to be lore on a magnitude which no design team could match.

I've never shown interest in Living Realms, mostly because there's enough extant lore that it's immensely difficult to conceptualize the meshing of the canon with the magnitude of user-generated lore I witnessed in LG.

But perhaps the Spellplague and points of light lore-reboot, returning the Realms to a skeletal state, have (unforeseen?) advantages.


Reply author: Rinonalyrna Fathomlin
Replied on: 09 May 2008 16:23:13
Message:

quote:
Originally posted by scererar

WOTC announced the beta version of DDI today, with the monthly cost.
http://www.wizards.com/default.asp?x=dnd/4news/20080507a



Like I'm going to pay for a beta version. I'll pass.


Reply author: Brian R. James
Replied on: 09 May 2008 18:25:46
Message:

Nah, the beta period is free.


Reply author: Rinonalyrna Fathomlin
Replied on: 09 May 2008 23:07:28
Message:

quote:
Originally posted by Brian R. James

Nah, the beta period is free.



Thanks for the clarification.


Reply author: Markustay
Replied on: 13 May 2008 21:32:35
Message:

Okay, I just read the announcement, and I'm not sure if it is a joke or not, according to this -

quote:
The client-based applications, including the D&D Character Builder and D&D Game Table, will not be part of the initial beta release period, but will be added as they become available.


It sounds like EXACTLY what we've been looking at for the last few months, so what are they announcing here?

More of that "Headless Zhent" goodness?

Maybe we'll see a Shaarlock Holnes story called The Hound of the Cormanthordales or some such.

Seriously though, what does this Beta have that the Alpha didn't? Also, I noticed when someone PM'd me that now I have to look at that 'Gleemax' atrocity to read my PMs over there... looks like I'm going to be ignoring a LOT of PMs from now on.


Reply author: Ayunken-vanzan
Replied on: 16 May 2008 17:47:44
Message:

I just stumbled about this today, and I don't know if anybody has mentioned it, yet: the new 4th ed. Draconomicon will consist of many parts. Draconomicon I will be about chromatic dragons. From the description:
Draconomicon I: Chromatic Dragons describes several varieties of dragons, including red, blue, green, black, and white dragons, as well as three new chromatic dragons.

This sourcebook gives details of each dragons powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about draconic nations and organizations and how chromatic dragons fit into the D&D game. Wide-ranging story and campaign elements in the book give DMs ready-to-play material that is easily incorporated into a game, including adventure hooks, quests, and pregenerated treasure hoards.

I am not very happy about the decision to divide the Draconomicon. The old (3rd ed.) version is a magnificent work, and I am not sure that I am willing to buy a row of books - especially considering that the new lore presented there will most likely annoy me.


Reply author: Wooly Rupert
Replied on: 16 May 2008 18:34:32
Message:

quote:
Originally posted by Ayunken-vanzan

I just stumbled about this today, and I don't know if anybody has mentioned it, yet: the new 4th ed. Draconomicon will consist of many parts. Draconomicon I will be about chromatic dragons. From the description:
Draconomicon I: Chromatic Dragons describes several varieties of dragons, including red, blue, green, black, and white dragons, as well as three new chromatic dragons.

This sourcebook gives details of each dragons powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about draconic nations and organizations and how chromatic dragons fit into the D&D game. Wide-ranging story and campaign elements in the book give DMs ready-to-play material that is easily incorporated into a game, including adventure hooks, quests, and pregenerated treasure hoards.

I am not very happy about the decision to divide the Draconomicon. The old (3rd ed.) version is a magnificent work, and I am not sure that I am willing to buy a row of books - especially considering that the new lore presented there will most likely annoy me.



Mother of Lurue, another book on dragons named Draconomicon?!? Wasn't two enough? Don't these people have even a shred of creativity left?


Reply author: Mace Hammerhand
Replied on: 16 May 2008 19:04:57
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Ayunken-vanzan

I just stumbled about this today, and I don't know if anybody has mentioned it, yet: the new 4th ed. Draconomicon will consist of many parts. Draconomicon I will be about chromatic dragons. From the description:
Draconomicon I: Chromatic Dragons describes several varieties of dragons, including red, blue, green, black, and white dragons, as well as three new chromatic dragons.

This sourcebook gives details of each dragons powers, tactics, myths, lairs, servitors, and more. In addition, this book provides new information about draconic nations and organizations and how chromatic dragons fit into the D&D game. Wide-ranging story and campaign elements in the book give DMs ready-to-play material that is easily incorporated into a game, including adventure hooks, quests, and pregenerated treasure hoards.

I am not very happy about the decision to divide the Draconomicon. The old (3rd ed.) version is a magnificent work, and I am not sure that I am willing to buy a row of books - especially considering that the new lore presented there will most likely annoy me.



Mother of Lurue, another book on dragons named Draconomicon?!? Wasn't two enough? Don't these people have even a shred of creativity left?



LOL Wooly, you should read my livejournal


Reply author: Markustay
Replied on: 16 May 2008 19:05:14
Message:

I thought you were going to say "shred of decency", but in this case, I supppose it amounts to the same thing.

Obviously, they have NO pride, and have figured out that by paddding the books even further, they get to split them and charge us for them TWICE.

You know, I bought the original 2e one, because it was FR, but I never bothered to shell out for the 3e version. After all, just how many times are you really throwing Dragon encounters at your players? Back when the whole family tree took up a few pages in the original MM, I never had a problem using them.

How on god's Earth can they justify two books on a monster you rarely use, unless they think you should be slaughtering dragons all the time, which will eventually turn the Dragons into Orcs - just silly Canon-fodder to throw at your players.

Dragons should be a story-ender, NOT a random encounter, so this is just a blatant example of milking the cow for all it's worth.


Reply author: ShadezofDis
Replied on: 16 May 2008 20:27:54
Message:

quote:
Originally posted by Markustay

How on god's Earth can they justify two books on a monster you rarely use, unless they think you should be slaughtering dragons all the time, which will eventually turn the Dragons into Orcs - just silly Canon-fodder to throw at your players.



The probably just use the canned response they've had to use for all sorts of other product.

As a for instance, Faiths and Pantheons states at the beginning that the Gods themselves aren't nearly as important as the churches of those Gods and then goes on to devote most of the book to the stats of Gods.

Or the Fiendish Codex I and II, they state "Demon Lords should be the end of epic quests, etc etc" and then stat out all the Demon Lords and just give lip service to the cults and servitors.

Anyhow, I'm just bitter.


Reply author: Ayunken-vanzan
Replied on: 16 May 2008 20:29:59
Message:

And there is no indication that there will be only two parts. After metallic dragons (II) there can be a volume about gem dragons (III), extraplanar dragons (IV), dragons of the Underdark (V), heavy metal dragons (VI), epic dragons (VII)...

The sky is the limit.


Reply author: Mace Hammerhand
Replied on: 16 May 2008 20:34:36
Message:

quote:
Originally posted by Ayunken-vanzan

And there is no indication that there will be only two parts. After metallic dragons (II) there can be a volume about gem dragons (III), extraplanar dragons (IV), dragons of the Underdark (V), heavy metal dragons (VI), epic dragons (VII)...

The sky is the limit.



Heavy Metal Dragons...

the Judas Priest dragon
the Black Sabbath dragon
the Iron Maiden dragon
the Metallica dragon
the Megadeth dragon

yea, that would be kinda cool


Reply author: Caedwyr
Replied on: 16 May 2008 20:46:01
Message:

I've always found Dragons to be excellent movers and shakers and actors behind the scenes. This is why I found a lot of the second edition monster manual entries and supplements like the Draconomicron useful as they provided insight into draconic/other monster culture, behaviours, society, diet, psychology.

To be honest, I tended to find the Combat: section in the old monster manual sections the least interesting unless it made some interesting comments on how the creature would behave in a way other than a straight up knock them down type fight. It made it much easier to use many different creatures in non-combat roles. It seems that by and large non-combat "monster" design has been left by the wayside and more freedom given to the DM with less consistency of behaviour by certain species being one of the results, good or bad.


Reply author: Markustay
Replied on: 17 May 2008 20:48:18
Message:

But TWO (or more) seprate volumes dedicated to a rarely encountered creature? The 3e one was fine, although I don't use Dragons often enough to warrant it, but more then one book about a single creature is silly... and YES, all of the dragon sub-species are still of one race.

Then again, the varous DotU books are a good example of books overdone on a single sub-race.

The last time TSR tried this, with their 'Creature Arcana' series, it failed (although they were very good, people just couldn't justify the purchase in most cases). I really don't want WotC to get used to selling us one monster at a time, or worse, one sud-race at a time.

@Mace - maybe they will team-up with the new elemental Giants, the "Monsters of Rock".


Reply author: Mace Hammerhand
Replied on: 17 May 2008 22:04:09
Message:

Ooooh...Monsters of Rock, truly a classic!


Reply author: Rinonalyrna Fathomlin
Replied on: 19 May 2008 02:25:16
Message:

quote:
Originally posted by Markustay

But TWO (or more) seprate volumes dedicated to a rarely encountered creature? The 3e one was fine, although I don't use Dragons often enough to warrant it, but more then one book about a single creature is silly... and YES, all of the dragon sub-species are still of one race.



I think I know the rationale behind that.

The preview books constantly talked about how the dragon is THE iconic monster of D&D.

The other possible reason is that they really DO want people to use dragons more often in the game.


Reply author: Kentinal
Replied on: 19 May 2008 04:56:22
Message:

Not all that sure about how design tean views Dragon slaying, however it clearly was a trademark of fantasy fiction. The Knights (sometimes less then Knights) killing a Dragon was the best one could do.
I am sure there will be new players that want to kill a Dragon, but alas D&D has evolved mosters that Dragons fear.


Reply author: Jorkens
Replied on: 19 May 2008 07:40:00
Message:

quote:
Originally posted by Markustay



The last time TSR tried this, with their 'Creature Arcana' series, it failed (although they were very good, people just couldn't justify the purchase in most cases). I really don't want WotC to get used to selling us one monster at a time, or worse, on sud-race at a time.




That would be perfect for me, but I agree that it would not exactly be the economical choice. And you always have the Slayers Handbooks from Mongoose.


Reply author: Wooly Rupert
Replied on: 19 May 2008 14:41:40
Message:

quote:
Originally posted by Kentinal

Not all that sure about how design tean views Dragon slaying, however it clearly was a trademark of fantasy fiction. The Knights (sometimes less then Knights) killing a Dragon was the best one could do.
I am sure there will be new players that want to kill a Dragon, but alas D&D has evolved mosters that Dragons fear.



You know, the way most DMs and players handle dragon-slaying is simply wrong. I have had so many players tell me how their tenth-level paladin (or something similar) defeated a red dragon by himself... And I've often responded with "that wouldn't have happened if I was running the dragon." That usually gets me a confused look, along with some variation on "What do you mean?"

The fiction and descriptions of dragons always emphasize not only their size, but also their intelligence and cunning. And yet it seems that most DMs run dragons like very large, dumb animals, making them easy prey for even a mid-level party.

If I was running the dragon, I'd send even high-level parties running, unless they were very careful and planned everything out well in advance. Enormous critters with long lifespans, magic, and an intelligence level on par with -- if not exceeding -- the intelligence of the most intelligent human/demihuman races should be played as nothing less.

Another minor thing that's always bugged me about dragons: they are always lounging around on mounds and mounds of treasure. And yet, going by the treasure tables, there should only be enough coinage to mound into a small pillow. Even 100,000 gold coins isn't going to go that far in supporting a critter 100 feet long. It'd be like a human trying to sleep on a roll of pennies.


Reply author: Rinonalyrna Fathomlin
Replied on: 19 May 2008 15:01:12
Message:

quote:
Originally posted by Wooly Rupert


The fiction and descriptions of dragons always emphasize not only their size, but also their intelligence and cunning. And yet it seems that most DMs run dragons like very large, dumb animals, making them easy prey for even a mid-level party.



Unfortunately, the preview material did paint the picture of chromatic dragons being more "animal-like" in this edition--not so much evil, but dangerous the way wild animals are.


Reply author: Ayunken-vanzan
Replied on: 19 May 2008 15:41:03
Message:

quote:
Originally posted by Rinonalyrna Fathomlin


Unfortunately, the preview material did paint the picture of chromatic dragons being more "animal-like" in this edition--not so much evil, but dangerous the way wild animals are.



And here we have a point that I don't like at all. Even evil dragons don't deserve such a treatment by the designers.


Reply author: Mace Hammerhand
Replied on: 19 May 2008 15:55:12
Message:

quote:
Originally posted by Ayunken-vanzan

quote:
Originally posted by Rinonalyrna Fathomlin


Unfortunately, the preview material did paint the picture of chromatic dragons being more "animal-like" in this edition--not so much evil, but dangerous the way wild animals are.



And here we have a point that I don't like at all. Even evil dragons don't deserve such a treatment by the designers.



Yet, this basically takes its pointers from MMO stuff. A dragon is a monster, monsters are there to kill. I've never seen a boss-mob in EQ or WoW that, when engagaed, target the healers and damage dealers first, something I would have done in an RPG. If an intelligent monster sees some dude casting a cure spell, this person will be the primary target.


Reply author: Kuje
Replied on: 19 May 2008 16:58:33
Message:

Chris Sims, yesterday, on ENworld, clarified WOTC's stance in the discussion about evil gods in 4e in the PHB/DMG..

"Evil gods are described briefly in the PH and detailed in the DMG. Contrary to limiting player options, it gives the DM the option to go by a default assumption that PCs don't worship evil deities without "over-enforcing" the point. (Most D&D games involve heroic PCs, at least as good as the Han Solo who shot first, not villainous ones.) The DM has all the info needed for evil paladins, whether a player ever creates one or not. If a DM wants PCs to have access to evil gods, it's easy enough to do.

The idea that common folk might see evil gods as unaligned is a story issue for a DM to decide, and one we played on in places such as Mulmaster in FR. The presentation of the gods in the DMG makes it plain what they really areevil or worse.

Also, can someone who thinks he or she doesn't like the alignment system tell me where the line is between neutral good and chaotic good? Lawful evil and neutral evil? I have a hard time drawing those lines definitively."


Reply author: Kuje
Replied on: 19 May 2008 17:25:24
Message:

And on that note I'm going to break my silence about discussing 4e and say: I don't truely understand WOTC's reasoning to cut the alignment system so that there are only 5 alignments now. We have LG, G, Unaligned, E, LE. Least thats what it looks like to me in the thread I'm reading.

Weird....


Reply author: Aravine
Replied on: 19 May 2008 17:41:38
Message:

quote:
Originally posted by Kuje

And on that note I'm going to break my silence about discussing 4e and say: I don't truely understand WOTC's reasoning to cut the alignment system so that there are only 5 alignments now. We have LG, G, Unaligned, E, LE. Least thats what it looks like to me in the thread I'm reading.

Weird....



I just don't understand the logic of WOTC


Reply author: Mace Hammerhand
Replied on: 19 May 2008 18:06:38
Message:

Logic? What logic?


Reply author: Markustay
Replied on: 19 May 2008 18:24:58
Message:

I don't mind that, even if it does mean D&D is moving even further from its roots. They have just assumed that 'Chaos' and 'Neutral' are much the same thing (you don't know which way they will swing).

Its going to wreak havok when they re-do Planescape, though - which they've already announced, if I'm not mistaken.

As far as Dragons go, I've been playing them (theoreticlly - I've yet to 'do' a Dragon encounter) pretty much as WotC has changed them. It has been established for a long time now, in FR canon, that not every chromatic is evil, and that not every metalic is good, and the two often join forces (Elminster's Daughter being a recent example). For the Core world (thinking of GH here), the MM Dragons were fine, but I had always felt that FR was more about 'shades of grey', rather then black & white.

quote:
Originally posted by Jorkens

That would be perfect for me, but I agree that it would not exactly be the economical choice. And you always have the Slayers Handbooks from Mongoose.
Very True.

I have a couple of those Slayer's guides, and I think that having the option of purchasing a book about a creature type you plan to 'spotlight' is excellent - and can be done by small companies who don't need to sell the number of books WotC does.

In the case of WotC, their books are more often regarded as 'must haves', so if you want to run an Orc encounter, but don't own THEIR Orc Book, you're handicapped. To put it another way - no one expects you to have a 3rd party book about a creature (its more of a pleasant surprise), but if such a book is released by WotC, then you WILL be expected to have the CANON source about a creature you are high-lighting.

Case in point - I own only the 3rd party books that interested me, but I own quite a few 3e core books that I'll never use.

I think this more specific type of information should only be done by smaller companies - I just don't see WotC doing them as beneficial to us.

Like I said, the Arcana series of books were excellent, but I didn't buy them when they came out... just how often were my parties going to fight Sahuagin? I have recently bought them all as PDFs from Paizo, though, because for $4, who cares if I ever really use them.

I won't feel that way about multiple $30 Dragon books.


Reply author: Wooly Rupert
Replied on: 19 May 2008 22:58:18
Message:

quote:
Originally posted by Markustay


As far as Dragons go, I've been playing them (theoreticlly - I've yet to 'do' a Dragon encounter) pretty much as WotC has changed them. It has been established for a long time now, in FR canon, that not every chromatic is evil, and that not every metalic is good, and the two often join forces (Elminster's Daughter being a recent example). For the Core world (thinking of GH here), the MM Dragons were fine, but I had always felt that FR was more about 'shades of grey', rather then black & white.


Oh, that part doesn't bother me. The thing that gets me is that stat-wise and description-wise, dragons have always been listed as being far more intelligent than most DMs play them.

And while I don't mind having oddballs for each alignment, I want those to be the exception, not the rule. The "no common alignment per draconic color" thing was one of the elements of Eber-whatsit that I have never liked.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 May 2008 01:32:53
Message:

quote:
Originally posted by Kuje

And on that note I'm going to break my silence about discussing 4e and say: I don't truely understand WOTC's reasoning to cut the alignment system so that there are only 5 alignments now. We have LG, G, Unaligned, E, LE. Least thats what it looks like to me in the thread I'm reading.

Weird....



That is weird...I don't understand why they left in LG and LE, but ditched the other extreme alignments.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 May 2008 01:33:33
Message:

quote:
Originally posted by Markustay

I don't mind that, even if it does mean D&D is moving even further from its roots. They have just assumed that 'Chaos' and 'Neutral' are much the same thing (you don't know which way they will swing).




Where? Link please?


Reply author: Brian R. James
Replied on: 20 May 2008 04:16:57
Message:

The alignments are LG, G, U, E, CE


Reply author: lowtech
Replied on: 20 May 2008 05:35:26
Message:

quote:
Originally posted by Markustay


Its going to wreak havok when they re-do Planescape, though - which they've already announced, if I'm not mistaken.



Yeah, its like a cruel joke inflicted upon Planescape fans by Asmodius or the dark powers of Ravenloft.


Reply author: Ayunken-vanzan
Replied on: 20 May 2008 06:09:18
Message:

quote:
Originally posted by Wooly Rupert

And while I don't mind having oddballs for each alignment, I want those to be the exception, not the rule.


Indeed, there have been always exceptions to the rule, even gold dragons who are not LG. Think of the Druid Dragon in the High Forest, Aerosclughpalar, who is N, which is quite unusual for a gold.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 May 2008 14:16:20
Message:

quote:
Originally posted by Brian R. James

The alignments are LG, G, U, E, CE



Hmm, I think I'm still going to ask Rich about that. Why single out LG and CE?


Reply author: Markustay
Replied on: 20 May 2008 14:20:35
Message:

I don't think you're asking Rich anything, now that WotC took down the FR boards.

I guess you guys are stuck with me.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 May 2008 17:02:01
Message:

quote:
Originally posted by Markustay

I don't think you're asking Rich anything, now that WotC took down the FR boards.






Once again. WotC did NOT take take the FR boards entirely, and Rich's Q&A thread is still there. You know this, because you posted in that very thread today to say goodbye.

You keep making it sound like everything regarding the FR was deleted. It was not, it was just consolidated into one forum. I am NOT saying that was a good idea, but I also believe in being accurate.


Reply author: The Sage
Replied on: 20 May 2008 17:16:56
Message:

Let's try to keep things civil folks, eh?


Reply author: Kuje
Replied on: 20 May 2008 17:18:09
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Brian R. James

The alignments are LG, G, U, E, CE



Hmm, I think I'm still going to ask Rich about that. Why single out LG and CE?



I'm not sure why WOTC did that, it makes even less sense to me.


Reply author: Rinonalyrna Fathomlin
Replied on: 20 May 2008 17:38:26
Message:

quote:
Originally posted by Kuje


I'm not sure why WOTC did that, it makes even less sense to me.



Indeed. I'm troubled because this new alignment system seems to agree with the (IMO faulty) notion that Law is generally "goodly", and Chaos is generally "wicked." I'd like to obtain some more information about the rationale behind keeping those two extreme alignments, but not the others.


Reply author: Wooly Rupert
Replied on: 20 May 2008 19:08:44
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Kuje


I'm not sure why WOTC did that, it makes even less sense to me.



Indeed. I'm troubled because this new alignment system seems to agree with the (IMO faulty) notion that Law is generally "goodly", and Chaos is generally "wicked." I'd like to obtain some more information about the rationale behind keeping those two extreme alignments, but not the others.



That does seem to be the general idea... I can't stand it, though. As I've stated more than once, I've long thought that the 9-alignment system was both an excellent setup and not at all difficult to use or understand.


Reply author: Hawkins
Replied on: 20 May 2008 19:23:00
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Kuje
I'm not sure why WOTC did that, it makes even less sense to me.
Indeed. I'm troubled because this new alignment system seems to agree with the (IMO faulty) notion that Law is generally "goodly", and Chaos is generally "wicked." I'd like to obtain some more information about the rationale behind keeping those two extreme alignments, but not the others.
That does seem to be the general idea... I can't stand it, though. As I've stated more than once, I've long thought that the 9-alignment system was both an excellent setup and not at all difficult to use or understand.

Personally, I never had a problem with the 9 alignments, just with the implementation of them as prereqs, mainly for classes. Also, I have experimented a little with perceived alignment (which is reflected in how you view yourself) and actual alignment (which is reflected in your actions). I think that it allows for more dynamic role-playing.


Reply author: Mace Hammerhand
Replied on: 20 May 2008 19:32:21
Message:

Well, if Law stands for good now... (and I'm gonna turn this into sarcasm now!) the laws that governed segregation must've been good...according to WotC's new alignment system...


Reply author: Wooly Rupert
Replied on: 20 May 2008 20:05:00
Message:

And we don't need any more comments like that one, thank you.


Reply author: monknwildcat
Replied on: 20 May 2008 20:25:38
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Kuje

I'm not sure why WOTC did that, it makes even less sense to me.



Indeed. I'm troubled because this new alignment system seems to agree with the (IMO faulty) notion that Law is generally "goodly", and Chaos is generally "wicked." I'd like to obtain some more information about the rationale behind keeping those two extreme alignments, but not the others.



I'm sure someone else will pipe up on this, but the simplistic law=good and chaos=evil have strong background in the Basic and Expert D&D boxed set from the early 1980s. The Chaos Curse title of the RAS Cleric Quintet novel harkens back to it.


Reply author: Mace Hammerhand
Replied on: 20 May 2008 20:34:42
Message:

Um...RAS wrote the Chaos Curse for AD&D FR, not D&D. I doubt his intention was to remind people of OD&D


Reply author: Markustay
Replied on: 20 May 2008 23:57:08
Message:

Rinon and I are friends, Sage, no worries.

quote:
Originally posted by Rinonalyrna Fathomlin

WotC did NOT take take the FR boards entirely, and Rich's Q&A thread is still there. You know this, because you posted in that very thread today to say goodbye.
Check the posting times.*

I only found that the threads had been moved SEVEN minutes after posting the above - sorry.

I have multiple tabs open, so I browse several sites simultaneaously.

Once I found the thread, I posted Goodbye in it, as you yourself noted.

*Figuring out the time on this server is a pain-in-the-rump; since your in the same TZ as me, you need to -17 from the hours (being aware that 12 noon = 0, so -3 winds up 9 AM for us). I just had to figure all that out because you had me thinking I was going insane.


Reply author: Markustay
Replied on: 21 May 2008 00:01:07
Message:

Another accidental DP - Timeout error thingy.


Reply author: Rinonalyrna Fathomlin
Replied on: 21 May 2008 00:24:37
Message:

quote:
Originally posted by Markustay

Rinon and I are friends, Sage, no worries.



Yes.

quote:
Check the posting times.*

I only found that the threads had been moved SEVEN minutes after posting the above - sorry.


OK, I didn't know that. *I'm* sorry, too.

Anyway, the question I asked Rich (I wanted his thoughts on the Archmage ED, and if he thought it was meant to be exclusive to one person) has been answered. I'm planning to ask him about the alignments.


Reply author: Rinonalyrna Fathomlin
Replied on: 21 May 2008 00:26:56
Message:

quote:
Originally posted by monknwildcat

I'm sure someone else will pipe up on this, but the simplistic law=good and chaos=evil have strong background in the Basic and Expert D&D boxed set from the early 1980s.



Right...but some old notions get cast aside for a reason.

The concept you mention probably should have stayed back in the 80s. Of course, that's just my take on things.


Reply author: Markustay
Replied on: 21 May 2008 00:40:36
Message:

Its very "Lovecraftian", so I suppose we know where that particular design concept stems from.


Reply author: monknwildcat
Replied on: 21 May 2008 00:48:12
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by monknwildcat

I'm sure someone else will pipe up on this, but the simplistic law=good and chaos=evil have strong background in the Basic and Expert D&D boxed set from the early 1980s.



Right...but some old notions get cast aside for a reason.

The concept you mention probably should have stayed back in the 80s. Of course, that's just my take on things.



Agreed. Evolution's generally a positive. The 80's did keep a lot of that decade's tripe, but maybe this leaked thru.

Mace, I figured as RAS' older he prolly had exposure to the red and blue boxes first and such exposure influenced his word later choice in title, although, in retrospect, it was probably based on alliteration.

And, yep, you're right about the rules set under which the novels began.


Reply author: Rinonalyrna Fathomlin
Replied on: 21 May 2008 01:02:50
Message:

quote:
Originally posted by monknwildcat


Agreed. Evolution's generally a positive. The 80's did keep a lot of that decade's tripe, but maybe this leaked thru.


Indeed.

quote:
Mace, I figured as RAS' older he prolly had exposure to the red and blue boxes first and such exposure influenced his word later choice in title, although, in retrospect, it was probably based on alliteration.



From everything I've read, I believe RAS did actually play 1st edition D&D--in the forward to the CQ collector's edition, he mentioned that he originally wanted a monk to be the protagonist.


Reply author: Jorkens
Replied on: 21 May 2008 07:06:10
Message:

quote:
Originally posted by Markustay

Its very "Lovecraftian", so I suppose we know where that particular design concept stems from.



Well, the Law-Chaos thing is more early Moorcock, but that's beside the point. I don't care much whether they go back to the old version or not, I am more worried over how they will use the definitions.


Reply author: Alisttair
Replied on: 27 May 2008 15:45:31
Message:

Just want to say that while I am not a fan of the FR nuking to transition it to 4E, the ruleset for 4E looks like fun with Fort. Ref. and Will becoming more like AC. I will get to playtest with the quick play rules next Tuesday with some teachers (the science teacher will be DMing). Of course I will be using the wizard


Reply author: Rinonalyrna Fathomlin
Replied on: 27 May 2008 15:59:33
Message:

A lot of people like the new 4E rules, including people who don't like what was done to the FR setting.


Reply author: Wooly Rupert
Replied on: 27 May 2008 16:29:07
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

A lot of people like the new 4E rules, including people who don't like what was done to the FR setting.



I don't like the new rules at all, myself. I don't find them to be a logical evolution of the game; I see them as an attempt to turn an MMO into a pen-and-paper game. And I especially dislike the fact that the RP seems to be on the way out of the original RPG.


Reply author: Alisttair
Replied on: 27 May 2008 16:36:31
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Rinonalyrna Fathomlin

A lot of people like the new 4E rules, including people who don't like what was done to the FR setting.



I don't like the new rules at all, myself. I don't find them to be a logical evolution of the game; I see them as an attempt to turn an MMO into a pen-and-paper game. And I especially dislike the fact that the RP seems to be on the way out of the original RPG.



So basically like a board game with a lot of rules.


Reply author: Alisttair
Replied on: 27 May 2008 16:37:21
Message:

Pretty soon we'll be rolling dice for movement in D&D.


Reply author: Rinonalyrna Fathomlin
Replied on: 27 May 2008 17:00:26
Message:

quote:
Originally posted by Wooly Rupert


I don't like the new rules at all, myself.



I know.


Reply author: Pasta Fzoul
Replied on: 28 May 2008 04:50:25
Message:

quote:
Originally posted by Wooly Rupert

[quote]Originally posted by Rinonalyrna Fathomlin
[brAnd I especially dislike the fact that the RP seems to be on the way out of the original RPG.



I'm curious - how do the rules inhibit RP? I ask because the 3.5ed rules didn't really seem to actively foster RP.


Reply author: Wooly Rupert
Replied on: 28 May 2008 05:39:26
Message:

quote:
Originally posted by Pasta Fzoul

quote:
Originally posted by Wooly Rupert

[quote]Originally posted by Rinonalyrna Fathomlin
[brAnd I especially dislike the fact that the RP seems to be on the way out of the original RPG.



I'm curious - how do the rules inhibit RP? I ask because the 3.5ed rules didn't really seem to actively foster RP.



It's not that the new rules inhibit role-playing... Rather, the new rules seem to ignore role-playing altogether. Role-playing does not seem to be part of D&D Extreme.

It's like I posted about the disenchanting of items. It appears to be a WoW system, with just a laundry list of common components that, depending on the mix, can be easily mixed to make any number of magical items. In previous versions of D&D, magical item creation wasn't a science, it was an art -- you'd have to figure out how best to make a particular item, gather the components, do all the right spells, and then maybe it would work. And each mage could come up with a different way to make the same item, but for different items, you'd need an entirely different recipe and set of components. None of this "Oh, I'll take the residuum from disenchanting these things to make a new nifty item!"

And how about the nerfing of alignments, which was always originally a role-playing tool? Sure, people can still play the alignments as they wish, but cutting them down de-emphasizes them in the game -- and thus de-emphasizes role-playing.

I've seen all this stuff about how 4E is going to be so cool and all, but it's all been about combat, and spellcasting, and healing surges, and nifty powers... I've not seen jack about actual role-playing. It's all been about filling the right slots (controller? director? Nani?), and not having to worry about dying, and continuously battling thru dungeons with 6 hour rest periods giving a full recharge, and stuff like that. Almost everything I've seen about 4E has been lifted from WoW and other MMOs -- and MMOs and role-playing often have very, very little to do with each other.

It's part of why I call 4E D&D Extreme -- because it may have some common elements, but it's otherwise not like any version of D&D I've ever played. I don't consider it to even be the same game.


Reply author: Richard Lee Byers
Replied on: 28 May 2008 05:53:19
Message:

I'm not defending or knocking 4e, just making an observation. But for what it's worth...I've played and GMed many games over the years, D&D editions 1 through 3.5, Champions, Call of Cthulhu, and DC Heroes to name a few. And it seems to me that when a game is strong on roleplaying, it's because the players and GM want a game that's strong on roleplaying. The particular system has virtually nothing to do with it. Has your experience been different?


Reply author: SirUrza
Replied on: 28 May 2008 05:58:46
Message:

Not completely far off there Wooly.. particularly since social encounters have become akin to combat.

In either case, I like some of the stuff I have seen. I've spent most of the day going over the PHB and while I found some shocking new stuff (like rangers can only 2 weapon fight and multiclass is crap) I still haven't found anything that I can't just ignore and continue to do as we've always done as far as roleplaying goes (like social encounters.)

That said, reading the 4E PHB as a PDF has only reinforced my hate for reading D&D books digitally. :)


Reply author: Mkhaiwati
Replied on: 28 May 2008 06:15:39
Message:

quote:
Originally posted by Richard Lee Byers

I'm not defending or knocking 4e, just making an observation. But for what it's worth...I've played and GMed many games over the years, D&D editions 1 through 3.5, Champions, Call of Cthulhu, and DC Heroes to name a few. And it seems to me that when a game is strong on roleplaying, it's because the players and GM want a game that's strong on roleplaying. The particular system has virtually nothing to do with it. Has your experience been different?



I would agree with you. (and add that a GM can make or break a game system or setting, too. Most gamers that hate a system or world had a bad gm in the past)

However, to argue the other side, too, what does the fact that 4e is being portrayed strongly in the non-roleplaying angle say about the game designers or the people they are trying to impress/entice?


Reply author: Wooly Rupert
Replied on: 28 May 2008 13:29:52
Message:

quote:
Originally posted by Richard Lee Byers

I'm not defending or knocking 4e, just making an observation. But for what it's worth...I've played and GMed many games over the years, D&D editions 1 through 3.5, Champions, Call of Cthulhu, and DC Heroes to name a few. And it seems to me that when a game is strong on roleplaying, it's because the players and GM want a game that's strong on roleplaying. The particular system has virtually nothing to do with it. Has your experience been different?



Well, I'll agree that it's what the DM and players bring to the table. It's just that in prior versions of the game, role-playing was something that was written into and emphasized in the rules. What I've seen thus far of 4E, role-playing is only in there as an afterthought, if it's included at all. Everything seems to be about combat, or about moving from one combat to the next. The impression I've gotten is that role-playing is not a focus or even a goal in 4E.


Reply author: Rinonalyrna Fathomlin
Replied on: 28 May 2008 15:12:03
Message:

quote:
Originally posted by Wooly Rupert
It's not that the new rules inhibit role-playing... Rather, the new rules seem to ignore role-playing altogether. Role-playing does not seem to be part of D&D Extreme.



My personal opinion about 3E, though, was that it went too far in assigning everything a number. When people say it became utterly bloated with rules for everything, I can't help but agree, although I'm aware that 4E could turn out that way too (WotC needs to put out new material all the time, or they won't make money).

I have to agree with RLB that if a group really wants to roleplay, that's what they're going to do regardless of what the rules are. As for whether or not the core rulebooks are going to foster roleplaying? Well, we'll see when they come out.


Reply author: Rinonalyrna Fathomlin
Replied on: 28 May 2008 15:18:17
Message:

quote:
Originally posted by Mkhaiwati

However, to argue the other side, too, what does the fact that 4e is being portrayed strongly in the non-roleplaying angle say about the game designers or the people they are trying to impress/entice?



Well again, I'm going to play devil's advocate and say this: WotC is trying to showcase how the 4E mechanical system is different from the one in 3E. It only makes sense that they are mostly going to be talking about combat. Roleplaying, IMO, doesn't really need to have rules--if it has rules attached to it, then you can say that roleplaying is almost being reduced to something mechanical, couldn't you?

Having read the preview material, I can attest that there was discussion about roleplaying the various races and what to expect in the setting. It wasn't solely about rules. I've heard that the vast majority of the core rulebooks has to do with rules and mechanics, but they are rulebooks after all, and I haven't yet seem them for myself either.


Reply author: Quale
Replied on: 28 May 2008 15:48:02
Message:

I briefly looked through the 4e books, meh

DMG has improved, particularly useful for new DMs

MM, anyone remembers Planscape Monstrous Compendium III, it was full of lore, now it's the opposite, everything is about combat. I especially dislike the new angels, dryads, elementals, overall mechanically seems alright, simplified, better for new players, useless

PHB, Correllon and Sehanine aren't good. Races, I don't like dragonborn, this is from the book:

''Play a dragonborn if you want . . .
- to look like a dragon.'' (wtf?)

Classes, again everything is about combat, most of the powers seem too similar, everything deals damage, but it gave me some ideas for my rogue character (homebrew system of mechanics)

can't bother reading through it all


Reply author: Quale
Replied on: 28 May 2008 16:08:20
Message:

lmao at this (from DMG):

''Playing without a DM
This might seem to be strange advice for a Dungeon
Masters Guide, but its entirely possible to play D&D
without a Dungeon Master. If all youre looking for
is fun and exciting combat, with no more than the
barest hint of plot or purpose, a random dungeon with
a random encounter deck is all you need. Someone
needs to prepare the deck, and someone needs to run
the monsters during the game. They doesnt need to be
the same person. All the players can decide together
what the monsters do, and let the player whos the
target of an attack make that attack roll (or have the
person to the left roll for the monsters).
A random dungeon with no DM makes for a good
way to spend a game session when your regular DM
cant play. Its also a fun activity over a lunch hour, as
long as your school or office is forgiving of a group of
people rolling dice and shouting battle cries!''

pathethic


Reply author: Rinonalyrna Fathomlin
Replied on: 28 May 2008 16:15:39
Message:

quote:
Originally posted by Quale


MM, anyone remembers Planscape Monstrous Compendium III, it was full of lore, now it's the opposite, everything is about combat. I especially dislike the new angels, dryads, elementals, overall mechanically seems alright, simplified, better for new players, useless



Unless you're a new player. Or a new DM.

I had heard that Corellon is Unaligned now. I suspected the same for Sehanine, based on what I read of the new version of her. Lolth is still CE though.


Reply author: Rinonalyrna Fathomlin
Replied on: 28 May 2008 16:17:42
Message:

quote:
Originally posted by Quale
If all youre looking for is fun and exciting combat, with no more than the barest hint of plot or purpose, a random dungeon with
a random encounter deck is all you need.


To each their own, but I have to admit I don't quite understand the appeal of simulated combat without some type of story or purpose behind it.


Reply author: Markustay
Replied on: 28 May 2008 16:21:12
Message:

I'd have to agree with Rinon here - I WANT to hate the 4e rules, because of what they did to FR, but I'm also desperately trying (and usually failing) to remain neutral about non-FR things, like the rules.

It has been pointed out, numerous times and on numerous forums, that many people talk about and remember fondly "the good ol' days"... you know, when we really didn't have a whole lot of rules covering stuff outside of encounters. ODD and 1e were like this - the DM pretty much had to make up everything outside of encounters. I think THAT is what WotC is trying to re-capture. We really only need rules for the combat situations - everything else is part of the story, and its up to the DM and players how much they want to concentrate on RPing.

I remember having several sessions down at the beach with good friends, and NO rulebooks were present (run mostly by a fiend, but a few by me). In my WotC sig, I have that quote by Gary Gygax that basically says "People don't really need the rules".

WotC is only trying to provide us with a consise, easy-to-use, ruleset for encounters, so that we can let our imaginations fill in the rest. I don't know about the rest of you, but I have NEVER used reaction rolls, or 'bluff', or 'intimidate', or ANY other social-based skill. I INSIST these situations be role-played out. Dice shouldn't determine weather a player sways an NPC, GOOD RPing should.

So, even though I'm a 4e FR hater, I have to say that the simpler 4e rules might just be the way to go for me - I'm undecided though.

Pathfinder's backwards-compatibility is just SO enticing... thats why I will be trying both out over the next year.


Reply author: Wooly Rupert
Replied on: 28 May 2008 17:41:10
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Wooly Rupert
It's not that the new rules inhibit role-playing... Rather, the new rules seem to ignore role-playing altogether. Role-playing does not seem to be part of D&D Extreme.



My personal opinion about 3E, though, was that it went too far in assigning everything a number. When people say it became utterly bloated with rules for everything, I can't help but agree, although I'm aware that 4E could turn out that way too (WotC needs to put out new material all the time, or they won't make money).

I have to agree with RLB that if a group really wants to roleplay, that's what they're going to do regardless of what the rules are. As for whether or not the core rulebooks are going to foster roleplaying? Well, we'll see when they come out.



I'll agree that 3E went the wrong way in assigning a number for everything -- mainly in that we didn't need full-page statblocks, and I hated the idea that anything encountered was there simply to be fought. With monsters, for example, stripping away the ecology section from 2E was a major step away from doing anything other than killing a mob and moving on.

My point is, though, that while I don't see the need to have all possible aspects of role-playing covered with rules, I do want a rule system that supports role-playing. What I don't want is a rule system that is what 4E appears to be: nothing more than combat and moving from encounter to encounter. It seems that in 4E, role-playing is being entirely (or nearly so) ignored. And that's what irks me.


Reply author: Rinonalyrna Fathomlin
Replied on: 28 May 2008 18:40:24
Message:

quote:
Originally posted by Wooly Rupert
My point is, though, that while I don't see the need to have all possible aspects of role-playing covered with rules, I do want a rule system that supports role-playing. What I don't want is a rule system that is what 4E appears to be: nothing more than combat and moving from encounter to encounter. It seems that in 4E, role-playing is being entirely (or nearly so) ignored. And that's what irks me.



Well, I hope that turns out not to be the case. When my books arrive (I did preorder them) and I've taken a good look at them, odds are I will be back here to share my thoughts. I'll pay attention to what the books say with regards to roleplaying.


Reply author: Mkhaiwati
Replied on: 28 May 2008 18:42:01
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Mkhaiwati

However, to argue the other side, too, what does the fact that 4e is being portrayed strongly in the non-roleplaying angle say about the game designers or the people they are trying to impress/entice?



Well again, I'm going to play devil's advocate and say this: WotC is trying to showcase how the 4E mechanical system is different from the one in 3E. It only makes sense that they are mostly going to be talking about combat. Roleplaying, IMO, doesn't really need to have rules--if it has rules attached to it, then you can say that roleplaying is almost being reduced to something mechanical, couldn't you?

Having read the preview material, I can attest that there was discussion about roleplaying the various races and what to expect in the setting. It wasn't solely about rules. I've heard that the vast majority of the core rulebooks has to do with rules and mechanics, but they are rulebooks after all, and I haven't yet seem them for myself either.



well, since I actually agreed with RLB to begin with, my heart isn't in it to continue playing Devil's Advocate.

I would suck at being a lawyer.


Reply author: arry
Replied on: 28 May 2008 18:48:14
Message:

I'm going to stick my neck out here. In my opinion D&D 4e is the last RPG that WotC will produce. I'm not going to get into the WoW - nonWoW argument but I get the impression that WotC is pretty desperate to get new players into the hobby. Desperate enough not to really bother about the current fan base. I believe that the RPG market is going to shrink in the near future. It's not going to disappear, but it isn't going to be capable of generating the profit margin that Hasbro requires. So I reckon that 4e is WotC's way of squeezing the last drops of value out of the brand.


Reply author: Odysseus
Replied on: 28 May 2008 20:06:03
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Wooly Rupert
It's not that the new rules inhibit role-playing... Rather, the new rules seem to ignore role-playing altogether. Role-playing does not seem to be part of D&D Extreme.



My personal opinion about 3E, though, was that it went too far in assigning everything a number. When people say it became utterly bloated with rules for everything, I can't help but agree, although I'm aware that 4E could turn out that way too (WotC needs to put out new material all the time, or they won't make money).

I have to agree with RLB that if a group really wants to roleplay, that's what they're going to do regardless of what the rules are. As for whether or not the core rulebooks are going to foster roleplaying? Well, we'll see when they come out.



I'll agree that 3E went the wrong way in assigning a number for everything -- mainly in that we didn't need full-page statblocks, and I hated the idea that anything encountered was there simply to be fought. With monsters, for example, stripping away the ecology section from 2E was a major step away from doing anything other than killing a mob and moving on.

My point is, though, that while I don't see the need to have all possible aspects of role-playing covered with rules, I do want a rule system that supports role-playing. What I don't want is a rule system that is what 4E appears to be: nothing more than combat and moving from encounter to encounter. It seems that in 4E, role-playing is being entirely (or nearly so) ignored. And that's what irks me.



I believe one of the things they have tried to do with 4E . Is to give all the combat stuff numbers. But left the role playing stuff more vague. Which IMO is an improvement on 3E. Which did seem to encourage roll Playing.


Reply author: Hawkins
Replied on: 28 May 2008 23:00:45
Message:

My little brother picked up Keep on the Shadowfell and says that he thinks that it should be pretty easy to convert from 3e to 4e. I told him that WotC says the opposite, but I guess I will have to wait until the SRD comes out before I can really analyze it.


Reply author: SirUrza
Replied on: 29 May 2008 01:06:25
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

My personal opinion about 3E, though, was that it went too far in assigning everything a number.


If you thought that went too far you're going to love what they did. Basically every conversation with NPCs comes down to dice rolls. No longer do you just converse with someone and only roll when you're trying to get them to do or reveal more then they're NOT willing.

Now you ROLL after everything to find out how much detail the responses HAVE. Social encounters are literally chose you're own adventure encounters. If the PC wins by this.. the NPC says this.


Reply author: Dart Ambermoon
Replied on: 29 May 2008 01:22:12
Message:

quote:
Originally posted by SirUrza

If you thought that went too far you're going to love what they did. Basically every conversation with NPCs comes down to dice rolls. No longer do you just converse with someone and only roll when you're trying to get them to do or reveal more then they're willing.

Now you rule after everything to find out how much detail the responses are. Social encounters are literally chose you're own adventure encounters. If the PC wins by this.. the NPC says this.



Seriously? *begins to gnaw off own foot*


Reply author: SirUrza
Replied on: 29 May 2008 01:41:28
Message:

Seriously. A social encounter will be a full page or more now instead of being a side bar of what info the NPC will reveal with 1 or 2 bits that have a DC if they wouldn't openly give that info out.


Reply author: Dart Ambermoon
Replied on: 29 May 2008 01:51:34
Message:

Phew...seems they dont really have a lot of trust in their customers ability to roleplay...or simply use friggin common sense when using encounters. Im really sorry, but Ive never believed social interaction to need ANY rules (players wit and DM logic should do), but I could live with the last changes as an aid for those that are less sure or less experienceed of how to handle that stuff. But the changes youre describing...I fear for a new generation, weaned on such rules.
*whimpers*


Reply author: Odysseus
Replied on: 29 May 2008 12:58:07
Message:

quote:
Originally posted by HawkinstheDM

My little brother picked up Keep on the Shadowfell and says that he thinks that it should be pretty easy to convert from 3e to 4e. I told him that WotC says the opposite, but I guess I will have to wait until the SRD comes out before I can really analyze it.



From what I've seen from KotS I believe you should be able to convert any edition to 4E.


Reply author: Hawkins
Replied on: 29 May 2008 17:02:39
Message:

quote:
Originally posted by Odysseus

From what I've seen from KotS I believe you should be able to convert any edition to 4E.

Then why make a public statement that they are not going to make a conversion guide because the systems are so different that it is near impossible to convert from previous editions to 4e? That would be one of the best selling points of 4e, and was one of the major things complained about from the point of its announcement. Wizards, why, oh why, do you not go about things in a logical way?


Reply author: SirUrza
Replied on: 29 May 2008 19:45:03
Message:

quote:
Originally posted by HawkinstheDM

Then why make a public statement that they are not going to make a conversion guide because the systems are so different that it is near impossible to convert from previous editions to 4e?



Because they're idiots. It's very simple to convert up from 3e to 4e. Whatever XP your character has in 3E he still has in 4E. Just find out what level he'd be, if he loses a level just figure out what percentage he is to his next level in 3E and put him in the equivalent spot in 4E so he doesn't lose the level.

Attribute scores remain the same. Just like AD&D > D&D, skills change, abilities change, and feats change.

For adventures, you're going to have to add monsters because 4E adventures have more monsters and the area an Encounter Level encompasses is much large then a party now, it can be an entire floor of a dungeon or an entire building.


Reply author: Markustay
Replied on: 29 May 2008 23:18:01
Message:

For those interested, the 4e rules have 'accidently' hit the shelves in some places early. There is a thread about it over at WotC, but I think This thread at Paizo gets more into the nitty-gritty of the new system. There may be an even better one over at Enworld, but I haven't checked there today.

It seems the general consensus is that they indeed were successful in creating a fast moving, simple game that everyone can learn and enjoy in a single session.

They also sucked all the flavor out of the game.

I was very excited by the new rules, and was looking forward to them, but now it seems that the very things I liked about it made it "not D&D". Everything is carefully calculated, all distances are in 'squares', they've eliminated just about any situation where a Dm may have to may a decision "off-the-cuff", etc...

It has been compared to heroclix - you just point and shoot... thats it. The best analogy I saw over there was by Selk -

"It's hard for me to pin down my feelings here, but I feel like a real castle has been demolished to make room for a theme-park castle"

There is nothing wrong with the rules - they are both fun and readily playable... its just that something feels like its missing.

I'm still going to ge them - they might be good for single-session romps, like 'PUG runs' in a MORPG. Its basicaly just a very well made tactical simulation at this point. There's nothing wrong with that - it's just not D&D IMHO.


Reply author: SirUrza
Replied on: 30 May 2008 08:12:11
Message:

*nods*

The monster manual is the most disappoint aspect, all the information about the various monsters is almost not present. They included almost 2-3 stat blocks for every monster and the majority of the monsters in the book get 1 page.


Reply author: Ayunken-vanzan
Replied on: 30 May 2008 11:26:15
Message:

From the thread at Paizo (on page 1 from tallforadwarf, the whole post is very interesting, especially his words about the rape of the FR):

quote:
Voice activated weaponry! The PHB seriously suggests that shouting the name of your attack is roleplaying. Heck we do sometimes, but that's not roleplaying and we certanly don't sit around joining every one of our class features with an anime battle cry.


Not only WoW-style gaming, even Manga and Anime have influenced 4th ed. This is a little bit too much to swallow ...


Reply author: Bakra
Replied on: 30 May 2008 16:24:18
Message:

quote:
Originally posted by SirUrza

quote:
Originally posted by HawkinstheDM

Then why make a public statement that they are not going to make a conversion guide because the systems are so different that it is near impossible to convert from previous editions to 4e?



Because they're idiots. It's very simple to convert up from 3e to 4e. Whatever XP your character has in 3E he still has in 4E. Just find out what level he'd be, if he loses a level just figure out what percentage he is to his next level in 3E and put him in the equivalent spot in 4E so he doesn't lose the level.

Attribute scores remain the same. Just like AD&D > D&D, skills change, abilities change, and feats change.

For adventures, you're going to have to add monsters because 4E adventures have more monsters and the area an Encounter Level encompasses is much large then a party now, it can be an entire floor of a dungeon or an entire building.


No they are not idiots. The first time it was mentioned that 3.5 may not be possible to convert was in the early stages of 4e. And guess what? Things changed since the first time the topic came up.
Will we ever see an official conversion document from WotC? No clue. Why doesnt someone ask in a polite non-snarky way on their message boards? And reading your conversion, it doesnt sound that easy to me. If you start having to rely on percentages in order to find the characters placement on the level advancement table it is not simple anymore. You said it yourself, the skills have changed, the feats have changed, the abilities have changed, you failed to mention magic has changed and the little thing called powers. It is easier to end the 3.5 edition and start with the new one. It would take less time.
I would like to point out that some of the game designers have been in the business a lot longer than some of us have been breathing.
Rich Baker has been in the industry since 1991 that is 17 years of non-idiocy game designing. I have two new players in my gaming group, one is 14 the other just turned 16, I would be ashamed if they came here and called him or any other WotC employee an idiot because they dislike the new rules.


Reply author: Quale
Replied on: 30 May 2008 17:40:30
Message:

more I read from these new books more I get the feeling that this is will flop, the beginning of the fall of wotc

check this (Monster Manual)

quote:
Bear Lore
A character knows the following information with a successful
Nature check.
DC 15: Bears generally live in forests and caves.


Reply author: Rinonalyrna Fathomlin
Replied on: 30 May 2008 18:30:54
Message:

quote:
Originally posted by Quale

more I read from these new books more I get the feeling that this is will flop, the beginning of the fall of wotc

check this (Monster Manual)

quote:
Bear Lore
A character knows the following information with a successful
Nature check.
DC 15: Bears generally live in forests and caves.




Is that meant to be a super-easy check? It seems like an obvious factoid, but I think it is important to point out that the people in the 4E PoL setting didn't grow up in the modern "information is at your fingertips" world. On the other hand, PCs are supposed to generally bit more knowledgable and/or capable than the average person.

As for the bit about shouting the names of attacks--again, that's silly, but it was also just a suggestion. It's the kind of thing that a group can just write off as dumb advice.

Not trying play 4E apologist here, so much as offering possible explanations.


Reply author: Quale
Replied on: 30 May 2008 19:50:48
Message:

agreed, good explanation, DC 15 is common knowledge, 20 is expert

this is full bear lore (was amusing, unrelated with the overall feeling I get that 4e will fall)

quote:
Bear Lore
A character knows the following information with a successful
Nature check.
DC 15: Bears generally live in forests and caves. Cave
bears are ferocious predators that make their lairs deep
underground and are accustomed to darkness. Dire bears
are savage hunters that eat humanoids as readily as game
animals.
DC 20: Dire bears typically maul prey with their claws or
crush them to death with their thick, bestial arms.


tough 1st level characters are now super heroes and I haven't seen nothing on commoners yet, guess they aren't intended for roleplaying !?


Reply author: Kajehase
Replied on: 31 May 2008 14:04:04
Message:

Does it mention what the DC for the question "Do bears crap in the woods?" is?

Mod edit: Watch the language, please.


Reply author: Markustay
Replied on: 31 May 2008 23:00:03
Message:

quote:
Originally posted by Bakra

No they are not idiots. <snip> I would like to point out that some of the game designers have been in the business a lot longer than some of us have been breathing.
Rich Baker has been in the industry since 1991 that is 17 years of non-idiocy game designing. I have two new players in my gaming group, one is 14 the other just turned 16, I would be ashamed if they came here and called him or any other WotC employee an idiot because they dislike the new rules.
Thats the whole problem.

Rich Baker is a good author game designer. Bruce Cordell is also a good author and excellent game designer (even if I do feel his personal tastes do not belong in FR). Chris Perkins is an excellent designer as well - I don't know if he's written any fiction).

It just doesn't make sense to most of us how a group of talented and intelligent men could have come up with all the changes they did - changes that make little or no sense, and go out of their way to alienate their entire fan base.

Its completely illogical. I suppose we could say there's something in the air at the WotC offices that has caused some sort of group temporary insanity, but I doubt that. The other thing would be to say they really thought this was the right way to go, which was either very egotistical (perhaps) or stupid (which I doubt).

I have thought of yet another option, but its so extreme that its beyond belief (even moreso then 4e FR itself).

Anyhow, had they been idiots, then we could understand, but its because of who they are that just leaves us shaking our heads. This past year must be one of the worst PR campaigns in history.


Reply author: SirUrza
Replied on: 31 May 2008 23:46:36
Message:

quote:
Originally posted by Bakra

No they are not idiots. The first time it was mentioned that 3.5 may not be possible to convert was in the early stages of 4e. And guess what?


Wrong.

They came out publicly and said there would be conversion guidelines, they back pedaled 2 days later. If I cared enough I'd dig up the video interview from GenCon last year of them saying so and then the web post they did retracting it.

AD&D and 3e are completely different games yet guess what exists. Conversion guidelines.


quote:
Originally posted by BakraThings changed since the first time the topic came up.


The only thing that changed is they got lazy. The game remained the same from Game Day on which was only a few months after GenCon. It's impossible that so much of the game changed in that time.

quote:
Originally posted by BakraWill we ever see an official conversion document from WotC? No clue. Why doesnt someone ask in a polite non-snarky way on their message boards?


Why not come off your high horse and stop being blind to the nonsense that comes out of WOTC. I bet the next thing you're going to tell me is you don't have fun playing D&D 3e right? Because that's what WOTC has been telling us for 2 years now.

quote:
Originally posted by BakraAnd reading your conversion, it doesnt sound that easy to me. If you start having to rely on percentages in order to find the characters placement on the level advancement table it is not simple anymore.


I'm sorry to hear 6th grade math is beyond you. Why not stick to a card game, like Solitaire.


quote:
Originally posted by BakraYou said it yourself, the skills have changed, the feats have changed, the abilities have changed, you failed to mention magic has changed and the little thing called powers. It is easier to end the 3.5 edition and start with the new one.


Again, AD&D was a COMPLETELY different game, yet it has conversion guidelines.

4e is closer AND HAS ALWAYS BEEN closer to 3e then AD&D ever way. The skill system is similar. The feat system is similar. Attributes are similar.

And guess what my innocently naive blind friend, when converting from AD&D to 3E, most of the spells didn't convert over, you just picked new ones based on your limit in 3.0. Just like skills. Just like Proficiencies.


quote:
Originally posted by BakraI would like to point out that some of the game designers have been in the business a lot longer than some of us have been breathing.


Yeah and you know how many of those aging game designers you seem to revere so much actually worked on 3.0 or even AD&D? I'll give you a guess, you can count them on one hand and you won't even use all you're fingers. Most of the people working on D&D started at or after 3.5 and have shown a clear pattern of little to no regard with what came before.


quote:
Originally posted by BakraRich Baker has been in the industry since 1991 that is 17 years of non-idiocy game designing. I have two new players in my gaming group, one is 14 the other just turned 16, I would be ashamed if they came here and called him or any other WotC employee an idiot because they dislike the new rules.


*yawn*

I'm sure your 14 and 16 year old call their friends worse then idiots that you should be more embarrassed about. And who said anything about disliking the new rules?

What I dislike is the continued disrespect for people that have been playing this game longer then most of these guys have worked for WOTC.



Reply author: Markustay
Replied on: 01 Jun 2008 00:29:34
Message:

I'm not a mod or nuthin'...

but its gettin' mighty warm in here, pardners - lets all take a deep breath.

Bottom line is they DO NOT WANT people to continure playing legacy games - that would mean NO setting sales. New edition, new setting - thats where they want everyone's heads at.

Then next year, they want everyone to jump ship again a start playing in the next setting. If the DDi lives up to their expectations (no comment), we will be getting FR info UNTIL Eberron is released, at which time THAT SETTING will step to the forefront, and all FR lore will take a backseat to Eberron's.

That is the plan - they have explaned it to us several times over. Nobody is drawing any conclusions here that WotC hasn't already imbedded in our heads. The biggest sellers are the DMG, PHB, MM, and settings books, and now that is pretty much all they want to produce.

It's called 'planned obsolescence', and I never thought I'd see the day that gross business concept crept into the RPG industry.


Reply author: Mace Hammerhand
Replied on: 01 Jun 2008 00:31:24
Message:

Well, Bill Slavisek (sp?) has been in the industry a long time... but that's beside the point. My guess is that Hasbro put their boots down. Make D&D earn more money or lose your job, that's the motto, I think. Maybe they wanna get younger fans, most of the folks I play with have been playing longer than Rich Baker has been in the industry, but here I thought 3e's goal was that as well. The main problem is rather this: even with a starter set people interested in the game might not want to run it, because the (uh-)holy trinity of PHB, DMG and MM looming at the horizon. Most kids don't like to read. Instead of abandoning 3e they should've called it AD&D again, and developed a D&D 'lite' that gets people interested and playing until they are ready to read three 280+ books.

D&D minis could have been such a jumping board as it had 'lite' rules, glue some character advancement and story-xp to that and release a bunch of dungeon builds with story. That would've gotten kids onboard easier than the whole trinity thing. 4e still is not simple, if it were the PHB would contain 20 pages, the DMG maybe 40 (most for magic items), and the MM would be gone since you have statcards... on second thought maybe a MM that explains the stat-card powers, still it would be less than 60 pages, no monsterlore, just stat-explanations for the minigame. If you wanna get fresh blood you have to offer them something that gets them away from WoW and stuff, not let them stay there!


Reply author: The Sage
Replied on: 01 Jun 2008 03:38:49
Message:

Let's try to keep things a little more civil in this discussion folks. Some of the more recent posts have certainly been treading close to the Code of Conduct.


Reply author: Odysseus
Replied on: 01 Jun 2008 13:24:23
Message:

I Dm'd my first 4E game last night. And here are my first few impressions.
4E is a lot like a trading card game. I can see kids trying to trade for a fireball card so that his wizard can have it as one of his powers etc. And Mace's comment earlier in the thread about kids not wanting to read, struck home. As I don't think you really need the books to play, just power cards.
From a players point of view 4E doesn't look better than 3rd ED, it doesn't look much more streamlined than 3E , although easier to get into. The implied/core setting is very unappealing.In fact it fealt like the monsters we're fighting the X-men not a party of adventurers. From a DM's point of view it was easier to run higher level monsters, which is a big plus.
I can't see a RPG reason for the Realms changes. And the plug and play style of rules is crying out for someone to write a great setting for 4E.
ps
Even though the PC had all those extra hit points and healing surges. They still seemed to get knock down pretty easily. Not as easily as 1st level characters. But it didn't seem a problem.
Conversion. I don't see any problem with converting old modules/adventures to 4E. Converting PCs maybe. I have a suspicion that 4E level is more about how powerful the character is a combat. So converting a more roleplay character would probably convert to a lower level. Rogue/skill monkey characters might be hard to convert.


Reply author: Ayunken-vanzan
Replied on: 01 Jun 2008 14:14:32
Message:

quote:
Originally posted by Odysseus

I Dm'd my first 4E game last night. And here are my first few impressions.
4E is a lot like a trading card game.



This seems to confirm some speculations about 4ed being influenced by Magic the Gathering appearing earlier in this thread.


Reply author: Cyria
Replied on: 01 Jun 2008 19:16:45
Message:

I haven't had time to fully read the rules yet, but looking at the MM I've discovered something that's disproportionately annoying. I know this is subjective, I know it should only be a minor issue - but I can't help it, the sheer number of compound words makes me grind my teeth. It's so jarring and artificial to me, somehow. Emberguard, blazesteel, hailscourge, rimehammer, dartswarmer, warthorn, earthrage, thunderfury, visejaw, feymire, runescribe, blackspawn gloomweb (the spawn definitely win the compound game), spiretop, shadowspinner... and that's only a few of the words I see when browsing the MM up to the end of the letter D. Ah, the sweet simplicity of the cyclops hewer and unhurried pronunciation of the briar witch dryad (they didn't make it a briarwitch! I'm shocked).

Did WOTC have trouble with the art budget, though? While a lot of the art is nice, quite a few of the MM pictures seem familiar to me.


Reply author: Mace Hammerhand
Replied on: 01 Jun 2008 21:45:51
Message:

briar witch project


Reply author: Rinonalyrna Fathomlin
Replied on: 01 Jun 2008 22:55:47
Message:

quote:
Originally posted by Quale

agreed, good explanation, DC 15 is common knowledge, 20 is expert

this is full bear lore (was amusing, unrelated with the overall feeling I get that 4e will fall)

quote:
Bear Lore
A character knows the following information with a successful
Nature check.
DC 15: Bears generally live in forests and caves. Cave
bears are ferocious predators that make their lairs deep
underground and are accustomed to darkness. Dire bears
are savage hunters that eat humanoids as readily as game
animals.
DC 20: Dire bears typically maul prey with their claws or
crush them to death with their thick, bestial arms.


tough 1st level characters are now super heroes and I haven't seen nothing on commoners yet, guess they aren't intended for roleplaying !?



Hmmm, I'm surprised it didn't mention that most bears are omnivorous.


Reply author: Rinonalyrna Fathomlin
Replied on: 01 Jun 2008 23:08:26
Message:

quote:
Originally posted by Markustay


It's called 'planned obsolescence', and I never thought I'd see the day that gross business concept crept into the RPG industry.



Hasn't that kind of already been here for a while now? When a new edition comes out, WotC knows it's not going to last forever.


Reply author: Markustay
Replied on: 01 Jun 2008 23:10:20
Message:

Damn you Mace - you stole my joke.

I haven't seen the rules yet, but I've heard a lot. Unfortunately, its not easy to make unbiased decision to begin with, and having second-hand informationmakes it only worse.

It does seem to me that the system does have that 'modular' feel that trading card games have. Also, the paths (magical and otherwise) appear to be much more restrictive, which is also in keeping with a 'card game' mentality. A spell can no longer do many things, it does specific things in specific situations... at least that is the feel I'm getting.

I also heard that magic works exactly like physical combat now, so spells are just fancy long-range weapons. That means playing a Wizard now feels pretty much the same as running a fighter. Each class has different names for their abilities, buit in the end, they all pret much do the same things... and everybdy can pretty much do what everyone else can (like heal).

I was lal for streamlining the 3e rules, but it seems they have taken it a bit too far, and now everyhting ion the game feels like everything else.

I stil plan on checking them out though, and hopefully they haven't really ruined D&D as so many are saying. Since I feel you don't even need the rules (like Gary G. said), then even the miniature rules should work for a DM who wants to Roleplay.

The monsters sound to me like they used a name-generation cghart from an old issue of Dragon - just roll dice and put two 'cool' sounding words together. I also don't like how they re-imagined some of te clasic monster-types (Lamia are a 'swarm' creature now?). After what they did to the Displacer beast in 3e (you know... that anorexic Kitty) nothing should surprise me anymore.


Reply author: Rinonalyrna Fathomlin
Replied on: 01 Jun 2008 23:16:35
Message:

Yeah, I have to admit the new Lamia is pretty...odd.


Reply author: Markustay
Replied on: 01 Jun 2008 23:19:06
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

Hasn't that kind of already been here for a while now? When a new edition comes out, WotC knows it's not going to last forever.

Yes, but with this "One setting per year paradigm", it is much more obvious, and we are expected to turn to something new every year, rather then every decade or so, as it was in the past.

Also, before when we got another PHB, or a DMG, it was a nice surprise... now we are expected to buy a new one evry single year. It can be argued that we will be getting less splat books and setting-specific books so it all balances out, but at least before we didn't feel like we were being 'milked'.

I don't mind a company taking me to the bank, but at least don't be so blatant about it by naming the books I, II, II, Iv, etc, etc, ad infinitum. Its like they aren't even trying anymore - the few books that have names other then PHB, DMG, and MM are all taken from 2nd and 3rd edition books!

There was a time when we felt like we were getting something worthwhile with every purchase, even when deep down we knew TSR was only putting this stuff out to make profit. Now they slap us in the face with the fact its all being done for profit, and unashamedly so.

Like I said in another thread, "I like to be kissed before I'm f....".


Reply author: Wooly Rupert
Replied on: 02 Jun 2008 13:50:01
Message:

They discuss alignment in the new preview.

http://www.wizards.com/default.asp?x=dnd/4ex/20080602a

Here's a small part of it:

quote:
As we saw it, several issues plagued D&D alignment, including:

1. A characters alignment, chosen at character creation, can become a straight-jacket on that characters actions. Consider the paladin weve all seen in play, I had to attack the rogue, Im lawful good, or the rogue, Im chaotic good! That means sometimes I push you off the bridge; come on, dont get mad! or some similar sentiment when presented with a role-playing choice. For this reason, many characters stuck with neutral: a nebulous self-serving alignment (as was then defined), a me first mentality that didnt necessarily promote party cohesion either.

2. In 3rd Edition, choosing an alignment usually had the unfortunate mechanical repercussion of making the aligned player vulnerable to an opposing aligned attack of a foe. Its not really ideal that being good made you more vulnerable to demonic attacks, for instance. Another reason some players stuck with the neutral alignment of previous editions.

3. The alignment system was tied to game cosmology, in ways that sometimes translated to physical effects that didnt lead to fun gameplay.


Okay...

1. Alignment is a straight-jacket? Gods, it has never been a straight-jacket, and they said as much in prior editions. Did they not even read their own rulebooks?

2. Oh, noes! Being a good guy might make you vulnerable to demonic attack? Gosh, we can't have that! Having a bad guy able to smite someone the way some good guys can is simply too unfair.

3. Alignment having physical effects? Huh? I don't really recall this, but they mention it as part of the cosmology. Well, that's part of the game. If it's dangerous for good guys to visit a particular Lower Plane, then either they don't need to be there, or they need to take the appropriate preparations. It's certainly not a big enough deal to justify the change. Besides, I don't expect the Nine Hells to be a place safe for picnics and Hello Kitty cartoons.


Reply author: Kajehase
Replied on: 02 Jun 2008 14:14:17
Message:

quote:
Originally posted by Wooly Rupert

Besides, I don't expect the Nine Hells to be a place safe for picnics and Hello Kitty cartoons.


Picnics I agree with you on, but as for Hello Kitty cartoons I suspect that the Nine Hells is exactly where they originated...


Reply author: Rinonalyrna Fathomlin
Replied on: 02 Jun 2008 15:56:58
Message:

I've never chosen an alignment based on whether the alignment I chose would make me vulnerable to certain types of attacks. That rather defeats the whole purpose.

Alignment is only a straight-jacket if one makes it that way.


Reply author: Ayunken-vanzan
Replied on: 02 Jun 2008 16:17:49
Message:

This seems to be a case of: "We have to let look the old edition as bad as possibly so that the new shines even more." Or as with the chosen: people have certain (false) concepts about alignment, so we have to change the thing instead of correct the assumed concept.


Reply author: Ayunken-vanzan
Replied on: 02 Jun 2008 16:23:23
Message:

quote:
* Good: Freedom and kindness.
* Lawful Good: Civilization and order.
* Evil: Tyranny and hatred.
* Chaotic Evil: Entropy and destruction.
* Unaligned: Having no alignment; not taking a stand.



So no judges any more (lawful neutral), and of course no big bad meanies (lawful evil - from all evil alignments the one which is easiest to understand, I think). "The old system is too complicated to understand, so it has to be dumbed down to a few selected choices."


Reply author: Hawkins
Replied on: 02 Jun 2008 17:18:47
Message:

In case anyone is interested, there is a new 4e promotion by Scott Kurtz (from PvP), Mike Krahulik ("Gabe" from Penny Arcade) and Jerry Holkins ("Tycho" from Penny Arcade). It is in the form of a podcast of them playing a 4e adventure with Chris Perkins as the DM and two one-panel comics (one by Scott and one by Gabe). This is supposed to be the first in a series, but I am not sure how many the total series will contain. Also, it should be noted that there is strong language used in the podcast.


Reply author: Cyria
Replied on: 02 Jun 2008 19:12:34
Message:

quote:

2. In 3rd Edition, choosing an alignment usually had the unfortunate mechanical repercussion of making the aligned player vulnerable to an opposing aligned attack of a foe. It�s not really ideal that being good made you more vulnerable to demonic attacks, for instance. Another reason some players stuck with the neutral alignment of previous editions.


Whoa. If being evil makes enemies more vulnerable to attacks by good enemies, well, why shouldn't it work the other way around? Or does 4E have demons that suffer no extra damage from holy weapons? I don't have a problem with some characters being more vulnerable to certain effects. I had a paladin PC for the fun of playing the ideal knight and while she never got to high enough level to face foes with Sword of Good Girl Bane +5, I would have been perfectly okay with it if the DM had thrown a Bane +1 in my direction. It's a price the PC is willing to pay for her smite evil ability. Again, this seems to be a sign that the 4E developers just happen to have different demands when it comes to fun. I don't want to find a rust monster in every dungeon and cellar, but occasional situations when my PC (paladin, mage, class X) simply can't deliver damage the way other PCs can? Perfectly okay. I trust the DMs I play with to allow us all chances to shine every now and then, and if I find a way to beat the odds and excel in an unfavourable situation, that makes the PC more heroic.


Reply author: Wooly Rupert
Replied on: 02 Jun 2008 21:11:46
Message:

quote:
Originally posted by HawkinstheDM

In case anyone is interested, there is a new 4e promotion by Scott Kurtz (from PvP), Mike Krahulik ("Gabe" from Penny Arcade) and Jerry Holkins ("Tycho" from Penny Arcade). It is in the form of a podcast of them playing a 4e adventure with Chris Perkins as the DM and two one-panel comics (one by Scott and one by Gabe). This is supposed to be the first in a series, but I am not sure how many the total series will contain. Also, it should be noted that there is strong language used in the podcast.



I saw that... I like both PVP and Penny Arcade, but I'm not so fond of Scott Kurtz. And with my lack of interest in 4E, I'm passing on the podcast.


Reply author: Wooly Rupert
Replied on: 02 Jun 2008 21:12:32
Message:

quote:
Originally posted by Ayunken-vanzan

This seems to be a case of: "We have to let look the old edition as bad as possibly so that the new shines even more." Or as with the chosen: people have certain (false) concepts about alignment, so we have to change the thing instead of correct the assumed concept.



There seems to be a lot of that going around.


Reply author: ShadezofDis
Replied on: 02 Jun 2008 21:37:51
Message:

quote:
Originally posted by Wooly Rupert

There seems to be a lot of that going around.



And to be fair, one has to deal with the perception of "outsiders", even if the perception is completely false.

I just really, REALLY dislike how they've dealt with it.


Reply author: Rinonalyrna Fathomlin
Replied on: 02 Jun 2008 23:44:30
Message:

quote:
Originally posted by Ayunken-vanzan

quote:
* Good: Freedom and kindness.
* Lawful Good: Civilization and order.
* Evil: Tyranny and hatred.
* Chaotic Evil: Entropy and destruction.
* Unaligned: Having no alignment; not taking a stand.



So no judges any more (lawful neutral), and of course no big bad meanies (lawful evil - from all evil alignments the one which is easiest to understand, I think). "The old system is too complicated to understand, so it has to be dumbed down to a few selected choices."



To be fair, those characters are still there, they would just fall into different categories.

I'm not saying I love this new system, though--I think they should have just had good, unaligned, and evil.


Reply author: Ergdusch
Replied on: 03 Jun 2008 08:32:59
Message:

quote:
* Good: Freedom and kindness.
* Lawful Good: Civilization and order.
* Evil: Tyranny and hatred.
* Chaotic Evil: Entropy and destruction.
* Unaligned: Having no alignment; not taking a stand.


Alignment remodeled - another thing I don't quite understand and one more reason for me to leave my hands off of those 4th ed. books.

BTW, as I read the article they argue that the change of the alignment scale was neccissary due to 'roleplaying difficulties' on the players part?! IMO, it cannot be (and to me and my players never was) too difficult to find a way to be true to your alignment and still play the game in a moderate way and that i't s fun for everyone at the table, even without all the players being neutral in alingment. Again they seem to take away parts of the game that gave it it's name: roleplaying. Or is it rather Rollplaying nowadays?

Anyhow, one a side note - if they erase LE what will the bloodwar between devils and demons be about? At the least it can no longer mean law vs chaos...


Reply author: Quale
Replied on: 03 Jun 2008 11:40:12
Message:

they erased the blood war too


Reply author: Ergdusch
Replied on: 03 Jun 2008 12:01:38
Message:

quote:
Originally posted by Quale

they erased the blood war too



Oh!

Well, such an approach (change something and erase/disregard all that is connected with it) makes it rather easy to to implement changes! I was aware that the 4th Ed. designers team did this at some points but to simply erase such lore as the BLOODWAR!?

I am speechless! *shakes head*


Reply author: Alisttair
Replied on: 03 Jun 2008 13:37:13
Message:

I also find it absurd that they revamp the alignment system. The old system worked. Why fix something that isn't broken. This is like what they are doing to the realms. Trying to make something easier for the few who just don't get it. (IMO)


Reply author: Alisttair
Replied on: 03 Jun 2008 13:38:34
Message:

The old system also helped define the blood war. It's easier to understand. More clear cut. I just don't understand the point of this change.


Reply author: Brian R. James
Replied on: 03 Jun 2008 14:13:16
Message:

The Blood War hasn't been erased. The lore still exists. It simply ended.


Reply author: Ergdusch
Replied on: 03 Jun 2008 14:20:57
Message:

quote:
Originally posted by Brian R. James

The Blood War hasn't been erased. The lore still exists. It simply ended.



Oh! THAT explanation astonishes me even more so!

Do WotC give a reason - like 'another hundert years of war would be too long' or 'souls are just too hard to get these days' or 'they negosiated a truth' or maybe even 'because of Mystra's death all the planes went wacko'?


Reply author: Alisttair
Replied on: 03 Jun 2008 14:37:13
Message:

The demons and devils can see in this material plane and saw the deletion of the current alignment system and decided to go with it. Seeing that, they decided to call a truce and end the war and become allies of evil


Reply author: Ardashir
Replied on: 03 Jun 2008 15:27:30
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

Hmmm, I'm surprised it didn't mention that most bears are omnivorous.



That's because every animal bigger than a mouse in AD&D is, and always has been, carnivorous. Yep, in the D&D verse, even deer, rabbits, and unowned horses will try to rend you limb from limb to devour your flesh.

Sorry - it's a joke I heard once from an old (the three paperback books) D&D player.


Reply author: Mace Hammerhand
Replied on: 03 Jun 2008 15:36:05
Message:

quote:
Originally posted by Alisttair

The demons and devils can see in this material plane and saw the deletion of the current alignment system and decided to go with it. Seeing that, they decided to call a truce and end the war and become allies of evil



LOL now that actually makes sense


Reply author: Dalor Darden
Replied on: 03 Jun 2008 16:20:11
Message:

quote:
Originally posted by Brian R. James

The Blood War hasn't been erased. The lore still exists. It simply ended.



Hey Brian,

Are you allowed to elaborate on the end of the Bloodwar?


Reply author: Rinonalyrna Fathomlin
Replied on: 03 Jun 2008 17:29:17
Message:

quote:
Originally posted by Ardashir

quote:
Originally posted by Rinonalyrna Fathomlin

Hmmm, I'm surprised it didn't mention that most bears are omnivorous.



That's because every animal bigger than a mouse in AD&D is, and always has been, carnivorous. Yep, in the D&D verse, even deer, rabbits, and unowned horses will try to rend you limb from limb to devour your flesh.

Sorry - it's a joke I heard once from an old (the three paperback books) D&D player.



Don't be sorry, I think that's funny.

In general, I think using wild animals as enemies can be a bit dubious--most animals would rather run away than fight (unless they're cornered).


Reply author: Hawkins
Replied on: 03 Jun 2008 18:33:43
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

Don't be sorry, I think that's funny.

In general, I think using wild animals as enemies can be a bit dubious--most animals would rather run away than fight (unless they're cornered).
Not to mention that even the most ferocious of wild animals is only a CR 9 (Elephant or Roc). That means that unless they are in a large group, they are not even worth blinking at for higher level parties.


Reply author: Hawkins
Replied on: 03 Jun 2008 18:39:52
Message:

On a different note, I keep wondering, since they have stated that a Lvl X 4e character should be about the same power as a Lvl X 3.5 character, does that mean that the monsters from the 4e Monster Manual are backwards compatible? I have considered picking up just the 4e MM if this is true, and then ignore all of the the 4e fluff (what little there is from what I hear). That is one of my biggest problems with 3.5, is monster creation/balance. The CR system is so damn confusing to me (not as in what size monsters to throw at a party; but as in adding levels or hit dice, spell-like abilities, various extraordinary abilities, various forms of AC, et cetera).


Reply author: Dalor Darden
Replied on: 03 Jun 2008 18:45:46
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Ardashir

quote:
Originally posted by Rinonalyrna Fathomlin

Hmmm, I'm surprised it didn't mention that most bears are omnivorous.



That's because every animal bigger than a mouse in AD&D is, and always has been, carnivorous. Yep, in the D&D verse, even deer, rabbits, and unowned horses will try to rend you limb from limb to devour your flesh.

Sorry - it's a joke I heard once from an old (the three paperback books) D&D player.



Don't be sorry, I think that's funny.

In general, I think using wild animals as enemies can be a bit dubious--most animals would rather run away than fight (unless they're cornered).



This wasn't always so...and doesn't have to be true in a fantasy setting. Animals have come to instinctively "fear" humans and shy away from us; but this isn't absolutely the case. I have personally seen a white tailed buck beat the snot out of a hunter before...and I personally have even had a racoon make a run on me...not to eat me of course, but I wanted no part of those teeth and didn't even have so much as a stick to defend myself (that was the last time I ever walked in the mountains of Virginia without at least a "walking" stick).

I imagine in a fantasy setting that animals haven't come to fear humanity in many places. Herd animals perhaps, they are the hunted stock after all...but other animals may be very territorial toward humans, dwarves and such; and have no compunction against charging them. Indeed, in lands like Thar where humans and such are rarely the hunter, the scent of such might not even cause a fear instinct to occur in the animals there beyond their normal precaution. With the stink of ogres and orcs as their usual hunters, a human might be a curious smell that would cause the dominant buck in a herd to stomp the ground, snort and maybe even charge...

Now when that buck gets fried by a fireball and devoured, the rest of the herd might think it is best to run the next time...

So for me, animals are still "equals" to humanity in the wild; and a hunter can just as easily become the prey of a hungry bear or at least severely wounded by other animals if he isn't extremely cautious. Mankind didn't truly come to dominate the "hunting grounds" against larger animals until the day of the musket; so bow and spear wielding hunters beware...


Reply author: Cyria
Replied on: 03 Jun 2008 19:17:16
Message:

quote:
Originally posted by Ardashir
That's because every animal bigger than a mouse in AD&D is, and always has been, carnivorous. Yep, in the D&D verse, even deer, rabbits, and unowned horses will try to rend you limb from limb to devour your flesh.



Made me think of this: Bambi's revenge.

I think I'd rather have the Blood War completely ignored in 4E than see it end with a whimper; not fond of the idea of a sentence (or perhaps even a whole paragraph!) used to finish off one of the major pre-4E planar conflicts before the text moves on to describing the new 4E cosmology.


Reply author: Alisttair
Replied on: 03 Jun 2008 22:17:00
Message:

Well I just finished playing my first 4E game. Now mind you, this was as a player and using the "Quick Play Rules", but I can give my perspective on that experience and a bit on the DM job from watching.

First of all, I used the supplied Cleric and Wizard. The other two people used the Rogue and Dragonborn Paladin respectively. We only playtested the first encounter, being a combat one, so I can only talk about that.
Also of note, one person was completely new to D&D (the one using the rogue).
So anyways, other than us looking up certain rules and our abilities, combat went rather smoothly and quickly.
I enjoyed being a 1st level wizard more than ever before. Sure, Magic Missile wasn't an automatic hit, but more damage and being able to use it every round was fun (my other spells were fun to use also). The cleric was being manhandled but with the healing surges, he managed to stay up. The Dragonborn Paladin was a nice fit in the party, a definite tank.
For the DM, it looked easier to keep track of the monsters as the minions had only 1 hp each (a lot less paper work) so only two monsters with HP to keep track of.
Now the healing came easily enough, but that is all fine and dandy with those minions doing so much damage. All in all, it felt well balanced.
The Rogue had some nice abilities and I like the idea of "Daily" abilities and "per encounter" abilities. The Acid Arrow (daily ability) did the boss in quite nicely. The Cleric was on fire a couple of times, but managed easy saving throws to snuff it out.
I like it. I don't see why I can't play both 3.5E and 4E (treating them as two different games) so my home campaign will remain 3.5E and I will mostly play 4E at work.

Oh yeah, the wizard's Wand of Accuracy came in handy, being the difference between a hit and a miss with my Ray of Frost spell that one time. (per encounter use item). We didn't get to use any action points (we almost did), but I could already get the sense that it would have made it more "cinematic" if you will.

Stamp of Approval for 4E rules (so far) - BOO spellplague


Reply author: ShadezofDis
Replied on: 04 Jun 2008 06:53:09
Message:

quote:
Originally posted by Brian R. James

The Blood War hasn't been erased. The lore still exists. It simply ended.



I'm not really sure what to make of this, do you know when we might be able to learn more about it?


Reply author: Wooly Rupert
Replied on: 07 Jun 2008 14:43:28
Message:

I think this recent Dork Tower strip is appropriate...


Reply author: arry
Replied on: 07 Jun 2008 15:29:37
Message:

quote:
Originally posted by Brian R. James

The Blood War hasn't been erased. The lore still exists. It simply ended.



Not in my universe it hasn't!


Reply author: Uzzy
Replied on: 08 Jun 2008 14:46:18
Message:

quote:
Originally posted by Brian R. James

The Blood War hasn't been erased. The lore still exists. It simply ended.



Well, that makes about as much sense as anything else in the 4th Edition Realms.


Reply author: Purple Dragon Knight
Replied on: 08 Jun 2008 17:17:56
Message:

Leafed throught the 4E books yesterday at my FLGSk and it looks like... absolute crap! :)

So glad I stuck with 3.5!!!

I then went on to ask the owner if they had sold well since their Friday release, and he shook his head, looking depressed... he said: "sold 2 core rules pack (PHB,DMG&MM bundle) and 1 PHB."

They're so worried about the low sales that they put a giant sign in their windows: "4E is here!! the more you buy, the more we can give you!!"

Not sure what that actually meant but it sounded pretty lame to me at the time.


Reply author: Malarick
Replied on: 08 Jun 2008 18:43:32
Message:

quote:
Originally posted by Purple Dragon Knight

Leafed throught the 4E books yesterday at my FLGSk and it looks like... absolute crap! :)


Just want to add my opinion (not that it counts for much around here), being someone who OWNS the books and has spent the best part of my weekend READING them (as opposed to someone who has just "leafed" and made a generalised comment).

The 4e version of D&D is far from "absolute crap". In MANY ways it is FAR superior.

A couple of years back and friend and I went through a bit of an RPG revival and spent several WEEKS going over the 3.5 rulebooks to make ourselves really familiar so we could play a game. Even after many sessions we were still struggling with many concepts and rules (okay this might be because we are getting old), and found ourselves making many notes which was almost a secondary book of rules.

After ONE reading through the new PHB and DMG I have a great grasp of all the rules, and feel quite confident in running a game.

I am not going to go into lengthy detail on all the items that I like, as there are too many to mention, but I know that my group WILL have a lot of fun playing it - and at the same time they won't get a headache trying to remember complex rules!

I really hope the negativity towards the system, on these forums, is not just because of a bitter taste left in your mouths because of the changes to the Realms. I have said many times to my mate that running a current version of the realms (pre Spellplague) with 4e will be a cracking game to sit in!

I have also purchased H1 (Keep on the Shadowfell), and even though I am running my campaign in Eberron, I downloaded the FR conversion. Both that one (and the Eberron one) adds a LOT of flavour to the module and would be a great way to kick off a campaign in the Realms.

I think that if people actually got over their pre(mis)conception and took the time to read the books thoroughly, they would probably agree that it is going to be a MUCH better way of playing D&D!

I am currently seeing this kind of negativity towards another game system I play (Warhammer 40k), as that is due to recieve a new version of the rules - and even my best friend used to say things like "I can't see it being any good" and generally poo poo it, but now having played it he is MORE excited about that than anything else!!

Anyway...just my 2 pennys worth!


Reply author: Mace Hammerhand
Replied on: 08 Jun 2008 19:13:37
Message:

I have no problem with the rules changes, though I haven't read the rules. I won't buy the books either, for the same reason I should have never bought the StarWars revised d20 edition: I am perfectly happy with the "old" system, d6 in StarWars' case and 3.5 with D&D. When I look at my "D&D museum", as a buddy of mine called it, I realize how much money I invested into (A)D&D in general, and 3.5 in particular since I bought much of the older stuff via ebay. I have gaming material to last me a lifetime, and I like 3.5, it isn't my beloved d6 StarWars (which I haven't GMed in almost a decade!!!) but it was a vast improvement over 2nd edition, when I finally got down to reading the rules, which was only 3 or so years back.

I'm not against 4e as much as of the "I don't care" attitude. They changed too much of what D&D is, IMO.


Reply author: Malarick
Replied on: 08 Jun 2008 19:51:09
Message:

quote:
Originally posted by Mace Hammerhand

I have gaming material to last me a lifetime, and I like 3.5, it isn't my beloved d6 StarWars..but it was a vast improvement over 2nd edition


I totally see what people say about wanting to stay with 3.5, if like yourself you have endless books for the system, and are happy with the rules. But people might also see that 4e is a "vast improvement" over 3.5 eventually


Reply author: Mace Hammerhand
Replied on: 08 Jun 2008 20:27:54
Message:

I agree... but if you saw my "D&D museum" you'd also you that I'd be a fool to switch


Reply author: initiate
Replied on: 08 Jun 2008 20:40:32
Message:

Based on what I've seen, neither 4 E or 3.5 E is inherently superior. I do, of course, have a preference, and that is for 3 E, warts and all. Whether people prefer one system or the other will depend partially, I imagine, on the style of play you dig. If you are a fan of stripped-down, fluid gaming, you will probably grok 4 E, as fluidity seems to be one of its watchwords just based on the excerpts I've read].

My beefs based on what I've seen:

Rituals: I actually really like these in theory. They are a redressed version of something that was not only there before, but also easier, but I like the theory: that there are some arcane enchantments you just cannot cast on the fly. I think this would work really well for categorizing things that players don't/shouldn't/can't be bothered to do mid-session when they've got other fish to fry, such as powerful scryings, construct creations, etc. They are also, again in theory, a great way to add idiosyncracies to spellcasting, as each ritual has its own requirements. But what did they do with them? They used them as a dumping ground for virtually all non-combat powers. Why would I want to take an hour to essentially cast Silent Image, a spell I usually need or want ... right now? What a way to leech all non-combat flavour out of ...

The Wizard: Based on what I've seen I hate, hate, hate 4 E's wizard. He/sshe is a flavourless blaster like unto something one might find in a bad action RPG. I would have appreciated more spells per day, perhaps even this new at will system, at least for some spells. But why make the wizard so combat centric? If I want a 3 E warlock, I shall go and get one.

The Serialization: I ain't buyin' all them there books, dude. It is just not happening. I expect all my core races and base classes to appear in a single supplement, called The Player's Handbook, with no numbers attached to the title. Key classes are missing. Races are not there. And they will be added later? In books that will cost more? Whilst the regional sourcebooks I crave languish in the land of things that might have been? Nope. Don't like that system.

Stat Card-Heavy System:
Bob: "But you must have a reason, Initiate! Stat cards and other easy-to-use systems are the way of the future! Why? Have you a reason for your hatred?!
Initiate: "Nope. Just ... don't like 'em." When I play D & D, I want a nice, big character sheet, with lots of info about my fictional creation, not just statistics re: his nastiness with a longsword and shield. That they are not forcing us to play this way is, in one sense, a potent argument, but is in another sense immaterial: It is the mindset they are fostering with their products.

The Alignment thing: Just ... Silly.

The Realms: All the problems have already been stated by others. WotC has not yet convinced me that this new Realms will be great. Not even close. They keep axing the stuff I love. Its hard to even get into 4 E in this atmosphere.

It was not broken, imo: And here is the kicker, and something that is in no way WotC's fault: I, personally, did not need a new edition, because I like 3.5 fine. It is, so far as I'm concerned, a fine system on which WotC did a good job. It is not broken and I don't need a new one.

The 4 E GSL will go live early next week. At the bottom of the news announcement stating this, there's a one-liner that reads as follows:
"We are also working on a new fan site policy, to be made public at a later date."

Oh, ... boy.


Reply author: Mace Hammerhand
Replied on: 08 Jun 2008 21:12:10
Message:

Damn, I forgot about the fansite policy... that will really be a kick in the proverbials if you consider everything else.

Worst case scenario: fan-created stuff must conform to the GSL in some way, and 3.5 material cannot be shown on the same page... methinks this has not so much to do with Candlekeep per se, but more with fan-conversions of Pathfinder stuff to 4e.


Reply author: Purple Dragon Knight
Replied on: 08 Jun 2008 22:57:37
Message:

Yeah, what initiate said... (in better words than me, but in words that still resound like "4E is absolute crap!")


Reply author: Rhone Ethenkhar
Replied on: 08 Jun 2008 23:57:59
Message:

Having read the 4e PHB & DMG, these are my opinions:

The layout for the books imo are very well done and easy to read and understand.

The DMG is a great read for one who does not know how to run a game, as it should be.

The PHB: more or less the same things can be said for this book. But some of the new systems like powers, and adding half your level to each roll and things like .......meh. I still hate the warlock class. It is poo.

Personally, I do not think it is a bad game per se. I actually think it will be a fun one, when I get to play it. :)
It just does not "feel" like how I like or expect D&D to feel. Hard for me to articulate precisely what I mean, but there you go.

Overall, it seems fun but hardly an improvement imho. I think the main word will be "different". Different, not necessarily better.


Reply author: Denoples
Replied on: 09 Jun 2008 00:05:07
Message:

The gameplay mechanic rules. Some think now make more sense. Other's don't. But generally it's more black and white and less grey. They took the opportunity to improve some things but messed up others.

But what they did with the lore and stuff, that's horrific. No more celestials. Archons became elementals. And eladrin are just some special kind of elves. The old deva and aasimons, they are gone and angels are just soldiers in direct service to deities.

All dragons are evil. No more good and neutral dragons. Just deleted. And that dragonlike humanoid reptile race, that one doesn't make much sense.

Yugoloths are gone. What about the other fiends? Is it now only tanar'ri and baatezu? Wait, that doesn't exist anymore either. Just demon and devil. And no blood war? WTF What about Planescape? Where is that? How does that work with the alignments and stuff? I mean, who used 'standard' or forgotten reals cosmology anyway? That sucked. Where are all the creatures of the planes? Modrons, slaadi, formians, guardinals? Where did manes and lemures go?

I expected more streamlined and elegant rules. But this makes no sense to me.


Reply author: Wooly Rupert
Replied on: 09 Jun 2008 01:04:04
Message:

quote:
Originally posted by Denoples

All dragons are evil. No more good and neutral dragons. Just deleted. And that dragonlike humanoid reptile race, that one doesn't make much sense.


WHAT?!?

No more good dragons? What the...? I... I don't have words for this.

Did they nix the metallic and gemstone dragons, or just slap an evil alignment on all of them?


Reply author: Denoples
Replied on: 09 Jun 2008 01:21:18
Message:

Wait. They are just not part of the core rules. Apparently there will be metallic dragons. But no gem dragons.

I just saw the dragon index and only saw chromatic dragons. Strange. How can they leave out dragons from the core rules...


Reply author: KnightErrantJR
Replied on: 09 Jun 2008 01:46:09
Message:

The same way they leave out Frost giants and Iron Golems and various and sundry other "core" monsters, because they want several "essential" monsters for the Monster Manual II, because they want to reinforce the idea that all of the books are "core."

So the metallic dragons will likely be in MM II, and from what was said in the preview material, they will be unaligned rather than good. And there will be no more copper, brass, and bronze dragons, because according to the designers no one could tell them apart and remember which one was which. So they are replaced by three other metals, which escape me right now.

There are however three dracoliches in the Monster Manual . . . the "standard" dracolich, the blackfire dracolich, and the runescibed dracolich. They all breathe "necrotic" damage now.


Reply author: The Sage
Replied on: 09 Jun 2008 02:06:16
Message:

quote:
Originally posted by Denoples

The gameplay mechanic rules. Some think now make more sense. Other's don't. But generally it's more black and white and less grey. They took the opportunity to improve some things but messed up others.

But what they did with the lore and stuff, that's horrific. No more celestials. Archons became elementals. And eladrin are just some special kind of elves. The old deva and aasimons, they are gone and angels are just soldiers in direct service to deities.

All dragons are evil. No more good and neutral dragons. Just deleted. And that dragonlike humanoid reptile race, that one doesn't make much sense.

Yugoloths are gone. What about the other fiends? Is it now only tanar'ri and baatezu? Wait, that doesn't exist anymore either. Just demon and devil. And no blood war? WTF What about Planescape? Where is that? How does that work with the alignments and stuff? I mean, who used 'standard' or forgotten reals cosmology anyway? That sucked. Where are all the creatures of the planes? Modrons, slaadi, formians, guardinals? Where did manes and lemures go?

I expected more streamlined and elegant rules. But this makes no sense to me.

I must say, as a PLANESCAPE fan, I'm disappointed to hear this. Granted, we may learn a little more about the various exemplar races of the outer planes later. But with some of the planar alterations I've seen already, I'm beginning to doubt just what, of the older planar material, will be useful in terms of the 4e cosmology.


Reply author: KnightErrantJR
Replied on: 09 Jun 2008 02:17:05
Message:

It was specifically stated in one of the podcasts last year, one about the Monster Manual development, that "most gamers" didn't care about guardinals and that they were "silly," and when the designers in the podcast couldn't recall what plane guardinals lived on, they extrapolated this to mean that no one knew what plane they lived on.

I was also a bit confused by the fact that they had to make sure that there was a clear difference between demons and devils, so much so that the Abyss got thrown into the "Elemental Chaos," and demons were recast as corrupted elemental creatures, but now, Slaadi appear in the MM (4e) and they are CE extra planar creatures seeking to bring about chaos and entropy . . . just like demons . . .

I guess the "clear" difference between demons and Slaadi are that they aren't elemental creatures?


Reply author: Ranak
Replied on: 09 Jun 2008 08:39:21
Message:

I had the opposite experience at my local game store, so many pre-orders that ugly shipping boxes filled quite a bit of the floor space.

Then again, I am near Silicon Valley, where the density of DnD players is likely quite a bit higher than the norm.

I don't think Wizards will have any worries over the numbers of books sold, if the Amazon preorders are any indication.

Of course, what should really be worrying Wizards, is that I was the youngest person lined up to get my 4ed boxed set and I am 31.


Reply author: Ayunken-vanzan
Replied on: 09 Jun 2008 11:58:23
Message:

As I have noted before, Draconomicon I will deal with chromatic dragons exclusively (dealing with other dragons in later installments), so I am not surprised that metallic dragons are not present in 4th ed yet (MM etc.). There is a sort of logic behind that. Even if metallic dragons will not be good but unaligned, it is much more difficult to explain why a player or group should kill an unaligend (or good) dragon, so the designers now focus on all these dragons which you could smash easily (and without worring about moral consequences or consequences for your alignment). And killing dragons, as some reviewers have pointed out, is an important aspect of 4th ed gaming, even for 1st level characters.

By delivering the dragons in one book after another, there will be steady flow of cash.

Making metallic dragons unaligned and deleting brass, copper and bronce dragons is just plain silly.

There are at least two books which deal with Guardinals specifically, the Manual of the Planes and the Book of Exalted Deeds. The designers should have known! But wait, this is 3,xth ed, so it cannot be considered as valuable information.


Reply author: Ateth Istarlin
Replied on: 09 Jun 2008 12:25:37
Message:

Well, my group decided to get a copy of 4E PH between us - just to see if its worth crossing over - It isn't! We all agreed that 4E just isn't D&D anymore. We've been playing D7D through each incarnation since Basic first came out - Now we're going back to 1st/2nd AD&D (When the game was best).


Reply author: Markustay
Replied on: 09 Jun 2008 20:17:40
Message:

The idea that they are purosely leaving important stuff out to force us to buy later books makes the gorge rise in my throat. I feel like Hasbro has taken D&D hostage.

As far as the 4e rules go - I have read through them, and they seem pretty good. I had planned to run a game with them this past weekend, but two of my players were unavailable, so I will try again next weekend. Just by reading them, its hard to give an accurate opinion, but it appears that the game will indeed move along much more quickly, and the DM will spend less time as a 'judge' and more time as a 'storyteller' - this harkens back to the old days of D&D, and it is both simple and elegant.

Its also NOT D&D. It reminds me of OD&D, but there is a reason WHY it's called 'old' - the game has evolved quite a bit since those "good ol' days", and people have come to expect a set of rules that an entire world revolves around. These new rules seem to leave all the 'world stuff' in the DMs hands, and just provides gamers with a set of rules for encounters. It may be a really great set of RPG rules, but it is as much D&D as Runequest is, or Warhammer RPG, or White Wolf's games...

When I first got the PHB, I spent the first ten minutes looking for the spells section... there WASN'T ONE!!! I thought that must be a mistake, but then I started actually reading the rules and realized that the spells are now 'built-in' to the Wizard class as powers. In the greater scheme of things, this may have been the most streamlined way to do a Mage class, but it just seems to have had all the flavor sucked right out of it. It reminds me of a Beholder trying to decide which eyestalks to use this round.

Anyhow, I've been wanting to teach my two younger boys (ages 6 and 10) how to RP for awhile, but 3e was far too complicated, so this seems to be just the ticket. I'm very glad that WotC was able to produce an easy-to-understand ruleset for beginners - 4e is like 'training wheels' for RPGs.

I'm just wondering when the advanced rules will be available.

I'll let everyone know how this turned out after I use these rules, hopefully this Sunday (Father's Day - I get to force all four of my boys to do whatever I want).


Reply author: Rinonalyrna Fathomlin
Replied on: 09 Jun 2008 21:28:44
Message:

quote:
Originally posted by Malarick


I think that if people actually got over their pre(mis)conception and took the time to read the books thoroughly, they would probably agree that it is going to be a MUCH better way of playing D&D!



I do like what I've seen of the rules. My preordered books have just shipped (will probably arrive Thursday). My dislike of the 4E Realms doesn't affect my optimism towards the rules.

Regarding sales of the 4E rulebooks: From what I've heard, the books are already onto their second printing to meet the demand.


Reply author: Rhone Ethenkhar
Replied on: 09 Jun 2008 22:20:57
Message:

One thing I keep reading here is that 4e seems to somehow harken back to OD&D. It most decidedly does not. OD&D never had this many rules attached to it at all. In fact, all it was, was going around in a "dungeon" and killing stuff and looting! No offense intended towards it of course. But that really was it, since it stemmed out of wargaming.

4e seems to be more close in tone imho with a board game or something (kind of like the WoW one). Lots of movement on the battlegrid and powers that go off when certain things get triggered( which also brings Magic: The Gathering in some ways too). Battlegrids and what not were never integral to D&D, at least in regards to rulesets, particularly OD&D.

Heavy focus on storytelling aspects were not super, super important (as far as I can remember) really until Vampire had come out. Then the shift occurred. I could be wrong of course, but it seems that way to me.


Reply author: KnightErrantJR
Replied on: 09 Jun 2008 22:26:24
Message:

I posted this over at Paizo's site, but rather than try to say it again, here goes:



From what I've seen, it may be (and I don't want to speak for anyone here) that its not that 4th limits or discourages role playing, but for what 4e puts the emphasis on, and what it reinforces, it may not promote roleplaying the same things that 3.5 does.

4th edition does indeed encourage players and DMs to skip to the most dramatic parts of a story. That doesn't mean that it doesn't encourage them to tell a story, but that the story should be told in a few large dramatic scenes, instead of building it with a lot of less dramatic scenes that eventually lead to larger scenes that may eventually build to the large dramatic scene.

It may or may not be the case, but the former may create bolder, more dramatic specific memories, while the latter may create fewer dramatic exploits but cause the players and DMs to be more emotionally attached to a given campaign and group of characters. Neither one is particularly right or wrong, but they lean toward different campaign styles.

Using the Lord of the Rings as an example, 3.5 is more like the novels. The PCs do a lot of things that aren't directly important to the plot, or at least they may not seemed to be so, but it establishes the world and the characters and implies a certain history. It builds slowly in spots, but to those that love the books, the details are what makes the special.

Now, the movies cut out scenes like Tom Bombadil from the narrative, and even though they tell a good story, and a story that is recognizable as being very similar to the novels, a lot of the details don't go into the movies. Despite this, there are still dramatic, non combat scenes in the movies, but they tend to be plot critical moments, like the Council of Rivendell and Aragorn's calling upon the cursed spirits.

4th edition has much more of an action movie pacing to it, and the rules speak to that and reinforce that, while 3.5 is based a bit more in the fantasy novel kind of pacing that has shaped D&D for a long time. Its a departure, and its a change in what needs to be roleplayed, but it isn't eliminating roleplay, so much as jumping to the most dramatic parts.

So 4th Edition D&D is D&D without Tom Bombadil, if that makes any sense.


Reply author: KnightErrantJR
Replied on: 09 Jun 2008 22:30:26
Message:

Now, to clarify the above, this was in response to whether 4e discourages role playing specifically. There are a ton of points that go into any discussion of this topic, but I think Mace makes a really, really good point. The biggest issue is perhaps not, "is this edition good," but rather, "is this edition good enough for you to change what you are doing now."


Reply author: Asgetrion
Replied on: 09 Jun 2008 22:55:39
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

I've never chosen an alignment based on whether the alignment I chose would make me vulnerable to certain types of attacks. That rather defeats the whole purpose.

Alignment is only a straight-jacket if one makes it that way.



My thoughts exactly! My latest character? LG Aasimar Paladin/Cleric of Helm, who probably will be more "vulnerable" than True Neutral PCs against the spells of the BBEGs. Yet that doesn't make him any "weaker" or "less fun to play" in my eyes.

And like you noted, alignment is not a straight-jacket -- one of the most memorable PCs in my group (in our Watherdeep campaign -- still alive after, what, 15 years or so) is a Waterdhavian fisherman's son who grew up to become a High Watcher of Helm (also a Paladin/Cleric). Anyway, his "nickname" is "The Fists" (knocked out the High Priest of Tempus in a duel years ago) and he occasionally uses rather, ahem, crude and aggressive methods, which he claims are part of Helm's "Proactive Dogma". I remember one time he had a disagreement with Lady Maliantor of Force Grey, and when she refused to believe him (for purely political reasons) about some matter, our LG Paladin tried to assault her with his fists (note: she only provoked him verbally). Having said that, I think the player's interpretation of LG is "dead on" with the dogma of Helm and the character's background -- he *is* a fisherman's son from the Dock Ward, where active offense is often the best (and only!) defense. In another group he might have lost his paladin's status many times over, but I like that the DM (and the rest of the players) approve of his more "grey-shaded" implementation of how LG beings might *also* think and act.


Reply author: Rinonalyrna Fathomlin
Replied on: 09 Jun 2008 23:33:23
Message:

quote:
Originally posted by Denoples


All dragons are evil. No more good and neutral dragons.


With all due respect, that's not quite true. Only the chromatic dragons are in the MM, and while they are generally evil, it is mentioned at the front of the book that in this edition the stated alignment is a guideline only.


Reply author: Odysseus
Replied on: 09 Jun 2008 23:34:06
Message:

quote:
Originally posted by KnightErrantJR



4th edition has much more of an action movie pacing to it, and the rules speak to that and reinforce that, while 3.5 is based a bit more in the fantasy novel kind of pacing that has shaped D&D for a long time. Its a departure, and its a change in what needs to be roleplayed, but it isn't eliminating roleplay, so much as jumping to the most dramatic parts.

So 4th Edition D&D is D&D without Tom Bombadil, if that makes any sense.



I've read the rules and Dm'd a session of 4E. I'd describe 4E as more cartoon than action movie. I like it, its just not pitched at someone my age.


Reply author: Rinonalyrna Fathomlin
Replied on: 09 Jun 2008 23:34:57
Message:

quote:
Originally posted by KnightErrantJR


So the metallic dragons will likely be in MM II, and from what was said in the preview material, they will be unaligned rather than good. And there will be no more copper, brass, and bronze dragons, because according to the designers no one could tell them apart and remember which one was which. So they are replaced by three other metals, which escape me right now.



I would not be surprised if the dragons that didn't make the cut show up in a later MM.


Reply author: Rinonalyrna Fathomlin
Replied on: 09 Jun 2008 23:37:03
Message:

quote:
Originally posted by The Sage
I must say, as a PLANESCAPE fan, I'm disappointed to hear this. Granted, we may learn a little more about the various exemplar races of the outer planes later. But with some of the planar alterations I've seen already, I'm beginning to doubt just what, of the older planar material, will be useful in terms of the 4e cosmology.



Probably not much! A lot of what made the Planescape setting "tick" (such as the symmetry of the alignments, many different races representing the alignments) is seen as a liability in 4E. The preview material mentioned cutting down on what was seen as repetitive monsters and needless symmetry.


Reply author: Rinonalyrna Fathomlin
Replied on: 09 Jun 2008 23:54:23
Message:

quote:
Originally posted by Ayunken-vanzan

As I have noted before, Draconomicon I will deal with chromatic dragons exclusively (dealing with other dragons in later installments), so I am not surprised that metallic dragons are not present in 4th ed yet (MM etc.). There is a sort of logic behind that. Even if metallic dragons will not be good but unaligned, it is much more difficult to explain why a player or group should kill an unaligend (or good) dragon, so the designers now focus on all these dragons which you could smash easily (and without worring about moral consequences or consequences for your alignment).



To be fair though, many creatures in the MM are unaligned.

I think the metallics should have been in there, but oh well.


Reply author: Rinonalyrna Fathomlin
Replied on: 10 Jun 2008 00:01:00
Message:

quote:
Originally posted by Asgetrion
My thoughts exactly! My latest character? LG Aasimar Paladin/Cleric of Helm, who probably will be more "vulnerable" than True Neutral PCs against the spells of the BBEGs. Yet that doesn't make him any "weaker" or "less fun to play" in my eyes.



I like your character.


Reply author: Eol
Replied on: 10 Jun 2008 07:25:32
Message:

I have gone threw the 4 edition players handbook. The artwork is much better, fighters are not as boring and maneuverability greatly improved (no more static fighters with full attack actions) and level adjustment is removed. The rest sucks.

All of the classes come out of the same cookie cutter and the powers are boring. Every one has the same base saves, attack bonus and the same progression. Everything is positive, no more sacrifice to gain power (No more -2 to con for elves). These positives on the other hands are not that great. No more specializing. The wizards is just an area of effect evocation guy (loved the school of magic, made a wizard very unique).

In 4th edition I would have liked that:
1.Wizard spells get a little weaker (still nine spell levels with the Vecian spell slot system and spell schools), but they get a spells they can spam that are useful. Wizards must still have the feeling that they have spells that no other character class abilities can compare to in power, but they can only do it once or twice.
2.Fighters should not have full attack options, made the game to static, and they should be like the fighters in the book a Nine Swords. This book is awesome, really made fighters fun to play.
3.Class individuality should be preserved at all costs.
4.Item creation should be easier.
5.Convoluted rules like turning should be streamlined.


Reply author: arry
Replied on: 10 Jun 2008 15:25:49
Message:

I have come across several complaints on the WotC site about the print in the books being very easy to smudge. What is the experience of those on Candlekeep?


Reply author: Rinonalyrna Fathomlin
Replied on: 10 Jun 2008 16:11:49
Message:

quote:
Originally posted by arry

I have come across several complaints on the WotC site about the print in the books being very easy to smudge. What is the experience of those on Candlekeep?



Haven't gotten my books yet. If I have a problem with them when I get them, I will mostly likely let you all know.


Reply author: Alisttair
Replied on: 10 Jun 2008 16:24:16
Message:

No smudging yet from my book...a few bent pages at the bottom in the first chapter but otherwise so far so good.


Reply author: Purple Dragon Knight
Replied on: 10 Jun 2008 21:04:27
Message:

Well... as a Planescape fan myself, and a fan of rules that are inclusive of True Neutral characters (i.e. 3.5 Holy Smite and Unholy Blight are targeted vs. a specific alignment, but STILL damage a True Neutral character to a lesser degree...), I am glad I did not buy into the 4E stuff. I was planning to playtest it at my FLGS, just out of curiosity... I've made other plans for that day...

edit: oh, and Lawful Good and Good alignment / Chaotic Evil and Evil alignment, but no LE and CG? WTF? was the concept too *hard* to grasp they had to kill it? was the slight brain and imagination effort required to put yourself in someone's shoes (i.e. role-playing) too much that they had to overtly strike the classic alignments down? crap. This edition is absolute crap. You could not pay me enough to give me these books for free.


Reply author: Mace Hammerhand
Replied on: 10 Jun 2008 22:06:27
Message:

5 alignments, or did I get that wrong?

How many colors are their in Magic The Gathering? White, black, green blue and red, IIRC.

Sounds familiar?


Reply author: Wooly Rupert
Replied on: 10 Jun 2008 22:28:59
Message:

quote:
Originally posted by Mace Hammerhand

5 alignments, or did I get that wrong?

How many colors are their in Magic The Gathering? White, black, green blue and red, IIRC.

Sounds familiar?



As much as the cynic in me wants to believe that there is a connection there, I'm more inclined to believe it's a coincidence.


Reply author: Mace Hammerhand
Replied on: 10 Jun 2008 22:38:05
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Mace Hammerhand

5 alignments, or did I get that wrong?

How many colors are their in Magic The Gathering? White, black, green blue and red, IIRC.

Sounds familiar?



As much as the cynic in me wants to believe that there is a connection there, I'm more inclined to believe it's a coincidence.



You told me lots of times to be patient and that everything isn't as bleak as it looks... I'm way more cynical than you... by now I'm ready to suspect WotC/Hasbro will do anything to rake in more $$$


Reply author: Ghost_dk
Replied on: 10 Jun 2008 22:53:46
Message:

yes it will be fun to see if they take another step in that direction and if they split up their new minis into alignment groups and UHHHH, brainstorm, maybe asign them a color, hehe


Reply author: Wooly Rupert
Replied on: 11 Jun 2008 00:22:07
Message:

quote:
Originally posted by Mace Hammerhand

You told me lots of times to be patient and that everything isn't as bleak as it looks... I'm way more cynical than you... by now I'm ready to suspect WotC/Hasbro will do anything to rake in more $$$



I know. I kept hoping against hope that it wouldn't be all that bad, and then the FR preview articles came out... You'll note that while I've not exactly been vocal about some of the things I dislike, I've given up on trying to convince people to give it a shot. I feel almost like I was personally hung out to dry by Wizards, since I kept maintaining that it couldn't be as bad as people were expecting, and then they made it worse...

I won't descend into total cynicism, though.


Reply author: King Mak of Augh
Replied on: 11 Jun 2008 02:58:39
Message:

Mine smudges. That's ok because I don't see myself using it much. I do like the DMG though. I wish the 3.5e DMG could have been this good.


Reply author: Asgetrion
Replied on: 11 Jun 2008 04:15:46
Message:

quote:
Originally posted by Mace Hammerhand

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Mace Hammerhand

5 alignments, or did I get that wrong?

How many colors are their in Magic The Gathering? White, black, green blue and red, IIRC.

Sounds familiar?



As much as the cynic in me wants to believe that there is a connection there, I'm more inclined to believe it's a coincidence.



You told me lots of times to be patient and that everything isn't as bleak as it looks... I'm way more cynical than you... by now I'm ready to suspect WotC/Hasbro will do anything to rake in more $$$



Mace, I have read the books (no, I didn't buy them ;) and although I've been a very vocal in my opinions against 4E, I must say that it's not as bad as I thought it would be. The art is, in my opinion, great and very evocative throughout the books, although it's mostly about combat in the truest sense of "group dynamics" (probably to underline the new design goal of balance and teamwork). Some of the powers were just... odd, at least from a simulationist POV -- frankly, I couldn't come up with plausible or logical way how you could describe them in the story without relying on the "well, it's magic" explanation (even for "martial exploits", which should be explicitly non-magical).

Rituals were great, although I wouldn't let everyone use them. Traps, skill challenges and "improvised" actions in combat were actually very explicitly outlined and worked really well, although *designing* them seemed quite complex. The biggest disappoints for me, personally, were the much-acclaimed DMG and the heavy focus on combat -- IIRC there was *very* little info on non-combat stuff, and the skill chapter was, what, ten pages or so? Feats and Racial Feats were actually quite disappointing, too, and you could only "qualify" for a handful of them on each "Tier". Even the 3.0 PHB offers you more available Feats than 4E.

Also, I just can't grasp the "exception-based" monster design, and I didn't see very good rules for it (or maybe I just skipped them while I was skimming the pages?). There should have been clear examples of starting from "scratch" for some thematically appropriate "unique" monsters and NPCs -- the "quick" templates may help, but not much in the long run.

The five alignments were apparently a sort of comprimise, as so many fans protested against the intended three alignments and yet they didn't want to "spare" the Sacred Cow. Hence they added the two "extremes" (i.e. LG and CE) back into the rules.

From my own perspective, I don't think 4E is better than 3E. It may be a "cool" game for kids and people who like cinematic, fast-moving action over details and "realism". However, there *are* some subsystems and mechanics that actually work better and more "consistently" than in 3E. I might try 4E as a player, but reading the books did not leave me excited or wanting to run the game. So, I think I'll stick with DMing and playing PF.


Reply author: Rinonalyrna Fathomlin
Replied on: 11 Jun 2008 18:36:50
Message:

quote:
Originally posted by Asgetrion
Rituals were great, although I wouldn't let everyone use them.


Just out of curiosity, why? Aren't they supposed to be utility spells?


Reply author: Markustay
Replied on: 11 Jun 2008 19:37:23
Message:

quote:
Originally posted by KnightErrantJR

I posted this over at Paizo's site, but rather than try to say it again, here goes:<snip>
I think you REALLY hit the nail on the head with this analogy - I've been trying to put the difference between the two into the right words but just couldn't without making one or the other sound bad - EXCELLENT observations. It really is just like the difference between a novel and it's movie adaption.

quote:
Originally posted by Mace Hammerhand

5 alignments, or did I get that wrong?

How many colors are their in Magic The Gathering? White, black, green blue and red, IIRC.

Sounds familiar?

As Wooly has said, I think that was just a coincidence.

However, I draw a lot of parrallels between the need for 'Power Sources' now and the system in MtG. Each character draws power from his source, and if you multiclass, its just like when you have a two-color deck in MtG.

Sad to say, but I think I'm leaning heavily toward PRPG for most of my gaming goodness. If I run a campaign, I want both a ruleset and setting that is deep enough to support the kind of long-term game I want.

I'm not saying the 4e rules aren't good - they're excellent - but I only see them being useful for running quick dungeon-romps between 'serious' games. Nothing wrong with that either - most of my early sessions took place in 'limbo' (not the plane, the figure of speach) - they were just quick, one-shot romps.

So, I can see using both, but for different styles of play.


Reply author: Odysseus
Replied on: 11 Jun 2008 19:54:33
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Asgetrion
Rituals were great, although I wouldn't let everyone use them.


Just out of curiosity, why? Aren't they supposed to be utility spells?


As I understand it.
a wizard keeps daily, utility and ritual spells in his spellbook.
However anybody can perform a ritual if high enough level and know the ritual.
And theres only 49 rituals to choose from, so not much choice anyway.


Reply author: Rinonalyrna Fathomlin
Replied on: 12 Jun 2008 00:54:50
Message:

quote:
Originally posted by Odysseus

As I understand it.
a wizard keeps daily, utility and ritual spells in his spellbook.
However anybody can perform a ritual if high enough level and know the ritual.
And theres only 49 rituals to choose from, so not much choice anyway.



Oops, I read "everyone" as anyone. My mistake.

Anyway, it's true that anyone can use rituals, but from what I understand, not everyone can use them all equally well. If you want your fighter to use rituals, you still have to train for them, and you won't be as skilled at using them as a wizard would be.


Reply author: Asgetrion
Replied on: 12 Jun 2008 02:36:12
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Asgetrion
Rituals were great, although I wouldn't let everyone use them.


Just out of curiosity, why? Aren't they supposed to be utility spells?



Oh, I meant that I wouldn't let every *class* (sorry for the poor choice of words there ;) use them. Of course, all the spellcasters would get access to them, if I ran 4E.


Reply author: Odysseus
Replied on: 12 Jun 2008 12:55:47
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Odysseus

As I understand it.
a wizard keeps daily, utility and ritual spells in his spellbook.
However anybody can perform a ritual if high enough level and know the ritual.
And theres only 49 rituals to choose from, so not much choice anyway.



Oops, I read "everyone" as anyone. My mistake.

Anyway, it's true that anyone can use rituals, but from what I understand, not everyone can use them all equally well. If you want your fighter to use rituals, you still have to train for them, and you won't be as skilled at using them as a wizard would be.


Well if your a fighter and you wanted to use a ritual scroll, assuming you've got the components and are high enough level. You'd need to take the ritual casting feat. Thats all there is to perform a ritual.
Some rituals are dependant on a skill role, mostly arcane. So to be able to successfully use the ritual a fighter would need to take a feat training in arcane knowledge, and probably arcane skill focus, and have a good intelligence modifier. For a non wizard thats three feats extra you'd need to take.


Reply author: Zanan
Replied on: 12 Jun 2008 13:59:33
Message:

Out of interest I doubled checked on the new MM 4E drow and drider and ... goodness gracious me ...

Drow Warrior - "Level 11 Lurker"
Drow Arachnomancer - "Level 13 Artillery (Leader)"
Drow Priest - "Level 15 Controller (Leader)"
(Where are her spells?)

Lurkers, Artillery, Controller ... ain't fantasy any longer, right? Elminster the Artillery / Controller?

Kamikaze drow?

Lolth's Wrath (standard; recharge) Necrotic

quote:
Area burst 5 centered on a bloodied and willing drow ally; the ally explodes, releasing a burst of spectral spiders that bite all enemies in range; +20 vs. Refl ex; 4d8 + 5 necrotic damage. The
drow targeted by this power is slain.


Nurse?!

Driders ... all turned upside down:

quote:
In drow society, the strongest and bravest can take the Test of Lolth. Those who succeed become driders, members of a privileged caste. Those who fail usually die.



Reply author: Rinonalyrna Fathomlin
Replied on: 12 Jun 2008 14:49:54
Message:

quote:
Originally posted by Asgetrion


Oh, I meant that I wouldn't let every *class* (sorry for the poor choice of words there ;) use them. Of course, all the spellcasters would get access to them, if I ran 4E.



Yup, I understand now.


Reply author: Wooly Rupert
Replied on: 12 Jun 2008 14:51:32
Message:

quote:
Originally posted by capnvan

quote:
Originally posted by Ayunken-vanzan

And killing dragons, as some reviewers have pointed out, is an important aspect of 4th ed gaming, even for 1st level characters.



Huh? Forgive me, for my somewhat limited attention has been devoted toward FR-specific stuff, but what's that all about?

Do you start taking out the gods at 5th level?



No, you can only take out Exarchs at 5th level. You have to wait until 7th level for deities. Fighting Ao is an 11th-level instance, but the loot he drops isn't worth it, I'm told.

And yes, that was entirely sarcastic.


Reply author: Wooly Rupert
Replied on: 12 Jun 2008 14:56:30
Message:

quote:
Originally posted by Zanan


Driders ... all turned upside down:

quote:
In drow society, the strongest and bravest can take the Test of Lolth. Those who succeed become driders, members of a privileged caste. Those who fail usually die.




Wizards of the Coast: Ignoring and/or rewriting the past since 2000!


Reply author: Rinonalyrna Fathomlin
Replied on: 12 Jun 2008 14:57:06
Message:

On a more serious note--from what I understand (again, my books have not arrived yet), fighting dragons at low levels involves fighting the younger ones.


Reply author: Rinonalyrna Fathomlin
Replied on: 12 Jun 2008 14:57:42
Message:

quote:
Originally posted by Zanan
Driders ... all turned upside down:

quote:
In drow society, the strongest and bravest can take the Test of Lolth. Those who succeed become driders, members of a privileged caste. Those who fail usually die.






Yeah, the 180 degree turn there is a bit funny.


Reply author: Ayunken-vanzan
Replied on: 12 Jun 2008 15:20:45
Message:

quote:
Originally posted by Zanan

Out of interest I doubled checked on the new MM 4E drow and drider and ... goodness gracious me ...

...

Driders ... all turned upside down:

quote:
In drow society, the strongest and bravest can take the Test of Lolth. Those who succeed become driders, members of a privileged caste. Those who fail usually die.






This isn't funny any more.


Reply author: Wooly Rupert
Replied on: 12 Jun 2008 15:39:42
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

On a more serious note--from what I understand (again, my books have not arrived yet), fighting dragons at low levels involves fighting the younger ones.



Even a young one should be challenging. I'd not expect a hatchling to be a huge challenge, but anything beyond say juvenile should be a good challenge. Even at the lower age categories, breath weapons and the mobility offered by flying make an encounter tricky.


Reply author: Rhone Ethenkhar
Replied on: 12 Jun 2008 16:11:44
Message:

quote:
Originally posted by Zanan


Driders ... all turned upside down:

quote:
In drow society, the strongest and bravest can take the Test of Lolth. Those who succeed become driders, members of a privileged caste. Those who fail usually die.






Good Lord.

I think a quote from Neil Young and Crazy Horse is required here:
"It was a Piece of crap!"
Not 4e per se, but how they mangled the drow. I mean, who the heck would want to turn into that? Sheesh!


Reply author: Chosen of Moradin
Replied on: 12 Jun 2008 17:01:41
Message:

quote:
Originally posted by Zanan



Kamikaze drow?

Lolth's Wrath (standard; recharge) Necrotic
quote:
Area burst 5 centered on a bloodied and willing drow ally; the ally explodes, releasing a burst of spectral spiders that bite all enemies in range; +20 vs. Refl ex; 4d8 + 5 necrotic damage. The
drow targeted by this power is slain.






I like of this one. It will be better yet, if it could be used in any non-ally drow, like stubborn males, or good hearted rangers wielding two scimitars.


Reply author: Mace Hammerhand
Replied on: 12 Jun 2008 18:10:21
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Zanan
Driders ... all turned upside down:

quote:
In drow society, the strongest and bravest can take the Test of Lolth. Those who succeed become driders, members of a privileged caste. Those who fail usually die.






Yeah, the 180 degree turn there is a bit funny.



I just woke up from a nap...so I might be unable to see the humor... what the bleeding hell is this?

I guess if this carries on, Bob Salvatore has to rewrite whole passages of his Drizzt novels and short stories.


Reply author: KnightErrantJR
Replied on: 12 Jun 2008 18:30:17
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Zanan


Driders ... all turned upside down:

quote:
In drow society, the strongest and bravest can take the Test of Lolth. Those who succeed become driders, members of a privileged caste. Those who fail usually die.




Wizards of the Coast: Ignoring and/or rewriting the past since 2000!




They actually started angling toward this in the 3.5 Drow of the Underdark book where they mentioned that drow and drider were starting to get along better and work together for the glory of Lolth.

I've actually seen several people comment on creatures like driders and death knights and say that they couldn't understand how becoming more powerful was a punishment.

Because, you know, having all of your flesh rot off your bones and never being able to live as a living, breathing person is a really good trade off for being able to throw fireballs.

I don't know, personally, I wouldn't want a giant spider for my lower torso, as I've become somewhat fond of how my anatomy is currently configured.

But yeah, I guess in some people's campaigns, especially those that complain the most loudly on WOTC's boards, eveyone in the game world is primarily worried about how many hit points they have and how much damage they can do per round.


Reply author: ShadezofDis
Replied on: 12 Jun 2008 19:25:55
Message:

quote:
Originally posted by KnightErrantJR
But yeah, I guess in some people's campaigns, especially those that complain the most loudly on WOTC's boards, eveyone in the game world is primarily worried about how many hit points they have and how much damage they can do per round.



Indeed and that focus tends towards removing any verisimilitude from a setting for me.

Personally, I place FAR more importance on the story making sense than on the numbers making sense.

Just makes me sad. Especially since the minis game seemed like a perfect venue for this style of play.


Reply author: ShadezofDis
Replied on: 12 Jun 2008 19:32:10
Message:

quote:
Originally posted by Zanan
Lolth's Wrath (standard; recharge) Necrotic
quote:
Area burst 5 centered on a bloodied and willing drow ally; the ally explodes, releasing a burst of spectral spiders that bite all enemies in range; +20 vs. Refl ex; 4d8 + 5 necrotic damage. The
drow targeted by this power is slain.




I'm sort of confused as to what particular drow would choose to have this happen to them. Seems pretty damned far off from the general mindset of "me first".

Especially if it's a standard tactic. If not then I can see the once in a while but. . . well. . . the willing target part just doesn't seem like a drow style mentality.


Reply author: Cyria
Replied on: 12 Jun 2008 20:04:00
Message:

Whoa, I hadn't caught the drider thing.

Salvatore's books are read by people who've never played D&D and might be willing to buy other FR novels too because of Drizzt (money for WOTC). A Drizzt comic is currently being published in which becoming a drider is punishment, as in the novels. The drow are hugely popular, with those best-selling books probably the biggest reason for that. So... let's completely reverse a not-insignificant part of drow lore that got a huge audience through Salvatore! And how well is it going to work? Readers of Salvatore are still going to view drider the old way. How does it make sense to contradict parts of the best-selling Drizzt novels?


Reply author: Mace Hammerhand
Replied on: 12 Jun 2008 21:05:06
Message:

Cuz it's cool...?


Reply author: Wooly Rupert
Replied on: 12 Jun 2008 23:32:40
Message:

quote:
Originally posted by capnvan

I believe that the proper spelling in this context is "kewl".



And to this, I believe the appropriate response would be: LOL!


Reply author: Zanan
Replied on: 12 Jun 2008 23:38:21
Message:

quote:
Originally posted by ShadezofDis

quote:
Originally posted by Zanan
Lolth's Wrath (standard; recharge) Necrotic
quote:
Area burst 5 centered on a bloodied and willing drow ally; the ally explodes, releasing a burst of spectral spiders that bite all enemies in range; +20 vs. Refl ex; 4d8 + 5 necrotic damage. The
drow targeted by this power is slain.




I'm sort of confused as to what particular drow would choose to have this happen to them. Seems pretty damned far off from the general mindset of "me first".

Especially if it's a standard tactic. If not then I can see the once in a while but. . . well. . . the willing target part just doesn't seem like a drow style mentality.



Alas someone takes this rubbish up. I mean, this is almost straight out of Warcraft II and these little kamikaze kobolds. While I could agree on the latter for a bit of cynical fun, the drow thing is just utter garbage. And it does not actually matter whether these are drow or orcs or kobolds here. Plain and simple nonsense.


Reply author: Ergdusch
Replied on: 13 Jun 2008 07:59:07
Message:

quote:
Originally posted by Cyria

Whoa, I hadn't caught the drider thing.

Salvatore's books are read by people who've never played D&D and might be willing to buy other FR novels too because of Drizzt (money for WOTC). A Drizzt comic is currently being published in which becoming a drider is punishment, as in the novels. The drow are hugely popular, with those best-selling books probably the biggest reason for that. So... let's completely reverse a not-insignificant part of drow lore that got a huge audience through Salvatore! And how well is it going to work? Readers of Salvatore are still going to view drider the old way. How does it make sense to contradict parts of the best-selling Drizzt novels?


Don't worry there - BOb will simply ignore the new lore as much as he has done it in the past.


Reply author: Markustay
Replied on: 13 Jun 2008 16:01:07
Message:

Actually, after seeing all the changes, both in the rules and in the Realms, I can still see a bright side.

They sell some REALLY good crack in Renton.


Reply author: Rinonalyrna Fathomlin
Replied on: 13 Jun 2008 18:19:47
Message:

quote:
Originally posted by Wooly Rupert


Even a young one should be challenging. I'd not expect a hatchling to be a huge challenge, but anything beyond say juvenile should be a good challenge. Even at the lower age categories, breath weapons and the mobility offered by flying make an encounter tricky.



Of course, but how do we know it won't be challenging?

With all due respect (and I only just got my rulebooks), I have the feeling the person who said level 1 characters would be fighting dragons was exaggerating.


Reply author: Rinonalyrna Fathomlin
Replied on: 13 Jun 2008 18:24:29
Message:

quote:
Originally posted by Markustay

Actually, after seeing all the changes, both in the rules and in the Realms, I can still see a bright side.




I see a bright side too, at least with the rules. I got my books yesterday and I think using the 4E could make for a fun game. Contrary to popular belief, it isn't all just about combat. A game has as much roleplaying in it as the players (and DM) want it to.


Reply author: Mace Hammerhand
Replied on: 13 Jun 2008 18:31:18
Message:

I think Markus was referring to the junk WotC put into FR... they must've been smokin' somethin' good in that crackpipe...


Reply author: Rinonalyrna Fathomlin
Replied on: 13 Jun 2008 18:33:27
Message:

quote:
Originally posted by Mace Hammerhand

I think Markus was referring to the junk WotC put into FR... they must've been smokin' somethin' good in that crackpipe...



I know, I just said I see a bright side regarding the rules.


Reply author: Markustay
Replied on: 14 Jun 2008 05:26:11
Message:

quote:
Originally posted by Mace Hammerhand

I think Markus was referring to the junk WotC put into FR... they must've been smokin' somethin' good in that crackpipe...

Ayyyye... they got ahold of Elminster's stash.

The rules are good, don't get me wrong, but just from reading through them they don't feel like D&D to me. I'll know more, though, once I've played them.

On the other hand, some of the decisions regarding changes in FR are so extreme that it appear they were made just because someone wanted to leave their mark on the world, and no other reason (at least, no logical one), hence my comment regarding the use of recreational drugs.


Reply author: Darius Talynth
Replied on: 14 Jun 2008 22:30:04
Message:

Hi All. I know I'm not a regular poster here. I have just been lurking here for the past several months, kind of following the 4e discussions but not wanting to comment beyond the couple posts I made months past. I decided to wait for the new 4e game to come out and end the speculation about what it would or wouldn't look like. So now I feel it is time to creep back out into the light of day. I have had the core books for a week now and I have given the PH a good read. I have just glanced through the MM and DMG. I apologize now because I am bringing an overall negative tone and I have been saving this all up and unleashing in one post... I need to vent.... and sorry if anyone might consider this post to contain "spoilers" about the new game.

My first impression of 4e is: "M'eh". I'm not impressed but I am not 100% turned off... by the core game rules. From a game play point of view, it is a d20 game but Im not sure it is D&D. The game mechanics are still the basic D&D mechanics of 3e era but there is something here that is telling me this is not the D&D that I love. To me the game design is missing..."context". The feel of this game is wrong to me. This feeling turns me off. The only way I can describe my feeling is to ask a bunch of generic "why's".

The books Why? Why does the text smudge? Very nice artwork though.

The Warlord - Why? How can you be a 1st level warlord? To me a warlord is an earned honorific (or at least description). You become a warlord through your deeds not because you picked the class at 1st level. I don't get the context for this class.

Warlock - Why? Why isn't this just included as an alternate path for a wizard? But I "get" this class in comparison to warlord.

Wizards and Clerics Why? Where are my spells? OK my powers can do some cool damage but why do i just feel like any other character with their own powers?

Elves & Eladrin - Why? I'm not held up on the Eladrin name but why did we need to split elves into 2 separate races in the Core books? I really like the idea of the different elven subraces in the Realms a unique feature of FR, but it isnt necessary for core.

Missing Classes and Races Why? Where are the gnome? Half orc? Bard? Monk? Barbarian? Druid? Sorceror (well sorcerer is redundant now, too bad... i liked it in 3e).. thats right.. theyll be in PHB2... and that was expected. Oh ya.. they are also still in my 3e books.

Alignments? Why did they go from Nine to Five? Why did they change Neutral to Unaligned? Actually I dont mind these changes and Im happy to see alignment continue to be part of D&D. I never could tell the difference between NG and CG but I could tell the difference between NG/CG and LG. I think unaligned is a sensible change. True Neutral, if you use the balance mantra, was actually a lawful minded pursuit IMO... I could understand LN. CN didnt matter on its own and fits into unaligned well. LE and CE were easy to grasp. But i think they should have kept LE as a separate alignment and lumped CE and NE together into the generic Evil.

Deities Why? Why are they in a core rule book? Why do the deities and the planes need to be part of any core book? They are setting and campaign specific. They shouldnt have been in 3e core either. Redesigning the planes and deities to fit the 4e core was unnecessary a big red herring. Ok the idea of the alignment wheel doesnt quite fit anymore but its no big deal. The Realms cosmology was g a good idea. Why do they need to change that to fit a core ideology? And id I may say, Planescape was a great resource to the D&D universe.

Hit Points - Why did they stop rolling them? Why doesn't con bonus apply at each level any longer? An 11th level fighter with 15 con in 4e will have the same hitpoints (90) as every other 11th lvl fighter out there with a 15 con. An 11th lvl Wizard with a 15 con would have 65 hp. A rogue would have 77 hp. Not a big spread between classes especially when the "defenders" are supposed to absorb all that damage. OK, 6 is the average value of a d10, 5 is average for a d8 but bumping up the effective hit dice of rogues and wizards brings them too close to the fighter and paladin in my view. I do like letting 1st level characters start with the extra HP. Adding their Con score to their 1st lvl hit points is an interesting way to do this.

Healing Surges - Why? What was wrong with needing party healing via character classes such as cleric and paladin or acquiring potions of healing and other items? Where is the fear of life ending for your character in 4th edition? What is the context of a character being able to spontaneously heal damage? Gritting it out through damage is one thing but repeated healing is another.

Base Attack Bonus: Why??? How is it that, aside from a couple modifiers here and there, A wizard and fighter have the same base attack bonus? This doesnt make sense to me.

Defences and Saves: Why?? Ok i can accept the idea of defences after some thought. But what did they do to saves? Everyone now has a base 50/50 save attempt regardless of level with the odd modifier here and there. Why?

Skills - Why? Why are they so simplified? Why are they too generic? Why so little difference between unskilled and skilled? Why should untrained characters get the benefit of their level for a check here mif theyve never invested character development? Interesting thought 1e didnt even have skills outside of class abilities.

Feats Why? I liked the feat system as introduced in 3e and I guess it is more or less the same in 4e.

The Paladin Why? What did they do to you?? I know the paladin is a contentious issue for some in D&D but i for one am a big fan of this class.. and i am biased... but why did they do this to it??? It started with 3rd edition when they dropped the cha requirement among other things and created all the martyr spells but why did they turn the paladin into a living punching bag? Where is the fun of playing a noble knight with special gifts from their deity? Great I get to do radiant attacks... awesome.. my powers need me to martyr my character to work..cool... ill just absorb all this damage so the other characters in the party can inflict all the damage. Ill do some middling damage here and there while the fighters and everyone else kick butt and ill give away my healing surges to the other party members. Where is the divine grace bonus to saves/defences? At least my paladin is still immune to disease and fear... whats that? No.. not anymore... Paladin was one of the few classes that had role playing restrictions (LG alignment, code of conduct) Well at least the Holy Avenger is still somewhere in the game. I can read about it in the PH.... the PH???

Magic Items Why?? Why are they in the PH???????????? Where are all the cool magic items?? Staff of the Magi?? What did they do to Staff of Power?? What are the version of Ring of regen?? Vorpal sword??? Holy Avenger?? Speed??? Arrow of Slaying??? ... im speechless.

Dragons Why? Where are the gold dragons? Silver? Theyll show up in a future MM. Actually this doesnt bother me Although they bothered me in all previous versions of D&D. Why were good dragons always more powerful than the evil ones? Anyway... I dont consider the MM to be a Rule book. It is a resource book with suggested monster stats. Only the DMG and PHB are rule books.

Energy/Level drain Why? Well I actually know Why? It was too scary an attack. Considered unfair by many players. But I love level draining monsters. They were some of the few creatures that would actually strike fear into the players hearts. Bring back the real undead creatures. This is a shout out to old school D&D with wraths, wights, vampires, even ghosts (and their aging attacks) and their negative energy powers.

OK Ill stop things here for now. I can keep asking why over and over. I made a very negative post and I apologize. I didnt want to spew my pessimism into these forums but I needed to vent and I feel as though this was the best community to do that. I love D&D and the Realms. I want to know what the people here think about 4e now that it is here but I like to know why they feel the way they do.

Ill leave things with my final thoughts of the moment about 4e. Maybe it is too easy to say 4e sucks.. or for some to say it is Awesome. This game just isnt for me. Reading the core books makes me feel as if I am looking at a pen and paper version of Diablo. I think Ill stick to my house rule version of 3/3.5... but I still feel as though something has been taking away from me, or perhaps I have just been left behind. Everyone, keep playing D&D... Whichever version you enjoy most. Thank you for letting me vent all of this out.


Reply author: Venger
Replied on: 15 Jun 2008 08:51:20
Message:

quote:
The Warlord - Why? How can you be a 1st level warlord?


Probably because all the other class name alternatives sounded really bad. Does the class name really matter, though? After all, how many people refer to themselves by their class name? If you called a Barbarian a barbarian he'd probably consider it an insult. And Fighters and Rogues certainly don't refer to themselves as such. Just add Warlord to that list. Just as most Fighters ingame wouldn't refer to themselves as a Fighter, likewise most Warlords ingame won't refer to themselves as Warlords (they're both more likely to simply call themselves sellswords and the like).

quote:
Warlock - Why? Why isn't this just included as an alternate path for a wizard? But I "get" this class in comparison to warlord.


It's different enough that it justified its own class. It has its own take on magic which I rather like. Besides, Warlock is a perfect class for Venger.

quote:
Wizards and Clerics Why? Where are my spells? OK my powers can do some cool damage but why do i just feel like any other character with their own powers?


Play through it. Trust me, they don't feel the same. As for their spells, simply not enough room. If you give them additional options, then you have to cut options from something else. And personally, I prefer every class having a roughly equal amount of options, rather then a small number of classes having a massive amount of options, and the rest of the classes having a miniscule amount of options.

quote:
Elves & Eladrin - Why? I'm not held up on the Eladrin name but why did we need to split elves into 2 separate races in the Core books? I really like the idea of the different elven subraces in the Realms a unique feature of FR, but it isnt necessary for core.


Core's always had elf subraces (you'll find them all in the Monster Manual). This is a positive step as the number of elf races has been cut to three, as opposed to half-a-dozen.

quote:
Missing Classes and Races Why?


No room. 320 pages for eight classes and races. How much more could've been packed in? What should've been cut in order to make room for them?

quote:
Where are the gnome?


Monster Manual for now, and it's very nice. I'm considering playing one. Perhaps a balding Gnome Wizard? I'll wear red robes and refer to myself as "Dungeon Master"...

quote:
Deities Why? Why are they in a core rule book?


Why not?

quote:
Why do the deities and the planes need to be part of any core book?


They're useful for new players. Not every D&D player is a grizzled veteran of 20 years of gameplay, after all. Some are just starting out, and when you're starting out, it's nice to have something to hang your hat on. Besides, I rather like the core setting described in the books. I've got half a mind to actually play a campaign there.

quote:
Hit Points - Why did they stop rolling them?


To more easily balance classes at every level.

quote:
Why doesn't con bonus apply at each level any longer?


To make Con a less vital stat. In 3.5 the difference between Con 10 and Con 14 at 20th-level is 40 hit points. In 4E it's four hit points. Con was far to important a stat for every class.

quote:
Healing Surges - Why? What was wrong with needing party healing via character classes such as cleric and paladin or acquiring potions of healing and other items?


Because it sucks to have a player forced into playing a character they don't want to play. I can't tell you how often I've seen campaigns which're short of a Cleric, and the requirement for my participation was to play a Cleric. In those instances I prefer to bow out of the game rather then get stuck with a class I'm not interested in playing (although I enjoyed playing a Cleric for the first time in 18 years of gaming, recently, when I played one in a 4E game).

quote:
Where is the fear of life ending for your character in 4th edition?


It's still there. The lethality of the game is, as always, still firmly in the hands of the DM. And from appearances, 4E looks to do a better job at making it easier for the DM to gauge what kind of a threat an encounter for a PC party will be.

quote:
What is the context of a character being able to spontaneously heal damage? Gritting it out through damage is one thing but repeated healing is another.


HP doesn't represent only raw physical damage taken. It represents other factors, as well, like fighting spirit. So a Healing Surge, then, can mean a lot of things. Regrouping, a surge of adrenaline, morale boost, etc.

quote:
Base Attack Bonus: Why??? How is it that, aside from a couple modifiers here and there, A wizard and fighter have the same base attack bonus? This doesnt make sense to me.


I suspect it's about making encounter design easier. Not a big deal, though, IMO. Even if their attack bonuses are comparable, that doesn't mean anything, as a Fighter will still be far better at swinging a sword then a Wizard, and a Wizard will be a far better shot with a spell then with a longbow.

quote:
Defences and Saves: Why?? Ok i can accept the idea of defences after some thought. But what did they do to saves? Everyone now has a base 50/50 save attempt regardless of level with the odd modifier here and there. Why?


It replaces spell durations. Instead of a spell lasting 1d4 rounds, for example, you roll a Saving Throw at the end of a round. It keeps the players invested, as their character could come back into the game at any moment. Making it a Saving Throw also allows for modifiers. In prior editions, the spell would last however long it lasted. But now, it can end more quickly or last longer depending on the specifics of the situation.

quote:
Skills - Why? Why are they so simplified? Why are they too generic?


To each their own. But I rather prefer a condensed skill list, as characters now get more bang for their buck from their skills. And with the number of trained skills available to each class, as well as the ability to take the Skill Training Feat in any skill, characters are now more skillful.

quote:
Why so little difference between unskilled and skilled?


A +5 bonus is hardly a little difference.

quote:
It started with 3rd edition when they dropped the cha requirement among other things and created all the martyr spells but why did they turn the paladin into a living punching bag?


Why is this a bad thing? It's certainly great for any Paladins of Ilmater out there.

quote:
Where is the fun of playing a noble knight with special gifts from their deity?


It's still there, and the Paladin has far more deific gifts then he's ever had, before.

quote:
Great I get to do radiant attacks... awesome.. my powers need me to martyr my character to work..cool...


Only some of them. And you don't have to take those if you don't want to. There're plenty of options, after all.

quote:
ill just absorb all this damage so the other characters in the party can inflict all the damage.


Read through it again. You can do both at once if you so choose. There's no 'either or' proposition, here. You do both.

quote:
Ill do some middling damage here and there while the fighters and everyone else kick butt and ill give away my healing surges to the other party members.


Once again, you can do both. The Paladin certainly doesn't do "middling damage". The 4E Paladin's tougher then ever.

quote:
Magic Items Why?? Why are they in the PH????????????


Because they're used by the players, not the DM. And things which're used by the players belong in the Players Handbook. I can't tell you the sheer number of players which I've run across, who aren't DM's, and yet they own a copy of the Dungeon Master's Guide. Why? For the magic items. After three editions it's pretty obvious that if players are buying the DMG solely for that info, then it's pretty clearly player info and belongs in the PHB. And it's nice to no longer have a DMG which is a must-have for players, too. Although personally, I could've lived without magic items altogether. I would've been fine if they'd held off on them altogether for Adventurer's Vault or whatever the book is going to be called. Those 32 pages could've possibly given us enough space for two more classes. No biggie, though.

quote:
Energy/Level drain Why? Well I actually know Why? It was too scary an attack. Considered unfair by many players.


It was scary in that it dragged down gameplay to a crawl and turned the game into a boring math exercise. Level drain was a miserable rule system that I'm glad to see the backside of. Especially since in some cases it made no sense at all (Vampire slam attack? Really? So if Dracula backhands me really hard, he can make me forget how to cast Fireball?).

Personally, for pretty much all the reasons you listed, I'm very happy with 4E. As soon as the current adventure is over, my current homegame will be switching over to 4E. And I'm looking to add one or two more 4E games to that.


Reply author: Darius Talynth
Replied on: 15 Jun 2008 16:09:39
Message:

Hi Venger. Thanks replying to my post. I think you gave some very good responses to the "Why"s that I threw out there. Your reasoning is sound and helps to make sense of many of them. I will still have to wrap my mind around many of them - not to understand from a mechanics point of view but from the context viewpoint. Of course, there is still a great deal of "to each, his own" and there is nothing wrong with that.

I am not anti 4e per se. I can be open to it and if invited to play in a game I would give it an honest try but I won't go actively seeking a 4e game or start one of my own. I am happy to continue playing my mish-mash 1e/2e/3.xe game. Of note, the 4E DMG can be used in any edition game. It seems very well done in terms of content much of which applies to Role playing issues, campaign and adventure design, and so on which is good, general RPG game mastering help. Of course, much of this content could be found in previous DMGs and role playing help articles.

As for a few certain specifics...

when I referred to the warlord, you're right, I am nitpicking on the name. It is my right to do so but the concept of the character seems flawed to me. And the name is part of that. In 3e terms it makes sense to me as a prestige class but not as a base class. Maybe it could have been a paragon path for fighter.

Regarding hit points - the different classes are still too close together. the Defenders (fighters, and paladins) should have been based on a d12 hit die which would give average 7 hp per level (ok really it's 6.5 hp). As for the concept of hit points representing skill, luck, adrenaline in addition to hardiness, I am aware of this ideal and subcribe to it myself. However, healing surges seem very video gamey to me... but in and of itself they aren't necessarily wrong. just... very different to me.

As for level draining... I understand your point regarding the mathematical problems it can bring. However, I was harkening back to 1e (and revealing my grizzled vet status) where the game was much simpler (no skills, feats, etc.) and level draining monsters were feared. There are very few monsters that can actually strike fear into the hearts of players and level draining undead (for example) could do that. You would even see some parties flee from them. As for your example of the wizard being level drained and "forgetting" how to cast fireball, I see it differently... i see your wizard being so weakened by the attack that he is unable to cast the spell until he can receive proper healing. So I will say "to each his own" for energy drain.

My venting post was good for my "acceptance" of 4e. I'd like to thank Venger for his thoughts. His comments and answers to my "why's" have helped me to get a better grasp of the reasoning and context to some of the 4e game design. Also, I was able to get some things off my mind by typing them out.

I will say this: 4e is not a bad game. It is D&D. BUT it is a different way of playing D&D. I'm not ready for these differences and...for now... I choose to rebel against them Reality is I don't think i need them with all of my 1/2/3e materials and a happy gaming group that likes our game. But I might be inclined to steal some of the new 4e concepts that I do like. House rules may indicate that something in the game needs to be fixed.. but, whatever, we like our house rules and we would be house ruling in 4e too.


Reply author: Rinonalyrna Fathomlin
Replied on: 15 Jun 2008 20:14:23
Message:

I'll give some of my thoughts as to the "why" of some of the things you mentioned.

quote:
Originally posted by Darius Talynth
The Warlord - Why? How can you be a 1st level warlord? To me a warlord is an earned honorific (or at least description). You become a warlord through your deeds not because you picked the class at 1st level. I don't get the context for this class.



As Venger said, the actual name of the class doesn't have to mean that much. Also, it's a class that's meant for the "inspiring leader" type of warrior, and it's possible to be such a character at level one.

quote:
Warlock - Why? Why isn't this just included as an alternate path for a wizard? But I "get" this class in comparison to warlord.


Warlocks get their powers thanks to a pact rather than through study--that already makes them pretty different from wizards.

quote:
Elves & Eladrin - Why? I'm not held up on the Eladrin name but why did we need to split elves into 2 separate races in the Core books? I really like the idea of the different elven subraces in the Realms a unique feature of FR, but it isnt necessary for core.


I think for 4E the designers wanted to play up the different aspects of elven lore (ie. ethereal and magical vs. close to the earth and woodsy). As I see it, eladrin and elves were made different enough from each other so as not to feel repetitive. I wouldn't say elven subraces were unique to the Realms, per se.

quote:
Missing Classes and Races Why? Where are the gnome? Half orc? Bard? Monk? Barbarian? Druid? Sorceror (well sorcerer is redundant now, too bad... i liked it in 3e).. thats right.. theyll be in PHB2... and that was expected. Oh ya.. they are also still in my 3e books.


There's only so much room in the books, and the designers said (in the preview material) that they hadn't figured out exactly how they wanted to do certain races and classes yet.

quote:
Alignments? Why did they go from Nine to Five? Why did they change Neutral to Unaligned? Actually I dont mind these changes and Im happy to see alignment continue to be part of D&D. I never could tell the difference between NG and CG but I could tell the difference between NG/CG and LG. I think unaligned is a sensible change. True Neutral, if you use the balance mantra, was actually a lawful minded pursuit IMO... I could understand LN. CN didnt matter on its own and fits into unaligned well. LE and CE were easy to grasp. But i think they should have kept LE as a separate alignment and lumped CE and NE together into the generic Evil.


I'm sorta with you here (I think). I think they should have ditched the Law/Chaos axis all together, as even now the half-hearted inclusion of LG and CE is confusing people. Some people think LG and CE are just extreme versions of good and evil, but even the rulebooks say otherwise.

quote:
Deities Why? Why are they in a core rule book? Why do the deities and the planes need to be part of any core book? They are setting and campaign specific. They shouldnt have been in 3e core either. Redesigning the planes and deities to fit the 4e core was unnecessary a big red herring. Ok the idea of the alignment wheel doesnt quite fit anymore but its no big deal. The Realms cosmology was g a good idea. Why do they need to change that to fit a core ideology? And id I may say, Planescape was a great resource to the D&D universe.


The core deities and cosmology are there for those who don't want to use an established setting and would like these elements to be already developed for their own setting. Not everyone has the time or inclination to make up their own pantheon and cosmology, and for these people, the rulebooks provide an out-of-the-box system right there, ready to use. Also, for my part I think they are both pretty nicely done.

quote:
Skills - Why? Why are they so simplified? Why are they too generic?


I don't think the streamlined skills are a bad thing. For example, I always thought it was a bit silly to have seperate skills for hiding and moving silently, even though most of the time you needed both those skills for any use thereof to be effective. No reason for them not to be rolled together--it's assumed that if you are good at one, you are probably good at the other. The same principle is behind the other skill rollups.

quote:
Feats Why? I liked the feat system as introduced in 3e and I guess it is more or less the same in 4e.


I have a question. You say you liked the feat system of 3E, and then say that it's probably not so much different in 4E. So, isn't that a good thing? Why are you asking why about it?

quote:
The Paladin Why? What did they do to you??

...

At least my paladin is still immune to disease and fear... whats that? No.. not anymore...


I think one of the goals of 4E was to take characters with tons of immunities down a peg. For example, I've heard that 4E warforged no longer have the laundry list of immunities that they used to.

quote:
Paladin was one of the few classes that had role playing restrictions (LG alignment, code of conduct)


I'm pretty sure they are trying to get rid of alignment restrictions (on base classes, at least) as well. That being said, the rulebooks still encourage players to refrain from playing evil alignments, just like in 3E.

quote:
Energy/Level drain Why? Well I actually know Why? It was too scary an attack. Considered unfair by many players. But I love level draining monsters.


You answered your own question here. You may have liked level draining, and there are probably plenty of people out there who would agree with you. However, it looks like WotC had reason to believe that most people didn't find level drain attacks to be fun.

quote:
OK Ill stop things here for now. I can keep asking why over and over. I made a very negative post and I apologize.


No reason to apologize--you expressed your opinion and were polite about it. 4E isn't going to be for everyone, and that's fine.


Reply author: Venger
Replied on: 15 Jun 2008 23:24:39
Message:

quote:
Hi Venger. Thanks replying to my post. I think you gave some very good responses to the "Why"s that I threw out there. Your reasoning is sound and helps to make sense of many of them.


You're welcome. :)

quote:
As Venger said, the actual name of the class doesn't have to mean that much. Also, it's a class that's meant for the "inspiring leader" type of warrior, and it's possible to be such a character at level one.


I've heard people talking about how Warlord would be a more appropriate class for Tanis Half-Elven.

quote:
I don't think the streamlined skills are a bad thing. For example, I always thought it was a bit silly to have seperate skills for hiding and moving silently, even though most of the time you needed both those skills for any use thereof to be effective. No reason for them not to be rolled together--it's assumed that if you are good at one, you are probably good at the other. The same principle is behind the other skill rollups.


Agreed. Nearly every time you had to use Hide, you also had to use Move Silently, as well, making you roll twice for one action. Likewise, Search and Spot are two other skills which shouldn't have been separate.


Reply author: Darius Talynth
Replied on: 15 Jun 2008 23:53:44
Message:

Hi Rin. Thanks for your thoughts on my post.

Both you and Venger have given good comments and are helping me to come to grips with the differences in 4e. As for my confusing line about "Feats" that was me backtracking as I typed

I am starting to come around on 4e as I recover from my initial reaction. I think I actually prefer some of the complexity of character building in 3e. As for 4e, I do like that some class specific features (such as rogue's evasion) have been broken out into feats. I think that skills are a bit too simplified but there is a happy medium somewhere between 3e and 4e - no not 3.5 - that could satisfy my interests.

Alignment has always had a big role to play in D&D and I think it is important to keep it in the 4e. I'm happy to see it there. I think I have always had a slightly different take on alignments than some players and it has lead me into a share of debates but I think the new 4e alignment system is closer to reflecting my thoughts. I could go along with just the good, evil and neutrality as you have suggested but I think that lawful type behaviour is enough of a concrete concept (discplined, respect for and/or use/abuse of authority, honorable behaviour, ethics, and so on). Chaos and Neutrality really don't mean much other than that they are not lawful. Good and Evil are easy to distinguish and the new unaligned viewpoint is a sensible take on the old true neutral and shades of neutality. Alignment debates can be very frustrating so it is important to clarify or simplify the topic. Just three alignments Good, Evil, Unaligned, could achieve this as well. Afterall, in the case of a classic paladin: you could say they are champions of Good who have to follow a code and this would enforce playing a lawful type of good without calling it that directly. Not sure if I'm explaining myself very well here so I'll leave it with this last comment - I am trying to recall where and from whom I heard this statement, which I now badly paraphrase here:

"regardless of our upbringing or culture, we are not always sure what is right, but we are all sure about what is wrong."

If anyone knows where that is from please let me know! it is eating me up

sorry if I just started an alignment debate


Reply author: Rhone Ethenkhar
Replied on: 16 Jun 2008 23:29:58
Message:

quote:
Originally posted by Venger

It was scary in that it dragged down gameplay to a crawl and turned the game into a boring math exercise. Level drain was a miserable rule system that I'm glad to see the backside of. Especially since in some cases it made no sense at all (Vampire slam attack? Really? So if Dracula backhands me really hard, he can make me forget how to cast Fireball?).


Because Lord knows, math is really hard to do. Well given that the way most of 4e is presented, that kind of thing sure seems like it would fit in rather well, being unbelievable and all. It (level draining) was what made undead scary and to not be underestimated. And it required one to be careful with what your character did. They have built in too many "safety" features (or nerfing I guess) into 4e imho. Player's should learn from their mistakes & not to be coddled and have their hands held through quests.



Reply author: Faraer
Replied on: 17 Jun 2008 00:44:16
Message:

quote:
Originally posted by Darius Talynth
As for your example of the wizard being level drained and "forgetting" how to cast fireball, I see it differently... i see your wizard being so weakened by the attack that he is unable to cast the spell until he can receive proper healing. So I will say "to each his own" for energy drain.
Character levels in traditional D&D are life energy levels -- they don't just represent experience and expertise. When a magic-user is level-drained, her soul, thus ability to command magic, is reduced. (Much as casting a Vanceian spell doesn't make you forget how, rather the energy structure in your mind is expended.)


Reply author: Venger
Replied on: 17 Jun 2008 06:29:44
Message:

quote:
Because Lord knows, math is really hard to do.


Yus, cuz oll us 4E fans err jus' plum stooopid.

It isn't a matter of being hard, but a matter of slowing the game down. And it gets worse the larger the number of level draining creatures they are. I want to play, not spend time constantly recalculating scores.

quote:
It (level draining) was what made undead scary and to not be underestimated.


Undead should be scary, yes. But not because they turn what should be an enjoyable game into a monotonous and tedious experience.


Reply author: Venger
Replied on: 17 Jun 2008 06:45:58
Message:

quote:
Character levels in traditional D&D are life energy levels -- they don't just represent experience and expertise. When a magic-user is level-drained, her soul, thus ability to command magic, is reduced. (Much as casting a Vanceian spell doesn't make you forget how, rather the energy structure in your mind is expended.)



As another poster elsewhere said...

quote:
Levels are not life-force. They're a measure of how much a character knows.


And while I'm quoting other posters...

quote:
I find the whole tendency to equate "I want to remove level drain" with "I want D&D to have no danger" to be not only a straw man argument, but bordering on offensive. I like danger in D&D. I think resurrection is too easy. I think the whole "death at -10 hp" rule is more than generous enough, and I argue against any effort at making death harder (such as "death at - 10 + Con" "10 + level," both of which I've seen). I've had to argue with several DMs, who wanted to fudge rolls to keep my characters alive, because I want the danger in the game to be real.

And I still want level drain out of the game. Not for purposes of making the game "safer," but because I have conceptual problems with level drain (as mentioned above), and because I think it impacts the fun of the game in a way that other forms of character harm do not.

If you like level drain, cool. But don't assume that because others do not, they're espousing a D&D game without risk.


Reply author: Rhone Ethenkhar
Replied on: 17 Jun 2008 16:34:01
Message:

Originally posted by Venger

quote:


Yus, cuz oll us 4E fans err jus' plum stooopid.


You said it, not me.


Originally posted by Venger
quote:

Undead should be scary, yes. But not because they turn what should be an enjoyable game into a monotonous and tedious experience.



Well, that is how you get fear in a game mechanics way in a game; affect the stats of a PC. But really, the mathematics involved are so simple, imho nothing gets slowed down.

Incidentally, I do think the rules by and large of 4e are fine. I think it will be a fun game and look forward to checking it out. But things like this (level draining being removed) just seem unnecessary imho.


Reply author: Rinonalyrna Fathomlin
Replied on: 17 Jun 2008 18:43:05
Message:

quote:
Originally posted by Darius Talynth

Hi Rin. Thanks for your thoughts on my post.


You're welcome.

quote:
Alignment has always had a big role to play in D&D and I think it is important to keep it in the 4e. I'm happy to see it there. I think I have always had a slightly different take on alignments than some players and it has lead me into a share of debates but I think the new 4e alignment system is closer to reflecting my thoughts. I could go along with just the good, evil and neutrality as you have suggested but I think that lawful type behaviour is enough of a concrete concept (discplined, respect for and/or use/abuse of authority, honorable behaviour, ethics, and so on).




I just think that if they were going to consolidate the alignments as they did (which might well have been a good idea), it would have been simpler to just ditch the law/chaos axis altogether. That way, you could still have traditionally "lawful" or "chaotic" characters, they just wouldn't be labeled as such within the game. Or, they should have used some new labels. As it is, LG and CE feel like relics without CG and LE. That's my opinion, anyway. I do think "unaligned" was probably a good idea.


Reply author: Rinonalyrna Fathomlin
Replied on: 17 Jun 2008 18:45:51
Message:

quote:
Originally posted by Rhone Ethenkhar


Because Lord knows, math is really hard to do.




Well, some people aren't too fond of doing math work, especially when they are playing a game.


Reply author: Rhone Ethenkhar
Replied on: 17 Jun 2008 18:54:11
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Rhone Ethenkhar


Because Lord knows, math is really hard to do.




Well, some people aren't too fond of doing math work, especially when they are playing a game.



People use math when playing plenty of games: poker, cribbage, Axis & Allies, to name but a few. No one complains there. Granted, they are not RPG's. However, I guess if you are playing Ravenloft all the time, it could get to you :)

I hear you though; I don't like math much. But in this situation, mho is that the math involved in D&D is very simple and I disagree that it drags down play and makes it monotonous.


Reply author: Tiziano
Replied on: 17 Jun 2008 19:05:39
Message:

My usual way of DMing encounters with level-draining NPCs was to have the math ready in advance, a little table with the effect of level draining for each character, not that hard to set up.

From what I heard from those of you who have read the manuals, I'm more and more convinced that 4th ed. isn't for me, if anything I'm sorely tempted to go back to AD&D, I still miss the kits...(and that math wasn't so bad either)


Reply author: Faraer
Replied on: 17 Jun 2008 20:59:13
Message:

quote:
Originally posted by Venger
As another poster elsewhere said...

quote:
Levels are not life-force. They're a measure of how much a character knows.

Monster Manual p. 99: 'If a vampire scores a hit upon an opponent . . . its powerful negative force drains 2 life energy levels from the victim'. Little point criticizing the logic of set-ups you aren't even familiar with.


Reply author: Venger
Replied on: 17 Jun 2008 21:45:31
Message:

quote:
You said it, not me.


After you implied it pretty heavily.

quote:
Monster Manual p. 99: 'If a vampire scores a hit upon an opponent . . . its powerful negative force drains 2 life energy levels from the victim'. Little point criticizing the logic of set-ups you aren't even familiar with.


And I think that's wrong. Experience points and levels should be purely an indicator of how much you know, now your "soul" or "life energy" or whatever.


Reply author: Rhone Ethenkhar
Replied on: 17 Jun 2008 22:02:28
Message:

quote:
Originally posted by Venger

quote:
You said it, not me.


After you implied it pretty heavily.


Actually, no I did not. After you said:

"It was scary in that it dragged down gameplay to a crawl and turned the game into a boring math exercise."

I merely said in round about(albeit sarcastic) way that I could not believe that it could be considered a "boring math exercise" since it would only account for maybe 5 to 10 seconds to figure that level draining out. I apolgise for any misunderstanding on my part & any intentional or unintentional implying of implications, implied or otherwise. But notwithstanding, you were the one to say it not I.

quote:
Originally posted by VengerAnd I think that's wrong. Experience points and levels should be purely an indicator of how much you know, now your "soul" or "life energy" or whatever.


Ah well. I guess if you are going to quote things one should check ones sources a bit more thoroughly, eh?


Reply author: Wooly Rupert
Replied on: 17 Jun 2008 23:03:12
Message:

Play nice, people.


Reply author: Venger
Replied on: 18 Jun 2008 05:04:55
Message:

Doesn't mean that's what they should be, just as hit points shouldn't strictly be a measure of how much punishment you can take. Those're two 4E changes which I like, because neither of those definitions made much sense. Levels and experience should be a measure of how much you know, pure and simple. Just as hit points should be more then just the amount of physical damage you can endure, because otherwise, hit points are cartoonish.


Reply author: Zanan
Replied on: 18 Jun 2008 13:55:01
Message:

Was just made aware of the fact that the Drow as well as the Drider joined the elusive club of "monsters" no longer part of the SRDs. As it looks, no-one outside WotC will thus be able to make money out of them utilizing 4E rules.


Reply author: Ergdusch
Replied on: 18 Jun 2008 14:58:35
Message:

quote:
Originally posted by Rinonalyrna Fathomlin


quote:
Energy/Level drain Why? Well I actually know Why? It was too scary an attack. Considered unfair by many players. But I love level draining monsters.


You answered your own question here. You may have liked level draining, and there are probably plenty of people out there who would agree with you. However, it looks like WotC had reason to believe that most people didn't find level drain attacks to be fun.



How does Energy/Level Drain work in 4th Ed.? Or has it simply been removed alltogether?

If it has been removed, what other powers do 'level-draining' undead recieve instead?


Reply author: Bakra
Replied on: 18 Jun 2008 15:02:45
Message:

quote:
Originally posted by Zanan

Was just made aware of the fact that the Drow as well as the Drider joined the elusive club of "monsters" no longer part of the SRDs. As it looks, no-one outside WotC will thus be able to make money out of them utilizing 4E rules.



And how does this hurt anyones current or future games? What is wrong with an exclusive monster club? What is wrong with a company protecting their Intelligential Property? Also the monsters in the D&D setting are very numerous and Im sure they have to contend with space limitations. Plus Im sure they learned a lot from their last SRD and they decided to put this knowledge to use to protect them. And maybe in the near future they will add more monsters to this document based on demand from the public. To give some people a glimmer of hope, they do have drow poison listed in the document.


Reply author: Wooly Rupert
Replied on: 18 Jun 2008 16:43:53
Message:

It was just a statement, with no commentary or opinion given.

Play nice, people. One more warning and I'll lock this scroll for a few days.


Reply author: Odysseus
Replied on: 18 Jun 2008 17:18:11
Message:

quote:
Originally posted by Ergdusch

quote:
Originally posted by Rinonalyrna Fathomlin


quote:
Energy/Level drain Why? Well I actually know Why? It was too scary an attack. Considered unfair by many players. But I love level draining monsters.


You answered your own question here. You may have liked level draining, and there are probably plenty of people out there who would agree with you. However, it looks like WotC had reason to believe that most people didn't find level drain attacks to be fun.



How does Energy/Level Drain work in 4th Ed.? Or has it simply been removed alltogether?

If it has been removed, what other powers do 'level-draining' undead recieve instead?


As far as I can see its gone.
Things like Wraiths, Wights and Lichs , have various powers that do alot of necrotic damage.


Reply author: Rhone Ethenkhar
Replied on: 18 Jun 2008 18:40:15
Message:

I can understand why WotC got rid of it though (level draining stuff). I mean, I think aside from people disliking it, it was yet another mechanic in the game that was in it's own category, and did not feel as though it clearly related (or perhaps codified would be a better word) to the rest of the system.

From what I have seen, they are streamlining the game, yes? Everything seems to have neat categories for things to fit into so as to avoid confusion as to what damage comes from what source; that helps narrow down the kind of damage is done, I guess. Maybe WotC felt that "damage" was broken up into too many sub categories and just wanted it to be in the singular form of hit point damage. I dunno.


Reply author: dwarvenranger
Replied on: 19 Jun 2008 04:08:42
Message:

Okay, now that I've played 4th ed I can officially give my opinion, and that is that the game will very much appeal to those who want their D&D to be WoW or Magic, or (especially in my mind) Diablo II.
Now, I was only playing a pregenerated character (a dwarf fighter). He seemed pretty average, for this edition anyway, which is to say horribly overpowered against any other edition, and yes I've played through all of them in the past 25 years I've been gaming. I mean an attack which does 6d6+3 dam? Even if it's only once per day it seems a bit much at first level anyway
Combat was not any simpler IMO, as the toughness level of monsters seems to have gone up across the board as well as everyone having all these special abilities now. Our final battle took the better part of an hour and a half to finish (five chars against 6 kobolds). However we would have died, (as it was both the other fighter and the wizard ended up unconcious and everyone else ended up close) much quicker if the DM had realized that the super cleric ability, Godsmack or what ever it was called, only allows enemies to do half damage for one round instead of the whole combat. We did prevail though.
Comments from the other players were varied, with those who were already invested in the game (having purchased the core books) being optimistic and those who were not being guarded. However, I will say that the other players (I do not play Magic or WoW, but I do play Diablo II) made the comments on how certain things were similar to Magic or WoW. The DM felt the system was much easier for figuring CR and xp.
After leafing through the PHB and noticing the names of the armor I made the comparison to Diablo II.
Even though we have an experienced group and were able to get in some good role-playing, my impression of the game is that it doesn't really feel like D&D. IMO it feels like a pen and paper video game, which, if that appeals to you is fine, but I will leave my video games on the computer.


Reply author: Nemea of Nowhere
Replied on: 21 Jun 2008 07:25:46
Message:

... As much fun as it would be soundly bashing whichever party is wrong about their thoughts on 4th edition...
Perhaps it would be better to use a more objective approach? Why not, whenever you next post in THIS discussion, describe more the issues and facts new to fourth edition. For instance, I think it's rather INTERESTING, don't you all, that "variant classes" could be designed simply by adding a new tree or two of abilities and feats? For my first subject, check out our new ILLUSIONIST class at WotC! *bonks head 'cause can't remember source, don't want link, YOU FIND IT!!!"

p.s. Oh, and everyone? Venger is right about EVERYTHING. ... well... not everything. I don't think he should kill Dungeon Master. But yeah, that's one smart demilich befouling utterevil.


Reply author: Zanan
Replied on: 22 Jun 2008 16:22:22
Message:

You know, I have a gut feeling that with each new book you will find "new trees", "abilities", feats and racial or class options and even sooner than in 3E/RE people will loose sight of all this. It looks perfectly made for somesuch and could well flood the minds of DMs and players alike.

Regarding XP, though I need to deep-consult the DMG on that, taking monsters / opponents out of the MM is fine*, but group strengths vary and if I want to create a drow cleric like the lass in the MM as a real mean character with normal abilities, her XP and "CR" will surely be different than the take-em-and-use-em versions.

*I could do that with any 3E book and a NPC that suits my purpose.


Reply author: Rinonalyrna Fathomlin
Replied on: 23 Jun 2008 00:43:35
Message:

quote:
Originally posted by Nemea of Nowhere

... As much fun as it would be soundly bashing whichever party is wrong about their thoughts on 4th edition...
Perhaps it would be better to use a more objective approach? Why not, whenever you next post in THIS discussion, describe more the issues and facts new to fourth edition.


That's what I generally try to do, both here and on the WotC boards.

quote:
For instance, I think it's rather INTERESTING, don't you all, that "variant classes" could be designed simply by adding a new tree or two of abilities and feats?



I am indeed impressed by the wide array of options that PCs have, even within one class.


Reply author: Hawkins
Replied on: 23 Jun 2008 03:11:19
Message:

After I saw the 4e SRD, I decided to write off 4e all together. I am fed up with WotC. Well, actually, I will check out the 4e FRCG when it comes out still, but I am not expecting it too blow my socks off. And that is out of my respect for the FR brand and Ed, not D&D or WotC.


Reply author: Purple Dragon Knight
Replied on: 23 Jun 2008 06:29:02
Message:

Same here Hawkins, with the only difference that I won't bother with the FRCG either, as they have decided to cut Ed's lore from it.


Reply author: Venger
Replied on: 23 Jun 2008 07:45:20
Message:

quote:
If it has been removed, what other powers do 'level-draining' undead recieve instead?


A lot of them drain Healing Surges. Wights, for instance, have an At-Will attack which inflicts necrotic damage and drains one Healing Surge with each hit (the tougher ones getting additional benefit from that attack). Others, like Wraiths, inflict status effects like making the target Weakened (you inflict half damage until you make a saving throw), and any humanoids they kill rise as Wraiths. And vampires, of course, have their Blood Drain.

quote:
p.s. Oh, and everyone? Venger is right about EVERYTHING. ... well... not everything. I don't think he should kill Dungeon Master. But yeah, that's one smart demilich befouling utterevil.


I'm a Cambion Warlock, not a Demilich. You're confusing me with Skeletor. He's the Lich, not I (And Mum-Ra, of course, is a Mummy). And frankly, your defense of that grotesque little gnome Dungeon Master sickens me. Rest assured, you've made 'The List'.

quote:
I mean an attack which does 6d6+3 dam? Even if it's only once per day it seems a bit much at first level anyway


Seems like a lot when compared to prior editions, but as you mentioned, monsters in this edition have more hit points. A Kobold Skirmisher, which is a level 1 standard monster, can possibly survive getting hit by that (assuming the player rolls average damage or less).


Reply author: Mace Hammerhand
Replied on: 23 Jun 2008 08:26:43
Message:

quote:
Originally posted by Purple Dragon Knight
... as they have decided to cut Ed's lore from it.



What???


Reply author: RodOdom
Replied on: 24 Jun 2008 10:45:34
Message:

I'm confused. What can we expect to find in the new FRCS that will be by Ed? I thought he was providing much of the information, not just one region. Thanks in advance for any clarification.


Reply author: Zanan
Replied on: 24 Jun 2008 11:17:25
Message:

quote:
Originally posted by Venger
Seems like a lot when compared to prior editions, but as you mentioned, monsters in this edition have more hit points. A Kobold Skirmisher, which is a level 1 standard monster, can possibly survive getting hit by that (assuming the player rolls average damage or less).


Which provokes the question why they did that in the first place? To create an illusion of a more powerful first level character? If that kobold skirmisher levels out 6d6 in return, my 4E character, despite more HP, might be dead in as short a time as before ...


Reply author: ShadezofDis
Replied on: 24 Jun 2008 15:24:27
Message:

quote:
Originally posted by Zanan
Which provokes the question why they did that in the first place? To create an illusion of a more powerful first level character? If that kobold skirmisher levels out 6d6 in return, my 4E character, despite more HP, might be dead in as short a time as before ...



It seems a lot like pinball games, the newer the pinball game the more likely you'll be getting tens of millions of points, vs the older games, where you're more likely to get tens of thousands of points.

Bigger numbers are more exciting.

Though, to be less snarky, having a larger number range allows for more precise measurement. So the difference between levels of ability are easier to measure (ie. difficulty of encounters can be measured easier).

Personally, the large numbers tend to turn me off. If first level is 6d6 then I'd imagine 5th would be 8-10d6 and 10th to be 12-15d6 or whatever. As a DM I prefer to have smaller numbers vs larger because the size of the numbers really are irrelevant, it's the disparity between the numbers that has meaning (in easier terms, it's not how powerful the characters are that matters, it's the difference between power in the party members).

But that is just a personal preference. I don't pretend that either way is "better".


Reply author: Faraer
Replied on: 24 Jun 2008 23:47:51
Message:

These numbers have been inflating for a long time in MUDs and other computer games; the root game is just catching up. Though not in terms of character levels, at least . . .


Reply author: Venger
Replied on: 25 Jun 2008 07:36:25
Message:

quote:
Which provokes the question why they did that in the first place? To create an illusion of a more powerful first level character? If that kobold skirmisher levels out 6d6 in return, my 4E character, despite more HP, might be dead in as short a time as before ...


The 1st-level monsters don't do that much damage in return, though. All the level 1 monsters in the MM do the following...

1d4+4/1d6+4
1d4+3/1d6+3
1d6+2 (Filth Fever)
2d4+2/3d6 (Recharge 5+)
1d6+4
4 (5 with Combat Advantage)
4
1d8+2/1d6+2
1d8 (+1d6 with Combat Advantage)
1d6+4/1 (and steals something)
1d6+3 (Grabs and 5 Lightning damage at start of its turn if target is still held)/1d4+3 (Ongoing 5 Poison damage and is Immobilized)

So characters won't drop in one hit at least, even if the monster crits. As for why toughening them up, it allows for tougher (and more) interesting monsters at 1st-level, as well as a greater number of opponents. For instance, in 3E a challenge for four 1st-level PC's would be four run-of-the-mill Kobolds. Now you can have four Kobold Skirmishers and/or Slingers, which're more interesting then run of the mill Kobolds in that they've got tactics above-and-beyond the average Kobold. Or you can have 16 of their 4E equivalents, the Kobold Minion. Or you can mix it up (One Skirmisher, one Slinger, eight Minions).


Reply author: Kyrene
Replied on: 25 Jun 2008 07:48:16
Message:

quote:
Originally posted by Venger

So characters won't drop in one hit at least, even if the monster crits.

Could you explain why? I seem to recall the new Crit is on a natural 20 only and always does double damage. Does a first level PC have more than 16 HP then?

Edit: Actually, make that: does a first level PC have more than 36 HP then? (since I miss-read that one 3d6 attack that is possible)


Reply author: Zanan
Replied on: 25 Jun 2008 09:17:53
Message:

You see, that is one thing which, as a DM, get's me thinking. Why do PCs get all the sweeties, yet monsters apparently draw the short straws? Because the heroes are "special"? Well, they always were, but now they are "ber-special" and that IMHO is quite annoying. I also do not want to swamp them with monsters and the like to get a "fair challenge" out of an encounter.

As I said before, when checking the drow (for obvious reasons) in the MM, I was instantly asking where the "spell" list of that high priestess lass was? She's got a handful of powers, but honestly, if I don't add the spells she should have at her level, she is not a priestess but some sort of hexblade-like powered-up fighter. So if I want a real drow priestess, I'd have to double-check another couple of books (PHB for spells, DMG for XP/challenge rating changes). Not exactly making it easier, at least with these first rulebooks.


Reply author: Alisttair
Replied on: 25 Jun 2008 14:03:47
Message:

quote:
Originally posted by Kyrene


Could you explain why? I seem to recall the new Crit is on a natural 20 only and always does double damage. Does a first level PC have more than 16 HP then?



Actually, the new Crit is that on a natural 20 (or on a 19 if you have the right ability, but only if it results in a hit), anyways, a critical hit always deals MAXIMUM damage (not double).


Reply author: Wooly Rupert
Replied on: 25 Jun 2008 14:05:26
Message:

quote:
Originally posted by Kyrene

quote:
Originally posted by Venger

So characters won't drop in one hit at least, even if the monster crits.

Could you explain why? I seem to recall the new Crit is on a natural 20 only and always does double damage. Does a first level PC have more than 16 HP then?

Edit: Actually, make that: does a first level PC have more than 36 HP then? (since I miss-read that one 3d6 attack that is possible)



There were some 4E character sheets someone posted a few months back... The characters, all 1st level, had between 20 and 33 hit points. And healing surges, which are effectively more hit points.

I honestly believe that part of the point of 4E is to make characters nearly unkillable, unless their players are incredibly stupid -- and then, they still might be able to get by. It's another of the "features" they lifted from MMOs.


Reply author: Alisttair
Replied on: 25 Jun 2008 14:14:24
Message:

From playing 4E, I noticed that the healing surges, especially at 1st level, serve you better between encounters, as you cannot actually heal as much as it seems. There were also two near death instances, both for different reasons. The first one was the Dragonborn Paladin kept receiving lucky shots from the monsters and he was down to -8 hit points. THe other time was when the rogue scouted ahead and got surrounded, and then the wizard got trapped and the Paladin was behind (party split up too much in the battle) so it was a case of very bad decisions and bad dice rolls. So yeah, you have as much chance of dying I would say.


Reply author: ShadezofDis
Replied on: 25 Jun 2008 15:52:24
Message:

quote:
Originally posted by Venger
So characters won't drop in one hit at least, even if the monster crits. As for why toughening them up, it allows for tougher (and more) interesting monsters at 1st-level, as well as a greater number of opponents. For instance, in 3E a challenge for four 1st-level PC's would be four run-of-the-mill Kobolds. Now you can have four Kobold Skirmishers and/or Slingers, which're more interesting then run of the mill Kobolds in that they've got tactics above-and-beyond the average Kobold. Or you can have 16 of their 4E equivalents, the Kobold Minion. Or you can mix it up (One Skirmisher, one Slinger, eight Minions).



4 "run of the mill" kobolds can employ a bunch of different tactics and should. 3 Kobold warriors and 1 kobold adept could be entertaining. 4 Kobold warriors with ranged weapons and cover, 2 warriors and 2 adepts, 2 warriors and 1 2nd level adept.

The only real difference I can see is that the combat will last longer (due to the increased hp) and the PCs have a larger chance to die.

I mean, I could be wrong, I don't know the details of 4E so I'm not sure if I'm just making incorrect assumptions but to say that there's a lack of tactics available in 3E doesn't fit with my experience.


Reply author: ShadezofDis
Replied on: 25 Jun 2008 15:56:36
Message:

quote:
Originally posted by Faraer

These numbers have been inflating for a long time in MUDs and other computer games; the root game is just catching up. Though not in terms of character levels, at least . . .



Indeed. And, to be fair, it has been happening, it's just been a slow crawl. 4E just seems like a pretty large jump.

When I was a wee lad big numbers impressed me, now, not so much. (aside from the ability to more accurately measure relative power, which I'm not terribly concerned about)


Reply author: Rinonalyrna Fathomlin
Replied on: 25 Jun 2008 16:04:26
Message:

I've probably mentioned this before, but I honestly don't think it's a bad thing that it's now harder (if not impossible) for level 1 characters to die in one hit...if the main goal of a D&D game is actually fun, that is, rather than realism. I just don't see how it's fun when a player's nascent character is sent to the afterlife so soon after they were created.


Reply author: Wooly Rupert
Replied on: 25 Jun 2008 16:08:42
Message:

quote:
Originally posted by Alisttair

From playing 4E, I noticed that the healing surges, especially at 1st level, serve you better between encounters, as you cannot actually heal as much as it seems. There were also two near death instances, both for different reasons. The first one was the Dragonborn Paladin kept receiving lucky shots from the monsters and he was down to -8 hit points. THe other time was when the rogue scouted ahead and got surrounded, and then the wizard got trapped and the Paladin was behind (party split up too much in the battle) so it was a case of very bad decisions and bad dice rolls. So yeah, you have as much chance of dying I would say.



Really? PCs now have more hit points, monsters can't hit as hard, and PCs can automatically remove debuffs and heal themselves after every encounter -- and that's not even involving the cleric. And there is as much chance of dying?


Reply author: StarBog
Replied on: 25 Jun 2008 16:11:20
Message:

quote:
Originally posted by Wooly Rupert
There were some 4E character sheets someone posted a few months back... The characters, all 1st level, had between 20 and 33 hit points. And healing surges, which are effectively more hit points.

I honestly believe that part of the point of 4E is to make characters nearly unkillable, unless their players are incredibly stupid -- and then, they still might be able to get by. It's another of the "features" they lifted from MMOs.



On that note, I finally got round to reading a dead-tree version of the 4e PHB (I was given one, and it makes useful reading whilst being...err, occupied in the small room of contemplation and illumination), and there was something about it that jumped out big time at me:

The whole thing is much more algorithmic. Reading the PHB is like reading an incredibly detailed specification/requirements document for a computer game (whither this be a CCG or MMO game, I'm not sure yet).

I'm probably not the first to mention this, but I suspect Hasbro are a little bit jealous of Blizzard and decided to move in that direction. Could we be seeing a 4e MMO soon? Could 5e actually be an MMO?

Now, I will state up that from Hasbro's PoV there's nothing at all wrong with this, but from my POV, as a Joe Bloggs with a stupidly large collection of previous DnD material, it leaves a very bad taste in the mouth. If WOTC had said, "here's 4e, but we're leaving Faerun untouched, go play with it" then I don't think the sense of betrayal I feel would have been as much.

Maybe I'm the bigger fool for investing so much emotional attachment into Faerun...




Reply author: Wooly Rupert
Replied on: 25 Jun 2008 16:11:59
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

I've probably mentioned this before, but I honestly don't think it's a bad thing that it's now harder (if not impossible) for level 1 characters to die in one hit...if the main goal of a D&D game is actually fun, that is, rather than realism. I just don't see how it's fun when a player's nascent character is sent to the afterlife so soon after they were created.



I don't favor killing off PCs, even at 1st level. I like things that keep them alive longer. But at the same time, I don't expect them to breeze thru everything, and I want them to be vulnerable to their own terminal stupidity, if necessary.

We've gone from PCs being fragile at 1st level to being overly tough at 1st level. There is a middle ground, but D&D Extreme ain't it. WotC went from one extreme to the other.


Reply author: StarBog
Replied on: 25 Jun 2008 16:13:33
Message:

quote:
Originally posted by Wooly Rupert
We've gone from PCs being fragile at 1st level to being overly tough at 1st level. There is a middle ground, but D&D Extreme ain't it. WotC went from one extreme to the other.



I prefer the term "D&D SP4" (D&D Service Pack 4)


Reply author: Rinonalyrna Fathomlin
Replied on: 25 Jun 2008 16:20:33
Message:

quote:
Originally posted by Wooly Rupert

I don't favor killing off PCs, even at 1st level. I like things that keep them alive longer. But at the same time, I don't expect them to breeze thru everything, and I want them to be vulnerable to their own terminal stupidity, if necessary.

We've gone from PCs being fragile at 1st level to being overly tough at 1st level. There is a middle ground, but D&D Extreme ain't it. WotC went from one extreme to the other.



Here's what I've heard--mind you, I haven't actually gotten to try out the new rules yet (oh well!). 4E is supposed to bring the PCs to more "middle ground"--I think that's what the designers mean when they keep saying that the classes are more "balanced". It used to be that wizards were both fragile and not even that magically powerful in the beginning of the game, but were tremendously powerful at the higher levels. Fighters were the toughest characters at the lower levels, but the higher levels they couldn't match the spellcasters in power. What the 4E rules have done (for better or for worse, you decide) is they've made all the classes about equally powerful at all levels, and they all have a lot of options, as well.

I've also read that it's not impossible to die in this game, even though the PCs have been made much hardier.


Reply author: Alisttair
Replied on: 25 Jun 2008 16:31:18
Message:

As far as having lots of monsters, if you use Minions to reach the target XP needed for an encounter, which is 4 minions instead of 1 standard version of a monster for the same xp ammount, its ok because those minions have 1 hp each. A solo or boss monster might have over a hundred hp at level 1, but those daily powers that deal lots of damage are for these boses usually.


Reply author: Alisttair
Replied on: 25 Jun 2008 16:34:46
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Alisttair

From playing 4E, I noticed that the healing surges, especially at 1st level, serve you better between encounters, as you cannot actually heal as much as it seems. There were also two near death instances, both for different reasons. The first one was the Dragonborn Paladin kept receiving lucky shots from the monsters and he was down to -8 hit points. THe other time was when the rogue scouted ahead and got surrounded, and then the wizard got trapped and the Paladin was behind (party split up too much in the battle) so it was a case of very bad decisions and bad dice rolls. So yeah, you have as much chance of dying I would say.



Really? PCs now have more hit points, monsters can't hit as hard, and PCs can automatically remove debuffs and heal themselves after every encounter -- and that's not even involving the cleric. And there is as much chance of dying?



Yes but they have a limited ammount of healing anyways and you can only use one extended rest per day, so if you are deep in a dungeon and its several days up (say, a deep level of Undermountain) and your only option is to sleep down there, risking an encounter, you can be in serious trouble. Its all in how things are presented by the DM, and dice can go against the players' favor. Some monsters actually CAN hit as hard, some even harder. Also dice roll fudging can play a part, but the DM I played 4E with was rolling out in the open so there wasn't any of that. We saw the critical hits coming our way


Reply author: Wooly Rupert
Replied on: 25 Jun 2008 17:31:48
Message:

quote:
Originally posted by Alisttair

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Alisttair

From playing 4E, I noticed that the healing surges, especially at 1st level, serve you better between encounters, as you cannot actually heal as much as it seems. There were also two near death instances, both for different reasons. The first one was the Dragonborn Paladin kept receiving lucky shots from the monsters and he was down to -8 hit points. THe other time was when the rogue scouted ahead and got surrounded, and then the wizard got trapped and the Paladin was behind (party split up too much in the battle) so it was a case of very bad decisions and bad dice rolls. So yeah, you have as much chance of dying I would say.



Really? PCs now have more hit points, monsters can't hit as hard, and PCs can automatically remove debuffs and heal themselves after every encounter -- and that's not even involving the cleric. And there is as much chance of dying?



Yes but they have a limited ammount of healing anyways and you can only use one extended rest per day, so if you are deep in a dungeon and its several days up (say, a deep level of Undermountain) and your only option is to sleep down there, risking an encounter, you can be in serious trouble. Its all in how things are presented by the DM, and dice can go against the players' favor. Some monsters actually CAN hit as hard, some even harder. Also dice roll fudging can play a part, but the DM I played 4E with was rolling out in the open so there wasn't any of that. We saw the critical hits coming our way



Yeah, but they have much more healing than in any previous edition -- and that's on top of having at least 2-3 times more hit points at 1st level than in any previous version of the game. And any debuff the PC gets hit with is gone at the end of the encounter -- which could be less than a minute of game time, and certainly before they walk into the next room and the nastybads that are in it.

And any sufficiently large dungeon is going to require the PCs to stop and rest. However, considering the self-healing and automatic debuffs, there is less need for PCs to do that than before. And again, that's before factoring in the clerical healing. Some regard that as an improvement, but I dislike the idea that a dungeon that's tough before 4E is a cakewalk in 4E.

The fickleness of the Dice Gods -- something we've all encountered -- isn't changed by D&D Extreme. Any edition of any roleplaying game that relies on dice is also going to rely on the mood of the Dice Gods. I've gotten a critical hit on a called shot with an arrow in 2E AD&D, and I've missed with 3 weapons at point blank range in BattleTech, only needing to roll better than a 7! So I don't really see how the actual rolls of the dice are going to be improved in D&D Extreme.

Do the rules specifically state only one extended rest per day? Because a rest period of 6 hours could easily happen twice in a day.

Everything I've read about the 4E rules makes me think it's specifically designed to make it tough to kill PCs. And while I don't want PCs to be invulnerable, I do want there to be some risk. I have a problem with the risk being removed.


Reply author: Hawkins
Replied on: 25 Jun 2008 18:23:01
Message:

So, I was just reading through a copy of the 4e DMG, and this struck me as curious:

quote:
Dungeon Master's Guide v4, pg 6
What do you need to play D&D?

What You Need to Play
* A place to play
* Rulebooks
* Dice
* Paper and pencils
* Battle grid or D&D Dungeon Tiles
* Dungeon Masters Screen
* D&D Miniatures

Useful Additions
* Character sheets
* Snacks
* Laptop computer, PDA, smart phone, or digital camera
* D&D Insider

The reason I say I found this curious, is because over and over again on the WotC boards, they have stated that you will not need miniatures to play D&D 4e. But, here, in the final publication, they state that you do need miniatures to play. I would have probably formatted the lists this way:

What You Need to Play
* A place to play
* Rulebooks
* Dice
* Paper and pencils
* Character sheets
* Dungeon Masters Screen

Useful Additions
* Battle grid or D&D Dungeon Tiles
* D&D Miniatures
* Snacks
* Laptop computer, PDA, smart phone, or digital camera
* D&D Insider

P.S. I know that despite what they have published in this book, you do not need miniatures to play D&D 4e. Also, I did not buy 4e if you are wondering, I am borrowing a copy so I have time to read it and decide for myself if I like it or not (though my initial impressions are "not").


Reply author: Alaundo
Replied on: 25 Jun 2008 18:43:29
Message:

Well met

I've never been a fan of using miniatures in an RPG and have never done so myself. However, 4e is certainly geared towards using them for combat. Ranges etc. are listed in "squares" for use on the map sheets etc. The way combat is written definately requires the use of miniatures (or squared paper and markers, at the very least).

I think I recall that there is a chart for movement, however, which converts squares to actual distance.


Reply author: Wooly Rupert
Replied on: 25 Jun 2008 19:04:18
Message:

quote:
Originally posted by HawkinstheDM

So, I was just reading through a copy of the 4e DMG, and this struck me as curious:

quote:
Dungeon Master's Guide v4, pg 6
What do you need to play D&D?

What You Need to Play
* A place to play
* Rulebooks
* Dice
* Paper and pencils
* Battle grid or D&D Dungeon Tiles
* Dungeon Masters Screen
* D&D Miniatures

Useful Additions
* Character sheets
* Snacks
* Laptop computer, PDA, smart phone, or digital camera
* D&D Insider

The reason I say I found this curious, is because over and over again on the WotC boards, they have stated that you will not need miniatures to play D&D 4e. But, here, in the final publication, they state that you do need miniatures to play. I would have probably formatted the lists this way:

What You Need to Play
* A place to play
* Rulebooks
* Dice
* Paper and pencils
* Character sheets
* Dungeon Masters Screen

Useful Additions
* Battle grid or D&D Dungeon Tiles
* D&D Miniatures
* Snacks
* Laptop computer, PDA, smart phone, or digital camera
* D&D Insider

P.S. I know that despite what they have published in this book, you do not need miniatures to play D&D 4e. Also, I did not buy 4e if you are wondering, I am borrowing a copy so I have time to read it and decide for myself if I like it or not (though my initial impressions are "not").



Character sheets aren't considered necessary?!?


Reply author: Kentinal
Replied on: 25 Jun 2008 20:36:33
Message:

Purchased character sheets are useful (sometimes) but certainly not necessary to play the game. I do not every recall using an actual charater sheet, just hand wrote them.

Oh never needed minis either.


Reply author: Odysseus
Replied on: 25 Jun 2008 20:45:39
Message:

quote:
Originally posted by Wooly Rupert

Everything I've read about the 4E rules makes me think it's specifically designed to make it tough to kill PCs. And while I don't want PCs to be invulnerable, I do want there to be some risk. I have a problem with the risk being removed.



I think the problem here, is that the rules play very differently to how they read. I havn't played any higher levels yet, but at low levels the PCs are still vulnerable. The only apparent difference is that I havn't seen a PC go down on the first hit yet, which happened alot in previous editions.


Reply author: Alisttair
Replied on: 25 Jun 2008 20:49:41
Message:

quote:
Originally posted by Wooly Rupert
Do the rules specifically state only one extended rest per day? Because a rest period of 6 hours could easily happen twice in a day.




quote:
4E Player's Handbook Pg.263
Once per Day: After you finish an extended rest, you have to wait 12 hours before you can begin another one.


There is also extended information on sleeping for this. (you must sleep at least 6 hours per day to gain benefits of an extended rest ex: if you take more than one extended rest in a day, at least one must consist of sleep while others can be simply no strenuous activity for 6 hours)


Reply author: Kentinal
Replied on: 25 Jun 2008 20:51:05
Message:

Well there have been some reports of near TPK with Shadowfell. Though that might be party tactics of not resting enough or gaming style.


Reply author: Wooly Rupert
Replied on: 25 Jun 2008 21:59:43
Message:

quote:
Originally posted by Kentinal

Purchased character sheets are useful (sometimes) but certainly not necessary to play the game. I do not every recall using an actual charater sheet, just hand wrote them.

Oh never needed minis either.



Yeah, but that list doesn't specify purchased character sheets. It just says "character sheets". That means either professionally produced ones, or stats on a sheet of notebook paper, or photocopies of the one purchased character sheet that one guy got from a friend who snagged it from his older brother, who actually bought the official sheet (and we've all used that one )...

The implication I'm seeing is that you don't even really need to keep track of your PC.


Reply author: Wooly Rupert
Replied on: 25 Jun 2008 22:01:55
Message:

quote:
Originally posted by Odysseus

quote:
Originally posted by Wooly Rupert

Everything I've read about the 4E rules makes me think it's specifically designed to make it tough to kill PCs. And while I don't want PCs to be invulnerable, I do want there to be some risk. I have a problem with the risk being removed.



I think the problem here, is that the rules play very differently to how they read. I havn't played any higher levels yet, but at low levels the PCs are still vulnerable. The only apparent difference is that I havn't seen a PC go down on the first hit yet, which happened alot in previous editions.



And again, I didn't say that D&D Extreme 1st level characters aren't vulnerable -- just that they can now take several times the damage of a 1st level character in a prior edition. The built-in risk is greatly diminished.


Reply author: Zanan
Replied on: 25 Jun 2008 23:07:22
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

I've probably mentioned this before, but I honestly don't think it's a bad thing that it's now harder (if not impossible) for level 1 characters to die in one hit...if the main goal of a D&D game is actually fun, that is, rather than realism. I just don't see how it's fun when a player's nascent character is sent to the afterlife so soon after they were created.



Well, it is part of being a DM of trying to avoid a character being slain "too early". It could happen, of course. But that also holds true for higher levels, especially if spellhurlers become more powerful. If characters hand out massive damage, they should expect a like return. The pendulum swings in both directions and the game is not and shall not be meant to be favouring the players' characters. So it could well happen that an adventurer's young life could end on the tip of a critcally hitting goblin arrow. Likewise, a 16th level rogue may as easily succumb to a harm spell cast by an opposing priest.


Reply author: Hawkins
Replied on: 26 Jun 2008 00:04:21
Message:

quote:
Originally posted by Alaundo

Well met

I've never been a fan of using miniatures in an RPG and have never done so myself. However, 4e is certainly geared towards using them for combat. Ranges etc. are listed in "squares" for use on the map sheets etc. The way combat is written definately requires the use of miniatures (or squared paper and markers, at the very least).

I think I recall that there is a chart for movement, however, which converts squares to actual distance.
Basically, 1 square = 5 ft square. Also, at least in the MM5 they presented movement in feet with squares in parenthesis, so they were already moving in this direction. The funny thing is that I prefer having miniatures because I like how it helps with developing tactics and you can see what has cover and decide where to send you cone of cold (so it misses your allies but hits your enemies). The thing that irks me is all of the double-speak we get from WotC (in addition to the fact that miniatures are expensive and come in random packs).


Reply author: Wooly Rupert
Replied on: 26 Jun 2008 00:17:53
Message:

quote:
Originally posted by HawkinstheDM

The thing that irks me is all of the double-speak we get from WotC (in addition to the fact that miniatures are expensive and come in random packs).



The randomness is a large part of why I've never even considered buying any of the D&D minis. Back in the day, I sank way too much money into CCGs... After my friends and I got bored with them, I had nothing to show for all that money save for a pile of cards I could barely give away. I refused to play that game again with the minis.


Reply author: Theophilus
Replied on: 26 Jun 2008 04:00:27
Message:

quote:
Originally posted by HawkinstheDM

quote:
Originally posted by Alaundo

Well met

I've never been a fan of using miniatures in an RPG and have never done so myself. However, 4e is certainly geared towards using them for combat. Ranges etc. are listed in "squares" for use on the map sheets etc. The way combat is written definately requires the use of miniatures (or squared paper and markers, at the very least).

I think I recall that there is a chart for movement, however, which converts squares to actual distance.
Basically, 1 square = 5 ft square. Also, at least in the MM5 they presented movement in feet with squares in parenthesis, so they were already moving in this direction. The funny thing is that I prefer having miniatures because I like how it helps with developing tactics and you can see what has cover and decide where to send you cone of cold (so it misses your allies but hits your enemies). The thing that irks me is all of the double-speak we get from WotC (in addition to the fact that miniatures are expensive and come in random packs).



But isn't that type of gaming starting to look a little like Warhammer Fantasy?


Reply author: Theophilus
Replied on: 26 Jun 2008 04:03:52
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Wooly Rupert

I don't favor killing off PCs, even at 1st level. I like things that keep them alive longer. But at the same time, I don't expect them to breeze thru everything, and I want them to be vulnerable to their own terminal stupidity, if necessary.

We've gone from PCs being fragile at 1st level to being overly tough at 1st level. There is a middle ground, but D&D Extreme ain't it. WotC went from one extreme to the other.



Here's what I've heard--mind you, I haven't actually gotten to try out the new rules yet (oh well!). 4E is supposed to bring the PCs to more "middle ground"--I think that's what the designers mean when they keep saying that the classes are more "balanced". It used to be that wizards were both fragile and not even that magically powerful in the beginning of the game, but were tremendously powerful at the higher levels. Fighters were the toughest characters at the lower levels, but the higher levels they couldn't match the spellcasters in power. What the 4E rules have done (for better or for worse, you decide) is they've made all the classes about equally powerful at all levels, and they all have a lot of options, as well.

I've also read that it's not impossible to die in this game, even though the PCs have been made much hardier.



Ryn,

Just curious - do you think that this "balancing out" is a positive thing or even a necessary thing?


Reply author: Kyrene
Replied on: 26 Jun 2008 08:37:48
Message:

quote:
Originally posted by Venger

2d4+2/3d6 (Recharge 5+)
Emphasis mine.
quote:
Originally posted by Alisttair

Actually, the new Crit is that on a natural 20 (or on a 19 if you have the right ability, but only if it results in a hit), anyways, a critical hit always deals MAXIMUM damage (not double).

quote:
Originally posted by Wooly Rupert

There were some 4E character sheets someone posted a few months back... The characters, all 1st level, had between 20 and 33 hit points. And healing surges, which are effectively more hit points.
So, looking at all the above, the maximum damage a level 1 monster (or rather enemy) can do is the 3d6 case, or 18. With 20HP, I can see how you can survive then. This brings to mind the inflation of HP and damage in Diablo II in the Nightmare and Hell difficulty levels. One of the things that have really pleased me when I moved back to D&D based games was the elegant simplicity of single or at most double dice values for most things. *sigh*
quote:
Originally posted by StarBog

The whole thing is much more algorithmic. Reading the PHB is like reading an incredibly detailed specification/requirements document for a computer game (whither this be a CCG or MMO game, I'm not sure yet).

I'm probably not the first to mention this, but I suspect Hasbro are a little bit jealous of Blizzard and decided to move in that direction. Could we be seeing a 4e MMO soon? Could 5e actually be an MMO?

And that to me is flawed from the onset. Why would I as Joe Consumer pay to play a rulebook, paper, dice, D&D Miniature, D&D Dungeon Tiles and DM screen based MMO, when I can rather get all my game buddies together for a LAN party or just organise to "meet them" inside the computer MMO of choice. I don't have to bother with dice rolls, or notes, or a DM or anything that made D&D pre-4th Edition unique from everything else out there.


Reply author: Alisttair
Replied on: 26 Jun 2008 11:17:36
Message:

I for one love the minis. The fact that combat felt unmanageable to me without them was why I didn't play D&D as much before. Kudos to those who could manage it though.


Reply author: Rinonalyrna Fathomlin
Replied on: 26 Jun 2008 14:31:10
Message:

quote:
Originally posted by capnvan

I confess that I find the concept of a "Level 5 Minion" with 1 hit point fairly confusing. Slash pointless.



The idea is to use minions for battles in which the PCs have to wade through swarms of creatures.

Regarding character sheets, I tend to think a hand-written CS is still a CS. As for minis, I must admit I am a visual person, so I like them. That said, I agree it's kind of silly for them to suddenly be "necessary".


Reply author: Rinonalyrna Fathomlin
Replied on: 26 Jun 2008 14:36:39
Message:

quote:
Originally posted by Zanan

Well, it is part of being a DM of trying to avoid a character being slain "too early".


I agree with that. I've always been a proponent of DM's fudging the rolls (or using some other tactic) if they want the characters to stay alive. Here's how I see it--isn't it a good thing if the DM doesn't need to fudge the rolls (or whatever) as much so a PC doesn't die in the first battle they ever fight in?

Granted, some people don't mind that style of play (cold realism), or perhaps they even like it. I respect that. However, I personally wouldn't find it to be as much fun. Dying in your first battle ever is realistic, but it's not what draws me to this game.


Reply author: Rinonalyrna Fathomlin
Replied on: 26 Jun 2008 14:40:58
Message:

quote:
Originally posted by Theophilus
Ryn,

Just curious - do you think that this "balancing out" is a positive thing or even a necessary thing?




I like it. I won't say that it's necessary, but so far I think I like the results. The great thing is, if one doesn't like it, they can simply play a different version of D&D.

I'm in two 3E games right now, and I'm greatly enjoying them. I'd love to play a 4E game sometime, though. I'm not "married" to any ruleset.


Reply author: Hawkins
Replied on: 26 Jun 2008 15:52:32
Message:

quote:
Originally posted by Theophilus

But isn't that type of gaming starting to look a little like Warhammer Fantasy?
No, minis have always been a part of D&D (all the way back to Chainmail, the precursor to D&D).


Reply author: dwarvenranger
Replied on: 26 Jun 2008 17:04:36
Message:

Actually regarding mini's, the DM I'm playing with prefers to use dice as markers set to a certain # so he knows which is which. I did offer my beautifully painted kobold minis and even the cheapo plastic ones I have, but DM's have their preferences . Of course, when a player (not me) accidentally roles the "monsters" and thenceforth causes the game to slow down due to trying to figure out exactly where the die was on the mat, I wouldn't dream of giving a smug look to the DM .
Having now played twice and having spent the money on the PHB, I feel even more qualified to say that while there are a few good ideas hereand there, most of it is crap . Once I leave from this group I play with I highly doubt I'll play 4th again.
Pehaps some of the bright, shiny newness is wearing off already, because out of 8 gamers, (of which I was the only one who didn't jump on the 4th ed bandwagon) 2 now wish to go back to 3.5 and 2 more admit they are disappointed with the edition. I so want to be an "I told you so" but so far I have restrained myself .


Reply author: Wooly Rupert
Replied on: 26 Jun 2008 17:59:00
Message:

quote:
Originally posted by HawkinstheDM

quote:
Originally posted by Theophilus

But isn't that type of gaming starting to look a little like Warhammer Fantasy?
No, minis have always been a part of D&D (all the way back to Chainmail, the precursor to D&D).



Not quite. Minis may have inspired D&D, but never before were they integrated so much as to be considered (or at least labeled) as integral to the game.


Reply author: Hawkins
Replied on: 26 Jun 2008 19:58:18
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by HawkinstheDM

quote:
Originally posted by Theophilus

But isn't that type of gaming starting to look a little like Warhammer Fantasy?
No, minis have always been a part of D&D (all the way back to Chainmail, the precursor to D&D).

Not quite. Minis may have inspired D&D, but never before were they integrated so much as to be considered (or at least labeled) as integral to the game.
I was just trying to point out (badly I might say) that they have always been an option for the game (at least, as best as I can research, seeing as I am only 27, and did not really start playing D&D until about 5-6 years ago; though I have been reading Realms novels since 1994ish, which is why I am first and foremost a Realms fan, then a D&D fan).


Reply author: Wooly Rupert
Replied on: 26 Jun 2008 21:39:21
Message:

quote:
Originally posted by HawkinstheDM

I was just trying to point out (badly I might say) that they have always been an option for the game (at least, as best as I can research, seeing as I am only 27, and did not really start playing D&D until about 5-6 years ago; though I have been reading Realms novels since 1994ish, which is why I am first and foremost a Realms fan, then a D&D fan).



Heh. I wasn't around then, either, but I've read about how D&D started.

I don't object to using minis in the game, and I'll agree that they can be useful. I just dislike this new concept that D&D can't be played without minis, in particular the minis sold by the same company. I've said before that I don't mind someone trying to make a profit off of me, but I do object to someone trying to make an obscene profit off of me.


Reply author: Rhone Ethenkhar
Replied on: 26 Jun 2008 22:04:36
Message:

quote:
Originally posted by Wooly Rupert

Heh. I wasn't around then, either, but I've read about how D&D started.


Me too. I've been playing since '86. I tended to use minis in one way or another (I also often just used rough sketches of rooms for particularly complicated combats) primarily since 2e really. That was when I felt my painting skill was up to par enough for my efforts to be use on the "table", as it were. But never was I or any other participant I had (or currently, come to think of it) beholden to use such props. I suppose this will change when I give D&D Extreme a whirl.

quote:
Originally posted by Wooly Rupert
I don't object to using minis in the game, and I'll agree that they can be useful. I just dislike this new concept that D&D can't be played without minis, in particular the minis sold by the same company. I've said before that I don't mind someone trying to make a profit off of me, but I do object to someone trying to make an obscene profit off of me.



Bang on, Wooly. I find this practice sickening, which was quite prevalent during 3e btw. I mean, I don't blame them for pimping their accessories to go with their main product. But to essentially to say "you have to" is baloney. I am disappointed that they did not put something into the books that state how one could run a game with out utilizing a 3-d reference. That was always one of the cool things about rpg's. You could just play virtually anywhere with minimal setup. I suppose one till could, but it would require a little effort to do so.


Reply author: Theophilus
Replied on: 26 Jun 2008 23:54:15
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by HawkinstheDM

quote:
Originally posted by Theophilus

But isn't that type of gaming starting to look a little like Warhammer Fantasy?
No, minis have always been a part of D&D (all the way back to Chainmail, the precursor to D&D).



Not quite. Minis may have inspired D&D, but never before were they integrated so much as to be considered (or at least labeled) as integral to the game.



Thats the point I'm trying to make - the "required" use of miniatures is transforming the game (IMO) into something like a table-top mini war-game.

(I am aware that minis have been around forever but they were never required to be able to play)


Reply author: Theophilus
Replied on: 26 Jun 2008 23:59:41
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Theophilus
Ryn,

Just curious - do you think that this "balancing out" is a positive thing or even a necessary thing?




I like it. I won't say that it's necessary, but so far I think I like the results. The great thing is, if one doesn't like it, they can simply play a different version of D&D.

I'm in two 3E games right now, and I'm greatly enjoying them. I'd love to play a 4E game sometime, though. I'm not "married" to any ruleset.



Fair enough. I'm happily married to 2nd ed but I've never seen the need to balance the PC's. My line of thought suggests that it is reasonable to expect a very high level magic-user to have much more power than an equivalent fighter by virtue of the fact that they have access to magic and can do more with it to alter their reality. Hence to my mind, (Chosen aside) someone like Szass Tam is going to be infinitely more powerful than someone like Duke Eltan (all things being equal) and this isn't, to me, a negative thing.


Reply author: Wooly Rupert
Replied on: 27 Jun 2008 00:20:22
Message:

quote:
Originally posted by Theophilus


My line of thought suggests that it is reasonable to expect a very high level magic-user to have much more power than an equivalent fighter by virtue of the fact that they have access to magic and can do more with it to alter their reality. Hence to my mind, (Chosen aside) someone like Szass Tam is going to be infinitely more powerful than someone like Duke Eltan (all things being equal) and this isn't, to me, a negative thing.



I agree with this logic. For a fighter, for example, there are only so many ways to swing a sword. If I'm playing a fighter (and I have), I'm not looking to be equal to a wizard -- I'm there to "bash it with my sword!" And I certainly don't expect my sneaky git of a thief to be able to do the same amount of damage as someone who commands the very elements...


Reply author: Rhone Ethenkhar
Replied on: 27 Jun 2008 00:48:35
Message:

quote:
Originally posted by Theophilus

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Theophilus
Ryn,

Just curious - do you think that this "balancing out" is a positive thing or even a necessary thing?




I like it. I won't say that it's necessary, but so far I think I like the results. The great thing is, if one doesn't like it, they can simply play a different version of D&D.

I'm in two 3E games right now, and I'm greatly enjoying them. I'd love to play a 4E game sometime, though. I'm not "married" to any ruleset.



Fair enough. I'm happily married to 2nd ed but I've never seen the need to balance the PC's. My line of thought suggests that it is reasonable to expect a very high level magic-user to have much more power than an equivalent fighter by virtue of the fact that they have access to magic and can do more with it to alter their reality. Hence to my mind, (Chosen aside) someone like Szass Tam is going to be infinitely more powerful than someone like Duke Eltan (all things being equal) and this isn't, to me, a negative thing.



I think this is quite sound. I personally, have never been bothered about MU's being super duper powerful in later levels. I mean, fair's fair; Fighter's get to kick some ass at the low levels and the MU's have to bide their time and use their meager selection of spells just right, 'cause that is all they got. They pay their dues so to speak.

I don't understand why there is this great need for everything to be equal. Like in life, not everyone is good at all things and not everything was created equal. Added to which, what could possibly spell out a PC's "role" (as WotC is so quick to point out these days) more succinctly than that of having classes operate differently and have different benefits throughout different levels of the game?

I suppose there was a lot of griping because people felt MU's were all powerful at high levels in comparison to everyone else, and the game "broke down" as it were ( a lame way of describing it imho).

I say blame the DM's who do not see this happening in their respective campaigns not the game; they have the power to decide what is available to the PC's and where the direction of the campaign is going.


Reply author: Faraer
Replied on: 27 Jun 2008 02:11:03
Message:

quote:
Originally posted by Rhone Ethenkhar
I suppose there was a lot of griping because people felt MU's were all powerful at high levels in comparison to everyone else, and the game "broke down" as it were ( a lame way of describing it imho).
Why do you suppose that? If that happened there'd at least be scattered anecdotal evidence of no one playing characters other than magic-users in pre-3E D&D. There isn't.

There are lots of viable ways of working different kinds of balance into RPGs and their rules.


Reply author: Theophilus
Replied on: 27 Jun 2008 02:40:30
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Theophilus


My line of thought suggests that it is reasonable to expect a very high level magic-user to have much more power than an equivalent fighter by virtue of the fact that they have access to magic and can do more with it to alter their reality. Hence to my mind, (Chosen aside) someone like Szass Tam is going to be infinitely more powerful than someone like Duke Eltan (all things being equal) and this isn't, to me, a negative thing.



I agree with this logic. For a fighter, for example, there are only so many ways to swing a sword. If I'm playing a fighter (and I have), I'm not looking to be equal to a wizard -- I'm there to "bash it with my sword!" And I certainly don't expect my sneaky git of a thief to be able to do the same amount of damage as someone who commands the very elements...



Wooly - this is not to say that a high level Fighter cannot alter their reality themselves. They, to my mind, do it in a different way - establishing a "sword-won" kingdom for example. In this way they could themselves become potentially more powerful than any single Magic-User as they will have more resources available to them for use despite the disparity of power at the individual level. There is always power in numbers and the Magic User can only cast so many spells before needing to re-memorize them.

It all depends on your game I guess and what you (and your DM) make of it.


Reply author: Wooly Rupert
Replied on: 27 Jun 2008 05:26:13
Message:

quote:
Originally posted by Theophilus

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Theophilus


My line of thought suggests that it is reasonable to expect a very high level magic-user to have much more power than an equivalent fighter by virtue of the fact that they have access to magic and can do more with it to alter their reality. Hence to my mind, (Chosen aside) someone like Szass Tam is going to be infinitely more powerful than someone like Duke Eltan (all things being equal) and this isn't, to me, a negative thing.



I agree with this logic. For a fighter, for example, there are only so many ways to swing a sword. If I'm playing a fighter (and I have), I'm not looking to be equal to a wizard -- I'm there to "bash it with my sword!" And I certainly don't expect my sneaky git of a thief to be able to do the same amount of damage as someone who commands the very elements...



Wooly - this is not to say that a high level Fighter cannot alter their reality themselves. They, to my mind, do it in a different way - establishing a "sword-won" kingdom for example. In this way they could themselves become potentially more powerful than any single Magic-User as they will have more resources available to them for use despite the disparity of power at the individual level. There is always power in numbers and the Magic User can only cast so many spells before needing to re-memorize them.

It all depends on your game I guess and what you (and your DM) make of it.




Oh, I understand all that. I'm just saying I don't expect all classes to have the same combat effectiveness at high levels -- which is, apparently, one of the things that had to be "fixed" in D&D Extreme.


Reply author: Theophilus
Replied on: 27 Jun 2008 06:39:29
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Theophilus

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Theophilus


My line of thought suggests that it is reasonable to expect a very high level magic-user to have much more power than an equivalent fighter by virtue of the fact that they have access to magic and can do more with it to alter their reality. Hence to my mind, (Chosen aside) someone like Szass Tam is going to be infinitely more powerful than someone like Duke Eltan (all things being equal) and this isn't, to me, a negative thing.



I agree with this logic. For a fighter, for example, there are only so many ways to swing a sword. If I'm playing a fighter (and I have), I'm not looking to be equal to a wizard -- I'm there to "bash it with my sword!" And I certainly don't expect my sneaky git of a thief to be able to do the same amount of damage as someone who commands the very elements...



Wooly - this is not to say that a high level Fighter cannot alter their reality themselves. They, to my mind, do it in a different way - establishing a "sword-won" kingdom for example. In this way they could themselves become potentially more powerful than any single Magic-User as they will have more resources available to them for use despite the disparity of power at the individual level. There is always power in numbers and the Magic User can only cast so many spells before needing to re-memorize them.

It all depends on your game I guess and what you (and your DM) make of it.




Oh, I understand all that. I'm just saying I don't expect all classes to have the same combat effectiveness at high levels -- which is, apparently, one of the things that had to be "fixed" in D&D Extreme.



D&D Extreme? You mean Dungeons & Warcraft don't you?


Reply author: Rinonalyrna Fathomlin
Replied on: 27 Jun 2008 14:36:09
Message:

quote:
Originally posted by Theophilus
Fair enough. I'm happily married to 2nd ed but I've never seen the need to balance the PC's. My line of thought suggests that it is reasonable to expect a very high level magic-user to have much more power than an equivalent fighter by virtue of the fact that they have access to magic and can do more with it to alter their reality. Hence to my mind, (Chosen aside) someone like Szass Tam is going to be infinitely more powerful than someone like Duke Eltan (all things being equal) and this isn't, to me, a negative thing.



I get what you're saying. There have been countless arguments about it on the WotC boards. What happened (for better or for worse--each person gets to decide for themselves) is that WotC decided it was more important for the players to have fun (and feel effective at any level) than to conform to the idea that magic-users are "just more powerful than fighters--period." Whether it's true or not that a fighter of any level could never be as powerful as a high level mage (and again, that idea can be debated, and it has been debated), WotC wanted players of any class to feel useful at any level and not dominated by the player who just happened to pick a wizard. It goes for wizards, too--they are no longer stuck with only a few spells at low levels and need to have a crossbow to whip out when they run out of magic (and btw the way, the at-will spells are not inerrant).

Please remember too that I'm just trying to explain what I think WotC's design motives were. I'm not acting as an apologist for them, or at least I'm not trying to. If people dislike what WotC did, that's fine, but I don't have the desire to engage in a long-winded debate over it.


Reply author: Rinonalyrna Fathomlin
Replied on: 27 Jun 2008 14:50:40
Message:

quote:
Originally posted by capnvan

Sorry, should have been more clear - I get the rationale behind the minion. I don't get the implementation.



Don't be sorry, I get what you're saying.


Reply author: Faraer
Replied on: 27 Jun 2008 15:01:54
Message:

quote:
Originally posted by Rinonalyrna Fathomlin
What happened (for better or for worse--each person gets to decide for themselves) is that WotC decided it was more important for the players to have fun (and feel effective at any level) than to conform to the idea that magic-users are "just more powerful than fighters--period."
They decided on one specific idea of what was fun. Which is fine, but as with 'balance', 'fun' doesn't just mean what Wizards says it does at any given time.


Reply author: Wooly Rupert
Replied on: 27 Jun 2008 15:40:58
Message:

Just imagine when they do this to D20 Modern. Your high-school dropout car mechanic will be just as adept at hacking as the computer engineering guy who graduated at 19 with a doctorate from MIT. And both of them would have to race to beat the stoner music store clerk, while trying to get into the NSA mainframe.


Reply author: ShadezofDis
Replied on: 27 Jun 2008 16:12:03
Message:

quote:
Originally posted by Wooly Rupert
I agree with this logic. For a fighter, for example, there are only so many ways to swing a sword. If I'm playing a fighter (and I have), I'm not looking to be equal to a wizard -- I'm there to "bash it with my sword!" And I certainly don't expect my sneaky git of a thief to be able to do the same amount of damage as someone who commands the very elements...



And this is where the social implications come about. A fighter is going to be viewed far more favorably than a wizard. Maybe you'll get an apprentice or three but you aren't likely to have a large number of followers without enforcing the following with your magic. People just tend to distrust someone who can compel others, who can summon demons, devils and other monsters, etc.

A fighter has an, almost natural, advantage in terms of leadership. People can look upon him/her and identify with their ability, even if they can't match it (see pro athletes vs genetic researchers).


Reply author: Wooly Rupert
Replied on: 27 Jun 2008 16:44:08
Message:

quote:
Originally posted by ShadezofDis

quote:
Originally posted by Wooly Rupert
I agree with this logic. For a fighter, for example, there are only so many ways to swing a sword. If I'm playing a fighter (and I have), I'm not looking to be equal to a wizard -- I'm there to "bash it with my sword!" And I certainly don't expect my sneaky git of a thief to be able to do the same amount of damage as someone who commands the very elements...



And this is where the social implications come about. A fighter is going to be viewed far more favorably than a wizard. Maybe you'll get an apprentice or three but you aren't likely to have a large number of followers without enforcing the following with your magic. People just tend to distrust someone who can compel others, who can summon demons, devils and other monsters, etc.

A fighter has an, almost natural, advantage in terms of leadership. People can look upon him/her and identify with their ability, even if they can't match it (see pro athletes vs genetic researchers).



Not only that, but it's easier to learn to swing a weapon than it is to learn magic. Anyone can pick up a sword or axe or club and swing it, but not everyone is smart enough, or has the resources and opportunity, to study magic. That's another part of why I don't have a problem with high-level wizards commanding more power than anyone else: it takes a lot more to get there, and thus those high-level wizards are going to be a relatively rare breed.

One NPC I created dreamed of becoming a powerful wizard, but simply didn't have the opportunity until long after he'd become a skilled swordsman. It was only after he was already a powerful fighter that he got the opportunity to study magic.


Reply author: ShadezofDis
Replied on: 27 Jun 2008 17:03:33
Message:

Indeed, in addition to the whole "magic is addictive" idea.

Sure there isn't a game mechanic for the idea but it's a long standing property of magic use. Thus, while most high powered magic users could rule a kingdom, or impact the world more than a fighter, they don't. They're typically far more interested in figuring out how to modify this or that spell, create a new spell or something along those lines, than in actually interacting with the rest of the world.


Reply author: Rhone Ethenkhar
Replied on: 27 Jun 2008 17:29:02
Message:



quote:
Originally posted by Faraer

quote:
Originally posted by Rhone Ethenkhar
I suppose there was a lot of griping because people felt MU's were all powerful at high levels in comparison to everyone else, and the game "broke down" as it were ( a lame way of describing it imho).
Why do you suppose that? If that happened there'd at least be scattered anecdotal evidence of no one playing characters other than magic-users in pre-3E D&D. There isn't.


People have always bitched about mages becoming so powerful at high levels, at least according to my experience and the readings of Dragon magazine etc. Just because there is no anecdotes about does not mean it does not exist. It seemed fair to me anyway, for the reasons I pointed out earlier. Incidentally, I realised this a long time ago and it never prompted me to play a mage for that reason. Choosing a PC class because it ends up being the "best" as it were, is distasteful to me.

This has also been (again, according to what I have read and heard) something people have pulled out of a hat to justify a new edition because of a supposedly perceived problem with the rules. It allows the "old" game that will not be supported anymore to look as bad as possible and the new "shiny" version which will be supported to look as good as it can. It claims to "fix" these imperfections, albeit with other ones no doubt imho.

quote:
Originally posted by FaraerThere are lots of viable ways of working different kinds of balance into RPGs and their rules.



Oh, I quite agree.


Reply author: Rinonalyrna Fathomlin
Replied on: 27 Jun 2008 18:25:29
Message:

quote:
Originally posted by Faraer
They decided on one specific idea of what was fun. Which is fine, but as with 'balance', 'fun' doesn't just mean what Wizards says it does at any given time.



Well, no argument there. What's "fun" differs from person to person.


Reply author: KnightErrantJR
Replied on: 28 Jun 2008 04:37:49
Message:

For what its worth, my thoughts on 4th Edition are posted on my blog here:

http://knighterrantjr.livejournal.com/


Reply author: Asgetrion
Replied on: 28 Jun 2008 10:22:24
Message:

quote:
Originally posted by KnightErrantJR

For what its worth, my thoughts on 4th Edition are posted on my blog here:

http://knighterrantjr.livejournal.com/



A very good analysis of 4E, Knight! I have also read the books, but I don't own them, and I more or less agree with your points. My own "issues" with 4E also concentrate over visualizing how most powers work (e.g. Positioning Strike, Tricky Shot(?), Warlord's "proto-magical" powers, etc.) in the story, and I just can't get the monsters. I mean, I just don't think 4E gives you very good "tools" or guidelines to teach step-by-step how to pick those "unique" powers (IIRC there was no "budget" for them?). It would definitely take me about *ten* times as long to design an NPC or monster in 4E than it does in 3E/Pathfinder. In addition to this, I think the whole "type" system is wonky... (and some of those types and names are just ridiculous).

But yeah, it's a solid system that is consistent and mechanically very explicit... for the PCs. It does not work very well from a 'simulationist' perspective, but if you prefer action and group dynamics over "realism", you'll probably like 4E. Also, it *does* mechanically encourage role-playing and character immersion more than 3E, at least if you're using the Skill Challenge system and Improvised Actions.


Reply author: Rhone Ethenkhar
Replied on: 28 Jun 2008 13:14:49
Message:

quote:
Originally posted by KnightErrantJR

For what its worth, my thoughts on 4th Edition are posted on my blog here:

http://knighterrantjr.livejournal.com/



Wow, first rate write up and good bit of writing! Thank you !!

quote:
From KnightErrantJR's blog

For people that have said 4th edition isn't D&D, well, that's a hard case to make. Its a level based game where you get XP and become more powerful over time, you have different classes with different roles, and you kill monsters and avoid traps to get gold and treasure. At its most basic, 4th edition is most certainly D&D. It may not be the "flavor" of D&D to appeal to all players, but its D&D all right.



While I do not dispute the facts you present in that passage, I feel personally that what makes D&D is the flavour. You can do all those things stated in any number of rpg's yet they are most definitely not D&D (like Palladium fantasy for instance. Yecch!! )

Anyway, loved reading it and I think your analysis is bang on! Kudos!!


Reply author: Jamallo Kreen
Replied on: 28 Jun 2008 18:49:15
Message:

I note with "I told you so" satisfaction that Amazon.com is now offering new and used copies of the just-printed, falsely so-called "Dungeon Master's Guide" for a bit more than half of the cover price. People are apparently dumping theirs already.

I repeat: NEW COKE.





Reply author: KnightErrantJR
Replied on: 28 Jun 2008 21:12:11
Message:

Thanks for checking out the blog guys. I know that 4th isn't for me, but at the same time, I wanted to give it a fair shot. It wasn't bad, but it wasn't so great so to convince me to change how I want to design and run my campaigns.


Reply author: Rinonalyrna Fathomlin
Replied on: 28 Jun 2008 23:12:41
Message:

quote:
Originally posted by KnightErrantJR

For what its worth, my thoughts on 4th Edition are posted on my blog here:

http://knighterrantjr.livejournal.com/



Will read it then.

EDIT: I read it! Great review, and I liked a lot of the points you made. By the way...

quote:
But I'm not playing the abomination that inherited the name of the Forgotten Realms.


Same goes for me. I really like the new system and would love to play it, but I'd prefer to play it in a setting other than the FR. I just couldn't bring myself to accept the context of the new FR setting.


Reply author: Rinonalyrna Fathomlin
Replied on: 28 Jun 2008 23:14:53
Message:

quote:
Originally posted by Jamallo Kreen

I note with "I told you so" satisfaction that Amazon.com is now offering new and used copies of the just-printed, falsely so-called "Dungeon Master's Guide" for a bit more than half of the cover price. People are apparently dumping theirs already.




To be fair, isn't that likely to happen with most widely sold books?


Reply author: Wooly Rupert
Replied on: 28 Jun 2008 23:52:09
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Jamallo Kreen

I note with "I told you so" satisfaction that Amazon.com is now offering new and used copies of the just-printed, falsely so-called "Dungeon Master's Guide" for a bit more than half of the cover price. People are apparently dumping theirs already.




To be fair, isn't that likely to happen with most widely sold books?



As much as I want to believe that 4E is already proving to be a disaster for WotC, I'm inclined to think RF is right.


Reply author: Ladejarl
Replied on: 29 Jun 2008 13:50:40
Message:

quote:
Originally posted by Jamallo Kreen

I repeat: NEW COKE.



I realy like to think so, but let's wait eight to ten months.

I can't picture the south getting all riled up over 4ed. though.


Reply author: dwarvenranger
Replied on: 29 Jun 2008 22:48:59
Message:

quote:
Originally posted by Ladejarl
I really like to think so, but let's wait eight to ten months.



I dunno, with comments like "it feels like we're playing a board game", "I'm really not liking forth edition" and "the munchkins have taken over D&D" being heard from other players at my FLGS, I think it's safe to say that in the experiences of the gamers down here, 4th edition has not lived up to the hype. So I'm kinda agreein with Jamallo.


Reply author: danbuter
Replied on: 30 Jun 2008 00:36:17
Message:

Read your review. Looks like I might actually like 4e (I quit playing 3e because it was too damn complicated). I just wish that instead of this new, world-shaking event, they could just publish the gray box, but in 4e. :)


Reply author: Gwydion669
Replied on: 30 Jun 2008 06:53:22
Message:

Another thumbs up to the review (gotta respect anyone who's a Hans fan).

Despite the change in style, I probably would have picked up 4e just to understand the mechanics of any new Realms releases. Since I have no interest in anything I've heard (what with the Spellplague and all), I see no reason to buy it anymore.

I do find myself part of the "WotC has turned their back on the long time fans" grouping, and will therefore not provide them with anymore money. I have also found that I have gotten vindictive in my old age. I accidentally picked up "Undead" thinking "Cool! Red Wizards ... lore on Thay!" After learning that it was actually "Kewl! Leads into the Spellplague ...." I have decided not to read it. If I can identify the corporate suit responsible for the new direction of the Realms, I will tear the front cover off and mail it to his attention along with a long letter detailing my distaste for his New Coke product.

Said letter will also mention that I will only buy more of their products (books included) if they return to Coke Classic and apologize by contracting Ed to write at least three more Volo's Guides which they will actually publish.

That would make 4e a _definite_ sell to me. Anything less would be negotiable.


Reply author: Markustay
Replied on: 01 Jul 2008 04:28:40
Message:

I'm also of the "give it a year and see" group. It seems to me, from the hundred or so people I know (both on the internet and at home) that play D&D, about 45% are gonna give the new one a try, while another 45% are gonna stick with 3e (weather it be Paizo's version or whatever). Thats about and from what I can tell (I didn't actually keep a running tally). Out of the final 10%, about half of those are switching to some other system or game altogether, or are fed up and are not planning on playing P&P RPGs anymore.

The only thing I see occurring is that younger, newer gamers are more willing to go the "New & Improved" route, while the die-hard grognards are planning to "stay behind". My son is a perfect example - he is 19, and he plans on giving it a shot and running his own game (finally), and my 17 year old can't wait to try out his game.

As their father, I love them to death... but neither one of them has the attention span of a flea.

You see... I know, because I have a closet full of sporting equipment, karate gear, and hobby crap that they were 'into' for a few weeks and then lost interest.

Now I'm not saying ALL the 4e players are going to be like that, but its a sure bet that a lot of them will be, and if my rough estimate is correct, then half the people will continue playing in 4e, while the other half will move on to something different... or perhaps switch back (I see that happening as well - d20 is a tried and true system thats being going strong for eight years, and still has tons of support).

It will be interesting to see how WotC/Hasbro is going to handle this - I'm fairly certain they foresee the same thing I do, and thats probably where all this "One setting a Year" crap comes from. They are going after the baby-boomer kids with their sticky little fingers all over mom & dad's 'disposable income' - the same people who buy the latest Lego Sets, Bionicles, and Pokmon Cards for their "oh! Shiney! Gimmee, Gimmee!" Kids. Hasbro knows exactly how to keep these people coming back, and thats why D&D is the way it is now.

And the funny thing is, I STILL think 4e reminds me of OD&D in an odd sort of way - it's designed with little in the way of world-building and just good, old-fashioned hack & slash. I gamed that way for years, as did tons of other kids I played with growing up. Now, looking back with the wisdom of hindsight, I realize that the people like me who were looking for something 'deeper' stayed with the hobby, while the kids that "just wanted to kill s__t" stopped playing around 18. The great thing about kids, though - and something Hasbro is all too familiar with - is that they just keep COMING.

They aren't looking for people like most of us, who'll be playing into their forties and beyond; they want to catch the 12-17 group, which is constantly renewed with new blood... and new potential customers.

I think WotC/Hasbro are pretty slick, and they should do just fine.


Reply author: Jorkens
Replied on: 01 Jul 2008 06:18:11
Message:

quote:
Originally posted by Markustay

They aren't looking for people like most of us, who'll be playing into their forties and beyond; they want to catch the 12-17 group, which is constantly renewed with new blood... and new potential customers.

I think WotC/Hasbro are pretty slick, and they should do just fine.



But you must admit that no version of the game has exactly gone looking for people like "most of us". We are a strange minority of people buying the game. It is a very small percentages of he fans from each edition that keeps on playing for years. To most players it is a short-time hobby more than a part of their lifestyle.


Reply author: Faraer
Replied on: 01 Jul 2008 13:34:00
Message:

quote:
Originally posted by Jorkens
To most players it is a short-time hobby more than a part of their lifestyle.

I wish Wizards would realize that RPGs don't have to be either of those -- cyclical childhood fads or lifetime fannish occupations -- just a medium like any other.


Reply author: dwarvenranger
Replied on: 01 Jul 2008 15:26:21
Message:

Well it seems to me that people like the "new" thing. For many new equals better or improved. And sometimes it is, other times it's just flashed as new to catch the eye and there really is no depth behind it.


Reply author: Rinonalyrna Fathomlin
Replied on: 01 Jul 2008 16:36:27
Message:

quote:
Originally posted by Faraer
I wish Wizards would realize that RPGs don't have to be either of those -- cyclical childhood fads or lifetime fannish occupations -- just a medium like any other.



Indeed, great point.


Reply author: Alisttair
Replied on: 01 Jul 2008 16:47:20
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Faraer
I wish Wizards would realize that RPGs don't have to be either of those -- cyclical childhood fads or lifetime fannish occupations -- just a medium like any other.



Indeed, great point.



It could even be both...a medium for most and a fad for others.

To me of course its a medium


Reply author: Hawkins
Replied on: 01 Jul 2008 16:48:25
Message:

quote:
Originally posted by Markustay

They are going after the baby-boomer kids with their sticky little fingers all over mom & dad's 'disposable income' - the same people who buy the latest Lego Sets, Bionicles, and Pokmon Cards for their "oh! Shiney! Gimmee, Gimmee!" Kids.
I don't think that LEGO deserves to be on that list (though Bionicle, which you listed separately definitely does ). LEGOs have been a passion and a hobby of mine for as long as I can remember, and it never truly feels like Christmas if I do not at least get a small set. And I cannot wait to start my kids on LEGOs (when my wife and I finally decide to start having them that is). Now, I don't go and buy the $50+ sets every year, and maybe that is what you are talking about.


Reply author: Markustay
Replied on: 01 Jul 2008 23:30:58
Message:

When I owned my costruction company, nearly all of my customers were 'well-to-do', and their boys (never girls!) always had those lego Sets. They'd be carefully put together sitting on a shelf somewhere where people could admire them, but no one ever played with them.

Is that what you do with yours?

I had to paint a room full of them once, and when i went to move them I had to take especial care because the (female) homeowner told me "It took me hours and hours to put all those together". I asked her if her child ever put any together; she said "Are you kidding? He's not even allowed to touch them!"

I think she glued them altogether for the couple of days they were all in her Dining Room - they seemed extra rigid when I had to put them all back.

People amuse me.

But seriously, aside from the random sets, what do you do with those theme-specific sets after you put them together?

On Topic:
I have tons of experience with the 'instant gratification generation', and I see this new edition targeted directly at them. We must remember, Hasbro has NO interest in making people happy, only in making money - thats why they are in business in the first place. Unless our unhappiness directly effects their wallets, which I doubt, then we simply do not matter to them at all.

Only clowns are in the business of making people happy.


Reply author: Venger
Replied on: 02 Jul 2008 22:50:06
Message:

quote:
Originally posted by Wooly Rupert

Just imagine when they do this to D20 Modern. Your high-school dropout car mechanic will be just as adept at hacking as the computer engineering guy who graduated at 19 with a doctorate from MIT. And both of them would have to race to beat the stoner music store clerk, while trying to get into the NSA mainframe.



Having balanced classes doesn't mean every class is equally capable of doing the same exact thing as the other classes. They all still have their areas of expertise. What it means is that they're equally useful in different ways. A 30th-level Fighter is able to inflict a great deal of damage against a single target. He's such a bad-ass that he can strike an opponent unerringly, and deliver a lethal blow to the right spot. But unlike the Wizard, he can't hit up to 110 enemies with a single shot.

Like it or not, D&D is a game where you're supposed to use teamwork to accomplish your goals. To do that, you need party members who all fulfill a vital role within the adventuring party. If a class becomes less vital or downright expendable at cettain levels, then the game's not working the way it should be working. If you don't like that, then there're easy workarounds to that. Give certain classes a couple extra levels, for instance. Not to mention that there're plenty of RPG's which don't care at all about class balance. Rifts and Palladium Fantasy are two good examples of that. If class imbalance is your thing, then I suggest checking them out.


Reply author: Mace Hammerhand
Replied on: 02 Jul 2008 23:14:06
Message:

quote:
Originally posted by Venger

quote:
Originally posted by Wooly Rupert

Just imagine when they do this to D20 Modern. Your high-school dropout car mechanic will be just as adept at hacking as the computer engineering guy who graduated at 19 with a doctorate from MIT. And both of them would have to race to beat the stoner music store clerk, while trying to get into the NSA mainframe.



Having balanced classes doesn't mean every class is equally capable of doing the same exact thing as the other classes. They all still have their areas of expertise. What it means is that they're equally useful in different ways. A 30th-level Fighter is able to inflict a great deal of damage against a single target. He's such a bad-ass that he can strike an opponent unerringly, and deliver a lethal blow to the right spot. But unlike the Wizard, he can't hit up to 110 enemies with a single shot.

Like it or not, D&D is a game where you're supposed to use teamwork to accomplish your goals. To do that, you need party members who all fulfill a vital role within the adventuring party. If a class becomes less vital or downright expendable at cettain levels, then the game's not working the way it should be working. If you don't like that, then there're easy workarounds to that. Give certain classes a couple extra levels, for instance. Not to mention that there're plenty of RPG's which don't care at all about class balance. Rifts and Palladium Fantasy are two good examples of that. If class imbalance is your thing, then I suggest checking them out.



Why should I check out Palladium games when I have 3.5 and Pathfinder? Plus what is this balance business anyway? I mean seriously... if all men and women were equal we'd have no pverty and stuff... Also, in WoW there is a balance of sort, but a healer... err priest with healing focus... were to be attacked he won't last long, so that ain't balanced... let's make all characters equal, with close to the same opportunities, like in the original Diablo.

Sorry coulsn't help myself...

I don't like the way Wizards/Hasbro has basically shoved this new thing on everyone invalidating thousands of dollars of books in a heartbeat, this (to me) is not about 4e in general but the idea that if I were to start 4e and leave 3.5 behind (because according to them it isn't fun!) all those books would become very expensive fuel for some fireplace, because they are useless in 4e. With 2nd and 1st edition stuff, I could still use the ideas and spells and items in 3e... this complete seperation is what drove me away from Wizards/Hasbro and 4e, not the system (which might be good in its own way) itself.


Reply author: Rinonalyrna Fathomlin
Replied on: 03 Jul 2008 15:14:04
Message:

quote:
Originally posted by Mace Hammerhand
I don't like the way Wizards/Hasbro has basically shoved this new thing on everyone invalidating thousands of dollars of books in a heartbeat, this (to me) is not about 4e in general but the idea that if I were to start 4e and leave 3.5 behind (because according to them it isn't fun!) all those books would become very expensive fuel for some fireplace, because they are useless in 4e. With 2nd and 1st edition stuff, I could still use the ideas and spells and items in 3e... this complete seperation is what drove me away from Wizards/Hasbro and 4e, not the system (which might be good in its own way) itself.



If you were to try out 4E rules, that wouldn't mean you could never use 3E rules ever again. :) And let's face it--4E was bound to come eventually. Some years down the road, 5E will arrive, as long as D&D is still around.


Reply author: ShadezofDis
Replied on: 03 Jul 2008 15:21:15
Message:

quote:
Originally posted by Venger
Like it or not, D&D is a game where you're supposed to use teamwork to accomplish your goals. To do that, you need party members who all fulfill a vital role within the adventuring party. If a class becomes less vital or downright expendable at cettain levels, then the game's not working the way it should be working. If you don't like that, then there're easy workarounds to that. Give certain classes a couple extra levels, for instance. Not to mention that there're plenty of RPG's which don't care at all about class balance. Rifts and Palladium Fantasy are two good examples of that. If class imbalance is your thing, then I suggest checking them out.



D&D has always been a game where teamwork matters. . . I'm not sure where you get the idea that it didn't matter. I've also not seen this drastic difference in importance of certain character types in a particular game.

Is it the cleric that's supposed to be "useless" at certain points? Because I totally disagree. They might not swing like fighters, but they aren't slouches. They might not blast away like mages but their spells are very useful.

If it's a fighter at high levels, well, again I have to disagree. Sure the mage can blast away like a sherman on speed but if there's a high SR creature or something that can drop a few dispels then the mage is suddenly pretty useless.

And, as a DM (and a player really), I strive for party balance. I want all my players to have a good time and feel useful. Doesn't happen every game, mostly due to the fact that there's seven of them, but each of them has had their time in the spotlight.

I think that's part of my problem with 4E, it claims to fix all sorts of things that I never had a problem with. I also pretty much believe (with little proof, so I'm more than willing to be wrong) that it increases the speed at which characters gain power, which is something that I don't like about 3.5 (I liked 2Es speed of progression).

But, in the end, different strokes for different folks. I'm glad your enjoying 4E and wish you well with it. Perhaps someday I'll even play some 4E, I'm sure I'd like it fine but I'm going to stay more focused on 3.5.


Reply author: frapast1981
Replied on: 03 Jul 2008 15:34:02
Message:

Hello All

just my 2 cents. I'm a DM and a player and I see the problem of class balance from two perspective. From the DM point of view I don't really have any problem with 3.5. I am the one that fix the "balance problem" because this is my duty as a DM. But when I am a player and subjected to another DM I found out that balance is a real issue. In our recent campaign our Bbr1/Drd8 halforc is a better warrior, through his spells, that our Figh9.
And our Rgr3/Sor6 is on pair with them during combat. And they are more versatile outside combat. That's not fair and can broke team-work.
4E try to solve the problem. Every class is more or less as powerful as the other ones (and I think this is true from 1 to 30 level). Same number of powers, more or less same damage at every level, with only a difference in role. Nobody is needed but everybody is useful in his own niche.
I prefer 3.5 flexibility, but 4E is simpler to use for unaccustomed DMs.


Reply author: Tiziano
Replied on: 03 Jul 2008 15:37:35
Message:

quote:
Originally posted by ShadezofDis
I think that's part of my problem with 4E, it claims to fix all sorts of things that I never had a problem with.



It is the same for me. I (and my group) were very excited when 3E came up, didn't feel the need to upgrade to 3.5 and now I definitely won't upgrade to 4E, just because for the group I play with I don't see the point.
I've browsed the books, none of the changes really tempted me.
On the opposite, I find the 'tone' they set first for the advertising and then in the books themselves quite irking after a while (the stress on 'simple', 'cool' and so on), it may be that I'm over thirty but it manages to feel both silly and condescending to me.
I'm happy for those who like 4E, I might try a game if somebody I know proposes one, but that's it for me.


Reply author: dwarvenranger
Replied on: 03 Jul 2008 16:15:16
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

If you were to try out 4E rules, that wouldn't mean you could never use 3E rules ever again. :)


Very true, I've tried 4th ed found it too silly and now have fled back, as fast as my short dwarven legs would carry me (unfortunately the 4th ed halfling outran me ) back to 3.5. Well actually to the Pathfinder Alpha system.


Reply author: ShadezofDis
Replied on: 03 Jul 2008 17:15:49
Message:

quote:
Originally posted by frapast1981
From the DM point of view I don't really have any problem with 3.5. I am the one that fix the "balance problem" because this is my duty as a DM. But when I am a player and subjected to another DM I found out that balance is a real issue. In our recent campaign our Bbr1/Drd8 halforc is a better warrior, through his spells, that our Figh9.
And our Rgr3/Sor6 is on pair with them during combat. And they are more versatile outside combat. That's not fair and can broke team-work.


Well, the brb/drd's spells can be dispelled and the brb/drd can't perform as many different maneuvers in combat (disarm, trip, sunder, etc). Same with the Rgr/Sor.

I'm not trying to invalidate what your saying, just that I don't see such things as an imbalance. Especially when the fighter could be buffed as well.


Reply author: Hawkins
Replied on: 03 Jul 2008 19:14:16
Message:

quote:
Originally posted by ShadezofDis

Well, the brb/drd's spells can be dispelled and the brb/drd can't perform as many different maneuvers in combat (disarm, trip, sunder, etc). Same with the Rgr/Sor.

I'm not trying to invalidate what your saying, just that I don't see such things as an imbalance. Especially when the fighter could be buffed as well.
Combat maneuvers (i.e. disarm, trip, sunder, et cetera) do not require you to be a fighter to perform then, and the feats for their improved versions (i.e. improved disarm, improved trip, improved sunder, improved et cetera) do not require you to be a fighter to take them. However, having opponents with dispel could definitely counteract the spell buffs.


Reply author: ShadezofDis
Replied on: 03 Jul 2008 21:02:45
Message:

quote:
Originally posted by HawkinstheDM
Combat maneuvers (i.e. disarm, trip, sunder, et cetera) do not require you to be a fighter to perform then, and the feats for their improved versions (i.e. improved disarm, improved trip, improved sunder, improved et cetera) do not require you to be a fighter to take them. However, having opponents with dispel could definitely counteract the spell buffs.



No doubt, but a ranger/sorcerer or a barbarian/druid aren't going to be spending a lot of their few feats on improved disarm,trip,sunder or whatever. I mean, the first two should have roughly 4 feats each (depending on the race of the ranger/sorcerer) and the fighter should have roughly 9. That's a pretty big difference and that's what I'm really getting at.


Reply author: frapast1981
Replied on: 04 Jul 2008 09:42:19
Message:

quote:
Originally posted by ShadezofDis

Well, the brb/drd's spells can be dispelled and the brb/drd can't perform as many different maneuvers in combat (disarm, trip, sunder, etc). Same with the Rgr/Sor.

I'm not trying to invalidate what your saying, just that I don't see such things as an imbalance. Especially when the fighter could be buffed as well.



Indeed you are correct. I will try explain myself better: the brb/drd buff himself, not the fighter (or anybody else). The same goes with the Rgr/Sor. It's possible to dispel their spells but this isn't something that my DM usually does. And the maneuvers are not always usable (on the othe other hand the bonus that "bull strenght" or other buff spells gives you are ALWAYS useful ).
My point however is that the DM, using 3.5, MUST balance the game (like you said earlier dispel the two caster). On the other hand 4E imposes balance between classes.


Reply author: Wooly Rupert
Replied on: 04 Jul 2008 15:21:28
Message:

quote:
Originally posted by capnvan

quote:
Originally posted by Venger
Like it or not, D&D is a game where you're supposed to use teamwork to accomplish your goals.


One wonders about the number of solo adventures that have seen print, then. Was that not really D&D?



It was, but those adventures are special cases. In general, D&D is built around not only teamwork, but also around having at least one member of each of the four main classes (warrior, rogue, priest, wizard).


Reply author: dwarvenranger
Replied on: 04 Jul 2008 17:20:10
Message:

quote:
Originally posted by frapast1981

My point however is that the DM, using 3.5, MUST balance the game (like you said earlier dispel the two caster). On the other hand 4E imposes balance between classes.



Well, even if I thought this was true, I would disagree with imposing anything that the DM doesn't want to. Of course, in our, allbeit low-level, game the wizard came out clearly imbalanced. That ability to put burning hands anywhere within 5 squares was certainly more powerful than my fighters ability to deal an extra 3 points of damage to an adjacent target. Likewise the ability of the eladrin to dim door was more useful than the abilty to have a healing surge as a minor action.
Really as I listen to the comments around the FLGS, more and more people are realizing that this edition isn't all it was hawked as, IMO (and the experience of the others) not every class and race is balanced against the others and combat, while made more simplistic has not been any faster. If this was just the group I play in, I could say it's just us. But the other three groups that play weekly at the FLGS are all reporting the same thing.
One example from another group; A player who was not really a fan of 3.5 due to combat mechanics(to the point of prefering other systems) joined a 4th ed group with high expectations. He had heard, like the rest of us, tha 4th ed fixed all this. When I spoke with him yesterday, he said, and I quote "4th edition sucks, I'd rather play 3rd edition".


Reply author: Venger
Replied on: 04 Jul 2008 18:01:30
Message:

quote:
Why should I check out Palladium games when I have 3.5 and Pathfinder?


Just thought I'd make a suggestion for those who don't like game balance at all, as Palladium doesn't even consider it. And considering that the Palladium system never gets updated, you won't ever have to worry about an edition change.

quote:
Plus what is this balance business anyway? I mean seriously... if all men and women were equal we'd have no pverty and stuff...


This is a game, one which is supposed to be fun for all the players. To put it another way, if you don't care about game balance, then why not let some players play dragons or titans while others play sprites? The simple answer is because the game would pretty much suck for the sprite players. They'd have to hide in a corner in order to avoid getting killed when a fight comes along. So an RPG does have to make some attempt at putting the PC's on a roughly even keel. Otherwise what's the point? I'm sure there're times when people don't mind playing the Shortround to another PC's Dr. Jones, but as a matter of course, that shouldn't be the case.

quote:
Also, in WoW there is a balance of sort, but a healer... err priest with healing focus... were to be attacked he won't last long, so that ain't balanced...


Once again, equal usefulness to the party doesn't mean each character doesn't have their specialties, or that some classes can't be better in some areas then others.

quote:
D&D has always been a game where teamwork matters. . . I'm not sure where you get the idea that it didn't matter.


It doesn't matter quite so much when some classes when do the job of other classes and then some.

quote:
Is it the cleric that's supposed to be "useless" at certain points? Because I totally disagree. They might not swing like fighters, but they aren't slouches.


I'm talking about the Wizard when it comes to low levels. In the last game I played the Wizard expended every spell he had in one hard fight, and after that, all he had left was his crossbow. Do we keep going, with one of the party members reduced to a glorified henchman, or do we call it a night after one fight?

That's why I could never play a Wizard starting at low levels. Once my spells were gone I no longer felt like I was playing a Wizard. I felt like I was playing a crossbowman, and if I wanted to play a crossbowman I'd play a crossbowman. For many people, playing through the low levels of a Wizard felt like a chore. As someone else said, you were "paying your dues". You shouldn't have to pay your dues to get to the real fun.

quote:
If it's a fighter at high levels, well, again I have to disagree. Sure the mage can blast away like a sherman on speed but if there's a high SR creature or something that can drop a few dispels then the mage is suddenly pretty useless.


We'll have to agree to disagree, then, because the Wizard is overpowered by comparison. And even in the above quote, what you describe is just situational usefulness for the Fighter (I.E. the Fighter gets to shine when the Wizard has been completely negated).

quote:
And, as a DM (and a player really), I strive for party balance.


Which is good. I prefer a game which does a better job of that right out the gate, though. No game is perfect, but some games are better in that regard then others. And I think 4E's a better game then 3E in that regard, just as I thought 3E was a better game then 2E, and so on.

quote:
I think that's part of my problem with 4E, it claims to fix all sorts of things that I never had a problem with.


The thing you have to realize, though, is that they didn't just imagine these problems. These're problems plenty of other people have had for years. I'd long been disappointed with the Fighter, for instance. When Bo9S came out, I was pretty thrilled with it, and was hoping that 4th edition would come out sooner rather then later so that all those options that the Warblade had would be given over to the Fighter, and he could become a much more interesting combatant. Likewise, people have had problems with the Wizard class for years. How quickly it runs out of spells at low levels, and how utterly dominating it becomes at high levels. These aren't new issues.

quote:
But, in the end, different strokes for different folks. I'm glad your enjoying 4E and wish you well with it. Perhaps someday I'll even play some 4E, I'm sure I'd like it fine but I'm going to stay more focused on 3.5.


Of course. Tastes vary, so play what you like. Despite the problems I had with it, I did enjoy 3E, just as I enjoyed 2E, despite the problems I had with it. And I'll probably be checking out Pathfinder, too (I noticed that a lot of the changes made in 4E, Pathfinder made, too :D ). If it's fun I'll play it.


Reply author: KnightErrantJR
Replied on: 04 Jul 2008 18:35:52
Message:

I know you weren't being overt, but the Palladium thing was a subtle cheap shot, and I'm not sure its the best thing to throw out there when trying to have a civil discussion. Its trying to redefine what the poster you are responding to was saying, by implying that he would like a game that doesn't care about game balance and never changes, and I don't feel that was a fair thing to throw into the discussion.

I've said that I think 4th edition is well designed and it can be fun to play, and I've seen a lot of people really have a blast with it. The designers did a very good job of creating a new system that is logical and flows well.

However, analyzing 4th edition as a "fix" for 3.5, its not really a success. The "fix" for many problems that they saw in 3.5 was to redesign the game from the ground up and in many cases solve the problem by never introducing it in the first place. Now, in some cases, people may have had a problem with a given rule or how it was implemented, but they didn't want it gone, just tweaked so it didn't cause the problems that it does in the current rules. Those people are not served by simply removing that issue from the game.

Also, some problems may have been commonly held to be problems. Other problems may have been commonly held to be problems by a certain kind of gamer. This doesn't invalidate those gamers, but it does mean that if you address the problems those gamers had, then you may very well cause problems with another set of gamers that doesn't address the game from that point of view.

Addressing problems with certain rules that many people are vocal about assumes that the vocal element is a representative sample of the people playing the game. WOTC may have research to indicate this, I'm just saying that people that aren't troubled by something usually don't post:

"Hey, just wanted to start a new thread saying grapple works fine. Thanks."

To a degree, I suspect there was some confirmation bias in the citation of some "fixes" that WOTC has touted. I think the goal was to make a new game that was different enough that they could move away from the OGL and anyone producing material that they had little control over, and to create a game that might be easier or more appealing to new people coming into the game.

I've got no problem with these goals, I've only got a problem with WOTC then trying to say that 4th edition is all things to all people, and more or less denying the two design goals I've mentioned above by saying that the primary focus was only on fixing 3.5 and creating a logical next step to D&D.

Also, I've seen a few comments intimating that Pathfinder is aping 4th edition, which would be a good trick considering WOTC didn't let anyone at Paizo see the game, in any form, until the public did. I know, I'm kind of touchy about this, but I've seen a few people almost try to invalidate Pathfinder by saying its trying to be 4th edition. Pathfinder is doing exactly what we were discussing above, addressing problems that people have voiced with the game, but not by redesigning the whole game to exclude troublesome elements so much as actually tweaking existing 3.5 rules.

Many of these tweaks and changes were informed by third party publishers like Green Ronin or Malhavoc's way of handling things, and many were similar to elements introduced in the open game content introduced in the 3.5 version of Unearthed Arcana.

In the end, it is sort of like saying that changing to a Mac is "fixing" problems with Windows Vista . . . its not really a direct fix, but it may work better for some people.


Reply author: arry
Replied on: 05 Jul 2008 14:28:04
Message:

I think that 4e was designed from the ground up to be easy to be easy to integrate with a computerised application such as the Virtual Table Top.


Reply author: Markustay
Replied on: 05 Jul 2008 21:19:04
Message:

I'm seriously considering doing a comprehensive revue of the MM (not entirely scathing, despite the near-total lack of fluff). Most of the stuff I either love or hate - very little leaves me with a feeling of indifference.

Anyhow - to tell the truth, there is something I really like about the 4e rules, and yet I am entirely against using them in a D&D (fantasy RPG) setting. The rules appeal to me on 'the gamer' level - they are good, and you can play a fun game with them. The same can be said for Monopoly, Risk, Clue, etc, etc...

But there's been something nagging at me, and until I read through my son's 4e MM, I couldn't quite put my finger on it (and I have NO idea why the MM brought it to my attention).

The 4e rulesystem would make an EXCELLENT set of RPG rules for a super-hero game! Its perfect, with all its 'at will' powers, and 'once a day' and 'once per encounter' stuff. If WotC hasn't realized this, they are really missing out on what could be 4e's strongest genre - Super-hero roleplay.

The rules are already perfectly balanced (a little too so for fantasy, for my taste), and to me they already have that 'super-power' feel to them. In fact, even the three tiers of gameplay is ideally suited for this - you have your 'heroic' level for the Batmans and Punishers out there, the 'Paragon Level' for those with some decent firepower, but tend to be one-trick ponies (the Flash, Spiderman), and then you have your 'Epic' tier for all those 'cosmic' types (Superman, The Silver Surfer).

So now I've figured out why I don't care for the 4e rules for D&D - they feel too much like a different kind of game... but not neccessarily a bad one. If they release a comicbook-genre game with the 4e rules, you can bet I will use them, because they really are perfectly suited to it, and I've enjoyed playing in those kinds of games in the past.


Reply author: Razz
Replied on: 06 Jul 2008 17:59:20
Message:

quote:
Originally posted by Mace Hammerhand

quote:
Originally posted by Wooly Rupert

Just imagine when they do this to D20 Modern. Your high-school dropout car mechanic will be just as adept at hacking as the computer engineering guy who graduated at 19 with a doctorate from MIT. And both of them would have to race to beat the stoner music store clerk, while trying to get into the NSA mainframe.



Why should I check out Palladium games when I have 3.5 and Pathfinder? Plus what is this balance business anyway? I mean seriously... if all men and women were equal we'd have no pverty and stuff... Also, in WoW there is a balance of sort, but a healer... err priest with healing focus... were to be attacked he won't last long, so that ain't balanced... let's make all characters equal, with close to the same opportunities, like in the original Diablo.

Sorry coulsn't help myself...

I don't like the way Wizards/Hasbro has basically shoved this new thing on everyone invalidating thousands of dollars of books in a heartbeat, this (to me) is not about 4e in general but the idea that if I were to start 4e and leave 3.5 behind (because according to them it isn't fun!) all those books would become very expensive fuel for some fireplace, because they are useless in 4e. With 2nd and 1st edition stuff, I could still use the ideas and spells and items in 3e... this complete seperation is what drove me away from Wizards/Hasbro and 4e, not the system (which might be good in its own way) itself.



I agree with Woolly on the skill level bit, I always found that really strange myself. The one thing I truly dislike about Star Wars Saga/4th Edition skill system compared to the skill point system (which Pathfinder gladly put back in its place).

And Mace, I see what you mean exactly. I still go back to the older edition books and pull stuff from there to use in my 3E games. Some stuff it's easy (like the story, lore, and items) and others takes some guesswork (monster conversions and spell conversions, for example). But it worked and you got what you needed.

I don't see that with 4e at all because so much of the "sacred cows" has been, well, "slaughtered". It's a totally different game. I can't seem to pull anything from either end to work in a 4E or 3E game, they're just too different and incompatible. Which goes to tell me, is this even D&D at all? What happened to it? What did they do to it?

As I tell people over and over, "4th Edition on its own is not a bad system. It's a pretty good MMORPG on paper involving lots of teamwork and hack & slashing and can be easily played as a beer&pretzels game due to the ease of play and lack of complexity and story. I, myself, have made a Warforged Ranger for a 4e campaign coming up (that plans on randomly killing things and NPCs due to a magical malfunction, not really much else to play with in the 4e system but combat). But 4e is, in no way, possesses any similarity to D&D at all, not with any edition. Forget all you knew about D&D before, erase it completely. You'll enjoy 4e that much more when you stop comparing it to older editions and play it for the game it is... WotC's Game and not actual Dungeons&Dragons."

Saying that made some people feel a little bit better (and helped boost my local hobby shop's 4e book sales a bit), but the fact remains these same people that try out 4e, I've noticed, still yearn to go back to their 3.5e games...or 2e...or even 1e. Which goes to tell me 4e, for now, seems to be just one HUGE hype. Once the hype dies down, that is where we will truly be able to gauge where D&D is headed. Success or failure?


Reply author: Rinonalyrna Fathomlin
Replied on: 06 Jul 2008 21:52:39
Message:

quote:
Originally posted by Razz


I don't see that with 4e at all because so much of the "sacred cows" has been, well, "slaughtered". It's a totally different game. I can't seem to pull anything from either end to work in a 4E or 3E game, they're just too different and incompatible. Which goes to tell me, is this even D&D at all? What happened to it? What did they do to it?



I've said this before, and I'll say it again: 3E is very different from 2E. Which one of those was "really D&D?" Did D&D stop being D&D when, say, "Elf" was no longer a class? Just because major changes have been made to the system for a new edition doesn't mean the game itself is different. I think even KEJR mentioned this subject in his review.


Reply author: Asgetrion
Replied on: 06 Jul 2008 23:13:24
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Razz


I don't see that with 4e at all because so much of the "sacred cows" has been, well, "slaughtered". It's a totally different game. I can't seem to pull anything from either end to work in a 4E or 3E game, they're just too different and incompatible. Which goes to tell me, is this even D&D at all? What happened to it? What did they do to it?



I've said this before, and I'll say it again: 3E is very different from 2E. Which one of those was "really D&D?" Did D&D stop being D&D when, say, "Elf" was no longer a class? Just because major changes have been made to the system for a new edition doesn't mean the game itself is different. I think even KEJR mentioned this subject in his review.



Although I usually agree with you, I must note that to me 4E actually seems to be a different, new game (instead of a new edition). While you could argue this about 3E also, I think it had very precise design goals that 3.0 more or less met successfully -- i.e. streamlining the rules and making the system mechanically more coherent, consistent and uniform. 4E was built from ground up, and instead of concentrating on its original design goals, they focused on making the game actually much more incoherent and complex in parts (often the same parts that they originally declared would become more streamlined). In fact, the whole system consists of different "subsystems" that operate loosely together, but function and feel very different mechanically (e.g the Skill Challenges, Combat Rules, NPC/Monster Creation Rules, etc.). The end result feels very shaky to me, and I would have difficulties holding it all together, unless I (and my veteran players) would completely shake off any illusions of 'simulationism' and internal consistency in D&D. For example, I have no idea how certain powers work in the *story*, and I just can't get the monster/NPC creation system (I doubt even the designers themselves had any explicit rules on how to pick those "unique" powers or which sort of "budget" to use for them).


Reply author: Rinonalyrna Fathomlin
Replied on: 07 Jul 2008 00:51:23
Message:

Hey, if 4E feels so different to someone that it doesn't feel like D&D to them, I wouldn't argue with that. It's their opinion. But I hope I made it clear enough why I don't think it's an argument against the new system in and of itself.

Mind you, I consider myself "edition neutral"--I like the new system but that doesn't mean I've formally "renounced" all previous systems. I'm playing in 3E games right now.


Reply author: KnightErrantJR
Replied on: 07 Jul 2008 01:07:38
Message:

The Realms are a really, really big place with a lot going on. I think that many people might run games that use a lot of Realmslore, but not any that relies on some of the specifics that have changed, like spellbooks and higher level magics and the like. For those people, if they like the system, it will probably work fine. On the other hand, I've had several campaigns that revolved around lost spells and spellbooks and knowing that various NPCs could cast certain spells at certain levels, and the specifics of the edition change will hamper the smooth transition of a campaign like that.

For what its worth, I do believe that this edition change was much more pronounced than any other, but I wanted to, in my review, address the "its not D&D" comments, mainly because I know a lot of people that like level based fantasy RPGs where you gain treasure and kill monsters to get more powerful that have no problem with 4th edition, but that doesn't mean that people don't, rightly, cling to some more specific aspects of the previous edition.


Reply author: Ayunken-vanzan
Replied on: 07 Jul 2008 06:23:38
Message:

Keith Baker in his blog about:

Do you feel that 4e seems to skew more toward anime or video game-ish action rather than traditional roleplaying?

Interesting read.


Reply author: Mkhaiwati
Replied on: 07 Jul 2008 22:13:36
Message:

Regarding the "not D&D anymore" discussion, I've really had to think about it.

I don't think it is a reason not to like the game, but it does create certain problems. In the past, D&D had certain "sacred cows" that got sent to the BBQ in this edition. One example is the vancian spellcasting system. Other RPG systems had different mechanics, but may also have had classes, races with several flavors of elves, magic, dragons, orcs, maybe a single die-rolling convention (d20, d100, d10, etc) but with some of these differences now gone, what really differentiates D&D from the other systems?

They just keep getting closer and closer to resembling one another after a while. Again, it isn't a reason to dislike the new game, just an observation.

PS, what are action points and how do they work? I have heard several different ideas.


Reply author: Lemernis
Replied on: 08 Jul 2008 14:53:33
Message:

Sorry, there's too many pages to read here, but maybe someone can answer a couple simple questions: when 4th edition is released, what year DR will it begin in? I vaguely recall reading last winter that it is slated to begin about a century in the future, with a kind of new world order emerging after the apocalyptic event of the Spellplague. Is that it in a nutshell? Or will 4th edition begin with the advent of the Spellplague itself?


Reply author: Wooly Rupert
Replied on: 08 Jul 2008 15:20:06
Message:

quote:
Originally posted by Lemernis

Sorry, there's too many pages to read here, but maybe someone can answer a couple simple questions: when 4th edition is released, what year DR will it begin in? I vaguely recall reading last winter that it is slated to begin about a century in the future, with a kind of new world order emerging after the apocalyptic event of the Spellplague. Is that it in a nutshell? Or will 4th edition begin with the advent of the Spellplague itself?



The 4th edition FRCG is set in 1479. The Sellplague is long over by that point, though the mess it created will remain.


Reply author: Lemernis
Replied on: 08 Jul 2008 16:01:13
Message:

Thanks Wooly. Do we know when Spellplague occurs?


Reply author: Hawkins
Replied on: 08 Jul 2008 16:16:04
Message:

quote:
Originally posted by Lemernis

Thanks Wooly. Do we know when Spellplague occurs?
1385 DR (IIRC)


Reply author: Mace Hammerhand
Replied on: 08 Jul 2008 17:01:03
Message:

quote:
Originally posted by HawkinstheDM

quote:
Originally posted by Lemernis

Thanks Wooly. Do we know when Spellplague occurs?
1385 DR (IIRC)



Aye, Year of the Blue Fire...

I still wonder what kind of RSE they'd make of The Year of the Empty Tankard...


Reply author: Brian R. James
Replied on: 08 Jul 2008 19:43:52
Message:

Dwarf uprising across the breadth of Faern of course!

quote:
Originally posted by Mace Hammerhand

I still wonder what kind of RSE they'd make of The Year of the Empty Tankard...


Reply author: Wooly Rupert
Replied on: 09 Jul 2008 01:47:28
Message:

quote:
Originally posted by capnvan

quote:
Originally posted by Brian R. James

Dwarf uprising across the breadth of Faern of course!
quote:
Originally posted by Mace Hammerhand

I still wonder what kind of RSE they'd make of The Year of the Empty Tankard...




Depends - could be the year of very little dwarven activity, due to massive hangovers, etc.



Well, Brian didn't say what it was that was uprising. And if heavy drinking was involved...



Reply author: Phillmare
Replied on: 10 Jul 2008 05:35:03
Message:


Been lurking around these parts for a while and thought I would throw my two cents out there regarding 4E - nothing that hasn't been said of course but I feel like I'm at a wake and should say something about the dearly departed.

I think my most prominent emotion when reading the new PHB was a sense of sadness - sadness and nostalgia for the sense of wonder that I remember from the first time I opened the 1E PHB to the last 3.5 splat - and that is most definitely missing in the new bit. Partly it was the complexity, partly the sense that here were worlds bigger and deeper than could be guessed at from a quick perusal of the cover.

Rightly or wrongly WoTC has definitely simplified the system and in the process made the current DnD iteration with less depth and potential. - I know, I know - there is as much of either of those in any given DnD campaign as the players want, but, for me, the complexity of the system always seemed to enhance the complexity of the experience - it was 'other' and something of a mystery to those uninitiated in the arcana. It is now common and cartoonish.

And besides my inner geek always loved those crazy charts.

DnD is dead, long live DnD.



Reply author: Quale
Replied on: 10 Jul 2008 13:12:00
Message:

what bothers, where are the ecology and habitat, what are people going to do with just numbers


Reply author: Wooly Rupert
Replied on: 10 Jul 2008 13:32:11
Message:

quote:
Originally posted by Quale

what bothers, where are the ecology and habitat, what are people going to do with just numbers



The ecology and habitat sections of monster descriptions was lost with 3E. I regarded that as a design flaw in 3E: the concept that it was all about fighting. I think the ecology and habitat sections were valuable DM tools, not only giving them ideas, but also possible hooks with certain monster body parts having value.


Reply author: Quale
Replied on: 10 Jul 2008 14:46:21
Message:

yea

tough 3e still had something to work with


Reply author: ShadezofDis
Replied on: 10 Jul 2008 21:33:07
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Quale

what bothers, where are the ecology and habitat, what are people going to do with just numbers



The ecology and habitat sections of monster descriptions was lost with 3E. I regarded that as a design flaw in 3E: the concept that it was all about fighting. I think the ecology and habitat sections were valuable DM tools, not only giving them ideas, but also possible hooks with certain monster body parts having value.



That sorta stuff has been my bread and butter since I started running games. I've found far more inspiration from "fluff" than I've ever found from "crunch".


Reply author: althen artren
Replied on: 11 Jul 2008 02:56:21
Message:

Spells stilled, scribes:

If you want ecology and habitat, I direct you to
Hackmaster's Monster Manuels ( all 9).
Info in there came from previous aditions,
and they did a better job at pricing body
parts of animals.


Reply author: Razz
Replied on: 12 Jul 2008 17:21:13
Message:

quote:
Originally posted by Phillmare


Been lurking around these parts for a while and thought I would throw my two cents out there regarding 4E - nothing that hasn't been said of course but I feel like I'm at a wake and should say something about the dearly departed.

I think my most prominent emotion when reading the new PHB was a sense of sadness - sadness and nostalgia for the sense of wonder that I remember from the first time I opened the 1E PHB to the last 3.5 splat - and that is most definitely missing in the new bit. Partly it was the complexity, partly the sense that here were worlds bigger and deeper than could be guessed at from a quick perusal of the cover.

Rightly or wrongly WoTC has definitely simplified the system and in the process made the current DnD iteration with less depth and potential. - I know, I know - there is as much of either of those in any given DnD campaign as the players want, but, for me, the complexity of the system always seemed to enhance the complexity of the experience - it was 'other' and something of a mystery to those uninitiated in the arcana. It is now common and cartoonish.

And besides my inner geek always loved those crazy charts.

DnD is dead, long live DnD.



Well said, very well said. I have the same feelings.

quote:
Originally posted by Wooly Rupert


The ecology and habitat sections of monster descriptions was lost with 3E. I regarded that as a design flaw in 3E: the concept that it was all about fighting. I think the ecology and habitat sections were valuable DM tools, not only giving them ideas, but also possible hooks with certain monster body parts having value.



They tried bringing it back to 3E via the MMIV and MMV. While I didn't mind that format, I didn't like to see 7 pages on ONE creature. Why they couldn't simply do it the way 2E MMs did it is beyond me. Smaller font = more material. But WotC has been rather, well, CHEAP since 3E's arrival as both the page and word count became smaller with each book after 3.5e was released (probably pooling all their sources into 4e was what did it). And even cheaper with 4E books. I find it funny the smallest font in those core books were the class powers...that was it. Everything was else less material than the core 3E books AND at the same price. Talk about squeezing for profit.


Reply author: Razz
Replied on: 12 Jul 2008 18:04:55
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by Razz


I don't see that with 4e at all because so much of the "sacred cows" has been, well, "slaughtered". It's a totally different game. I can't seem to pull anything from either end to work in a 4E or 3E game, they're just too different and incompatible. Which goes to tell me, is this even D&D at all? What happened to it? What did they do to it?



I've said this before, and I'll say it again: 3E is very different from 2E. Which one of those was "really D&D?" Did D&D stop being D&D when, say, "Elf" was no longer a class? Just because major changes have been made to the system for a new edition doesn't mean the game itself is different. I think even KEJR mentioned this subject in his review.



I would have to say it stopped being D&D when:

---Fireballs can only be done 1/encounter, no matter what level you are
---Anyone can cast spells (via Ritual Caster feat)
---Magic items became a simple blurb of text saying "If you have the ritual, the money, you have the item. The end."
---Paladins can't detect evil
---The cosmology that's been around for 30+ years got destroyed along with all the lore and creatures present (Eladrins are elves? No...they're CG celestials, everyone should KNOW that before saying it's something else)
---Dwarves can't see in the dark
---Only rangers can dual-wield
---Multiclassing is gone, it's now "multidipping"
---Alignment is gone and useless (and yet, they still throw in 6 of the 9...what for is beyond me, as it has no use in 4E at all, mechanical or fluff)
---Metallic dragons were always brass, bronze, copper, silver, and gold (not killing off 2 whole species and adding in iron and adamantine)

I'm talking things that have been consistent with D&D for decades. When you have something going on that long, you'd be insane to change any of it, much less ALL of it. You can gain and keep a lot more customers if you make a game work better but not destroy it's "soul", so to speak. The essence of the game that truly draws people to play it no matter what generation it is. I believe that was taken away in 4E, it has no spark and I really don't see their new customers playing it for longer than a few months before going back to a REAL MMORPG. D&D may have spawned MMORPGs, but that does not mean MMOs should spawn a D&D.

2E is different from 3E in game mechanics only, I think. As it was said before, 3E is a more streamlined more optimizable version of 2E. You still have your sacred cows, some things that were lame were tweaked to be cooler and more fun, and even things from 1E were revived! It kept the feel of the game despite mechanical differences.

I mean, it's as bad as making an official Legend of Zelda video game where Link has a voice-over, the Master Sword is now the Master Axe, and the Triforce was too complex to be 3 triangles of ultimate power, 2 is ok, but why not make it just 1 triforce to simplify things? Or an official Mario game where the Mario Bros. are Russian plumbers instead of Italian plumbers and wearing blue and yellow suits instead of red and green...

Bad analogies, I know, but you can imagine the reaction. No different than 4e. You'll have people saying "That's not a real Mario game! You bastards!" and others saying,"That's awesome, they're Russians now! So much easier to understand their accents now!" and then the ones sitting on the fence going,"Ehh it's not Mario and I am turned off, but it's also intriguing simultaneously, maybe Mario and Luigi are cooler now? Why are they keeping the Italian names, though?"

Whether or not the gameplay is better, it wouldn't be the same Mario Bros. It wouldn't BE Mario Bros. If the gameplay was better, that wouldn't matter. You'd still have people say,"Well why didn't they just do a similar gameplay but with the actual Mario Bros. game?" (which is the same feeling I have with the few things in 4E I do like a lot for D&D...why didn't they just implement it into 3E? I mean, if Paizo can do it with Pathfinder, what's the real reason for a 4E?)

That's the best way I can explain what I mean, I hope I was clear. I tend to confuse people with what I mean, both text and speech.


Reply author: Faraer
Replied on: 13 Jul 2008 00:08:57
Message:

I can't think of any way to compare two ideas of what D&D 'is' and 'isn't' so as to tell which is more externally accurate.


Reply author: Rinonalyrna Fathomlin
Replied on: 13 Jul 2008 04:19:34
Message:

A few comments:

quote:
Originally posted by Razz

---Anyone can cast spells (via Ritual Caster feat)


Taking the feat doesn't mean you can cast spells on par with a normal spellcaster.

quote:
---Only rangers can dual-wield


IIRC, that's not true.

quote:
---Alignment is gone and useless (and yet, they still throw in 6 of the 9...what for is beyond me, as it has no use in 4E at all, mechanical or fluff)


It's not as useful mechanically. It's as useful as you want it to be for roleplaying/storytelling purposes.

quote:
---Metallic dragons were always brass, bronze, copper, silver, and gold (not killing off 2 whole species and adding in iron and adamantine)


No dragon types are being killed off, they are just coming later. As far as I know, no metallics dragons have showed up yet anyway (they weren't in the MM).

quote:
I mean, it's as bad as making an official Legend of Zelda video game where Link has a voice-over, the Master Sword is now the Master Axe, and the Triforce was too complex to be 3 triangles of ultimate power, 2 is ok, but why not make it just 1 triforce to simplify things? Or an official Mario game where the Mario Bros. are Russian plumbers instead of Italian plumbers and wearing blue and yellow suits instead of red and green...



OMG, this reminds me too much of the silly youtube videos I'm always posting on WotC (with Link, Mario and Luigi, etc.).

And by the way, Link has a voice-over in those.


Reply author: Wooly Rupert
Replied on: 15 Jul 2008 17:09:27
Message:

I went by my FLGS yesterday, for the first time in a couple of months. I had to make sure he was going to get in TRO 3075 for me...

One thing I asked him about was if he was going to discount the 3.x stuff. And he's not. Why? Because he's seeing a majority of his customers try out 4E, and then revert back to 3.5.

I think that says something about 4E's success.


Reply author: Rhone Ethenkhar
Replied on: 15 Jul 2008 21:05:51
Message:

quote:
Originally posted by Razz

I would have to say it stopped being D&D when:.....





That was by far, one of the most entertaining posts I have read in awhile. I loved the examples of Mario and Link! Oh, I also happen to agree on the points you mentioned, to a large degree on almost all of them! Thanks for the good read!


Reply author: Rhone Ethenkhar
Replied on: 15 Jul 2008 21:12:50
Message:

quote:
Originally posted by Wooly Rupert

I went by my FLGS yesterday, for the first time in a couple of months. I had to make sure he was going to get in TRO 3075 for me...

One thing I asked him about was if he was going to discount the 3.x stuff. And he's not. Why? Because he's seeing a majority of his customers try out 4E, and then revert back to 3.5.

I think that says something about 4E's success.



Interesting. While I was down in Ann Arbor, I stopped in at a FLGS and picked up some hard to find things (in my neck of the woods, it is tough to find things that are not WotC or White Wolf). Anyway, I asked the fellow there who was working how 4e was doing. He said, surprisingly well. But then he sort of qualified that comment; those who knew what to expect more or less, came away happy. Those who did not anticipate what is, imho, a different game, were not too pleased.

I am going to try out 4e for the first time on Friday night. I think it will be fun and play more like a board game (think Talisman or Hero Quest). I don't doubt I will enjoy game play. I do not think however, it will become a serious alternative to 3e or any other edition of D$D I play.


Reply author: Markustay
Replied on: 15 Jul 2008 21:46:56
Message:

When a game relies on stat cards to run encounters, its starts to move away from being an RPG, in my opinion. Cards and 'pieces' (miniatures) that move along 'squares' sounds like a completely different kind of game.

Being an Warmachine player as well, I can help but note the striking similarities.

And Wooly - my LGS guy said he sold MORE 3e books following the 2007 Gencon announcment then he has in the last three years combined.

And they are STILL out-selling the 4e books around here.


Reply author: Rhone Ethenkhar
Replied on: 16 Jul 2008 01:12:34
Message:

Incidentally, I hope my posting did not come across as trying to prove anyone wrong here in regards to sales of 4e books, or anything. Rather, I was pleased to hear that 3e books are still doing strong! I hope it continues. Just my experience while visiting in the U.S. was a little different. Have no idea how it is doing up here in Canada, btw.


Reply author: KnightErrantJR
Replied on: 16 Jul 2008 01:55:41
Message:

Well, it doesn't affect my opinion one way or the other, but about 98% of the regulars at my FLGS are 100% devoted to 4th edition, and even the deep discounts on the 3.5 books left on the shelves don't move anyone to pick them up. Of course, I already had most of them, so I'm out (except that I might pick up Expedition to Castle Greyhawk, even though I initially wasn't that interested).


Reply author: althen artren
Replied on: 16 Jul 2008 02:54:30
Message:

Spells stilled, all:

I have an idea on how Hasbro will write themselves out of
this when they realise it will be a tremendous flop.
With Mystra gone, nobody is around to stop the alteration
of history with chronomancy spells. So they could just have
Elminster come in with an old spellbook out of Netheril and set
everything straight. Simple no
Anyway, wouldn't an Ed novel dealing with a temporal flux be
an absolute graet read

Just a thought.


Reply author: Kajehase
Replied on: 16 Jul 2008 17:31:42
Message:

Actually, any RPG-setting, novel, comic book, movie, or TV-series involving any kind of time-travel that isn't a never-mind-the-plot-holes comedy will be the worse for using it. Even including Babylon 5 and Harry Potter.


Reply author: Hawkins
Replied on: 16 Jul 2008 18:51:59
Message:

quote:
Originally posted by Kajehase

Actually, any RPG-setting, novel, comic book, movie, or TV-series involving any kind of time-travel that isn't a never-mind-the-plot-holes comedy will be the worse for using it. Even including Babylon 5 and Harry Potter.
I disagree, Doctor Who (the new one started in 2005) is the best SciFi TV show I have ever seen.


Reply author: Wooly Rupert
Replied on: 16 Jul 2008 20:21:22
Message:

quote:
Originally posted by Kajehase

Actually, any RPG-setting, novel, comic book, movie, or TV-series involving any kind of time-travel that isn't a never-mind-the-plot-holes comedy will be the worse for using it. Even including Babylon 5 and Harry Potter.



I can't really agree, either. I loved Babylon 5, and the Dragginglance Legends trilogy did it pretty well.

Besides, there's not really any other method to undo the Sellplague, since they've jumped the shark the timeline forward.


Reply author: althen artren
Replied on: 16 Jul 2008 20:53:49
Message:

Spells stilled, Furry Rodent:

What do you mean by jump the shark? I think I have heard of that before
but cannot figure out where.
I do like the alternative timeline that was presented by one of our fellow
sages here. I plan on using that when I run Realms in the future. But, can you think about
the stuff Ed can backright about if he were to do a trilogy about adventurers that
go back in time to stop this fart... I mean farce.
Subplots in subplots.....
Oh wait, I just forgot about something, I need to ask Ed a question about this.


Reply author: Wooly Rupert
Replied on: 16 Jul 2008 22:16:33
Message:

quote:
Originally posted by althen artren

Spells stilled, Furry Rodent:

What do you mean by jump the shark? I think I have heard of that before
but cannot figure out where.




Wikipedia explains it quite well: Jumping the Shark.


Reply author: Mace Hammerhand
Replied on: 16 Jul 2008 22:39:45
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Kajehase

Actually, any RPG-setting, novel, comic book, movie, or TV-series involving any kind of time-travel that isn't a never-mind-the-plot-holes comedy will be the worse for using it. Even including Babylon 5 and Harry Potter.



I can't really agree, either. I loved Babylon 5, and the Dragginglance Legends trilogy did it pretty well.

Besides, there's not really any other method to undo the Sellplague, since they've jumped the shark the timeline forward.



True, but if someone knew what was bound to happen in 1385 DR before it was actually happening he could go back in time to prevent that event.

All of this has happened before and will happen again


Reply author: Richard Lee Byers
Replied on: 16 Jul 2008 23:48:16
Message:

Ah, but if you prevented it, it didn't happen.
So you actually didn't know it happened (because it didn't), and you never took your trip back in time to prevent it.
So it wasn't prevented.
So it happened after all.
So then you did know, and you did go back in time...

I love time travel stories!


Reply author: Asgetrion
Replied on: 17 Jul 2008 00:16:04
Message:

quote:
Originally posted by Richard Lee Byers

Ah, but if you prevented it, it didn't happen.
So you actually didn't know it happened (because it didn't), and you never took your trip back in time to prevent it.
So it wasn't prevented.
So it happened after all.
So then you did know, and you did go back in time...

I love time travel stories!



Richard, you've just convinced me that you should be part of the 5E FR Design Team -- you know, to make all that silliness of the Spellplague go away. No, wait, you would probably just introduce another Edition-Shaking Event (ESE) called... the Timeplague!


Reply author: KnightErrantJR
Replied on: 17 Jul 2008 00:17:33
Message:

quote:
Originally posted by Mace Hammerhand

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Kajehase

Actually, any RPG-setting, novel, comic book, movie, or TV-series involving any kind of time-travel that isn't a never-mind-the-plot-holes comedy will be the worse for using it. Even including Babylon 5 and Harry Potter.



I can't really agree, either. I loved Babylon 5, and the Dragginglance Legends trilogy did it pretty well.

Besides, there's not really any other method to undo the Sellplague, since they've jumped the shark the timeline forward.



True, but if someone knew what was bound to happen in 1385 DR before it was actually happening he could go back in time to prevent that event.

All of this has happened before and will happen again




Hm . . . that almost sounds like something someone wrote up at one point in time . . .


Reply author: Mace Hammerhand
Replied on: 17 Jul 2008 00:21:46
Message:

quote:
Originally posted by KnightErrantJR

quote:
Originally posted by Mace Hammerhand

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Kajehase

Actually, any RPG-setting, novel, comic book, movie, or TV-series involving any kind of time-travel that isn't a never-mind-the-plot-holes comedy will be the worse for using it. Even including Babylon 5 and Harry Potter.



I can't really agree, either. I loved Babylon 5, and the Dragginglance Legends trilogy did it pretty well.

Besides, there's not really any other method to undo the Sellplague, since they've jumped the shark the timeline forward.



True, but if someone knew what was bound to happen in 1385 DR before it was actually happening he could go back in time to prevent that event.

All of this has happened before and will happen again




Hm . . . that almost sounds like something someone wrote up at one point in time . . .



I know, and I like your version!


Reply author: The Sage
Replied on: 17 Jul 2008 01:42:26
Message:

quote:
Originally posted by Kajehase

Actually, any RPG-setting, novel, comic book, movie, or TV-series involving any kind of time-travel that isn't a never-mind-the-plot-holes comedy will be the worse for using it. Even including Babylon 5 and Harry Potter.
Whoa! I love Babylon 5. And I thought it handled the subject of time-travel rather well -- far better than most well-known television sci-fi shows, including Star Trek.

And the DRAGONLANCE Legends trilogy was probably among the best "fantasy time-travel stories" I've ever read.


Reply author: Talwyn
Replied on: 17 Jul 2008 03:15:19
Message:

quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Kajehase

Actually, any RPG-setting, novel, comic book, movie, or TV-series involving any kind of time-travel that isn't a never-mind-the-plot-holes comedy will be the worse for using it. Even including Babylon 5 and Harry Potter.



I can't really agree, either. I loved Babylon 5, and the Dragginglance Legends trilogy did it pretty well.

Besides, there's not really any other method to undo the Sellplague, since they've jumped the shark the timeline forward.




4E - Jumping the Shark!

Now that's just absolutely brilliant Wooly Rupert.

You've lasered in on what is so suspect about this whole premise of the Spellplague and massive dramatic upheaval in FR.

I wonder if WoTC are aware that they've jumped the shark yet?


Reply author: Kajehase
Replied on: 17 Jul 2008 09:06:05
Message:

quote:
Originally posted by The Sage

quote:
Originally posted by Kajehase

Actually, any RPG-setting, novel, comic book, movie, or TV-series involving any kind of time-travel that isn't a never-mind-the-plot-holes comedy will be the worse for using it. Even including Babylon 5 and Harry Potter.
Whoa! I love Babylon 5. And I thought it handled the subject of time-travel rather well -- far better than most well-known television sci-fi shows, including Star Trek.

And the DRAGONLANCE Legends trilogy was probably among the best "fantasy time-travel stories" I've ever read.



I said "worse for using it," not bad. I love Babyolon 5 (bought and watched season 4 less than a month ago, actually) - but I'd loved it even more without the whole Babylon squared mess. And um... wrong universe to discuss on this board I guess.


Reply author: The Sage
Replied on: 17 Jul 2008 09:09:30
Message:

Sorry Kaje.

I read this scroll far too early this morning.


Reply author: althen artren
Replied on: 17 Jul 2008 17:27:14
Message:

Spells stilled, Sage:

Dollars to doughnuts that Wotc has no clue,
or they really are being dictated to
by people in suits that think all dice
should be cubical, white, and 6 sided.
Probably have never rolled a saving
throw in their live, and have no idea
about why "I shoot a magic missle into
the darkness" is so D... funny.


Reply author: Markustay
Replied on: 18 Jul 2008 04:32:24
Message:

Actually, the Spellplague isn't all that bad (its just the ToT on steroids). In fact, I've grown to embrace it (it appears in the last 3e FR product).

I think that Abeir Jumped the Shark, and the century timejump just does it backwards and blind-folded.

@Richard Lee Byers - but you've forgotten all we have learned from the BEST all-time Time-Traveling movie - Bill and Ted's Excellent Adventure.

Just leave yourself a note so you know to go back and change things.

And Babylon 5 stole Chekov, so I never watched a single episode (even though I did play the B5 miniatures game). Dr. Who is hit-or-miss for me - some story-lines are great, and others appear to be written by a three-year-old. I loved the 'Ood' though, lifted wholesale from D&D's Illithids.


Reply author: Wooly Rupert
Replied on: 18 Jul 2008 05:12:18
Message:

quote:
Originally posted by Markustay


And Babylon 5 stole Chekov, so I never watched a single episode (even though I did play the B5 miniatures game).


Oh, but Bester -- "Dark Chekov", as I called him -- is one of my all-time favorite bad guys. There are so many times during the series when you want to see Ivanova follow Sheridan's not-quite-tongue-in-cheek command "Strip him naked, then throw him out the airlock." But then there's other episodes when he shows his humanity (twisted though it may be), and it just adds so much flavor to him... Kinda like how Darth Vader became so much more compelling when he dropped his little bomb on Luke on Bespin...

And as someone who watched the original Star Trek and several of the movies, I can easily say that Bester is orders of magnitude cooler than Chekov (though I did like it in Star Trek IV when Chekov was looking for the "nuculer wessels").

Bester is an awesome bad guy, and he'd be an excellent basis for any D&D Big Bad Evil Guy (see me bring it back on-topic, sorta? ).


Reply author: The Sage
Replied on: 18 Jul 2008 06:02:48
Message:

quote:
Originally posted by Markustay

And Babylon 5 stole Chekov, so I never watched a single episode (even though I did play the B5 miniatures game).
Bester? I'm inclined to agree with Wooly. "Dark Chekov" was one of my favorite characters from B5, and the novels for that matter. He's not an easy villain to classify, and that's why I like him. While he could be cold and calculating... he also had a side that hinted at something more than just "evil for evil's sake." In fact, a little bit of Bester's character has influenced how I portray the "older" Sememmon in my Realms -- where the once-Lord of the Darkhold had honed his manipulative and intimidatory skills. His raw displays of power weren't needed very often after that. Very much like Bester.
quote:
Dr. Who is hit-or-miss for me - some story-lines are great, and others appear to be written by a three-year-old. I loved the 'Ood' though, lifted wholesale from D&D's Illithids.
Russell T. Davies has expressed some rather intriguing thoughts on the Ood. I managed to catch a snippet from the soon-to-be released DW Companion. I suggest you track down a copy when it's released Markus. You may find it interesting.


Reply author: Talwyn
Replied on: 20 Jul 2008 00:23:45
Message:

Since $E is actually becoming popular with some people, I wonder if its just WotC manipulating their minds by sending high freequency radiation from their $E preview sites to the unsuspecting players.
No need for hundreds of books if you make your fans zombies...

So in order to counter this, I've just found these special Grognard Sunglasses
that allow people to see that 3rd edition is still and always will be better than $E.

Mind you, there are some people that are so into $E that it's hard to make them see the alternatives and as such, a huge old smack down may be needed


Reply author: Markustay
Replied on: 20 Jul 2008 00:38:45
Message:

Unfortunately this is a continuation of the off-topic discussion above, but since I'm responding to TWO mods I'm hoping not to get hamster-smacked.

I'm serious - I never watched a SINGLE episode - I have no idea what you guys are talking about! I think I watched the pilot, or at least part of it, but it didn't 'do it' for me, and since 'Chaecov' was added later, I never even seen him on the show. To me it would be the same as seeing Sulu on Heroes... you just can't help saying "but that's SULU!"

Anyhow, you'll be happy to know Sage (don't know where you're from Wooly) that the only SciFi anything that comes close to my Star Trek fandom was Farscape - EXCELENT series. Too bad lame-ass Stargate took two of the actors (although it was a clever move - it got me watching THAT series).

Battlestar might make my 'top ten' list, but I consider the new series more of a 'space opera' then true SciFi (despite how good it is).

When I played B5 miniatures, I was the guys with the big, weird hair (otherwise looked human) because I liked their ships, but otherwise knew absolutely nothing about my race. Maybe I should try to find someone with them on DVD to see what all the fuss was about.

What does this all have to do with 4e D&D? Well... like B5, maybe 4e deserves a second look....


Reply author: Wooly Rupert
Replied on: 20 Jul 2008 01:38:18
Message:

B5 discussion taken to PM.


Reply author: The Sage
Replied on: 20 Jul 2008 01:39:45
Message:

Indeed, I was just about to say the same.


Reply author: crazedventurers
Replied on: 20 Jul 2008 09:46:18
Message:

quote:
Originally posted by Talwyn
So in order to counter this, I've just found these special Grognard Sunglasses
that allow people to see that 3rd edition is still and always will be better than $E.


HAHAHAHA - so 3E is now for grognards, my my how times (and editions) change so quickly......

Damian
ps best let normal service resume


Reply author: Rhone Ethenkhar
Replied on: 20 Jul 2008 15:58:33
Message:

So, I tried out 4e on Friday night. And here is the verdict: I had a good time.

First off, for me at any rate, 4e will not replace 3e or any other edition of the D&D game I play. I personally felt the way the mechanics operated, it is very similar to a boardgame/adventure game, as there is a great deal of movement on the board once combat commences. I would stress it is absolutely essential to have miniatures and a combat mat. This too bad imho. But there you go.

It requires player's to operate as one unit as opposed to individuals. This is because a lot of the "powers" one possesses hinges a lot on having everyone working together (Warlord in particular). Combat was no faster or slower than 3e imho. Then again, it was our first session, so maybe it will speed up with further play. And as much fun and intersting as it was, I do prefer the style of tactics in 3e better because it caters more to the individual.

But having said that, outside of combat the game operates as it always has; you make choices and deal with the ramifications/consequences.

The things I did not like were very minor things like Fighters not being proficient with plate mail right off the bat (you'd have to use up a feat in order to do so). That was dumb.

Alignment may as well have not been included for all the use it is.

Overall, I had a good time. It is a game primarily of combat and tactics imho. "Shifting" is a huge factor in the game (moving ones opponents around the table). The game is very much focused on character abilities and not equipment.

I figure though, even if you wanted to still use the PC classes, skill system from 3e and the alignment system, you could do so, as long you kept the "power" part of 4e intact. Otherwise, it plays very much the same imho.

To be fair though, I have not experienced all that 4e has to offer. I expect to do so in future sessions.


Reply author: Hawkins
Replied on: 21 Jul 2008 02:21:40
Message:

quote:
Originally posted by Rhone Ethenkhar

I figure though, even if you wanted to still use the PC classes, skill system from 3e and the alignment system, you could do so, as long you kept the "power" part of 4e intact. Otherwise, it plays very much the same imho.
Would mind clarifying exactly what you are saying here?

Also, has anyone playtested using 4e monsters vs 3e characters? From what I have seen in the 4e Monster Manual, it looks like you can subtract ten (-10) from Fortitude, Reflex and Will and use them against 3e characters with no problems (also, when a character would have to roll an Endurance (a 4e skill) roll you could just substitute it with a Fortitude roll). I think that this might work, but I have not had the time to try it out myself. Of all the parts of 4e, I like the simplified creation and adaptation of monsters the most.


Reply author: Rinonalyrna Fathomlin
Replied on: 21 Jul 2008 02:40:10
Message:

quote:
Originally posted by Rhone Ethenkhar

The things I did not like were very minor things like Fighters not being proficient with plate mail right off the bat (you'd have to use up a feat in order to do so). That was dumb.


I was wondering about that, myself. :-/

quote:
Alignment may as well have not been included for all the use it is.




I kind of agree.


Reply author: Rhone Ethenkhar
Replied on: 21 Jul 2008 17:28:44
Message:

quote:
Originally posted by HawkinstheDM

quote:
Originally posted by Rhone Ethenkhar

I figure though, even if you wanted to still use the PC classes, skill system from 3e and the alignment system, you could do so, as long you kept the "power" part of 4e intact. Otherwise, it plays very much the same imho.
Would mind clarifying exactly what you are saying here?





Sure. If one were so inclined to use only part of the rules for 4e, you could. The powers/exploits are what, imho, differentiates 4e from 3e. Feats are still there and so are skills and alignment. As long as you kept those powers/exploits but didn't change anything else (aside from spells of course) you could use the bulk of 3e rules with the addition of 4e exploits/powers. OR at least, that is how I perceive things

I find all the minor differences such as hit points and hit dice of monsters easily changed and/or manipulated. Same thing with magic items. Hell, I still use the general template from 1e/2e for most of the magic items and such in my 3/3.5 game!

But let me be clear; I have no intention of doing a hybrid game, I merely noted that if one desired to do so, I felt it was quite possible with minimum fuss. Incorporating 3e into 4e would be another matter altogether imho.


Reply author: Quale
Replied on: 21 Jul 2008 17:45:44
Message:

we play with hybrid rules, but the balance is dependable on the DM's skill


Reply author: Richard Lee Byers
Replied on: 21 Jul 2008 18:30:51
Message:

The idea that fighters don't start off proficient with plate armor doesn't bother me. During the first part of the real-world Middle Ages, full suits of plate armor didn't exist. Even after they were invented, they never became something that every soldier wore.


Reply author: Rhone Ethenkhar
Replied on: 21 Jul 2008 22:21:27
Message:

quote:
Originally posted by Richard Lee Byers

The idea that fighters don't start off proficient with plate armor doesn't bother me. During the first part of the real-world Middle Ages, full suits of plate armor didn't exist. Even after they were invented, they never became something that every soldier wore.



While I would never attempt to argue with history (at least in this venue and said topic), I will say that for the last 22 years or so whenever I have chosen to play a fighter I could use plate mail (whether I could afford it or not is a completely different matter). I don't like that they have decided to change that aspect of things and imho, penalize one for wanting to do so with a fighter, if you run the game btb. Added to which, I am not making a soldier but an adventuring fighter in a fantasy world no less. Just my opinion, however.


Reply author: Rhone Ethenkhar
Replied on: 21 Jul 2008 22:21:52
Message:

Sorry, damn double post.


Reply author: Rinonalyrna Fathomlin
Replied on: 21 Jul 2008 22:54:48
Message:

Also, not to start an argument here, but the preview material for 4E did address the subject of "the burden of (real world) history", and it was specifically stated that they don't want history to get in the way of fun and fantasy.


Reply author: Talwyn
Replied on: 21 Jul 2008 23:28:42
Message:

quote:
Originally posted by Richard Lee Byers

The idea that fighters don't start off proficient with plate armor doesn't bother me. During the first part of the real-world Middle Ages, full suits of plate armor didn't exist. Even after they were invented, they never became something that every soldier wore.



Just picking up on this, plate armour IRL, takes a bit of time to get used to wearing and especialy learning to move with a new centre of gravity. You have just added at least 20 kilos of weight around your body which is in parts is articulated and in others completely inflexible.
Now, add the complexity of being proficient in combat by weilding a sword etc as well as a shield and if you're feeling really brave, riding a horse as well!
Enforcing a Heavy armour proficientcy makes sense to me.


Reply author: Markustay
Replied on: 21 Jul 2008 23:50:24
Message:

Just watch A Knight's Tale to see how uneasy it is to learn how to fight in armor - you spend more time learning how to 'get hit', then any type of dodging that is possible when less-encumbered.

quote:
Originally posted by HawkinstheDM

Of all the parts of 4e, I like the simplified creation and adaptation of monsters the most.

From a DM's perspective, I would have to whole-heartedly agree. The simplification to putting together encounters is very reminscent of OD&D or 1e.

However, from a fan's perspective (of FR and D&D), the new monster manual is completely flavorless. A wonderful tool, but little else. Unlike previous editions, it reads like an auto-repair manual.

So the DM in me embraces it, but the monster-lover in me wants to know what the difference is between each iteration of a creature type, aside from a prefix and boost in abilites. Seriously, a couple don't even have pictures, which leaves me wondering what the hell the thing looks like, when there is NO description in the stat blocks.


Reply author: Hawkins
Replied on: 21 Jul 2008 23:58:29
Message:

quote:
Originally posted by Markustay

However, from a fan's perspective (of FR and D&D), the new monster manual is completely flavorless. A wonderful tool, but little else. Unlike previous editions, it reads like an auto-repair manual.
I agree, but I am planning on seeing how well I can apply the rules they give in 4e for quickly modifying monsters on 3e monsters. It should be interesting.


Reply author: Richard Lee Byers
Replied on: 22 Jul 2008 00:22:37
Message:

Rhone and Rin (sounds like a vaudeville team!), I completely agree that D&D is a fantasy game and real world history need not get in the way of our fun. And I'm pretty sure that denying fighters automatic plate armor proficiency was not done out of some slavish devotion to the facts of actual medieval military history, but rather because somebody thought it contributed to game balance or something like that. But I was just making the point that, if you look at real world history, it's not something that annoys you by virtue of being intrinsically stupid and unrealistic. Because it's not.


Reply author: Rhone Ethenkhar
Replied on: 22 Jul 2008 01:17:30
Message:

quote:
Originally posted by Richard Lee Byers

Rhone and Rin (sounds like a vaudeville team!), I completely agree that D&D is a fantasy game and real world history need not get in the way of our fun. And I'm pretty sure that denying fighters automatic plate armor proficiency was not done out of some slavish devotion to the facts of actual medieval military history, but rather because somebody thought it contributed to game balance or something like that. But I was just making the point that, if you look at real world history, it's not something that annoys you by virtue of being intrinsically stupid and unrealistic. Because it's not.



I agree whole heartedly with what you say, sir.

The area which I put in bold: I concur. And I say balance be damned! At least in this one aspect.

I never said that because this new development may go along with our reality better, I did not like it. To be more concise: I only think it is "stupid" within the context of the game. I never look to the real world for reference when playing D&D, by and large.

Oh and just so there is no misunderstanding, I am not offended or anything like that. I certainly I hope I have not offended anyone either.


Reply author: Purple Dragon Knight
Replied on: 22 Jul 2008 01:51:47
Message:

quote:
Originally posted by Richard Lee Byers

The idea that fighters don't start off proficient with plate armor doesn't bother me. During the first part of the real-world Middle Ages, full suits of plate armor didn't exist. Even after they were invented, they never became something that every soldier wore.

It doesn't bother me either, but one could argue that while not every member of the 3E warrior class has mastered heavy armor, every fighter *would*, as they are the funky, gung-ho, "extreme" dudes who will dive in caves infested with goblins and worse...


Reply author: Jorkens
Replied on: 22 Jul 2008 10:35:10
Message:

I use TSR systems if I play D&D, but I must admit that I like the idea of a fighter not being automatically proficient in plate mail. It is a complicated armour that one needs experience and training to master. Then again I prefer to have at least some medieval realism in the game. There is a reason why I prefer proficiency based systems.


Reply author: Markustay
Replied on: 22 Jul 2008 16:49:01
Message:

Interesting stuff posted over at Paizo if anyone cares, pertaining to Hasbro's 2007 financial report.

A lot of fans over there have been cobbling together lists of D&D 'iconic' monsters and creatures that have appeared in other venues, just to have some sort of leg to stand on in case Paizo is ever challenged regarding any IP issues that may arise (although Paizo is careful to avoid shuch things). The idea is to prove that some stuff (like Beholders and Drow) have become 'public domain' over the years because TSR/WotC never bother to protect it's IP.

Now, Paizo has NOTHING to do with this... it is a fan-based thing that was started on some thread when some of us were wondering what, exactly, Paizo could legally use in pathfinder. Its pretty amazing how many times D&D's IP have appeared in books, movies, cartoons, etc, etc...

Anyhow, several smaller companies have gone as far as to produce 4e material WITHOUT getting licensed (despite what certain designers have said), which is REALLY pushing the envelope.

I just thought this 'announcment' by Hasbro very pertinent to what is going on right now on the gaming front, and thats why I posted it here (rather then create a new 'rant' style thread).

At this point I'm not taking sides anymore, but I find the whole affair interesting, and as I have said before, competition is always a good thing for the consumer.


Reply author: Rinonalyrna Fathomlin
Replied on: 22 Jul 2008 18:07:27
Message:

quote:
Originally posted by Talwyn
Just picking up on this, plate armour IRL, takes a bit of time to get used to wearing and especialy learning to move with a new centre of gravity. You have just added at least 20 kilos of weight around your body which is in parts is articulated and in others completely inflexible.
Now, add the complexity of being proficient in combat by weilding a sword etc as well as a shield and if you're feeling really brave, riding a horse as well!
Enforcing a Heavy armour proficientcy makes sense to me.



Well, it's not like the fighter is learning how to use weapons and armor as they level up. It is assumed that a level 1 character is already proficient in their chosen class as well as a "cut above" most other people. I don't see the big deal in letting them be proficient in plate mail, but that's just me.


Reply author: Rinonalyrna Fathomlin
Replied on: 22 Jul 2008 18:09:19
Message:

quote:
Originally posted by Richard Lee Byers

Rhone and Rin (sounds like a vaudeville team!)


I can get behind that.

quote:
I completely agree that D&D is a fantasy game and real world history need not get in the way of our fun. And I'm pretty sure that denying fighters automatic plate armor proficiency was not done out of some slavish devotion to the facts of actual medieval military history, but rather because somebody thought it contributed to game balance or something like that.


Probably, and if so, I suppose that's understandable. I think the 4E ruleset gets a lot of other stuff right, at any rate.


Reply author: Ayunken-vanzan
Replied on: 22 Jul 2008 19:07:15
Message:

quote:
Originally posted by Markustay

Interesting stuff posted over at Paizo if anyone cares, ...



You mean this: German Pathfinder announced?

Joking aside, the thread has moved and is now found
here.


Reply author: Talwyn
Replied on: 23 Jul 2008 00:03:06
Message:

That was most enlightening on HASBRO's attitude and I can see why they'd be hesitant to start up lawsuits to protect the various IP's that have. The fact is that they may not actually be able to win these laws suits thus they'd have spent, potentially hundreds of thousands of dollars and no doubt will generate enourous bad publicity for no positive gain.

*bursts into toe tapping happy song*

Oh happy days!]


Reply author: dwarvenranger
Replied on: 24 Jul 2008 16:38:38
Message:

If you want plate, play a paladin. They start with plate, and if feels like I'm playing a fighter instead of a paladin anyway.


Reply author: althen artren
Replied on: 02 Aug 2008 15:33:44
Message:

If you have any experience reading the financial report
of companies, you'll find a lot of conservative "this may happen
to cause us to lose money" within the footnotes after the main
reportings. This is just to tell their investors what could happen
in the future to lose their earnings/share.


Reply author: Kuje
Replied on: 19 Aug 2008 19:37:49
Message:

I found this over on ENworld, and the discussion took place during Gencon.

"According to Randy Buehler, the game table part of D&DI wont be out until 2009, but most of the other applications will be out in some form by the end of the year. Bartoneus and I were pretty blown away by the functionality of D&D Insider, especially the character generator. Even the Compendium, which looks pretty sad on its own, gains a few levels in conjunction with the rest of the software."


Reply author: Wooly Rupert
Replied on: 10 Oct 2008 16:22:55
Message:

There's a new article up on artifacts... I'm not going to bother linking to it, because one line really scared me away:

quote:
More accessible than in any previous incarnation of the game, artifacts can now make their way safely into the hands of characters even in the paragon tier, or possibly before.


I guess I'm just too old school for this new version of D&D, because I stick with the old view of artifacts: very few, very far between, and insanely powerful. As I recall, 1E DMG specifically called them a way for DMs to break the rules.

I don't want my artifacts "accessible". If an artifact is going to be part of a game, it should be mysterious, nigh-impossible to get, and even more impossible to destroy. And when it is revealed, every power group in existence, every lone operator, and even a bunch of divine servants are going to come looking to take it -- like everyone coming after Shandril for her spellfire, only on a much larger scale.

This just proves even more that I'm no longer part of WotC's target demographic.


Reply author: Ashe Ravenheart
Replied on: 10 Oct 2008 16:33:00
Message:

quote:
Originally posted by Wooly Rupert

This just proves even more that I'm no longer part of WotC's target demographic.



Don't worry, I'm not either. Does that mean I'm a space hamster?


Reply author: Wooly Rupert
Replied on: 10 Oct 2008 16:55:51
Message:

quote:
Originally posted by Ashe Ravenheart

quote:
Originally posted by Wooly Rupert

This just proves even more that I'm no longer part of WotC's target demographic.



Don't worry, I'm not either. Does that mean I'm a space hamster?



Only if you're truly blessed by the gods.


Reply author: Kuje
Replied on: 14 Oct 2008 19:11:14
Message:

DDI has now gone to the pay service btw:

http://www.wizards.com/default.asp?x=dnd/insidernews/20081013


Reply author: Ayunken-vanzan
Replied on: 14 Oct 2008 19:13:59
Message:

Great. So no further realms lore. Now the (canonical) realms are really dead.


Reply author: Ashe Ravenheart
Replied on: 14 Oct 2008 19:25:18
Message:

"And so it begins..."

Be interesting to see what happens in the next few months.


Reply author: Rinonalyrna Fathomlin
Replied on: 15 Oct 2008 21:26:42
Message:

quote:
Originally posted by Ayunken-vanzan

Great. So no further realms lore.



Unless you pay for it.


Reply author: Ayunken-vanzan
Replied on: 15 Oct 2008 21:36:49
Message:

That's the point. I have bought FR source books when I've been interested in them. I will not pay for a service not knowing if it ever delivers anything of interest for me - especially given the fact they made a caricature out the the realms. This lowers the chance for the appearance of articles I would enjoy immensely.


Reply author: Pandora
Replied on: 04 Nov 2008 09:21:18
Message:

quote:
Originally posted by Ayunken-vanzan

That's the point. I have bought FR source books when I've been interested in them. I will not pay for a service not knowing if it ever delivers anything of interest for me - especially given the fact they made a caricature out the the realms. This lowers the chance for the appearance of articles I would enjoy immensely.

With lorebooks you can flip through them in the shop and decide if you like them or not. You cant do that with the electronic version and also - as Ayunken pointed out - you have to pay and then hope you get something you want.

THIS piece of self-praise (and thats putting it mildly) makes WotC look pretty desperate to me.


Reply author: Amarel Derakanor
Replied on: 06 Nov 2008 13:08:08
Message:

quote:
Originally posted by Pandora
THIS piece of self-praise (and thats putting it mildly) makes WotC look pretty desperate to me.



Some might find even find that disgusting, I think.


Reply author: Ashe Ravenheart
Replied on: 06 Nov 2008 13:59:19
Message:

quote:
Originally posted by Pandora

quote:
Originally posted by Ayunken-vanzan

That's the point. I have bought FR source books when I've been interested in them. I will not pay for a service not knowing if it ever delivers anything of interest for me - especially given the fact they made a caricature out the the realms. This lowers the chance for the appearance of articles I would enjoy immensely.

With lorebooks you can flip through them in the shop and decide if you like them or not. You cant do that with the electronic version and also - as Ayunken pointed out - you have to pay and then hope you get something you want.

THIS piece of self-praise (and thats putting it mildly) makes WotC look pretty desperate to me.



Hmmmm....

Not even a month since the launch and they seem to be a bit desperate for the subscriptions. Wish I could get my hands on the data for how many subscriptions have signed up.


Reply author: arry
Replied on: 06 Nov 2008 17:11:55
Message:

quote:
Originally posted by Ashe Ravenheart

Wish I could get my hands on the data for how many subscriptions have signed up.



Huh, never a decent Shadowrunner around when you need one


Reply author: Ashe Ravenheart
Replied on: 06 Nov 2008 17:20:46
Message:

quote:
Originally posted by arry

quote:
Originally posted by Ashe Ravenheart

Wish I could get my hands on the data for how many subscriptions have signed up.



Huh, never a decent Shadowrunner around when you need one


Oh, they are there, but not until you prove you can pay for them.


Reply author: Wooly Rupert
Replied on: 16 Mar 2009 21:59:19
Message:

Courtesy of a link in SKR's blog, I just read a bit of a long essay on 4E. It's by a guy who has been playing D&D for many years, and was in fact a playtester for 3E.

Here's the link: PLAYTESTING 4th EDITION

There are a couple things I like about the review.

One is that the guy gave 4E a serious attempt. I'll readily admit that my bad impression of 4E stems not from playing it, but from reading many, many reviews and looking over the rules myself. This guy went all the way, and still didn't like it.

His review is very detailed. It's not just a "4E sucks" review -- he goes into great detail about what he finds broken, and why it's broken. His review is detailed enough that I likely still would have appreciated it if it had been pro-4E.

And lastly, he echoes some of what I've said about why WotC is wrong for trying to compete with MMOs.

I think it's worth reading for just about everyone, even if you're already decided on 4E.


Reply author: Markustay
Replied on: 17 Mar 2009 01:02:28
Message:

Thanks for the link - I'll check it out.

I only just checked the last link that was posted (the WotC one) - so they think people should save money by canceling their internet access, and sign-up for the DDi?

Oh-KAY.


Reply author: ranger_of_the_unicorn_run
Replied on: 17 Mar 2009 02:13:35
Message:

quote:
Originally posted by Wooly Rupert

Courtesy of a link in SKR's blog, I just read a bit of a long essay on 4E. It's by a guy who has been playing D&D for many years, and was in fact a playtester for 3E.

Here's the link: PLAYTESTING 4th EDITION

There are a couple things I like about the review.

One is that the guy gave 4E a serious attempt. I'll readily admit that my bad impression of 4E stems not from playing it, but from reading many, many reviews and looking over the rules myself. This guy went all the way, and still didn't like it.

His review is very detailed. It's not just a "4E sucks" review -- he goes into great detail about what he finds broken, and why it's broken. His review is detailed enough that I likely still would have appreciated it if it had been pro-4E.

And lastly, he echoes some of what I've said about why WotC is wrong for trying to compete with MMOs.

I think it's worth reading for just about everyone, even if you're already decided on 4E.




He really hit the nail on the head. The big difference in 4e that I noticed and that really bothered me was that they threw away roleplaying. I have always liked roleplaying a lot more than combat, but there are far too many limitations and holes in 4e for me to have a roleplaying experience that is as rich as that I can get from 3e.


Reply author: Alisttair
Replied on: 17 Mar 2009 02:17:56
Message:

I will give this a read immediately. Thanks for the link.


Reply author: Alisttair
Replied on: 17 Mar 2009 02:27:51
Message:

quote:
Both experienced and newbie players were frequently trying to perform shifts as minor actions, only to remember (or be reminded) that the kobolds could only do that because of a racial ability. (And this was despite the fact that I was playing with open stat-blocks to help the players figure out the mechanics.)


Just want to point out that we didn't have this problem, and our party consisted of the DM and myself who were both experienced, as well as two "newbie" players. We all got it right off the bat that it was a Kobold ability (that was with the quick play rules). But I can still see it being overlooked by some.


Reply author: Alisttair
Replied on: 17 Mar 2009 02:34:09
Message:

quote:
(As I've written before: "It's often the abilities that a creature has outside of combat which create the scenario. And not just the scenario which leads to combat with that particular creature, but scenarios which can lead to many different and interesting combats. Noonan, for example, dismisses the importance of detect thoughts allowing a demon to magically penetrate the minds of its minions. But it's that very ability which may explain why the demon has all of these minions for the PCs to fight; which explains why the demon is able to blackmail the city councillor that the PCs are trying to help; and which allows the demon to turn the PCs' closest friend into a traitor.")


You can easily say that the demon is able to do that outside of combat. I think the DM has that flexibility without having cluttered stat blocks to memorize for combat. But if everything needs to be there for one's pleasure, to each their own (I always personally found it hard to run new monsters, trying to remember all their options in combat, whereas it is much simpler in 4E) - remember though, I still enjoy both 3.5E and 4E (just pointing out pros for 4E since I keep reading negativity everywhere on here)


Reply author: Alisttair
Replied on: 17 Mar 2009 02:40:35
Message:

quote:
All of these flaws in WotC's reasoning remain equally valid when it comes to 4th Edition, but we can also add another one to the batch: Due to the "padded sumo wrestling" nature of the system, monsters in 4th Edition tend to have lifespans much longer than 5 rounds. Since their tactical options have been limited, 4th Edition monsters tend to do the same couple of things over and over again -- they don't have any other choice, after all. This is not only the result of the "padded sumo wrestling" combat, but also contributes to it by making the longer combats boring.


I have to agree...there does seem to be a tendency for combats to run longer than they should, with creatures taking much more of a beating than they should be (maybe if you had more uses of your daily and/or encounter powers)...but long combats could be boring in 3.xE as well...its all in how the Player's and DM play it out really in the end.


Reply author: Alisttair
Replied on: 17 Mar 2009 02:43:45
Message:

quote:
Making things even more difficult is that many abilities in 4th Edition are immediate actions: They take place during other characters' turns. In 3rd Edition most creature abilities can only be used on the combatant's own turn -- which means that simply taking a few moments to look over a monster's stat block on their turn was generally effective. But in 4th Edition it's not enough to simply be able to quickly parse a stat block, you pretty much have to keep a large number of abilities in your head at all times so that your monsters can take advantage of the triggers for their actions as they occur.


This actually applies to PCs as well. I remember forgetting () that my cleric had a power that, as an immediate interrupt when an enemy scored a critical hit on an ally, I could turn that into a regular hit. But of course, this is easier to remember as a PC than as a DM


Reply author: Alisttair
Replied on: 17 Mar 2009 02:49:39
Message:

quote:
(2) You have far less ability to customize your character.


Can't argue that point (there will be more options as time goes by, with more products coming out, but the power system is somewhat limiting - not to say that it is bad...different IMO - which is why I enjoy both systems)


Reply author: Alisttair
Replied on: 17 Mar 2009 02:58:43
Message:

quote:
In 3rd Edition, a group who wanted or needed to continue adventuring could invest in resources -- like a wand of cure light wounds -- that would allow them to do that. In 4th Edition, however, that same group will find itself literally incapable of pressing on.


The 3.5E group I was in actually had a problem with healing (especially going into Undermountain) until we started getting wands of cure light wounds.

But its true that in 4E it kind of is limiting that be it a Cure Wounds Spell from the Cleric or a short rest or healing potions, it all uses your daily healing surges.


Reply author: Alisttair
Replied on: 17 Mar 2009 03:11:36
Message:

quote:
NON-COMBAT EQUIPMENT: I've talked about this before, but all non-adventuring equipment and most of the non-combat adventuring equipment has gone M.I.A. in 4th Edition. This includes staples of the dungeon crawling genre like 10-foot poles, chalk dust, and the like.


I agree. I didn't give it much thought till now, and it makes me sad


Reply author: Alisttair
Replied on: 17 Mar 2009 03:22:36
Message:

Anwyays I just finished reading it (I skimmed through the last part about how he came to enjoy D&D cause I am sleepy)...and I won't comment on anything specific anymore. I agree with parts of it and disagree with parts of it. I enjoy both 3.5E and 4E D&D. They each have their strengths and weaknesses (some of which are present in both and others which are better in one rather than the other). I can say that some things from 3E I would take into 4E (alignment system) and some things from 4E I would take into 3E (action points, the way Actions in combat is explained simply (Standard, Move, Minor and how you interchange them) and the movement in combat). Both fun systems in their own right, but of course, to each their own


Reply author: Rhone Ethenkhar
Replied on: 17 Mar 2009 09:51:54
Message:

I really agree with this guy's essay, even if it is written in a slightly pretentious way. More than anything, I agree with him on the area about how 4e does not play like D&D used to.

And I guess that is the major reason why, while I think the 4e game is fine as far a game goes (it is good enough to kill some time with), but just not up to par to be considered a replacement for the last edition of D&D.


Reply author: Rinonalyrna Fathomlin
Replied on: 17 Mar 2009 13:26:21
Message:

quote:
Originally posted by ranger_of_the_unicorn_run

He really hit the nail on the head. The big difference in 4e that I noticed and that really bothered me was that they threw away roleplaying. I have always liked roleplaying a lot more than combat, but there are far too many limitations and holes in 4e for me to have a roleplaying experience that is as rich as that I can get from 3e.



While I understand that, that doesn't mean 4E literally "threw away roleplaying."


Reply author: Alisttair
Replied on: 17 Mar 2009 14:09:34
Message:

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by ranger_of_the_unicorn_run

He really hit the nail on the head. The big difference in 4e that I noticed and that really bothered me was that they threw away roleplaying. I have always liked roleplaying a lot more than combat, but there are far too many limitations and holes in 4e for me to have a roleplaying experience that is as rich as that I can get from 3e.



While I understand that, that doesn't mean 4E literally "threw away roleplaying."



Agreed Rino. You can still roleplay in 4E. There are just more rules covering combat than non-combat situations. Roleplaying shouldn't require too many rules anyways.


Reply author: Wooly Rupert
Replied on: 17 Mar 2009 14:35:46
Message:

quote:
Originally posted by Alisttair

quote:
Originally posted by Rinonalyrna Fathomlin

quote:
Originally posted by ranger_of_the_unicorn_run

He really hit the nail on the head. The big difference in 4e that I noticed and that really bothered me was that they threw away roleplaying. I have always liked roleplaying a lot more than combat, but there are far too many limitations and holes in 4e for me to have a roleplaying experience that is as rich as that I can get from 3e.



While I understand that, that doesn't mean 4E literally "threw away roleplaying."



Agreed Rino. You can still roleplay in 4E. There are just more rules covering combat than non-combat situations. Roleplaying shouldn't require too many rules anyways.



The complaint that I've heard most often is that while roleplaying is still possible in 4E, it's not supported by the rules the way it was in prior editions.


Reply author: Markustay
Replied on: 17 Mar 2009 15:27:49
Message:

Correct - what they have done is turn the clock back to a 'simpler time', hoping to re-capture the original games magic. They wanted that 'Old D&D' feeling back so badly, from what I understand, that they even considered making certain races classes again. Or at least, some form of 'racial leveling', to take the place of class-leveling for non-humans, sort-of similar to what was done with savage Species and 'monster levels'.

I found the idea facinating, but they seemed to have dropped that one fairly early.

Anyhow, what they did was try to bring D&D back to that mythical 'Golden Age', when the game was new and fresh, and most of the people who were playing never even read the rulebooks. Back then, we didn't have a whole lot of rules for stuff outside of combat, so this is really nothing new for D&D.

In fact... thats the problem... this is nothing new. The game has evolved over the years to get it away from its miniatures wargaming roots, and better-suit roleplaying. All they've managed to do was re-invent the chainmail rules.


Reply author: Ayunken-vanzan
Replied on: 17 Mar 2009 20:58:03
Message:

quote:
Originally posted by Wooly Rupert


The complaint that I've heard most often is that while roleplaying is still possible in 4E, it's not supported by the rules the way it was in prior editions.



To shed further light on this, if I understand the article correctly, the author points out that the rules of 4e actually hinder roleplaying by being disscociated. This seems to prove the point many complained about that roleplaying in 4e is not as possible as in earlier editions.

To summarize the essay: 4e has fundamentally flaws in core game mechanics and is plagued by sloppy design which results in a game that has nothing to do with D&D. The best: he gives evidence for his claims. Great article!

Mod edit: Moved the quotation marks to make the link code work properly.


Reply author: Richard Lee Byers
Replied on: 17 Mar 2009 21:49:56
Message:

I've noticed more than one person comparing 4e to original three-beige-pamphlets-in-a-white-cardboard-box D&D. I'm not sure that's valid. Back when I was young and dinosaurs walked the earth, I played a lot of 1e. And now I've tried 4e, 4e strikes me as considerably more complicated. Although in some respects it may be less complicated than 3.5.


Reply author: Rinonalyrna Fathomlin
Replied on: 17 Mar 2009 23:07:58
Message:

quote:
Originally posted by Ayunken-vanzan
The best: he gives evidence for his claims. Great article!




I agree, on both points. It's a good article that makes some compelling points, whether one likes 4E or not (or is indifferent).


Reply author: scererar
Replied on: 18 Mar 2009 01:48:18
Message:

quote:
Originally posted by Richard Lee Byers

I've noticed more than one person comparing 4e to original three-beige-pamphlets-in-a-white-cardboard-box D&D. I'm not sure that's valid. Back when I was young and dinosaurs walked the earth, I played a lot of 1e. And now I've tried 4e, 4e strikes me as considerably more complicated. Although in some respects it may be less complicated than 3.5.



I concur. While I can't associate myself to being around with the dinosaurs, I have however played many editions of D&D, as they came out. I do not contribute 4E to easier or simpler then earlier editions. I also agree, it appears less complicated that 3E, which I really did not dig as much as 2E.


Reply author: Mr_Miscellany
Replied on: 18 Mar 2009 01:50:38
Message:

quote:
Originally posted by Wooly Rupert

The complaint that I've heard most often is that while roleplaying is still possible in 4E, it's not supported by the rules the way it was in prior editions.
In my experience with the rules system, it seems like the rules assume the players will figure out on their own when and how to roleplay.

It also relies on teh skill-challenge system and the DM to get players roleplaying and interacting with NPCs.

I can't say how well this works with new players, but with veterans like the people I play with the rules are great. Once players know that the rules are setup to allow players to roleplay in order to gain needed story information and rewards, they were all over it.


Reply author: Asgetrion
Replied on: 19 Mar 2009 00:41:31
Message:

quote:
Originally posted by Mr_Miscellany

quote:
Originally posted by Wooly Rupert

The complaint that I've heard most often is that while roleplaying is still possible in 4E, it's not supported by the rules the way it was in prior editions.
In my experience with the rules system, it seems like the rules assume the players will figure out on their own when and how to roleplay.

It also relies on teh skill-challenge system and the DM to get players roleplaying and interacting with NPCs.

I can't say how well this works with new players, but with veterans like the people I play with the rules are great. Once players know that the rules are setup to allow players to roleplay in order to gain needed story information and rewards, they were all over it.



In principle, I like the skill challenge system; veteran players (especially those familiar with the conflict resolution mechanics in indie RPGs) probably "get" it quickly.

However, apparently many DMs (especially new ones, but others as well) struggle with how they should be run, and no wonder -- the way it is presented in DMG tells me that it was developed in a hurry, most likely as a response to the "4E is all about combat!"-cries over the message boards (and this is also evident by the way they screwed up the math).

The thing is, unlike in most (narrativist) indie RPGs in which this type of system is "transparent", i.e. anybody can declare a conflict and then the stakes and consequences are openly decided ("If you win, you find a magic item hidden in this complex, but should you lose, you bump into a random encounter"), it's a bit vague in 4E. Even after reading the rules several times, I'm not all that clear if the DM should inform the players that they've entered a skill challenge, or not. Now, if he doesn't, should he inform them all their options (in which case they'll realize that it's about skill challenge) or not? And, if he does, should *all* PCs roll in certain cases (e.g. Endurance checks to see if they beat the BBEG's minions to the ruins)?
And so on.

All in all, it's a bit of a mess (for a narrativist mechanic in a gamist system) and they should have rewritten the whole subsystem into PHB 2.


Reply author: Alisttair
Replied on: 19 Mar 2009 03:13:53
Message:

quote:
Originally posted by Richard Lee Byers

I've noticed more than one person comparing 4e to original three-beige-pamphlets-in-a-white-cardboard-box D&D. I'm not sure that's valid. Back when I was young and dinosaurs walked the earth, I played a lot of 1e. And now I've tried 4e, 4e strikes me as considerably more complicated. Although in some respects it may be less complicated than 3.5.



Would it be bad to ask your opinion of 4E here (or is this covered elsewhere such as in your own thread?)


Reply author: Mr_Miscellany
Replied on: 19 Mar 2009 06:18:14
Message:

Hello Asgetrion,

I don't know that the system was put in place to answer the supposed cries of "too much mechanics in 4E!" How could gamers know that ahead of the release of the actual product?

To me the Skill Challenge system didn't seem rushed. Certain other parts of the 4E DMG, such as the Difficulty Class and Damage by Level chart (page 42), do seem rushed and a little wonky with the math.

quote:
Originally posted by Asgetrion

Even after reading the rules several times, I'm not all that clear if the DM should inform the players that they've entered a skill challenge, or not. Now, if he doesn't, should he inform them all their options (in which case they'll realize that it's about skill challenge) or not? And, if he does, should *all* PCs roll in certain cases (e.g. Endurance checks to see if they beat the BBEG's minions to the ruins)?
I did note that the Skill Challenge section kind of blends making one check with making several.

As someone who's played 3E since it came out, I'm used to calling out for the player who has Tracking/Survival to make a roll to help the party find their way through the wilderness. One roll = done.

However, the 4E system wants to turn this kind of activity into a group effort (see the Lost in the Wilderness skill challenge, page 79) by asking the DM to describe to the players when they're lost, and to call out what the players can do, such as making Endurance and Nature checks to become un-lost.

If the players fail (3 failures before 6 successes) they end up in an encounter vs. a monster.

That's lots of rolls = might be done.

It's interesting that 4E is all about streamlining things, yet in some instances it tries super hard to throw everybody into the mix.


Reply author: Ashe Ravenheart
Replied on: 19 Mar 2009 12:43:51
Message:

quote:
Originally posted by Mr_Miscellany

It's interesting that 4E is all about streamlining things, yet in some instances it tries super hard to throw everybody into the mix.



That just smacks to me of putting the 'everybody rolls!' rule into place because a player that wasn't a ranger didn't like that the ranger got 'spotlight' time whenever a survival check came up (or something similar).


Reply author: Richard Lee Byers
Replied on: 19 Mar 2009 13:34:40
Message:

Alisttair: At the risk of this sounding like a dodge, I'm still forming my opinion of 4e. I've only played it a few times. Maybe I'll give it my thumbs-up or thumbs-down at some point in the future.


Reply author: Alisttair
Replied on: 19 Mar 2009 14:50:30
Message:

quote:
Originally posted by Richard Lee Byers

Alisttair: At the risk of this sounding like a dodge, I'm still forming my opinion of 4e. I've only played it a few times. Maybe I'll give it my thumbs-up or thumbs-down at some point in the future.



That is a fair answer. Thanks


Reply author: Asgetrion
Replied on: 22 Mar 2009 01:57:43
Message:

quote:
Originally posted by Mr_Miscellany

Hello Asgetrion,

I don't know that the system was put in place to answer the supposed cries of "too much mechanics in 4E!" How could gamers know that ahead of the release of the actual product?

To me the Skill Challenge system didn't seem rushed. Certain other parts of the 4E DMG, such as the Difficulty Class and Damage by Level chart (page 42), do seem rushed and a little wonky with the math.


Oh, it's written in a way that it is evident, in my opinion, that they didn't have it "proof-read" by playtesters or persons outside the WoTC offices. Like many other mechanics (monster building, for example) it's crystal clear to them, and no wonder; Mike Mearls, at least, has talked about how much he loves indie RPGs. However, your average Joe DM may find them running them hard to grasp -- all the major message boards contain threads about running them, and DDi has already featured... what, two or three articles on that subject?

And unless I'm completely wrong, they started to talk about it publicly only after people kept insisting that the consolidated skill system and emphasis on combat rules (note: opinions mostly based on the previews and designer blogs) meant "simplified" system that did not support any non-combat activities. That's all guessing on my part, but that's why I think they added "social combat rules" to 4E.

quote:
As someone who's played 3E since it came out, I'm used to calling out for the player who has Tracking/Survival to make a roll to help the party find their way through the wilderness. One roll = done.

However, the 4E system wants to turn this kind of activity into a group effort (see the Lost in the Wilderness skill challenge, page 79) by asking the DM to describe to the players when they're lost, and to call out what the players can do, such as making Endurance and Nature checks to become un-lost.

If the players fail (3 failures before 6 successes) they end up in an encounter vs. a monster.

That's lots of rolls = might be done.

It's interesting that 4E is all about streamlining things, yet in some instances it tries super hard to throw everybody into the mix.



Well, isn't 4E all about group dynamics?

Seriously, it's a nice effort, but it would need to be rewritten and clarified a bit.

Calling out skill checks is how I've always done it, too, but the thing is that if your *really* want to get the most out of this system, you need to get the players involved and suggesting which skills and how their PCs are using. If you try to keep the challenge a secret, it's a bit hard, because veteran players expect the DM to call out which skill to use ("Alright, let's see some Endurance rolls from everyone"). Now, unless you manage to present it in another light, such as "How are you going to beat those Orc Raiders to the ruins?", they'll just stare at you and ask: "alright, we rolled those Endurance checks... did we reach the ruins, or what?". So, either you openly declare every skill challenge, or manage to bring it into the story in a way that the player's don't know it's a challenge.

The DMG *is*, in my opinion, a bit vague on this -- should the players be "kept in the dark" when running skill challenges or not? Should you declare which skills are "legal" each round or not? I'd personally go for the "wily presentation", and hook the players in the story by giving them a chance to suggest openly which skills to use, but I know that some DMs are a bit lost on how to run skill challenges.


Reply author: edappel
Replied on: 03 Apr 2009 20:46:51
Message:

There is a nice quote that I heard..
WotC said: Take are of the R, cause our job is on PG

(something like that)


Reply author: Alisttair
Replied on: 06 Apr 2009 14:27:02
Message:

quote:
Originally posted by edappel

There is a nice quote that I heard..
WotC said: Take are of the R, cause our job is on PG

(something like that)



Take care of the R?


Reply author: Wooly Rupert
Replied on: 06 Apr 2009 15:42:47
Message:

quote:
Originally posted by Alisttair

quote:
Originally posted by edappel

There is a nice quote that I heard..
WotC said: Take are of the R, cause our job is on PG

(something like that)



Take care of the R?



I think it would be better phrased as "take care of the RP, because our job is the G". Whoever coined that one is saying WotC doesn't care about Role-Playing any more, and that it's no longer part of the Game. And a common complaint I've heard is that 4E really doesn't support role-playing the way prior versions did.


Reply author: Christopher_Rowe
Replied on: 06 Apr 2009 16:01:17
Message:

It's always been our job to take care of the RP, hasn't it? And again, my opinion (based on decades of RPG experience, almost a year playing 4E, and having read pretty much all the published 4E material) is that this system supports role-playing at least as well as and better than most of any of the dozens of games I've played over the years, including multiple versions of D&D.


Reply author: Rhone Ethenkhar
Replied on: 06 Apr 2009 16:09:10
Message:

Well, now that I have been playing 4e for a while now (since it came out, basically)I feel I can actually give a fair opinion of it.

Yeah, WotC really do not "support" the RP aspect of things; that is to say, the background and flavour of campaign material is lacking imho. It tends to just give lots of rules (focussed on combat, as far as I can see)and encounters in any of the books and adventures I have looked through. But that is just my experience.

The game itself is fine, but just does not feel the way it once was, which is not good imho. I have a good enough time with it, but it is not something that inspires me like the previous editions did. I am sure that is a lot of nostalgia talking there too, no doubt, but nonetheless that is how it feels for me.

Imho, I believe this to be the case (not just because of the drastic change in direction with respect to rules design) because of the heavy & narrow focus on "fantastic" and "fantasy", as opposed to blending it with a psuedo-European/Medieval atmosphere. Personally, I always liked having a semi realistic approach (kind of like LotR). Just my 2 cents, however.


Reply author: Wooly Rupert
Replied on: 06 Apr 2009 17:37:01
Message:

quote:
Originally posted by Christopher_Rowe

It's always been our job to take care of the RP, hasn't it? And again, my opinion (based on decades of RPG experience, almost a year playing 4E, and having read pretty much all the published 4E material) is that this system supports role-playing at least as well as and better than most of any of the dozens of games I've played over the years, including multiple versions of D&D.





You're about the only person I know who has tried 4E and still says it supports role-playing. Most other folks say exactly the opposite.


Reply author: Christopher_Rowe
Replied on: 06 Apr 2009 18:42:59
Message:

Well, role-playing and storytelling have always happened, in my experience, in conjunction with, not because of, game mechanics. It's when the game mechanics are distracting that they become a hindrance to those things. Since 4E is set up to be as easy or as complicated to play as an individual player or group wants it to be, then the system facilitates role-playing. Really, as long as a player has a good character sheet and a general familiarity with the game, only the DM needs to know the nitty-gritty, leaving everybody else to concentrate however much they like on the "RP."

Jerry Holkins from Penny Arcade kind of touches on this in the interview posted this morning at dungeonmastering.com.



quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Christopher_Rowe

It's always been our job to take care of the RP, hasn't it? And again, my opinion (based on decades of RPG experience, almost a year playing 4E, and having read pretty much all the published 4E material) is that this system supports role-playing at least as well as and better than most of any of the dozens of games I've played over the years, including multiple versions of D&D.





You're about the only person I know who has tried 4E and still says it supports role-playing. Most other folks say exactly the opposite.


Reply author: Wooly Rupert
Replied on: 06 Apr 2009 19:22:22
Message:

quote:
Originally posted by Christopher_Rowe

Well, role-playing and storytelling have always happened, in my experience, in conjunction with, not because of, game mechanics. It's when the game mechanics are distracting that they become a hindrance to those things. Since 4E is set up to be as easy or as complicated to play as an individual player or group wants it to be, then the system facilitates role-playing. Really, as long as a player has a good character sheet and a general familiarity with the game, only the DM needs to know the nitty-gritty, leaving everybody else to concentrate however much they like on the "RP."


Role-playing happening in conjunction with the game mechanics is the important thing. You are correct when you say rules shouldn't get in the way of role-playing. But the converse is also true: their absence shouldn't also get in the way of role-playing. While we certainly don't need rules for every tiny bit of role-playing, there are many situations in which the rules are necessary. And most of the reviews I've seen of 4E say that those rules -- the ones which support role-playing -- are notably absent, and that 4E seems to be geared only towards combat.


Reply author: Christopher_Rowe
Replied on: 06 Apr 2009 19:25:22
Message:

Well, I haven't seen those reviews. What "rules that support role-playing" do they say are absent from 4E?


quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Christopher_Rowe

Well, role-playing and storytelling have always happened, in my experience, in conjunction with, not because of, game mechanics. It's when the game mechanics are distracting that they become a hindrance to those things. Since 4E is set up to be as easy or as complicated to play as an individual player or group wants it to be, then the system facilitates role-playing. Really, as long as a player has a good character sheet and a general familiarity with the game, only the DM needs to know the nitty-gritty, leaving everybody else to concentrate however much they like on the "RP."


Role-playing happening in conjunction with the game mechanics is the important thing. You are correct when you say rules shouldn't get in the way of role-playing. But the converse is also true: their absence shouldn't also get in the way of role-playing. While we certainly don't need rules for every tiny bit of role-playing, there are many situations in which the rules are necessary. And most of the reviews I've seen of 4E say that those rules -- the ones which support role-playing -- are notably absent, and that 4E seems to be geared only towards combat.


Reply author: Wooly Rupert
Replied on: 06 Apr 2009 21:24:58
Message:

quote:
Originally posted by Christopher_Rowe

Well, I haven't seen those reviews. What "rules that support role-playing" do they say are absent from 4E?


Just read thru this guy's review: PLAYTESTING 4th EDITION. Specifically, the section on Gutting Non-Combat.


Reply author: Christopher_Rowe
Replied on: 06 Apr 2009 21:58:20
Message:

Hmmm, well, I hope you don't mind if I take some time with the entire thing, but I have read the particular section you linked and...well, disagree.

Needing detailed, specific rules support for all of the situations he describes strikes me, frankly, as kind of anti-role playing. But even so, the "non-combat rules" that exist in 4E have been more than robust enough to address everything I've thrown at my DM or had my players throw at me. Horse riding, for example, is covered either by athletics or the mounted combat rules, depending on the situation; or heck, acrobatics if things are getting really interesting. A player announces an action--the DM either reacts through pure role-playing and collaborative storytelling, or she decides what skill or skills are applicable, sets a difficulty class, and adjudicates the situation based on the player's resulting roll.

As for there not being chalk (etc) listed in some equipment list of things available for purchase, goodness. Isn't that a bit silly? Can't the DM just decide? I love me some Aurora as much as the next Realms fan, but what if the player decides they want green chalk instead of white? Does the game grind to a halt while the DM goes through back issues of Kobold Quarterly hoping that somebody has provided a price list for all conceivable writing supplies?

And regarding out-of-combat "powers," between the utilities and the rituals, again, I don't know what more you could need. If they haven't already converted all your favorite spells to one or the other (and I'm thinking that, as with all previous editions, if you just wait, a supplement or article containing the one you want is surely on the way), well may I suggest that you make it up? Or better, have characters with the appropriate non-combat skills of Ritual Casting and (as appropriate) Arcana, Religion or Nature (or heck, Athletics, why not?) devise a ritual?

If "4E doesn't support role-playing" is code for either "there's not a paragraph-length rule description for what you want to do, so you can't do it" or "the designers didn't put a price for it in the first round of releases--logic therefore dictates that the item cannot exist," well, then, the problem doesn't lie in impoverished game mechanics. In other words, what he's missing isn't role-playing, it's a bunch of specific mechanical crutches that he was used to leaning on. They've been replaced by aids and guides.


quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Christopher_Rowe

Well, I haven't seen those reviews. What "rules that support role-playing" do they say are absent from 4E?


Just read thru this guy's review: PLAYTESTING 4th EDITION. Specifically, the section on Gutting Non-Combat.


Reply author: Wooly Rupert
Replied on: 07 Apr 2009 00:02:53
Message:

quote:
Originally posted by Christopher_Rowe

Hmmm, well, I hope you don't mind if I take some time with the entire thing, but I have read the particular section you linked and...well, disagree.

Needing detailed, specific rules support for all of the situations he describes strikes me, frankly, as kind of anti-role playing. But even so, the "non-combat rules" that exist in 4E have been more than robust enough to address everything I've thrown at my DM or had my players throw at me. Horse riding, for example, is covered either by athletics or the mounted combat rules, depending on the situation; or heck, acrobatics if things are getting really interesting. A player announces an action--the DM either reacts through pure role-playing and collaborative storytelling, or she decides what skill or skills are applicable, sets a difficulty class, and adjudicates the situation based on the player's resulting roll.

As for there not being chalk (etc) listed in some equipment list of things available for purchase, goodness. Isn't that a bit silly? Can't the DM just decide? I love me some Aurora as much as the next Realms fan, but what if the player decides they want green chalk instead of white? Does the game grind to a halt while the DM goes through back issues of Kobold Quarterly hoping that somebody has provided a price list for all conceivable writing supplies?

And regarding out-of-combat "powers," between the utilities and the rituals, again, I don't know what more you could need. If they haven't already converted all your favorite spells to one or the other (and I'm thinking that, as with all previous editions, if you just wait, a supplement or article containing the one you want is surely on the way), well may I suggest that you make it up? Or better, have characters with the appropriate non-combat skills of Ritual Casting and (as appropriate) Arcana, Religion or Nature (or heck, Athletics, why not?) devise a ritual?

If "4E doesn't support role-playing" is code for either "there's not a paragraph-length rule description for what you want to do, so you can't do it" or "the designers didn't put a price for it in the first round of releases--logic therefore dictates that the item cannot exist," well, then, the problem doesn't lie in impoverished game mechanics. In other words, what he's missing isn't role-playing, it's a bunch of specific mechanical crutches that he was used to leaning on. They've been replaced by aids and guides.



No one is saying that something doesn't exist because there is no price for it, or that something can't be done because there's not an explicit rule for it. But it's not unreasonable to want to buy writing materials or to ride a horse across rough terrain, and the rules don't cover these things. And it's not unreasonable to think that climbing a rope and swimming aren't the same thing, but since they're not specifically combat-related, the rules act like those are the same thing.

Yes, the DM can decide on a whole lot of things... But why is a game system being designed so that a DM has to decide on basic things that used to be covered in prior versions?

You mention using Athletics to cover riding a horse. That is not, to me, an obvious use of the skill. Athletics to me implies feats of strength or endurance -- if someone is being pursued by a foe, and his horse jumps a fence, then I'm not going to think that him staying on the horse has anything at all to do with strength or endurance. And looking at the skill description, I don't see any reason to use it for riding a horse.

Not only that, but lumping everything together is overly simplistic. Yes, a runner and a swimmer are both going to be athletic. But it's not the same kind of athleticism... With lumping everything into one skill, that means that by the rules, Michael Phelps could ride a bike just as well as Lance Armstrong, and Lance Armstrong could swim just as well as Michael Phelps. The Athletics skill description says those two guys are the same -- but I know which one I'm betting on when it comes to swimming, and which one I'm betting on for riding a bike.

You mention chalk. Chalk is something that has a very obvious use in exploring dungeons, caves, or ruins. It doesn't matter if it's green, purple, red, or white -- it has an obvious use, and it's something that PCs are likely to want to buy. One price could easily cover it, regardless of the color. But when the DM doesn't have a price, then he's got to wing it. No big deal, you imply. And it's not -- if it was only for one or two things.

What if a person wants an extra pair of boots? What's the cost of the quill and ink for the spellslinger to write stuff in his ritual book? What if a character doesn't want to wear fine clothes? How much for extra blankets and heavy cloaks, for winter/arctic travel? I've had a couple of vain PCs -- what's the cost for them to buy a mirror? What's the price of parchment, for someone who wants to keep a journal, write notes, or even draw a map?

These are all things that are common or at the least, not uncommon. And yet, the PHB doesn't cover them. And it's notable that these things are all non-combat, like the chalk or the 10' pole.

When all rules for non-combat situations are systemically downplayed or removed, it does become a big deal.

So you might be fine winging it. But don't tell me that wanting rules for basic, non-combat situations is asking for "mechanical crutches". They're not even giving us "aids and guides", unless you want to simplify everything to an utterly ridiculous amount.


Reply author: Ashe Ravenheart
Replied on: 07 Apr 2009 00:14:34
Message:

My problem with the lack of material in the 4th edition is that their express purpose behind the new edition is to recruit new players or bring people back to the game that haven't played in years. That being said, we have to assume that the person running the game is not experienced at adjudicating those types of situations.

That means that they have to spend more time, not less to figure out that kind of information, which brings the game to a grinding halt.


Reply author: Ashe Ravenheart
Replied on: 07 Apr 2009 01:10:46
Message:

Heh... here's a new survey from WotC on DMing. It's focused on 4th Edition, but I know no better way to voice my opinion.

Survey


Reply author: Christopher_Rowe
Replied on: 07 Apr 2009 03:53:14
Message:

Hey Wooly, thanks for the response. I was out late tonight (for me) at an LFR game, and will take more time for a detailed response tomorrow. But just a couple of minor notes--the examples I used of chalk and horsemanship were drawn from the article you linked, and in my experience, riding a horse is, in fact, a feat of strength and endurance.


Reply author: Daviot
Replied on: 07 Apr 2009 04:16:24
Message:

quote:
Originally posted by Ashe Ravenheart

Heh... here's a new survey from WotC on DMing. It's focused on 4th Edition, but I know no better way to voice my opinion.

Survey


Thanks for the link; I've let my thoughts be known.


Reply author: Kyrene
Replied on: 07 Apr 2009 14:09:50
Message:

quote:
Originally posted by Christopher_Rowe

in my experience, riding a horse is, in fact, a feat of strength and endurance.

For the horse?

Sorry to pick that out, and digress from the point of discussion, but I just read it with incredulity. [:WTF]

I can ride a horse just as easily as my motorcycle, and both require more from a skilllet's call it "Riding"than feats of strength or endurance. Since the horse is a non-mechanical form of transport, I could see strength and endurance checks required for it, but definately not the rider. And obviously not the motorcycle!


Reply author: Bluenose
Replied on: 07 Apr 2009 14:20:37
Message:

quote:
Originally posted by Wooly Rupert

Yes, the DM can decide on a whole lot of things... But why is a game system being designed so that a DM has to decide on basic things that used to be covered in prior versions?

You mention using Athletics to cover riding a horse. That is not, to me, an obvious use of the skill. Athletics to me implies feats of strength or endurance -- if someone is being pursued by a foe, and his horse jumps a fence, then I'm not going to think that him staying on the horse has anything at all to do with strength or endurance. And looking at the skill description, I don't see any reason to use it for riding a horse.

Not only that, but lumping everything together is overly simplistic. Yes, a runner and a swimmer are both going to be athletic. But it's not the same kind of athleticism... With lumping everything into one skill, that means that by the rules, Michael Phelps could ride a bike just as well as Lance Armstrong, and Lance Armstrong could swim just as well as Michael Phelps. The Athletics skill description says those two guys are the same -- but I know which one I'm betting on when it comes to swimming, and which one I'm betting on for riding a bike.


If the problem is that "lumping things together is overly simplistic", where do you stop applying it? Where's the skill for haggling (it always astonishes me that there aren't any rules in 3e for negotiating a better price), why is following someone stealthily not represented by a Shadowing skill, why are there no rules covering what you actually DO with a Profession skill other than earn money, wetc. Taking it a little further, why does my barbarian get better at using a flail when he gains a level despite never using one or encountering anyone who uses one? Or is that acceptable because it's the way it's always worked in D&D?


Reply author: Wooly Rupert
Replied on: 07 Apr 2009 15:38:53
Message:

quote:
Originally posted by Bluenose

quote:
Originally posted by Wooly Rupert

Yes, the DM can decide on a whole lot of things... But why is a game system being designed so that a DM has to decide on basic things that used to be covered in prior versions?

You mention using Athletics to cover riding a horse. That is not, to me, an obvious use of the skill. Athletics to me implies feats of strength or endurance -- if someone is being pursued by a foe, and his horse jumps a fence, then I'm not going to think that him staying on the horse has anything at all to do with strength or endurance. And looking at the skill description, I don't see any reason to use it for riding a horse.

Not only that, but lumping everything together is overly simplistic. Yes, a runner and a swimmer are both going to be athletic. But it's not the same kind of athleticism... With lumping everything into one skill, that means that by the rules, Michael Phelps could ride a bike just as well as Lance Armstrong, and Lance Armstrong could swim just as well as Michael Phelps. The Athletics skill description says those two guys are the same -- but I know which one I'm betting on when it comes to swimming, and which one I'm betting on for riding a bike.


If the problem is that "lumping things together is overly simplistic", where do you stop applying it? Where's the skill for haggling (it always astonishes me that there aren't any rules in 3e for negotiating a better price), why is following someone stealthily not represented by a Shadowing skill, why are there no rules covering what you actually DO with a Profession skill other than earn money, wetc. Taking it a little further, why does my barbarian get better at using a flail when he gains a level despite never using one or encountering anyone who uses one? Or is that acceptable because it's the way it's always worked in D&D?



It's a balance that has to be struck. You have to consider the things that are most likely to happen, and account for them.

For example, it is theoretically possible that a character could decide to support a table on his feet while doing a handstand with one hand, juggling three flaming daggers with the other, and sing "The Battle Hymn of the Republic" in Pig Latin, all at the same time. But is that likely to happen often enough, for most DMs, to need a rule for it? No! Is riding a horse under less than ideal circumstances something that is likely to happen, for most DMs? Yes! So give us a rule for the guy on a horse, and don't worry about one for the insane juggler. That's balance. No rules for non-encounter* situations is not balance.

*Note: earlier I was saying non-combat, but I realize now that non-encounter is more appropriate.

To use my discussion from earlier... If there is a Riding skill, I can use that to make any necessary checks for things like mounted combat, running over rough terrain, horses having to jump over barriers, and not becoming unhorsed by low tree branches. But without a riding skill, I have to wing everything.

Is it too much to ask for to want a D&D ruleset that's at least as comprehensive as 2E, if not 3E?


Reply author: Richard Lee Byers
Replied on: 07 Apr 2009 18:06:52
Message:

I agree with Wooly that every RPG tries to strike a balance. To my mind, that balance is between worthwhile detail and ease of play.

For instance, we can imagine an RPG where, when an NPC is going to fight, the GM has to keep track of scores representing Experience with the Specific Weapon Employed, Experience vs. the Weapon Being Used Against the Character, Experience vs. the Style Being Used Against the Character, Experience Using Teamwork with the Specific Comrade Who's Fighting Beside You, Advantages to Being Bigger (or Smaller) than the Opponent, Drawbacks to Being Bigger (or Smaller) than the Opponent, Sense of Distance, Hand-Eye Coordination, Reflexes, Ability to Feint, Ability to Recognize a Feint, Balance, Strength, Overall Fatigue, Speed with which a Character Tires when Exerting Himself Strenuously, Hunger, General Health, Effects of Wounds to Specific Parts of the Body, and the Technical Difficulty of the Specific Maneuver Attempted. I suspect many of us would find that's too much detail. It tries too hard to account for every variable that plays a role in what we're trying to simulate (combat) and it makes play too slow.

On the other hand, many of us probably wouldn't care for a game where it doesn't matter at all what weapon a character uses, and fighting a dragon doesn't feel much different than fight an orc. That's not enough detail to make the game vivid and therefore fun.

My impression is that many people like or dislike 4e based largely on whether they think it got the balance right.


Reply author: Christopher_Rowe
Replied on: 07 Apr 2009 18:21:06
Message:

quote:
Originally posted by Richard Lee Byers

I agree with Wooly that every RPG tries to strike a balance. To my mind, that balance is between worthwhile detail and ease of play.

For instance, we can imagine an RPG where, when an NPC is going to fight, the GM has to keep track of scores representing Experience with the Specific Weapon Employed, Experience vs. the Weapon Being Used Against the Character, Experience vs. the Style Being Used Against the Character, Experience Using Teamwork with the Specific Comrade Who's Fighting Beside You, Advantages to Being Bigger (or Smaller) than the Opponent, Drawbacks to Being Bigger (or Smaller) than the Opponent, Sense of Distance, Hand-Eye Coordination, Reflexes, Ability to Feint, Ability to Recognize a Feint, Balance, Strength, Overall Fatigue, Speed with which a Character Tires when Exerting Himself Strenuously, Hunger, General Health, Effects of Wounds to Specific Parts of the Body, and the Technical Difficulty of the Specific Maneuver Attempted. I suspect many of us would find that's too much detail. It tries too hard to account for every variable that plays a role in what we're trying to simulate (combat) and it makes play too slow.

On the other hand, many of us probably wouldn't care for a game where it doesn't matter at all what weapon a character uses, and fighting a dragon doesn't feel much different than fight an orc. That's not enough detail to make the game vivid and therefore fun.

My impression is that many people like or dislike 4e based largely on whether they think it got the balance right.



I gather you played some eighties-era Rolemaster, Richard?

I'm glad you posted this. First off, because I'd completely lost track of where this conversation was happening, but also because your last paragraph crystalizes what I was trying to think to say in response to Wooly Rupert. I really do think the 4E rules set is robust enough for even an inexperienced DM to adjudicate, tell interesting stories, and have fun, and my experiences on both sides of the screen over the last year back that up--at least for me and the people I've game with.

The writer Wooly linked to above--and I think Wooly himself--seem to think that there's a lack of necessary rules support in the, I guess, "non-combat encounters" department. That's never been a place that I've personally wanted a rules support, but that doesn't mean that wanting more isn't a legitimate wish (my guess is that more's coming, as it has on almost a monthly basis for about thirty-five years now).

Whether or not we like the system is purely a matter of taste, and that's fine. I guess what sticks in my craw are broad declarations that rich, complex, lively, multi-faceted, and complete role-playing experiences simply can't be had under this particular rules set. Because that's an all-or-nothing declaration, and one that my experience and the reported experiences of others disproves.


Reply author: Ashe Ravenheart
Replied on: 07 Apr 2009 18:41:20
Message:

I agree with Richard as well, it all depends on the balance. For medieval fantasy, I feel that 3.5/Pathfinder has found the right amount of detail/simplicity to make it 'feel' right. For other games, I like the Star Wars Saga Edition (a very close cousin of 4E) to for that setting. It balances it out so non-Force using characters do not feel like 'second-fiddle' to the Jedi. For other settings, I like other rules sets.

It's not that you can't roleplay and have fun under certain rulesets, but some rulesets seem, IMO, to work against the feel you're trying to imply in your game. For instance, the WoD games have a terrific ruleset for a game set in the modern world and where 'leveling' isn't terribly important to the character. But if you take the same ruleset and try to place it in the Forgotten Realms, you'll run into a LOT of problems trying to make it feel like the Realms.

To sum up, I don't think that we're saying that you cannot have fun and roleplay with 4th Edition. Rather we're saying that when we tried to run/play a 4th Edition game, it didn't feel like D&D for us, so it's not our cup of tea (at least, that's how I feel about it).


Reply author: edappel
Replied on: 07 Apr 2009 19:00:01
Message:

How many times did you play 4e Ashe?
The first 4 sessions didn't look well for me too, but when my DM started to "get the way" balancing RP and Fights it did well...
Yes, 4e have some problem issues... Like the end of "school of magic" and the f*****g Healing Surges, but it did not change so drastically like i thought.


Reply author: Hawkins
Replied on: 07 Apr 2009 19:00:44
Message:

quote:
Originally posted by Ashe Ravenheart

Heh... here's a new survey from WotC on DMing. It's focused on 4th Edition, but I know no better way to voice my opinion.

Survey
Thanks for the link Ashe. I used the comments section to explain to them that what they did to the Realms in 4e directly affected my decision not to by any 4e products. Now, as to whether they will give it any thought or not, I doubt it...but it felt good to say directly to their market research peoples.


Reply author: Christopher_Rowe
Replied on: 07 Apr 2009 19:15:53
Message:

quote:
Originally posted by Ashe Ravenheart

..we're saying that when we tried to run/play a 4th Edition game, it didn't feel like D&D for us, so it's not our cup of tea (at least, that's how I feel about it).



Fair enough.

I guess what I don't understand... Hmm, let me start again. I think that what I perceive as a dissonance throughout Candlekeep is fueled by the fact it seems to me that any mention or discussion of new Realms-specific or D&D-general materials and concepts are guaranteed--seriously, I'll stand by that word--guaranteed to elicit responses that are not nearly so thoughtful as this and not nearly so moderately worded. In fact, they are frequently not grounded in familiarity with the materials or concepts, or are nothing more than "I speak now only to say that don't like that this exists" white noise. This is pervasive to the extent that muddily thought-out "criticisms" exist at one-liners in the .sig lines of some scribes every post. It's weird.


Reply author: Ashe Ravenheart
Replied on: 07 Apr 2009 19:21:04
Message:

quote:
Originally posted by edappel

How many times did you play 4e Ashe?
The first 4 sessions didn't look well for me too, but when my DM started to "get the way" balancing RP and Fights it did well...
Yes, 4e have some problem issues... Like the end of "school of magic" and the f*****g Healing Surges, but it did not change so drastically like i thought.



Unfortunately, I didn't get to four sessions. However, as a card-carrying Rules Lawyer*, I am obligated to read each book carefully and memorize every thing in the book.

Honestly, though, I pride myself on understanding the mechanics behind the rules almost to the point of obsession, mostly because I love to create spreadsheets where I keep all my characters information and have the computer do most of the work for me (like what's my attack modifier on a +3 keen greatsword for the Ranger 3/Cleric 6 I created). In order to do that, I have to understand the rules well enough to convert them into formulae. And my experience with 4th Edition was that, yes, the rules make it especially easy to play and run the game**, but I dislike the disappearance of 'Vancian' magic and the blandness of At-Will/Encounter/Daily powers to each other.

* Card-carrying, of course, is a requirement of a Rules Lawyer, since without your card, any loophole you find is not permissible and maybe dismissed by the DM out of hand.

**Heck, it only took me four hours to create my own excel Character Generator, including power card generation that calculated the exact attack and damage modifiers instead of the [2W] crap.


Reply author: Ashe Ravenheart
Replied on: 07 Apr 2009 19:24:38
Message:

quote:
Originally posted by Christopher_Rowe

quote:
Originally posted by Ashe Ravenheart

..we're saying that when we tried to run/play a 4th Edition game, it didn't feel like D&D for us, so it's not our cup of tea (at least, that's how I feel about it).



Fair enough.

I guess what I don't understand... Hmm, let me start again. I think that what I perceive as a dissonance throughout Candlekeep is fueled by the fact it seems to me that any mention or discussion of new Realms-specific or D&D-general materials and concepts are guaranteed--seriously, I'll stand by that word--guaranteed to elicit responses that are not nearly so thoughtful as this and not nearly so moderately worded. In fact, they are frequently not grounded in familiarity with the materials or concepts, or are nothing more than "I speak now only to say that don't like that this exists" white noise. This is pervasive to the extent that muddily thought-out "criticisms" exist at one-liners in the .sig lines of some scribes every post. It's weird.




Ah, but you also have to take into account that there's 4th Edition and 4th Edition Realms. Many people here are unwilling to give 4th Edition a try simply because of the changes that were implemented in the Realms, leaving a bad taste in many a fan's mouth. So the dislike for the lore/canon changes discolors the perception of the ruleset.

Edit: What I'm trying to say above is that, for those that dislike 4E because of the Realms changes, when you (and I mean the generic 'fan-of-4E' you) post what you like about 4E and why you think they should try it, they hear 'the new Realms are super-cool and much better than that which you loved'.

Again, this isn't everyone that dislikes 4E.


Reply author: Christopher_Rowe
Replied on: 07 Apr 2009 19:50:23
Message:

Well, as it happens I do think the new Realms are cool, though not "much better" than what I'd known and loved before, because it's all of a piece. I think that the "dissonance" I hear exists with regard to both the rules and the world.

I bow to no one in my admiration for the Realms--I've been with them, on and off, since before the gray box. The "new Realms," in my opinion, are the old Realms. I believe that based on my deep familiarity with material across all editions of the game, and through all the different changes that have happened in the game world, changes that were happening--big and small--from the very beginning.

Gods have gone before and come back. Weird magic-infused no-man's-lands have scarred the surface of Toril before. Whole continents have been unexpectedly and unceremoniously added to the world at least three times before Returned Abeir. Through it all, the Realms have abided, and good people have done good work shepherding them. That's still happening today, I think.

Some here don't think that--and so seem to spend more time and energy talking about things they profess to hate than about things they profess to love. Some of them even spend a lot of time and energy castigating creators, and denying that the Realms of today can be legitimately entered and loved. Here, in this fandom of a living world that was created with egalitarianism and open-mindedness in its social bedrock.

Dissonance.


Reply author: Asgetrion
Replied on: 07 Apr 2009 20:20:06
Message:

quote:
Originally posted by Christopher_Rowe

Hey Wooly, thanks for the response. I was out late tonight (for me) at an LFR game, and will take more time for a detailed response tomorrow. But just a couple of minor notes--the examples I used of chalk and horsemanship were drawn from the article you linked, and in my experience, riding a horse is, in fact, a feat of strength and endurance.



Let me throw a couple of potential skill uses here. The question is: "How would you adjudicate these situations as a DM?".

1) The players want to make a good impression on the local rules, say, a duke. They do not want to use Diplomacy in a skill challenge, because none of them have a high score in it. Rather, a player suggests that his character (let's assume the character has originally said that he's apprenticed to an Armorer in his youth) is going to craft the finest piece of Godplate (or whatever the Full Plate in called in 4E). Is it an automatic success, and if it is, how would you react if the player asks that is it possible for him to craft a Godplate for himself, too? Especially if he would be too low a level to be wearing a Godplate?

2) Using still the same situation here, one of the other players suggests that his character, who's a very talented artist, wants to paint the Duke's portrait from some sketches he has acquired? Again, does he automatically succeed to impress the duke, or not? What if he would ask you that since he's a talented artist, could he be doing some extra money -- in addition to what he gets from adventuring?


Reply author: Jorkens
Replied on: 07 Apr 2009 20:23:50
Message:

Wouldn't a couple of common ability checks modified as the DM wants do the trick?

On the other hand, I have next to no knowledge about anything that has happened since 2ed. so I should stay out of this.


Reply author: Christopher_Rowe
Replied on: 07 Apr 2009 21:09:44
Message:

Fascinating questions, Asgetrion. Let me get a little work done and then I'll pull down the books and cogitate a little bit. I'm gonna assume that the armorer and artist backgrounds were built in when I made them do their background write-ups at first level, right? 'Cause if not, well then, I could adjudicate that in a snap!


Reply author: Asgetrion
Replied on: 07 Apr 2009 23:17:48
Message:

quote:
Originally posted by Christopher_Rowe

Fascinating questions, Asgetrion. Let me get a little work done and then I'll pull down the books and cogitate a little bit. I'm gonna assume that the armorer and artist backgrounds were built in when I made them do their background write-ups at first level, right? 'Cause if not, well then, I could adjudicate that in a snap!



Yes, that was the intention, that the players selected these backgrounds at 1st level; they did not use PHB 2 backgrounds, but rather the suggestions in PHB (i.e. you can define freely what background skills/hobbies/talents your character has, as long as the DM doesn't veto it).


Reply author: Christopher_Rowe
Replied on: 07 Apr 2009 23:42:39
Message:

My folks use the FRPG backgrounds if there's one for where they want to be from, and if there's not, then we work something out together (with regard to those small bonuses and so on).

Okay, I'm looking at it! Though I can tell you right off the bat that no PC would be able to make any of the Masterwork armors beyond a ritualist being able to help out on the magic side of things, 'cause that's for lifetime Masters, not dilettantes or Apprentices that ran off to join the adventuring circus. So I'm going to assume you mean standard full plate.

This is kind of fun. Where do you live? 'cause you sound like you'd be a good addition to our group!

quote:
Originally posted by Asgetrion

quote:
Originally posted by Christopher_Rowe

Fascinating questions, Asgetrion. Let me get a little work done and then I'll pull down the books and cogitate a little bit. I'm gonna assume that the armorer and artist backgrounds were built in when I made them do their background write-ups at first level, right? 'Cause if not, well then, I could adjudicate that in a snap!



Yes, that was the intention, that the players selected these backgrounds at 1st level; they did not use PHB 2 backgrounds, but rather the suggestions in PHB (i.e. you can define freely what background skills/hobbies/talents your character has, as long as the DM doesn't veto it).


Reply author: Christopher_Rowe
Replied on: 08 Apr 2009 18:14:27
Message:

Asgetrion,

Thank you again for devising these. As I mentioned in my note to you, this has sparked an idea for what I think will make a tremendous addition to my new campaign, and to other games I run in the future.

So, let's get to it!

quote:
Let me throw a couple of potential skill uses here. The question is: "How would you adjudicate these situations as a DM?".


Okay, here's the simple answer. I would devise skill challenges.

Now, the particulars.

quote:
1) The players want to make a good impression on the local rules, say, a duke. They do not want to use Diplomacy in a skill challenge, because none of them have a high score in it. Rather, a player suggests that his character (let's assume the character has originally said that he's apprenticed to an Armorer in his youth) is going to craft the finest piece of Godplate (or whatever the Full Plate in called in 4E). Is it an automatic success, and if it is, how would you react if the player asks that is it possible for him to craft a Godplate for himself, too? Especially if he would be too low a level to be wearing a Godplate?


This one is actually pretty easy (though not for an immediately obvious reason, and not for a reason that has anything to do with game mechanics). First off, no, it's not an automatic success. As I said above, it'll be a skill challenge.

When I devise these skill challenges, I'll work with the player to determine which skills will come into play. But before that, I'll make sure that this is something that the player has built into the character's story from the very beginning. As I mentioned upthread, no player gets to decide that a character had spent their youth 'prenticed to the finest swordsmith in all the land five minutes after they (the player) have decided that the it would be handy for the character.

Now, going forward, I'm going to formalize that "background clause" in my home games a little bit at the character creation stage, but since that's kind of house-ruley, I'll stick to what's in the books and magazines.

The first thing the player and I do is to determine exactly what's involved in making a suit of plate armor. I'm sure we'd agree that it takes raw materials, tools, a workspace (forge), and time.

I'll decide that half the price of a suit of plate armor is in materials. So there's some money the character will have to spend, and a note for one of the goals of the skill challenge ("Find stuff--probably a little Streetwise, though this PC isn't that great at that--hey! He can ask the Rogue, maybe this can turn into a sort of group-supported Skill Challenge").

Now he needs tools and a workspace ("Can you rent that stuff in this town? Seems like he'd have to find a willing blacksmith--so maybe some Diplomacy, or Intimidate if he's going to be a jerk about it, or Bluff if he wants to convince the guy he's on orders from the Duke.")

Now, time. How much time does it take to make a suit of plate armor, anyway? That's something neither of us actually knows off the tops of our heads, so we'll have to do a little research. Let me just typety-type into the google machine here.

Okay. Looks like the very best armorers with full workshops, easy access to the potential wearer for measurements, and many helpers took at least a year to make mundane plate armor in the real world.

So, this becomes a "yes and" situation per p. 28 of the Dungeon Master's Guide. Yes, you can make this attempt. I will devise a skill challenge for it. And...you have to retire the character, or at least she has to step down to NPC level for the next in-game year.

On to our artist.

quote:
2) Using still the same situation here, one of the other players suggests that his character, who's a very talented artist, wants to paint the Duke's portrait from some sketches he has acquired? Again, does he automatically succeed to impress the duke, or not? What if he would ask you that since he's a talented artist, could he be doing some extra money -- in addition to what he gets from adventuring?


Okay, so again, no, it's not an automatic success and I'll work with the player to design a skill challenge. This time, it'll actually go all the way through to the point where we roll successes and failures, and as in a combat encounter, the player (or players, though this one seems less likely to invite any group participation) and I will use descriptive language to describe what the successes and failures mean. This (also as in combat) will be wrapped inside a general "environment of role-playing."

Now, since this has gotten so long, I feel like I should ask you, and others, do you want me to actually design the skill challenge--"playing" the parts of both player and DM? I could post it here or send it as PMs, probably using the format of the examples James Wyatt developed in the Dungeon Master's Guide, with some refinements from the Mike Mearls article series.

But in sum--when mechanics are required for non-combat stuff (and again, I'm usually more likely to lean away from mechanics than toward them, but as Asgestrion ably demonstrated with these examples, sometimes it's required, or even requested by players), then in Fourth Edition D&D, the mechanics are in the Skill Challenges.

Cheers,

Christopher


Reply author: houstonderek
Replied on: 11 Apr 2009 10:32:09
Message:

quote:
As for there not being chalk (etc) listed in some equipment list of things available for purchase, goodness. Isn't that a bit silly? Can't the DM just decide? I love me some Aurora as much as the next Realms fan, but what if the player decides they want green chalk instead of white? Does the game grind to a halt while the DM goes through back issues of Kobold Quarterly hoping that somebody has provided a price list for all conceivable writing supplies?



Hi there. I've been lurking for a while on these boards, just for fun reading, but I had to respond to this.

The absence of chalk (or ten foot poles) from the price lists isn't much of an issue for us who have been playing forever, we can just add them in. For new players, however, nothing is obvious. If they've never played before, it may not occur to them that chalk might be useful (or string, or breadcrumbs...). A lot of kids today haven't been exposed to the story of Theseus, for one, and might not latch into the importance of marking a route, and may not have much experience hiking, so they might not know a ten foot pole could be useful to prod for holes and whatnot.

By not having any kind of "mundane" items on the list, the designers may be doing new players a disservice. I know the first time I looked at the price list in the 1e PHB, I wondered what the use of some of those items would be, and thought it was "silly" to list them. But I also thought they wouldn't have put them there if there wasn't a reason, so I started imagining different scenarios where a piece of chalk, or a ten foot pole, or any of the other common items listed there could come in handy. The fact they were there gave me the opportunity to use my imagination, in other words.

Like I said, to us old guys, it's second nature to want these things, but for new players, the lack of such items may keep them from cooking up some crazy ideas as it might not come to them that they CAN.

All in all, it isn't a big deal, but I just wanted to throw my 2cp in with a different perspective.

Thanks for listening :)


Reply author: Markustay
Replied on: 11 Apr 2009 19:00:33
Message:

Welcome to the boards, houstonderek.

I hope this will not also be your last post - we are always looking for fresh m... erm... new blood.


Reply author: Mr_Miscellany
Replied on: 14 Apr 2009 08:07:52
Message:

Tonight during our 4E Realms game (we're still playing H1: Keep on the Shadowfell) I got hit with two on the spot skill questions:

1) "Since we can't hear the ghost, could I at least read the ghost's lips before it turned away from us and went down the hall?"

2) "What do I roll to try to squeeze into the Bag of Holding to see what's inside?"

Now I too am a long time player who prefers the more detailed and robust 3.5 skill system, but this being 4E I've only those rules to work with.

That said I was not without resources. I was already familiar with the "Additional Rules" section on page 42 of the 4E DMG (that's where you find the mounted combat rules), so I just went with what it tells you to do: If it's a non-combat action, pick the skill that most closely fits the description of what the player is trying to do and roll with it (literally and figuratively).

Thus for #1 I chose Insight and for #2 I chose Acrobatics from the PHB skills list.

What's more: Making that decision wasn't a time killer at all. The description for Insight is dead on in terms of what the lip-reading player was trying to do. Acrobatics seemed most appropriate for wriggling into a bag (I figured I could use the same DC the game gives for wriggling out of restraints). I really cannot imagine it being that much harder for a novice DM to have come to the same conclusions since the game literally tells you to pick the nearest relevant skill and keep playing.

I think the point that's being missed in the criticism of 4E's non-combat rules is that the system is very free-form. Some of us --myself included-- became so used to 3E's detailed system that we perhaps forgot it is quite all right to use a generalist system that relies on the DM's common sense and judgment.

I don't know about you guys, but I enjoy that part of my job as DM. It's not the system I prefer, but that doesnt keep it from being fun.


Reply author: MGyt
Replied on: 07 Jul 2009 02:31:30
Message:

New to Castle Keep and jumping in on this for a second. Now I did not read all 93 pages of this discussion so if I'm reiterating something I assure you its from my own thoughts and not just rehashed material. I'd like to say first off that I don't hate 4th edition, I just don't like it.

I like that in the combat system every one can do 100 things in a turn, not just attack. (finally a paladin is more than his 1 smite a day. On the same note I don't like that there is hardly a difference between a ranger and a sorcerer. It makes it too even. I'll admit that casters can get far and away in terms of ability from fighters in 3rd but such a thing is to be expected. A gun is a far more potent weapon than a sword after all. However by giving every class these fantastical abilities it blurs the line of true separation between what the classes meant. If I'm a fighter I fight, If I'm a sorcerer I cast. It shouldn't be, If I'm a fighter I'm a striker and I strike with mah sword and If I'm a sorcerer I'm a striker and I strike with mah magik! It then creates lines based on "role", which by the way, is a concept I don't like at all.

I like the "bloodied" condition 4th introduces.

I don't like the healing surge. Why? self regenerating Barbarians. On that note Barbarians without a true rage? WTF?! I understand that their rages now come in the form of daily abilities but come on there are some out of combat times a barbarian is gonna wanna use that bonus to strength!

The streamlined skill system has its pros and cons for me. Things like the merging of spot and listen into simply perception is spot on for me. However the whole trained skill and untrained skill makes me a bit weary (just as it did in Star Wars Saga.

I give major kudos for the weapon abilities.

I think the way magic Items are treated now is interesting but I don't think its better than the way 3rd did it.

I do not like the way character races were done. While the base races were done well the monster races seem nerfed beyond all sense. Why is a full orc no stronger than a half orc? (+2 bonus for each) its for balance. I believe that they probably made themselves stuck at this point because I don't see a way for even the return of level adjustment to fix those balance issues that would come up if they made races like the minotaur the way they should be.

I give a thumbs up to ritual magic. A fighter should be able to learn and enact certain rituals without being a caster. However I am not exactly opposed to those who give clear reasoning as to why they shouldn't.

4 player's handbooks? I have to say that I do not like that. Especially considering how many other books they are going to have to make to replace all of the dropped stuff from 3rd.

A minor gripe: I now NEED to use a map even at low levels.

Points of light? umm no...

My biggest issues with 4th is lack of noncombat rules and the almost forced metagame present in this system. Really the thing that ruins 4ed for me is my style of play. I like flavor over combat and the materials released by WOTC seemed aimed at making the combat better. Honestly if the game boils down to combat for me I'd go play a video game as board game combat doesn't interest me much. Of course I've had people say well it seems the game was mean to be more open in that aspect. That It is now in the DM's hands to flavor his game. And I can appreciate that. However I find it exponentially easier to adjust for my creativity in 3rd than 4th. Why? the combat system, though streamlined, is much harder to add to than it is in 3rd ed for various reasons. and more over I buy supplements for the flavor and sometimes for the noncombat mechanics, If every book is going to start catering hand over fist to the meta game instead of the game immersion than my incentive to buy their products is then stunted. Another major issue for me is the incompatibility between 3rd and 4th. This is miniaturized in importance by a number of people who tell me, "They did the same thing 2nd going to 3rd". After a brief pause I respond with this... Just because they did it before does not make it the right thing to do.

On the more moderate hand I acknowledge that 4th, in its own right is a stand up game. to me its just a different game altogether now, then what it was. Just like GURPS and Warhammer Fantasy. I respect it in the way I do other systems, but I don't consider it "real" Dungeons and Dragons anymore.


Reply author: Ashe Ravenheart
Replied on: 07 Jul 2009 03:09:02
Message:

Hi MGyt, welcome to the `Keep.

Have you let Pathfinder into your heart?


Reply author: MGyt
Replied on: 07 Jul 2009 11:54:19
Message:

*claps* for the first time since 4e came out, I now have hope for the future. Presumably RF will have many of the problems found in 3.5 but from what I've read they have done a very good job. The upgrade smacks of the changes 3.5 made to 3.0. In fact with just this I can intuitively make changes for the 3rd edition things I have without really having to do much. Despite the many naysayers already popping up over this thing I think the Paizo people are doing a good thing. Though it seems a bit expensive ($50 for the first book?!)


Reply author: Ashe Ravenheart
Replied on: 07 Jul 2009 13:35:34
Message:

$50 for the first 570 page book... That's 240 pages longer than the 4E PHB for an extra $15.

And, if you you don't want to spend it right away, may I suggest buying the PDF first to check it out? They are going to have it up for sale on August 13th for $9.00.


Reply author: Ayunken-vanzan
Replied on: 07 Jul 2009 15:22:46
Message:

quote:
Originally posted by Ashe Ravenheart

$50 for the first 570 page book... That's 240 pages longer than the 4E PHB for an extra $15.

And, if you you don't want to spend it right away, may I suggest buying the PDF first to check it out? They are going to have it up for sale on August 13th for $9.00.



$9.99


Reply author: Ashe Ravenheart
Replied on: 07 Jul 2009 16:09:55
Message:

Oops, sorry! You are correct, sir! It's $9.99 (plus applicable sales tax).


Reply author: houstonderek
Replied on: 07 Jul 2009 18:12:45
Message:

quote:
Originally posted by Ashe Ravenheart

$50 for the first 570 page book... That's 240 pages longer than the 4E PHB for an extra $15.

And, if you you don't want to spend it right away, may I suggest buying the PDF first to check it out? They are going to have it up for sale on August 13th for $9.00.



And, if we can assume they won't have as much "white space" per page and use a smaller font, those pages will contain MUCH more info than any of the 4e core books...

Even more bang for the buck!

(And if you're a subscriber to their various lines, you get discounts! And free PDFs! And Paizo's industry leading customer service!)


Reply author: Arivia
Replied on: 07 Jul 2009 18:21:28
Message:

The thing with Pathfinder is that it doesn't fix any of the real problems with 3.5 (too much complication, poor scaling, etc) and instead all of the previews have basically been Dragon-esque "15 Bloodlines for YOUR Sorcerer" or "Use A Better Fly Tonight!" There's nothing there that's actually in any way an interesting move forward from 3e, in design or implementation.


Reply author: Ashe Ravenheart
Replied on: 07 Jul 2009 18:36:56
Message:

Ahh, but Arivia, not everyone dislikes the 'complication'. And they have GREATLY fixed the scaling of all the classes.


Reply author: Arivia
Replied on: 07 Jul 2009 19:04:14
Message:

quote:
Originally posted by Ashe Ravenheart

Ahh, but Arivia, not everyone dislikes the 'complication'. And they have GREATLY fixed the scaling of all the classes.



Okay, I've been away for a few years, so it might not be well-known, but I know complication in 3e very well. I have shelves upon shelves of supplements for 3e, and I know how to go through them to get the right thematic elements from everywhere. I can sit down with 15 supplements, make a Halruaan wizard or something, and enjoy myself. I have. But the end result of that is an arms race the DM's never going to win, for the sheer amount of NPCs they need to develop.

I haven't seen Pathfinder do anything to fix that.

There are a ton of scaling issues to address, but here's a simple one. Pathfinder's sample, iconic fighter is two-weapon fighting, with six attacks a round, not counting rends or other actual tricks. If you've never used that in real play, working all that out was generally 10-20 minutes, just for one PC's turn. Multiply...and yeah. Looks like they kept Two-Weapon Fighting as a chain that gets worse the more of it you take, too.


Reply author: Ashe Ravenheart
Replied on: 07 Jul 2009 20:29:19
Message:

That actually brings up a good point. I've done a lot of spreadsheeting so that I can 'up' the base creatures and monsters the characters fight so it's not a horde of goblins that is needed for a part of 5 level PCs. I mean, the DMG gives you tables of every class from level 1-20 for NPCs, including what kind of gear they are carrying. To create a party of 5 goblins that actually stand up to the party usually takes me no more than an hour.

And with the changes that Pathfinder is making, it's making it easier for me to figure some stuff out.

Now, I realize that I'm probably not your average DM. I build spreadsheets for my campaigns that keep track of everything for me so that I can alter encounters on the fly and, in extreme cases, roll the dice for me (just in case I *want* that horde of goblins...).

As for the classes and scaling, I was addressing the fact that they made it beneficial to be a low-level wizard or a high-level fighter. Regarding it taking 10-20 minutes for the PC's turn, that can happen in any game, any edition. If the player of that character gets to the point where he has six attacks, usually they have discovered a shortcut (rolling multiple dice, using averages, etc.) to speed it up in combat.

Heck, I've DM'd a group that included a druid, warlock, knight and samurai at high-levels (at the end of the campaign, they were level 18 and it was a Monty Haul style, so they had no trouble with CR's 4 above their party level). The Samurai had a sun blade katana in his off-hand and was able to do five attacks a round. His turn was the average 5-10 minutes of any other game I was a part of.


Reply author: Arivia
Replied on: 07 Jul 2009 20:38:32
Message:

quote:
Originally posted by Ashe Ravenheart

That actually brings up a good point. I've done a lot of spreadsheeting so that I can 'up' the base creatures and monsters the characters fight so it's not a horde of goblins that is needed for a part of 5 level PCs. I mean, the DMG gives you tables of every class from level 1-20 for NPCs, including what kind of gear they are carrying. To create a party of 5 goblins that actually stand up to the party usually takes me no more than an hour.

And with the changes that Pathfinder is making, it's making it easier for me to figure some stuff out.

Now, I realize that I'm probably not your average DM. I build spreadsheets for my campaigns that keep track of everything for me so that I can alter encounters on the fly and, in extreme cases, roll the dice for me (just in case I *want* that horde of goblins...).

As for the classes and scaling, I was addressing the fact that they made it beneficial to be a low-level wizard or a high-level fighter. Regarding it taking 10-20 minutes for the PC's turn, that can happen in any game, any edition. If the player of that character gets to the point where he has six attacks, usually they have discovered a shortcut (rolling multiple dice, using averages, etc.) to speed it up in combat.



Those are things that you have to compensate for: they aren't things Pathfinder is fixing going into their version of 3.5. In other words, you have to take extra game or prep time because of bad game design.


Reply author: Ashe Ravenheart
Replied on: 07 Jul 2009 20:55:46
Message:

Okay, I'm not getting into this. Nope.

You like 4E and I'm glad it works for you. I'm not looking for a rules set that 'reduces my prep time', but one that I enjoy playing.


Reply author: Arivia
Replied on: 07 Jul 2009 21:05:03
Message:

That's fine, but it's disingenuous to offer it up as a balm for all ills instead of actually responding to possible issues.


Reply author: Ashe Ravenheart
Replied on: 07 Jul 2009 21:23:51
Message:

{sigh}

Listen, you like 4th Edition. You like to play it and have fun doing so. Just because it's easier for you to play that edition, does not mean it's better than previous editions.

What it comes down to is a matter of taste. And I'm not saying that anyone's taste is superior, because it's not.

But to say that 4th Edition is superior to 3rd edition is akin to saying that checkers is better than chess because there's less rules to remember. Both games are fun, both are very strategic and matches the skills of two opponents. Is one better than the other? No.

I prefer the Pathfinder/OGL rules to 4th Edition. I've said in previous posts, on many different boards, that 4th edition is a good, well-balanced rules set. But I still don't like it for my game sessions.

In response to MGyt's post regarding 4th Edition, I offered him to take a look at Pathfinder to see if he might like it. If he had a problem with Pathfinder's rules, I'd tell him to check out 4th Edition!

Anyway, we have to just agree to disagree on this point. Items you see as problems in 3.5 and Pathfinder, I don't see as problems. Just like things I see as problems in 4th Edition aren't problems to you.


Reply author: Christopher_Rowe
Replied on: 07 Jul 2009 21:50:48
Message:

Well put, Ashe.


Reply author: Arivia
Replied on: 07 Jul 2009 22:49:13
Message:

quote:
Originally posted by Ashe Ravenheart
In response to MGyt's post regarding 4th Edition, I offered him to take a look at Pathfinder to see if he might like it. If he had a problem with Pathfinder's rules, I'd tell him to check out 4th Edition!


The issue is, however, that that was the very first response. There was no effort made (by you) to actually address the issues MGyT raised, it was just "hi pathfinder."

Because of that, Pathfinder and 4e are now set up in binary opposition to each other. The discussion is no longer "this is what works in 4e or how to deal with your problems", it's "well, you could do this instead and here's why you should do it instead."

It's doing both systems a disservice by presenting them unevenly, and it divides the scribes by trying to posit one over the other (as all such oppositions do.) It's disingenuous because it, as you've said, specifically doesn't account for player choice or preference.

I don't want to make that opposition, and that's why I criticized Pathfinder without going "4e does it better because blah." Edition wars do no one good; constructive, reasoned debate about a single edition helps everyone.

As a side note, I'd much prefer Pathfinder and Complete Warrior for a grim-and-gritty warrior game; but for swords-and-sorcery, like the Realms, 4e works for me.


Reply author: MGyt
Replied on: 08 Jul 2009 04:33:26
Message:

I can understand Arivia's feelings somewhat. You want a debate about the general issues with Pathfinder. I can understand that logic. However this particular scroll is a discussion of 4ed. The reason I pointed out problems with both editions was to give an explanation on my reasons for disliking 4ed and preferring 3e. I cannot give the same for pathfinder because I haven't spent time using pathfinder's rules. To test any system I have to play it first (not as a DM but as a player though I much prefer to DM). I do that to understand what it is to be a player in a system. Seeing as though pathfinder isn't out I have to go along with what I see. In looking at Pathfinder I see an upgrade. As I said it is to 3.5 what 3.5 was to 3.0. It won't solve all the issues, it merely takes another step at evolving the gameplay. I'll say this right now: THERE WILL NEVER BE A PERFECT GAME, EVER, AT ALL, IN ANYBODY"S LIFETIME. So we should just leave it at that. I'm not saying ignore the issues with the games. I'm saying accept them. People aren't perfect and we accept them, we can do the same with our games. I don't expect the people here to address the issues of either game. If someone has a counter point to make: I.E. I disagree with this point because... I'd be happy to have a back and forth with that poster.

For example with you Arivia.
1. You say Pathfinder doesn't fix issues with the current 3rd system. I am pretty sure it does not, at least not completely. However from what I see in the downloadable beta version, they have at leasst taken steps in the right direction. It goes so far as to make motions at resolving issues I have presented and even made strides to emulate some of the things I like about 4e. (Streamlined Skills, a number of class improvements, more abilities to choose from, etc etc).

2. You say no one addressed my issues (I'm assuming with 3rd ed because you seem to advocate 4ed) but you yourself have not offered a solution to my gripes about 4th ed.

3. I have heard the argument about complexity before, and I think that most of third edition's complexity comes from it attempting to have a rule for everything that could come up in a game. A billion supplements to give more options in character building, rules on everything above and below the planet, etc. And I for one admire the system for making the attemp, even if things get a bit complicated in the process. honestly if I didn't like the complexity I wouldn't have bought the supplements ^.^


Reply author: Ayunken-vanzan
Replied on: 08 Jul 2009 09:00:49
Message:

I prefer a solution that tries to evolve the game naturally and to solve its problems that way (Pathfinder), instead of creating a complete new game which abandons its legacy and has nothing to do with D&D anymore (4e).

Sounds inflaming? Of course, just like the sentence above that 3.x is "bad game design". This kind of marketing phrases did we have when WotC announced 4e, and they were one of the chief reasons that many are disgusted by said edition.


Reply author: Jakk
Replied on: 09 Aug 2009 05:13:48
Message:

quote:
Originally posted by Ayunken-vanzan

I prefer a solution that tries to evolve the game naturally and to solve its problems that way (Pathfinder), instead of creating a complete new game which abandons its legacy and has nothing to do with D&D anymore (4e).

Sounds inflaming? Of course, just like the sentence above that 3.x is "bad game design". This kind of marketing phrases did we have when WotC announced 4e, and they were one of the chief reasons that many are disgusted by said edition.



I agree... and the irony there is, 4E builds directly on the foundations of 3.x; it just simplifies the mechanics somewhat. I'm not against simplification, but I'm not crazy about the idea of opposed rolls for almost everything. I have to say that I'm much less "opposed" (pun intended) to the concept than I was when 4E first came out, and that's largely a credit to the collection of little things about 4E that I liked originally, like the Con score instead of modifier for 1st level HP, and the simplified skill list. To come back to my original point, having the creators of 4E say that 3E is bad design is like Zeb Cook (the developer of 2E) say that 1E is bad design. Those of you who remember 1E and 2E know that the biggest differences between the two systems were the increases of level limits for non-human characters and the dramatic (and much deserved) boost in power that dragons (and, to a lesser degree, giants) got.

I'd hardly say that 3E is "bad game design" when one of the lead designers, Monte Cook, has been a consultant on Pathfinder, which has already sold out its initial print run. Anything that's poorly designed in any sort of objective sense won't inspire popularity in the long run. I originally believed that 4E was the badly designed game of the two, but after really reading the rules and playing a session or two, it's just that the rule set doesn't work for me or my gaming group for D&D. The biggest problem we have is the pervasive equilibrium between the classes; we might as well roll a d10 to choose a class now, because there's not a whole lot of difference either way. And maybe I'm a traditionalist, but I really didn't care for the complete overhaul of the spell lists; the change in the magic system was long overdue, but did they really need to mess with the individual spells that much? A big part of me doesn't think so.

As originally pointed out in the quote from Ayunken-vanzan, what the game, and the Realms, needed was evolution, and what they got was replacement. For me, it was exactly like going from Windows XP to Windows Vista; nothing worked right for me, so I went right back to XP / 3.5, and was overjoyed to hear about Pathfinder (the d20 equivalent of XP Service Pack 3). That's just my 2 coppers.

Addendum: And my 700th post! Yay!


Reply author: Ashe Ravenheart
Replied on: 09 Aug 2009 05:27:56
Message:

quote:
Originally posted by MGyt

<snip>
THERE WILL NEVER BE A PERFECT GAME, EVER, AT ALL, IN ANYBODY"S LIFETIME.


Untrue! The perfect game is the one you enjoy playing. This may be any edition with a ton of house rules or even other systems entirely. As long as you like playing it, it's perfect. There may be moments of disagreement in the rules, but that's true in everything in life and games (remember playing war as a kid? "I shot you" "Nuh-uh, I had cover!")


Reply author: Jorkens
Replied on: 09 Aug 2009 08:21:28
Message:

quote:
Originally posted by Jakk

. Those of you who remember 1E and 2E know that the biggest differences between the two systems were the increases of level limits for non-human characters and the dramatic (and much deserved) boost in power that dragons (and, to a lesser degree, giants) got.




You mean in addition to dropping classes, changing the same, removing races, adding kits, focusing on optional rules, tinkering with the rules in general and etc. etc.?

I'm a 2ed. user so most of these don't bother me, but it is a bit to simple a generalisation.


Reply author: Wooly Rupert
Replied on: 09 Aug 2009 14:37:28
Message:

quote:
Originally posted by Jorkens

quote:
Originally posted by Jakk

. Those of you who remember 1E and 2E know that the biggest differences between the two systems were the increases of level limits for non-human characters and the dramatic (and much deserved) boost in power that dragons (and, to a lesser degree, giants) got.




You mean in addition to dropping classes, changing the same, removing races, adding kits, focusing on optional rules, tinkering with the rules in general and etc. etc.?

I'm a 2ed. user so most of these don't bother me, but it is a bit to simple a generalisation.



Adding kits and focusing on optional rules wasn't part of the 1E-2E changeover; those were things that were done later.

Even so, the 1E-2E changeover was practically seemless, compared to the changes of 3E and 4E. Honestly, other than losing classes, 1E and 2E are practically the same.


Reply author: Jorkens
Replied on: 09 Aug 2009 15:17:36
Message:

quote:
Originally posted by Wooly Rupert

Adding kits and focusing on optional rules wasn't part of the 1E-2E changeover; those were things that were done later.

Even so, the 1E-2E changeover was practically seemless, compared to the changes of 3E and 4E. Honestly, other than losing classes, 1E and 2E are practically the same.



There were plenty of rules in the Players Handbook and DMG that were stated as being optional. The kits were not in those two first books, but Fighters Handbook was published the same year.

I agree that the changes were far less overreaching than those to 3ed. and 4ed., but they were a lot more than changing a few hit-points and level limits.


Reply author: Sarelle
Replied on: 01 Dec 2009 09:58:02
Message:

It's been years since I last visited or posted on this board - I actually lost all the material I worked with to play and enjoy D&D and Realmslore a couple of years ago, and it was too difficult for me to start from scratch again. In some ways I'm grateful that I was made to move onto other creative fields, but my deep and abiding love for the Realms, and my small place in it, painfully remained.

I don't recognise many people still posting, though I do remember Arivia and Wooly Rupert, as two members who I really liked. That said, without knowing many people posting here, I'm aware that my comments might seem irrelevant or like I'm trolling. I don't mean to be. I know that this is in a sense coming from an uninformed and naive perspective, too, since I haven't read all the discussion or fully explored the changes to the FR.

But with this preamble, I wanted to express my opinion on my impression of the 4e changes on the Realms. And I have to say that after looking them up, the changes made to the Realms and its devotees are gravely disappointing, and seem to me to be very disrespectful to everyone - players and DMs, game designers and authors - who have invested in the campaign up til now. Obviously there will be some who like the changes, but I have to admit that though I struggled with some of the changes from 2e to 3e, the variety of 3e rules, and the great work in the 3e FR book line, seemed to be to diversify and enhance the Realms even more. It felt like you could play a campaign in the world in 1371 DR a million different ways - from epic political play, to rampagning heroics, to minutely explored campaigns of intrigue. And the 4e changes feel like they have sought to narrow and limit the campaign, and furthermore force change onto lasting characters/campaigns that seek to abide by a basic canonicity, in a way that I don't think the change into 3e came close to.

My impression of the Realms now is one of uncertainty and trepidation rather than of possibility and innovation. Which I think is a real loss.


Reply author: Kajehase
Replied on: 02 Dec 2009 15:46:17
Message:

Welcome back Sarelle. (I rather prefer not to say what I feel about the changes made to the realms - the Waterdeep novels, are good, but other than that I've pretty much lost my fascination for the world.)


Reply author: Alisttair
Replied on: 02 Dec 2009 15:58:41
Message:

Sarelle, if it makes you feel better, some people have decided to embrace it akin to a separate campaign setting altogether, if you wish to do the same.


Reply author: Uzzy
Replied on: 03 Dec 2009 00:35:11
Message:

Worry not Sarelle. Many feel the same, and I, like Kajehase, have too lost my fascination for the world. Pathfinder and my other campaigns are much more interesting to me now. It's a real shame.


Reply author: Kuje
Replied on: 03 Dec 2009 02:48:56
Message:

Welcome back, Sarelle. Haven't heard/seen you in awhile, nods.


Reply author: Wooly Rupert
Replied on: 03 Dec 2009 03:20:46
Message:

quote:
Originally posted by Sarelle

I don't recognise many people still posting, though I do remember Arivia and Wooly Rupert, as two members who I really liked.



And I remember you! Welcome back!


Reply author: The Sage
Replied on: 03 Dec 2009 04:25:35
Message:

Hmmmph! Obviously I didn't make a big enough impression for Sarelle.


Reply author: ZeshinX
Replied on: 10 Dec 2009 19:51:25
Message:

Thought I'd add my 2 copper here.

I thoroughly detest 4e. I've been playing since the 1e -> 2e transition, and warmly embraced 3/3.5e.

I find 4e is a massive step backwards. While I enjoyed 1e/2e, I always found it to be lacking in the customization of a character. Of truly making a character stand out. Role-playing it the way you want can certainly achieve a goodly portion of this, but the game never supported that in a mechanics fashion in any large way. Skills & Powers and its ilk mitigated that slightly, and kits didn't hurt, but the underlying issue for me was still there. That issue being Joe Fighter and Bob Fighter were pretty much the same as Carl Fighter and Doug Fighter. Same with the other classes. The classes were different enough from each other, but within a class, you were pretty much identical to every other member of your class.

3/3.5e changed that. Rules that seemed to take a more common sense approach as opposed to the "because we said so" method (an example would be base classes being restricted to specific races...kits and prestige classes, okay fine, but not base classes). And the options...oh the glorious options! Joe Fighter and Carl Fighter, while both fighters, could be quite different (more so than 2e ever could have hoped to have been).

Then along comes 4e...and goes right back to the cookie cutter classes. Even more, no class truly feels differentiated from the others! A fighter and warlock are pretty much the same. A wizard and ranger very little difference. The arbitrary rules are also back. Multiclassing is one rule short of being not-so-bad (let ME choose which class ability I'd like thanks).

If the ideal of Communism ever presented itself in RPG form, 4e Dungeons and Dragons is it.

As a rules system, it works. I'll not say it doesn't. It does work, and quite nicely. It just doesn't serve the flavour of the game very well (or at least, not the flavour I'm looking for).

I picked up the 4e core books (PHB, DMG, MM) and the FR Campaign Guide (guide is right...here's how NOT to do things).

I can honestly say I'm now a happy customer of Paizo's Pathfinder. WotC lost me as a customer for now. I'll happily return if and when WotC's collective brain fart is corrected. I don't mean returning to 3.5e necessarily, but a return to that style and approach to D&D: options. Right now, that option is Paizo.


Reply author: Matt James
Replied on: 10 Dec 2009 21:19:30
Message:

quote:
Originally posted by ZeshinX
Even more, no class truly feels differentiated from the others! A fighter and warlock are pretty much the same. A wizard and ranger very little difference.


I take pride in never telling someone what they should like or play but this comment has me more out of whack than any other argument against the system that has been given to me. I still play other editions and moreover, other games. But, this comment is so grossly inaccurate that I have to wonder how you came to that conclusion.


Reply author: ZeshinX
Replied on: 11 Dec 2009 00:15:58
Message:

quote:
Originally posted by Matt James
I take pride in never telling someone what they should like or play but this comment has me more out of whack than any other argument against the system that has been given to me. I still play other editions and moreover, other games. But, this comment is so grossly inaccurate that I have to wonder how you came to that conclusion.



I will try to explain how I came to that conclusion. I only ask that you bear in mind, I have no issues with those who enjoy playing the 4e system. None. If you enjoy it, please, continue to do so. These are my opinions, nothing more.

The reason I feel that they are rather undifferentiated, is they all come from the same cookie cutter mold.

They all seem to have the same base starting point. They have few truly unique qualities that really make them stand apart (in comparison to past editions). Even those qualities that are unique to the class pale in comparison to the powers achieved as one levels up.

I simply do not find the classes have any particular class-specific ability(ies) that make them much different from the others.

Up to and including 3e, every class felt unique in some way. I just no longer feel that with 4e. Perhaps I simply don't want to. I'm not opposed to that possibility. Perhaps its the fact there is no major difference between a fighter's ability to fight or a wizard's or rogue's or warlord's (given the lack of BABs or THAC0 systems).

It's more a feeling than anything else.

I'm not saying it's right, I'm not saying it's wrong. That's just the feeling it leaves me with. If you feel differently, excellent! Carry on and enjoy. I certainly plan to with 3/3.5e.

I just find the flavour is gone, but that's hardly what I expect everyone else to think.


Reply author: Alisttair
Replied on: 11 Dec 2009 14:06:16
Message:

quote:
Originally posted by ZeshinX

quote:
Originally posted by Matt James
I take pride in never telling someone what they should like or play but this comment has me more out of whack than any other argument against the system that has been given to me. I still play other editions and moreover, other games. But, this comment is so grossly inaccurate that I have to wonder how you came to that conclusion.



I will try to explain how I came to that conclusion. I only ask that you bear in mind, I have no issues with those who enjoy playing the 4e system. None. If you enjoy it, please, continue to do so. These are my opinions, nothing more.

The reason I feel that they are rather undifferentiated, is they all come from the same cookie cutter mold.

They all seem to have the same base starting point. They have few truly unique qualities that really make them stand apart (in comparison to past editions). Even those qualities that are unique to the class pale in comparison to the powers achieved as one levels up.

I simply do not find the classes have any particular class-specific ability(ies) that make them much different from the others.

Up to and including 3e, every class felt unique in some way. I just no longer feel that with 4e. Perhaps I simply don't want to. I'm not opposed to that possibility. Perhaps its the fact there is no major difference between a fighter's ability to fight or a wizard's or rogue's or warlord's (given the lack of BABs or THAC0 systems).

It's more a feeling than anything else.

I'm not saying it's right, I'm not saying it's wrong. That's just the feeling it leaves me with. If you feel differently, excellent! Carry on and enjoy. I certainly plan to with 3/3.5e.

I just find the flavour is gone, but that's hardly what I expect everyone else to think.



But is this based on reading the rulebook or on playing a few sessions (because by playing some sessions, you can feel the differences between the different classes...even the races all feel different).


Reply author: Ashe Ravenheart
Replied on: 11 Dec 2009 14:21:29
Message:

quote:
Originally posted by Alisttair

quote:
Originally posted by ZeshinX

quote:
Originally posted by Matt James
I take pride in never telling someone what they should like or play but this comment has me more out of whack than any other argument against the system that has been given to me. I still play other editions and moreover, other games. But, this comment is so grossly inaccurate that I have to wonder how you came to that conclusion.



I will try to explain how I came to that conclusion. I only ask that you bear in mind, I have no issues with those who enjoy playing the 4e system. None. If you enjoy it, please, continue to do so. These are my opinions, nothing more.

The reason I feel that they are rather undifferentiated, is they all come from the same cookie cutter mold.

They all seem to have the same base starting point. They have few truly unique qualities that really make them stand apart (in comparison to past editions). Even those qualities that are unique to the class pale in comparison to the powers achieved as one levels up.

I simply do not find the classes have any particular class-specific ability(ies) that make them much different from the others.

Up to and including 3e, every class felt unique in some way. I just no longer feel that with 4e. Perhaps I simply don't want to. I'm not opposed to that possibility. Perhaps its the fact there is no major difference between a fighter's ability to fight or a wizard's or rogue's or warlord's (given the lack of BABs or THAC0 systems).

It's more a feeling than anything else.

I'm not saying it's right, I'm not saying it's wrong. That's just the feeling it leaves me with. If you feel differently, excellent! Carry on and enjoy. I certainly plan to with 3/3.5e.

I just find the flavour is gone, but that's hardly what I expect everyone else to think.



But is this based on reading the rulebook or on playing a few sessions (because by playing some sessions, you can feel the differences between the different classes...even the races all feel different).



I've tried it a bit. My best friend is in the middle of a 4E campaign. We both agree with ZeshinX. A wizard casting magic missile 'feels' just like a fighter shooting an arrow or a rogue throwing a knife. You take out the flavor text from the powers and they are all the same, just pulling from different stats.

Now, as I've said before, the game mechanics aren't 'wrong'. They work quite well and my friend is enjoying the campaign he's a part of. It's just feels watered-down.


Reply author: Alisttair
Replied on: 11 Dec 2009 17:37:05
Message:

quote:
Originally posted by Ashe Ravenheart
I've tried it a bit. My best friend is in the middle of a 4E campaign. We both agree with ZeshinX. A wizard casting magic missile 'feels' just like a fighter shooting an arrow or a rogue throwing a knife. You take out the flavor text from the powers and they are all the same, just pulling from different stats.

Now, as I've said before, the game mechanics aren't 'wrong'. They work quite well and my friend is enjoying the campaign he's a part of. It's just feels watered-down.



That's fair then To each their own (I personally enjoy both 3.5E and 4E)


Reply author: skychrome
Replied on: 18 Dec 2009 19:19:40
Message:

quote:
Originally posted by Arivia
As a side note, I'd much prefer Pathfinder and Complete Warrior for a grim-and-gritty warrior game; but for swords-and-sorcery, like the Realms, 4e works for me.


Arivia,

since you have PMs disabled here, one question off topic:

what happened to your Adventures of the Forward Guard?
The last post was on Sept 30th. Did you stop running it? I always enjoyed reading along...

-


Reply author: Sarelle
Replied on: 24 Feb 2010 10:04:35
Message:

I was thinking today about two of my major problems with the changes, as I have garnered.

One is the loss of Elminster as the mischievous Gandalf-like figure of the setting. If he is insane and removed from the deity that has had a relationship with the character since his inception, then the setting is suddenly bereft of its own mascot - a character that was far more iconic of it as part of D&D than Drizzt Do'Urden.

Also, as part of this desire to be rid of the Chosen - a ridiculously over-the-top solution to the tired trope I remember from 3e discussions, that the Chosen made the Realms unplayable - the removal of Elminster is akin to loss of any guidance for new players in the realms. Elminster didn't likely play that role for a majority of campaigns, but he had that potential, as a fosterer of (not carer for) new adventurers. He also served as the Gandalf/Dumbledore/Merlin figure, which is undeniably comforting. Without these traits - as, merely, the new 'mad mage' (but not an evil one) - I really fail to see the gameplay point of his existence at all. What can he do in one's fledgling D&D game, flail 'madly' in the background? It seems counter to all the spiel about the changes being for the sake of good gaming. And this is all quite apart from the narrative transgressions on the character.

The other thing I was considering, was that it saddened me what they did to Shar. Whilst there were rumblings of her overuse in 3e, I thought Shar's increased role and duel opposition to Selne and Mystra was very interesting - it set her up as a sort of Eris-from-Sinbad-like manipulative deity, whose religious machinations the players had to work against. A lot of potential, there. Now, it seems, she has not only won against Mystra completely (and Cyric to boot), but also transcended her opposition to Selne and generally succeeded on all fronts, effectively ending her story.

quote:
Originally posted by Kuje

Welcome back, Sarelle. Haven't heard/seen you in awhile, nods.



Oh and of course, I remember Kuje! Nice to see you're still around :)

quote:
Originally posted by Wooly Rupert
And I remember you! Welcome back!



Thanks! It'll only be intermittent stops over here, I think, but it's wonderfully nostalgic to be reading the boards and Forgotten Realms lore again.

quote:
Originally posted by The Sage

Hmmmph! Obviously I didn't make a big enough impression for Sarelle.



I just enjoy snubbing authority figures, it's not personal It is, of course, lovely to see you still around, too, Sage!


Reply author: Ashe Ravenheart
Replied on: 24 Feb 2010 14:13:08
Message:

quote:
Originally posted by Sarelle

I was thinking today about two of my major problems with the changes, as I have garnered.

One is the loss of Elminster as the mischievous Gandalf-like figure of the setting. If he is insane and removed from the deity that has had a relationship with the character since his inception, then the setting is suddenly bereft of its own mascot - a character that was far more iconic of it as part of D&D than Drizzt Do'Urden.

Also, as part of this desire to be rid of the Chosen - a ridiculously over-the-top solution to the tired trope I remember from 3e discussions, that the Chosen made the Realms unplayable - the removal of Elminster is akin to loss of any guidance for new players in the realms. Elminster didn't likely play that role for a majority of campaigns, but he had that potential, as a fosterer of (not carer for) new adventurers. He also served as the Gandalf/Dumbledore/Merlin figure, which is undeniably comforting. Without these traits - as, merely, the new 'mad mage' (but not an evil one) - I really fail to see the gameplay point of his existence at all. What can he do in one's fledgling D&D game, flail 'madly' in the background? It seems counter to all the spiel about the changes being for the sake of good gaming. And this is all quite apart from the narrative transgressions on the character.

The other thing I was considering, was that it saddened me what they did to Shar. Whilst there were rumblings of her overuse in 3e, I thought Shar's increased role and duel opposition to Selne and Mystra was very interesting - it set her up as a sort of Eris-from-Sinbad-like manipulative deity, whose religious machinations the players had to work against. A lot of potential, there. Now, it seems, she has not only won against Mystra completely (and Cyric to boot), but also transcended her opposition to Selne and generally succeeded on all fronts, effectively ending her story.

quote:
Originally posted by Kuje

Welcome back, Sarelle. Haven't heard/seen you in awhile, nods.



Oh and of course, I remember Kuje! Nice to see you're still around :)

quote:
Originally posted by Wooly Rupert
And I remember you! Welcome back!



Thanks! It'll only be intermittent stops over here, I think, but it's wonderfully nostalgic to be reading the boards and Forgotten Realms lore again.

quote:
Originally posted by The Sage

Hmmmph! Obviously I didn't make a big enough impression for Sarelle.



I just enjoy snubbing authority figures, it's not personal It is, of course, lovely to see you still around, too, Sage!



I'm still going with my speculation that Elminster isn't 'crazy', but that, at the moment of Mystra's death, he inherited a great portion of her (and some other spellcaster's, etc. that died at the same time) 'personality', let's say, and it's more likely that he's got a lot of voices in his head that really aren't his. Anyways, we'll find out more in August with Elminster Must Die!!! (that needed extra exclamation points )


Reply author: Matt James
Replied on: 24 Feb 2010 17:29:25
Message:

El isn't gone and I suspect Elminster Must Die!!! will be a nice and pleasant shocker, chaulk full of info that will help set the record straight.


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