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{{Game Infobox
__TOC__
|name = Dungeons & Dragons 4th Edition
|picture = [[Image:DD4Elogo.gif|200px]]
|type = [[RPG]]
|publisher = [[Wizards of the Coast]]
|authors = [[Monte Cook]] <br> [[Chris Perkins]]
|year = 2009
|books = [[Dungeon Master's Guide]]<br>[[Player's Handbook]]<br>[[Monster Manual]]<br>Player's Handbook 2<br>Player's Handbook 3 <br>Monster Manual 2<br>Monster Manual 3<br>Dungeon Master's Guide 2 <br>Heroes of the Fallen Lands<br>Heroes of the Forgotten Kingdoms<br>Heroes of the Feywild<br>Heroes of the [[Elemental Chaos]]
}}
The fourth edition of [[Dungeons_%26_Dragons|Dungeons & Dragons]], the most controversial edition of the system. Replaced [[Dungeons_%26_Dragons_3rd_Edition|3rd edition]], then superseded by [[Dungeons_%26_Dragons_5th_Edition|D&D 5e]].


==System==
==Setting==
<div style="float:right;">
The setting of 4e is highly abstract and designed to give the DM a relatively blank canvas to paint on. This default setting consists of a wild sort-of-medieval landscape in which isolated human and demihuman communities (''Points of Light'') struggle to survive after the fall of a greater empire. This provides an explanation for the large areas of wilderness and many ruins for monsters to hide in, and the need for adventurers as opposed to more regulated militias. Despite what you might think, this design style is actually pretty old; it's basically the style that old-school [[Greyhawk]], the [[Forgotten Realms]] and "generic" AD&D embraced as their core... if you're familiar with [[Keep on the Borderlands]], you've basically got the core idea of 4e's base setting down pat.
<gallery perrow="2">
 
Image:4theditionPHB.jpg|Player's Handbook
The "ground" setting of 4e has become known as the [[Nentir Vale]], after the particular region of the World used for most official non-planar adventure modules.
Image:4theditionDMG.jpg|Dungeon Master's Guide
 
Image:4theditionPHB2.jpg|Player's Handbook 2
The [[Great Wheel]] cosmology, present in 2e and 3e since popularized by [[Planescape]], has been replaced by a new metaphysical cosmology, known as the [[World Axis]]. This multiverse follows a more Classical/Norse mythology-based approach to the planes, dividing existence up into the World (what used to be the Prime Material), the [[Feywild]] (Land of Faerie), the [[Shadowfell]] (Land of the Dead), the [[Astral Sea]] (Realm of Gods, World of Spirit), the [[Elemental Chaos]] (Font of Creation), and [[Far Realm]]. Advice is given on how to reset the cosmology back to the Great Wheel in the [[Manual of the Planes]].
Image:4theditionMM.jpg|Monster Manual
 
Image:4theditionOPHB.jpg|Should have been the Player's Handbook, ended up being the cover art for ''Dungeon Delve''
The DMG contains an extensive section explaining the tropes of the setting and how they might be used, and also suggesting ways in which the DM can deviate from them to make the setting his own.
</gallery>
 
</div>
Perhaps the biggest difference from, say, [[Greyhawk]] or [[Forgotten Realms]] is that PoLand has very much shaken off Gygax's beloved "humanocentric" approach to setting design. [[Demihuman]] and [[beastfolk]] races aren't off lurking in dungeons or skulking around ancient ruins, but vibrant and active parts of the setting. Some of the setting's greatest empires were founded by [[dragonborn]] ([[Arkhosia]]), [[tiefling]]s ([[Bael Turath]]), [[minotaurs]] (Ruul) and [[hobgoblin]]s, whilst there are still thriving demihuman dominated settlements everywhere, especially if you go to other planes. The setting encourages you to play whatever you want and builds a world where you don't have to always be human.
'''The fourth edition of [[Advanced Dungeons and Dragons|Dungeons & Dragons]]''', the grand daddy of [[RPG]]s.
 
One of the things that poses the biggest hassle to get over when trying to approach the setting for veterans is that 4e's core setting is very much the [[Mystara]] to 3e's [[Greyhawk]] - there are similarities, and even some retained legacy lore, but it's fundamentally approached as an entirely different universe with its own unique lore; no [[Celestial]]s, no racial pantheons, [[Metallic Dragon]]s aren't Always Good, etc. Despite some misconceptions (or confusion with the 4e [[Forgotten Realms]]), this isn't intended as a retcon.
 
==Old-School Nods==
Whilst 4e aggressively asserted its identity as a brand new edition in terms of both fluff and mechanics, a lot of older material is actually given the nod in various subtle ways, increasingly so as the edition aged and became more confident with its basic identity.
 
Roles stem from the AD&D archetypical party, as explained below.
 
The rules for Hybrid Classing, introduced in the PHB 3, are actually a surprisingly well-handled translation of the original AD&D [[Multiclassing]] rules - in comparison to 3e & 5e's multiclassing mechanics, which actually have their roots in AD&D's Dual-Classing system.
 
[[Dragon Magazine]] #418 actually brought back several ancient monsters that 3e had passed over; the [[Decapus]], the [[Magen]], the [[Rhagodessa]], and the [[Thoul]]. It wasn't the only article to do so, either; Dungeon Magazine #195 brought back the [[Dusanu]], for example.
 
Multiple factions from [[Planescape]] returned, in the form of the Mercykillers, Sensates, Ciphers and Xaositects.
 
The (sadly underdeveloped) Domains of Dread articles paid homage to the original "Weekend In Hell" version of [[Ravenloft]], with even its hardcore campaign setting fans admitting that the 4e version of the Headless Horseman [[Darklord]] was better.
 
Multiple famous old-school dungeon modules were said to have a place within the [[Nentir Vale]] setting. Some even received 4th edition updates; the [[Tomb of Horrors]] returned once again, whilst [[Dungeon Magazine]] ran an adaptation of the complete [[Against The Giants]] module series.
 
Heroes of the Elemental Chaos revived the idea of the [[Urdunnir]], a long-forgotten species of earth [[elemental]] [[dwarves]].
 
==Gameplay==
Nearly every roll consists of making a single d20 roll, plus a modifier, against a target number. Saving throws have been replaced with Defenses that work like AC; the term 'Saving Throw' now refers to a 55% (DC 10) roll every turn to recover from a persistent effect.
 
Gameplay is divided into encounters. The GM selects monsters and traps up to a total experience value as recommended for the size of the party, and the encounter plays out as a tactical miniatures game. Non-combat encounters consist of "skill challenges", where skill checks (sometimes of multiple types) are made in sequence. XP is awarded for non-combat challenges and quests, as well as for combat encounters.
 
Each character can take one standard action (such as an attack), one move action, one minor action, and any number of free actions per turn. Each character also gets one immediate interrupt or immediate reaction per round, which may be used outside of the regular turn order. Generally each character will use their standard action to make use of an attack power. Characters are highly specialized as noted above, and fit into combat roles of controller (status effect and mass-attack focused), defender (durability and counter-attack focused), leader (buffing and healing focused), and striker (single target damage focused).
 
Characters level up from level 1 to 30; with the scope of the game changing every ten levels. Levels 1 to 10 consist of battling localised threats eventually scaling to national threats. Levels 11 to 20 consist of battling national threats that eventually scale to world-wide threats. Levels 21 to 30 consist of battling world-wide threats that scale to multi-versal threats. At 30 characters are expected to undergo some form of apotheosis, effectively becoming demi-gods or equivalent in power.
 
All-in-all, 4e has been compared to vidya like ''[[World of Warcraft]]'' and all that shit, which ''shouldn't'' necessarily be a bad thing if it wasn't oddly stiffing in a mild way. [[Order of the Stick]] summed this up perfectly in their limited edition Dragon Magazine book; the 4e team relies on spacing and managing cooldowns and per-battle abilities, while the 3.5 team just blows all their gold and spell slots on as many game-breaking potions and spells as they want before standing atop a hill and [[Tucker's Kobolds|whoring the fuck out of arrows and magic traps]].
 
===4e vs. WoW===
Although comparing 4e to [[World of Warcraft]] was the most common thing to do back in the day, in actuality, most of its "WoWish" aspects were derived from unspoken assumptions and core mechanical aspects of D&D going back throughout its history. The sourcebook "Wizards Presents: Races & Classes", a teaser book that covers a lot of the design process leading up to 4e, talks quite extensively about the process - for example, roles have always been part of D&D, ever since we had the Fighting Man, Magic User and Thief, it's just that actually thinking about what makes their combat role ''work'' and using that to avoid the tiers system of past editions was new to 4e.
 
The major source of "4e=WoW" comments comes from this related meme: "All 4e classes are spellcasters!" That meme stems from the core of the combat system; the [[AEDU System]]. Each character gains access to a pool of distinctive combat options as they level up, which are categorized according to their use; at-will, once per battle, or once per day - Utility powers are non-offensive powers that provide a boosting effect in some way, such as healing, gaining defense bonuses, gaining a new movement rate, teleporting, etc. The big issue is that this system is ''universal''; all classes use these basic mechanics, in contrast to warriors using their own little pool of of subsystems for combat stunts (which were often dependent on "DM, May I?", and/or arbitrarily blocked by monster type - although so were many spells, due to higher-grade monsters typically having the "Immunity to X" trait) and everybody else using the [[Vancian Casting]] system.
 
This meme looks sensible on the surface, because martial exploits and caster spells do use the same basic terminology and system - a push is a push, whether you use it with a Howling Wall spell or a Body Slam attack. But it might not be that simple. Whilst martial classes having fantastical techniques that are limited by a cool down period is indeed a famous aspect of the [[Warcraft]] games, stemming all the way back to their RTS days, it has precedent in D&D even before then. Beyond the immediate comparison of the [[Barbarian]] and its Rage ability, it goes all the way back to [[Advanced Dungeons & Dragons]], where [[Ranger]]s, [[Paladin]]s and various [[Fighter]] [[kits]] all had special tricks they could only do so often. The main differences are that, one, even Mages (with high STR) ought to be able to do simple things such as a push, as opposed to it being a "magical" class-locked ability, and the fact that the "martial arts/stances/tricks" get '''very''' fantastical, bordering on outright magical, as opposed to the more grounded (if still not strictly realistic) stunts of the old editions. Another point on comparing martial exploits to magical spells is that their outcomes are intentionally designed to reflect different themes; you don't have fighters throwing lightning bolts (unless they have a magic weapon that lets them do that) or teleporting (unless they have a magic item that lets them do that), whilst you don't have wizards body-slamming people off of their feet, grabbing them as a human shield, or stabbing them deep and twisting so they start bleeding out (which is, as stated earlier, partially quite odd, as overtly simple things like a body-slam might be something that anyone can do). So, it's an understandable perception.
 
Part of the problem, of course, is that 4e has a very distinct "Action Fantasy" basic genre assumption, in comparison to the Low Fantasy/Sword & Sorcery/Realism assumption of earlier editions. Whereas the "presumed archetype" for an AD&D or 3e fighter was something like a grizzled but realistic man-at-arms, 4e's "presumed archetype" for a martial character is something more along the lines of Hercules, Cu Chulainn or, well, pretty much any Shonen anime hero. This was an an intentional part of the design for 4e, since the edition was crafted from the ground up to avoid the [[Linear Warriors, Quadratic Wizards]] trope and the resultant placing of martials so low on the [[Tier System]]. When one guy's skill-set is "swing sword like a real-world trained warrior" and the other's skill-set is "fuck reality like a nympho slut", balance kind of falls apart.
 
Another element that invites comparison to WoW is the very unusual healing system. In past editions, healing magic was exclusively the province of the [[cleric]] and healing potions, although it broadened out in 3e with things like [[bard]]s having access to Cure spells and Wands or Scrolls of Cure Wounds being added to the game. In 4e, a system was ported over from [[Star Wars D20]] Saga Edition: '''Second Wind'''. Once per battle, a character could dig deep and find a reserve of vitality to keep soldiering on despite their wounds, action movie protagonist style. This was reflected as a boost of hit points and a +2 bonus to all defenses for a turn. But 4e didn'tstop there. It added a whole new subsystem: '''Healing Surges'''. In essence, these represented the "spare lifeforce" that a PC has available; the vast majority of healing type powers or effects in the game have the rider that they consume one or more Healing Surges as a side effect - if no Healing Surges are left to spend as fuel, then no healing takes place. Basically? A 4e character is limited in how many times per day it ''can'' have a healing effect applied to them, whereas in previous editions characters could be healed as often as there was healing magic free to spend. It also didn't help that aside from some specific circumstances, you would have to forgo a turn you could have spent actually hitting the enemy to get this healing.
 
Many anti-4e reports portray all 4e classes as being able to heal themselves as much as they like, at will, because of this Healing Surge system. Which is... not exactly true? Outside of the universal 2nd Wind system, there is a wide class-by-class variability in how much access a given character can tap into their Healing Surge stockpile. Generally speaking, only Defenders (whose core combat role is based around being the front-line warrior, so they are expected to have some level of action movie protag style "shake off the wounds and keep going" tankiness) or Leaders (whose core combat role is aiding other characters) have access to powers that key off of Healing Surges - the former spending Healing Surges to bolster themselves, the latter being able to consume their ally's Healing Surges to heal or otherwise augment them. In comparison, Strikers and Controllers generally have no ability to use their Healing Surges for healing and instead depend on the presence of Leaders or magic items to heal them if they need help.
 
Two examples of this from the first PHB are the "Iron Warrior" power for [[Fighter]]s and the "Death Ward" power for [[Paladin]]s - both are Defenders, but the latter has a dash of Leader in it, reflecting the traditional access to low-level [[cleric]] spells. "Iron Warrior" can be used once per day; the Fighter regains healing surge value (1/4th maximum HP, rounded down) Hit Points, plus a further 2d6 + Constitution modifier hit points, and gets to make a saving throw against a "save ends" type effect laid on them. It's flavored as the Fighter being just too tough and stubborn to die, despite the beating they've taken - which is playing on the Fighter's general "action hero" flavor that it has in 4e. "Death Ward", in comparison, can be used once per day on a dying companion; the Paladin burns a healing surge, but their companion regains 1/2 their maximum HP, plus bonus HP equal to the paladin's Charisma modifier. It's flavored as... well, a variant on the old Paladin ability to Lay on Hands. Both powers are Daily types - they can't be used again until the character completes a 6 hour rest. And neither is accessible until you reach level 16. Hardly the "at-will healing" that many anti-4e trolls will claim all classes have; but, it still means that all classes - just to varying degrees - have access to their own, "magical", healing. Not to mention that, even if that is played off as "it's not on all the time forever" (which is fair enough - it isn't), it's both still something that can be considered a problem (if a limited one), and also - if playing off of the "different classes use their healing surges for different things" - it goes ''right back'' to to all classes being spellcasters, as it then just becomes another word/function for "mana" or "power points". Now, all classes have "healing surges" that they can use for "special abilities", or; all classes have "mana" that they can use to "cast spells".
 
But this argument will probably never die, because it's an easy target to attack for anybody who doesn't like 4th edition. Even '''Art & Arcana''', a licensed WotC product covering the history of D&D up until 5th edition and providing samples of art from across its lifespan opens its chapter on 4th edition by describing elements of its design as being "influenced by MMOs".
 
===Roles===
Arguably one of the biggest class-based mechanical changes in 4e was the introduction of '''Roles'''. Whilst often compared to [[World of Warcraft]], this actually stems from the designer team asking themselves "Okay; the iconic D&D party is a Fighting Man, a Cleric, a Magic User and a Thief - now, why is this? What does each class give to the party?"
 
Roles were their answer; a simple "mission statement" of what a class aims to achieve ''in combat''. The most popular classes are always those that have a strong mission statement, and when that statement gets wobbly, then you end up with problems - hence the infamous Tier system of 3e. Roles became a defining outline for creating classes, both for the designers and the players; a clear shorthand as to what sort of stuff this class should do in order to meaningfully contribute to a battle.  Roles also allowed for a divorce of sorts between what a character did (role) and how they did it (power source), allowing for characters to engage in certain types of actions without being tied to a particular archetype.  This is especially notable with the Leader role, which allowed for skilled healers that weren't divine spellcasters (in core 3rd edition, the only non-divine healer was the Bard, who wasn't a full caster).
 
'''Defenders''' are the "tanks" of the party. A defender's job is to keep the party alive by intercepting enemies and keeping them away from the squishier members of the group. To this end, WoTC decided that a proper defender should not just be capable of taking hits, but they should also be "sticky"; they needed some way to mechanically encourage enemies to not want to get away from the defender, and to punish them if they did - what good's a fighter if the enemy just shoves past them, taking a hit in the process, and proceeds to whomp the wizard? Each defender has their own unique way of pulling off this stickiness; the common [[Fighter]] is more focused on pouncing on enemies that try to back off, whilst the [[Swordmage]] is more of a hit-and-run character, since they can punish "fleeing" enemies from a range. All of them have some way to enforce "marks" on an enemy, a sort of means of catching the enemy's attention so that they have a harder time targeting anyone else.
 
'''Strikers''' are the "critical hitters" of the party. Opportunist attackers, strikers specialize in dealing out lots of damage to opportune targets. They usually can't take so much damage, but they can bring down big foes quick, which is their job. These are second-line warriors, working in tandem with defenders when done well; the defender's the anvil, the striker's the hammer. All strikers have some unique way to boost up their damage against an individual target, such as the iconic [[Rogue]] sneak attack.
 
'''Leaders''' are the "supporters" of the party. They focus on aiding the other party members, be it by healing, granting extra opportunities, buffing, etc. What makes them different to the "healbot" cleric of editions past is that WoTC noted a lot of people complained that whilst clerics were ''useful'', they were often ''boring''. So, leaders were designed to have "double-duty" powers; abilities that would help the rest of the party ''and'' still let them get stuck into the fray. Leaders tend to have at least one class feature that lets them provide a passive boost to their allies - for example, the [[Warlord]] has the Commanding Presence feature, a subclass-based boost to any ally who spends an action point.
 
'''Controllers''' are the "tacticals" of the party. They manipulate the overall flow of battle, specializing in winnowing out weaker foes (mowing down minions with Fireball, for example), impeding stronger foes, and in manipulating the battlefield to force enemies to make hard decisions that benefit the party. Controllers don't tend to have any unifying class features; their ability to alter the battlefield and blast large groups comes from their [[AEDU System]] powers more than anything.
 
It bears repeating that Roles do '''not''' apply outside of combat. They measure your tactical contributions/combat specialty in the party '''during''' a fight, and that's all. The player with a Leader type class does '''NOT''' have to be the party's meta-game leader unless the party wants them to be. It is perfectly acceptable, if not encouraged, to set up interesting contrasts between a character's Role and their personality. For example, the snooty, supremacist aristocratic [[elf]] [[warlord]] whose tactical genius can't be denied, but who is such an asshole that the party only keeps him around because he's useful in a fight, and certainly doesn't let him dictate what they should be doing outside of battle.
 
===Alignment===
As everyone knows, [[alignment]] is one of D&D's oldest [[skub|raging arguments for which no peace can be given]], right up there alongside "do [[dwarf]] women have beards?", and more virtual and literal ink has been spilled talking about the "proper" definition of alignment and how it interacts with classes that have mandated alignment requirements.  To this end, 4e made two rather deep cuts to the sacred cow:
 
First, classes would no longer have alignment restrictions of any kind.  [[Bard]]s, [[barbarian]]s, and [[skald|bardbarian]]s could be lawful, [[monk]]s could be chaotic, and [[paladin]]s could be whatever alignment they damn well pleased without losing all their class features.  This got some murmuring at first, but it eventually died down, hence its survival into [[Dungeons_%26_Dragons_5th_Edition|next edition]].  After all, [[Eberron|at least one campaign setting]] had similarly relaxed many of these rules, and it didn't immediately collapse from there.
 
Second, and much more controversially, the design team stripped out more than half of the existing alignments, collapsing together "chaotic and neutral good" into just "good," "lawful and neutral evil" into just "evil," and all three neutral alignments into "unaligned."  Their arguments for these were, essentially, that the existing alignment system promoted debate and hurt feelings, and that a certain stratum of player saw these alignments as straitjackets restricting characterization rather than tools through which to understand it.  And it hearkened back to the very olden days, when alignment was a spectrum instead of a grid, thus: Law - Good - Neutral - Evil - Chaos. 
 
It should be added here that there was ''some'' justification for doing this, although it was done rather poorly. Chaotic good was always a slippery alignment to get right (you usually wound up with somebody who was much more chaotic than good, or much more good than chaotic) so collapsing it together with neutral good into a unified alignment of "cares about doing the right thing without necessarily following the rules slavishly" helps ease the problem, and if you're removing that, why not go for the poorly defined line between lawful evil and neutral evil as well, since both similarly often seemed to end up in the same pot of "evil, but has some personal rules about it"? Lawful good and chaotic evil, on the other hand, both had their own very well defined identities completely separate from generic "good" and "evil"; lawful good had specific definitions of what "good" was, which the other "good" alignments did not, while ordinary evil does evil for self-interest rather than pleasure, as chaotic evil supposedly did. On top of that it can charitably be seen as a return to the original Alignments before they where expanded into a system in AD&D back in the days were Gygax had the PC's be on the side of law and order against the evil chaos of monsters
 
Everything might have worked better if they left in the lawful neutral and chaotic neutral alignments as "lawful" and "chaotic" (both of which had much firmer identities than neutral good and neutral evil). But, there was a complication: "chaotic neutral" is one of the most famous problematic sacred cows in the alignment system, infamous for being abused by the same sort of "LULSORANDUMB" players who give [[Malkavian]]s a bad name, treated as "carte blanche" to do whatever the fuck the player wanted without actually writing "evil" on their character sheet, or otherwise used to enable anti-social, anti-group behavior behind alignment as a shield.  Indeed, many suspect that this whole process was initially kicked off by a desire to remove "chaotic neutral" from the alignment system altogether for exactly this reason. 
 
Unfortunately, this was very much a "trying to please everyone, and succeeding in pleasing no one" scenario.  People who liked the old alignment system hated the new one, seeing it, fairly or unfairly (and there are some eloquent defenses of it in the PHB) as a dumbed-down, stripped down version of the old one, tearing out more than half the options and leaving nothing to really replace them.  People who hated the old alignment system continued to be unhappy with this one, since it was, after all, ''still'' an alignment system, only with even fewer options.  And even the people who liked it (for indeed, the fractious nature of alignment-based discussions all-but guarantees there are people who see no difference between neutral and chaotic good, or lawful and chaotic neutral) got to get blasted by the heat of the raging flame war this choice unleashed.
 
Worse, [[Planescape| a setting that was somewhat-popular with the indie crowd that liked using the game to explore ideas more than actually playing it]] was pretty-tightly tied to the traditional alignment system, and completely-revamping the entire alignment grid from the ground up necessitated plucking it up by the roots after the last edition had instead been content to subject it to malign neglect. And a variety of traditionally-friendly monsters were revamped into evil-or-at-least-dickish ones under the internally-consistent-but-externally-dubious logic that everything in the Monster Manual should exist to get killed, and putting in monsters that don't was just wasting everyone's time, leading to accusations that the alignment system was drastically revamped primarily to justify putting "it's okay to kill this, really" alignments next to as many critters as possible.  


===Basics===
It was ultimately undone in the transition back to [[Dungeons_%26_Dragons_5th_Edition|5e]], along with several of the changes to the setting cosmology 4e made, and, as with many 4e design choices, leaves the impression that, perhaps, the design team's vision might have been better served by just abandoning the old ''D&D'' system of alignment altogether rather than trying to tie it to the property.
Nearly every roll consists of making a single D20 roll, plus a modifier, against a target number. Saving throws have been replaced with Defenses that work like AC; the term 'Saving Throw' is now used to refer to a 50/50 roll every turn to recover from a durational effect.


===Character Generation===
===Character Generation===
Chargen is simplified compared to 3rd Edition (although still time consuming) - skills are all-or-nothing, you either have training in them or you don't. Each character gains a selection of Powers which can be used at will, once per encounter, or once per day, in ascending order of power. These abilities often consist of an attack plus some special effect, such as knocking someone prone, setting them on fire, or moving yourself or your opponent. There are also five possible alignments, none of which have much effect on gameplay any more: Lawful Good, Good, Unaligned, Evil and Chaotic Evil. So all you chaotic good drow rip-offs are gone.
Chargen is simplified compared to 3rd Edition (although still time consuming). Skills are all-or-nothing, you either have training in them or you don't. The core of character generation for 4e, in many ways, is the [[AEDU System]], a universal mechanic for handling class combat options. This results in intimidating large lists of potential options that players need to check, but for newcomers, it is fairly easy to break things up into just the options they need to pick between.


==== Races ====
Other unique aspects of Chargen for this edition was the system of the [[Paragon Path]] and the [[Epic Destiny]]. This was then supplemented by the optional system of the Theme (see below).
The character races in the PHB are:


*[[Dragonborn]]
====Races====
*[[Dwarf]]
[[File:Steve Argyle D&D 4e PHB2 Races.jpg|300px|thumb|right|The races of PHB 2. People were upset that the [[Gnome]] and [[Half-Orc]] were not in the core book.]]
*[[Eladrin]] (High Elf)
*[[Elf]] (Wood Elf)
*[[Half-Elf]]
*[[Halfling]]
*[[Human]]
*[[Tiefling]]


In addition to the races in the PHB, the following player races are in the MM and other sourcebooks: (all of them are "LA +0", to put things in 3.5 parlance):
[[Level Adjustment]], [[Favored Class]] and the concept of negative ability scores are all out the window in 4th edition. 4e goes for a "accentuate the positive" design methodology, and embraced what [[TVTropes]] calls the "Square Race, Round Class" trope - now you could experiment with unconventional race/class combos and you wouldn't be crippling yourself in the process. Your racial traits would align better with some classes than others, but still, you would never be outright ''terrible'' at a given class unless you deliberately made yourself crippled. Even the [[Monster Manual]] races, whilst maybe not AS powerful as a [[Player's Handbook]] race, would still be competitive, they just wouldn't have the bounty of racial feats and [[Paragon Path]]s that PHB races did.


*[[Bladeling]]
Races in 4e followed a simple but robust formula:
*[[Bugbear]]
* +2 to two different Ability Scores. Certain races play with this mechanic, and from the 3rd PHB onwards, it was retconned that all PC races without unique Ability Score modifiers instead used the formula of +2 to one ability score, +2 to one of two ability scores" - [[Tiefling]]s, for example, started out with a mandatory +2s in [[Charisma]] and [[Intelligence]], and then were erratated so they could choose to boost either Intelligence or [[Constitution]] instead.
*[[Bullywug]]
* A racial speed, measured in "squares" (which amount to 5 foot per square, so a "Speed 6 squares" character can move 30 feet per round).
*[[Doppelganger]]
* Size, which is pretty much identical to 3e, but with fewer bonuses/penalties inherent to specific sizes, so Small PCs were no longer quite as handicapped.
*[[Drow]]
* Vision - distinct vision ranges were dropped in this edition, so you simply had normal vision, low-light vision, or darkvision, and they tried to reduce the presence of darkvision as much as possible.
*[[Duergar]]
* +2 to two different skills
*[http://www.wizards.com/rpga/downloads/rpga4_frpgpreview.zip Genasi] (comes in 5 varieties: Earthsoul, Firesoul, Stormsoul, Watersoul, and Windsoul)
* At least one, and usually more, racial features; these are "ribbons", a vast array of passive traits, such as a bonus to one of your [[Non Armor Defenses]] or an attack bonus against Bloodied creatures.
*[[Githyanki]]
* A racial Encounter power, using the AEDU system - this trait was particularly malleable, with many races putting their own unique spins on it; humans, for example, get a bonus at-will for their class instead, whilst half-elves can select an at-will power from a separate class and use it 1/encounter.
*[[Githzerai]]
*[[Goblin]]
*[[Gnolls]]
*[[Gnome]]
*[[Hobgoblin]]
*[[Kenku]]
*[[Kobold]]
*[[Minotaur]]
*[[Orc]]
*[[Shadar-Kai]]
*[[Shifter]], Longtooth
*[[Shifter]], Razorclaw
*[[Warforged]] (updated and in [http://www.wizards.com/dnd/files/364_Warforged.pdf this article of Dragon Magazine #364])


Character races in the PHB 2 are:
The race selection was hugely controversial; responding to letters and forum posts indicating a general lack of a fanbase for [[gnome]]s and [[half-orc]]s, WotC chose to leave those races out of the 4e PHB, instead replacing them with a new race, the [[Dragonborn]], and the [[Tiefling]]s, one of the most popular "monstrous" races in 3rd edition. This added to the shit-storm from the PHB's release, even though both races were soon released afterwards in the 2nd PHB - and were usually begrudgingly acknowledged as having fixed a lot of their traditional problems.
*[[Deva]]
 
*[[Gnome]]
By the end of 4th edition, the race list had grown as vast as any other edition before it. For the full array, see [[List_of_D%26D_PC_Races#4th_Edition|here]].
*[[Goliath]]
 
*[[Half-Orc]]
====Classes====
*[[Shifter]]
4th edition's classes changed enormously, and were without a doubt the most controversial aspect of the edition. This is due to all classes prior to the release of Essentials being built around the [[AEDU System]].
 
A class has the following traits:
* Role: As described above, this covers your combat role; Defender, Leader, Striker or Controller.
* Power Source: Describes the origin of your class's power; Martial characters rely on physical training, Divine characters call upon godly might, Primal characters commune with the [[Primal Spirits]], [[Psionics]] use the power of their minds, Arcane characters perform general magic. This is mostly a flavor thing, although there are a rare few mechanical options locked behind power source, mostly the odd [[feat]], [[Paragon Path]] or [[Epic Destiny]].
* Key Abilities: Describes what [[Ability Score]]s your class most relies on.
* Armor Proficiencies
* Weapon Proficiencies
* Implement: Certain classes use special items to "focus" their powers, mostly casters. Implement describes just what that is, such as the [[Cleric]] and her Holy Symbol.
* Bonus to Defense: All classes increase one of their [[Non Armor Defenses]] by +2.
* Hit Points gained at 1st level
* Hit Points gained at level up
* Healing Surges per Day
* Trained Skills
* Class Features
 
Additionally, every class comes with "Build Options", which are basically little guidelines to the precise selection of features, powers, feats, races, etc to make a solid, functioning "archetypical" example of that character, such as the sword & board fighter.
 
Compared to classes in other editions, 4e classes are hugely front-loaded; whereas classes in other editions follow a paradigm of "gain X class feature at level Y", 4e classes gain all of their features at first level (although they do retain the aforementioned level-locked paradigm for Paragon Paths and Epic Destinies). The difference is that 4e classes have relatively few features, averaging about three or four. One of these features, and sometimes more, is always "modular", presenting a player with options to choose from that fundamentally affect the way the class plays. For example, the [[Fighter]] has the feature "Fighter Weapon Talent", which can either grant them a +1 attack bonus with either two-handed or one-handed weapons, or it can be traded for alternate features like Battlerager Vigor, Tempest Technique, or Brawler Style, each of which has a very different effect. The [[Wizard]], meanwhile, has the feature "Arcane Implement Mastery", where they can choose one specific kind of implement and gain special bonuses whilst using that specific implement.
 
Character versatility is predominantly carried out through the [[AEDU System]]. The vast array of different powers gives each PC their own specific set of tricks to use, so two members of the same race and class will play in very different manners. To try and avoid the problem of overwhelming players with options, similar to complaints about the book-keeping needed for casters in previous editions, PC characters have a very small set of powers, gaining new power "slots" as they level up, until they reach their maximum power set (ignoring the bonus powers granted by a [[Paragon Path]] and an [[Epic Destiny]]) at level 10, which consists of: 2 At-Will powers and 3 each for Encounter powers, Daily powers, and Utility powers. From the Paragon tier (11th level) onwards, leveling up allows a player to replace their weakest power with a power from their new level - for example, at level 13, you replace your now outdated and weak 1st level Encounter power with a 13th level one. This system of dropping powers as you level is controversial, but does keep the book keeping down, as it's a matter of replacing your powers and not just expanding the list.
 
At 11th level and 21st level, respectively, a player picks up a [[Paragon Path]] and an [[Epic Destiny]], which further cements the kind of character they want to play and grants bonus class features and powers to match that theme.
 
The (Power Source) Power [[splatbook]]s provided new powers, variant class features, paragon paths and epic destinies, and were essential to fleshing out the player's options array; it's telling that the weakest of the [[AEDU System]] classes were the [[Rune Priest]] and the [[Seeker]], who never had the chance to get options beyond their default 2 class feature variants and 3 paragon paths because they were released after their power splats and relied on [[Dragon Magazine]] for covering up holes.
 
...And then along came Essentials, and made things way more complicated! Based on the idea of [[Variant Class]]es, Essentials classes can be found and described [[Dungeons & Dragons Essentials|here]].


==== Classes ====
Character classes in the first PHB consist of:


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|- valign=top
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! Shadow
! Shadow
|            ||              || [[Assassin]] ||  
|            ||              || [[Assassin]]<br/> [[Vampire]] ||
|}
|}
|}
|}


*[[Cleric]] (Role: Leader, Power Source: Divine)
*[[Cleric]] (Role: Leader, Power Source: Divine)
*[[Fighter]] (Role: Defender, Power Source: Martial)
*[[Fighter]] (Role: Defender, Power Source: [[Martial Power|Martial]])
*[[Paladin]] (Role: Defender, Power Source: Divine)
*[[Paladin]] (Role: Defender, Power Source: Divine)
*[[Ranger]] (Role: Striker, Power Source: Martial)
*[[Ranger]] (Role: Striker, Power Source: [[Martial Power|Martial]])
*[[Rogue]] (Role: Striker, Power Source: Martial)
*[[Rogue]] (Role: Striker, Power Source: [[Martial Power|Martial]])
*[[Warlock]] (Role: Striker, Power Source: Arcane)
*[[Warlock]] (Role: Striker, Power Source: Arcane)
*[[Warlord]] (Role: Leader, Power Source: Martial)
*[[Warlord]] (Role: Leader, Power Source: [[Martial Power|Martial]])
*[[Wizard]] (Role: Controller, Power Source: Arcane)
*[[Wizard]] (Role: Controller, Power Source: Arcane)


Line 113: Line 200:
*[[Sorcerer]] (Role: Striker, Power Source: Arcane)
*[[Sorcerer]] (Role: Striker, Power Source: Arcane)
*[[Warden]] (Role: Defender, Power Source: Primal)
*[[Warden]] (Role: Defender, Power Source: Primal)
Classes added in the third PHB are:
*[[Ardent]] (Role: Leader, Power Source: Psionic)
*[[Battlemind]] (Role: Defender, Power Source: Psionic)
*[[Monk]] (Role: Striker, Power Source: Psionic)
*[[Psion]] (Role: Controller, Power Source: Psionic)
*[[Runepriest]] (Role: Leader, Power Source: Divine)
*[[Seeker]] (Role: Controller, Power Source: Primal)


Classes in other books include:
Classes in other books include:
*[[Artificer]] (Role: Leader, Power Source: Arcane) from the ''Eberron Campaign Guide''
*[[Assassin]] (Role: Striker, Power Source: Shadow) from Dragon Magazine 379
*[[Swordmage]] (Role: Defender, Power Source: Arcane) from the ''Forgotten Realms Campaign Guide''
*[[Vampire]] (Role: Striker, Power Source: Shadow) from ''Heroes of Shadow''


*[[Artificer]] (Role: Leader, Power Source: Arcane) from the Eberron campaign guide
Essentials added new, simplified "subclasses" for every every class in multiple different sourcebooks:
*[[Swordmage]] (Role: Defender, Power Source: Arcane) from the Forgotten Realms campaign guide
*[[Bladesinger]] (Base Class: [[Wizard]], Role: Controller, Power Source: Arcane) from the ''Neverwinter Campaign Setting''
*[[Monk]] (Role: Striker, Power Source: Psionic) from the third PHB
*[[Binder]] (Base Class: [[Warlock]], Role: Controller, Power Source: Shadow) from ''Heroes of Shadow''
*[[Psion]] (Role: Controller, Power Source: Psionic) from the third PHB
*[[Blackguard]] (Base Class: [[Paladin]], Role: Striker, Power Source: Divine) from ''Heroes of Shadow''
*[[Seeker]] (Role: Controller, Power Source: Primal) from the third PHB
*[[Executioner]] (Base Class: [[Assassin]], Role: Striker, Power Source: Martial) from ''Heroes of Shadow''
*[[Assassin]] (Role: Striker, Power Source: Shadow) available only to D&D Insider subscribers
*[[Sha'ir]] (Base Class: [[Wizard]], Role: Controller, Power Source: Arcane) from ''Heroes of Elemental Chaos''
*[[Battlemind]] (Role: Defender, Power Source: Psionic) from the third PHB
*[[Elementalist]] (Base Class: [[Sorcerer (Dungeons & Dragons)|Sorcerer]], Role: Striker, Power Source: Arcane) from ''Heroes of Elemental Chaos''
*[[Runepriest]] (Role: Leader, Power Source: Divine) from the third PHB
*[[Mage]] (Base Class: [[Wizard]], Role: Controller, Power Source: Arcane) from ''Heroes of the Fallen Lands''
*[[Knight]] (Base Class: [[Fighter]], Role: Defender, Power Source: Martial) from ''Heroes of the Fallen Lands''
*[[Warpriest]] (Base Class: [[Cleric]], Role: Leader, Power Source: Divine) from ''Heroes of the Fallen Lands''
*[[Thief]] (Base Class: [[Rogue]], Role: Striker, Power Source: Martial) from ''Heroes of the Fallen Lands''
*[[Slayer]] (Base Class: [[Fighter]], Role: Striker, Power Source: Martial) from ''Heroes of the Fallen Lands''
*[[Witch]] (Base Class: [[Wizard]], Role: Controller, Power Source: Arcane) from ''Heroes of the Feywild''
*[[Protector]] (Base Class: [[Druid]], Role: Controller, Power Source: Primal) from ''Heroes of the Feywild''
*[[Berserker]] (Base Class: [[Barbarian]], Role: Defender and Striker, Power Source: Martial) from ''Heroes of the Feywild''
*[[Skald]] (Base Class: [[Bard]], Role: Leader, Power Source: Arcane) from ''Heroes of the Feywild''
*[[Hunter]] (Base Class: [[Ranger]], Role: Controller, Power Source: Martial) from ''Heroes of the Forgotten Kingdoms''
*[[Cavalier]] (Base Class: [[Paladin]], Role: Defender, Power Source: Divine) from ''Heroes of the Forgotten Kingdoms''
*[[Sentinel]] (Base Class: [[Druid]], Role: Leader, Power Source: Prime) from ''Heroes of the Forgotten Kingdoms''
*[[Hexblade]] (Base Class: [[Warlock]], Role: Striker, Power Source: Arcane) from ''Heroes of the Forgotten Kingdoms''
*[[Scout]] (Base Class: [[Ranger]], Role: Striker, Power Source: Martial) from ''Heroes of the Forgotten Kingdoms''


==Gameplay==
<center>
Gameplay is divided into encounters. The GM selects monsters and traps up to a total experience value as recommended for the size of the party, and the encounter plays out as a tactical miniatures game. Non-combat encounters consist of "skill challenges", where skill checks (sometimes of multiple types) are made in sequence. XP is awarded for non-combat challenges and quests, as well as for combat encounters.
<gallery>
Image:4theditionPHB.jpg|Player's Handbook 1
Image:4theditionPHB2.jpg|Player's Handbook 2
Image:4theditionMM.jpg|Monster Manual 1
Image:4theditionDMG.jpg|Dungeon Master's Guide 1
Image:4theditionOPHB.jpg|Original PHB cover, ended up being used for ''Dungeon Delve''
</gallery>
</center>
 
====Themes====
'''Themes''' are a mechanic added late in 4e's lifecycle with the release of the 4e version of [[Dark Sun]]. In basic concept, they can be likened to AD&D's [[kits]] or 5e's backgrounds; they're a defining character background element that is taken as an option at character creation, granting options based on the Theme chosen - sort of a Heroic tier version of the [[Paragon Path]] or [[Epic Destiny]]. The idea spun out of early experiments in "prestige classes" for D&D 4e, with things like the feat-based [[dhampyr]] race and the [[multiclassing]] based Spellscarred "motif".
 
In fact, themes underwent a revision, so there are two distinct mechanical styles.
 
The first version debuted in the 4e Dark Sun Campaign Setting slatbook; this version provides the player with a bonus theme-based Encounter Attack power, and the option to take theme attack and utility powers, which contained built-in "upgraded" versions to replace them at higher tiers. Dark Sun "subclass themes" consist of the following:
* Athasian Minstrel
* Dune Trader
* Elemental Priest
* Gladiator
* Noble Adept
* Primal Guardian
* Templar
* Veiled Alliance
* Wasteland Nomad
* Wilder
* Escaped Slave (Dragon #390, the others appeared in the DSCS splatbook)


Each character can take one standard action (such as an attack), one move action, one minor action, and any number of free actions per turn. Each character also gets one immediate interrupt or immediate reaction per round, which may be used outside of the regular turn order. Generally each character will use their standard action to make use of an attack power. Characters are highly specialised as noted above, and fit into MMO-style combat roles of controller (lockdown/AoE), defender (tank), leader (buffer/healer), striker (DPS).  
The second version debuted in the [[Neverwinter]] Campaign Setting, a post-Essentials "subsetting" for the [[Forgotten Realms]], and this is the version that became the default. "Neverwinter Style" themes grant the player a bonus Encounter Utility power, as well as new class features at levels 5 and 10, and an assortment of Heroic tier Encounter and Utility powers they can decide to take. This version of the theme appeared in both the aforementioned splatbook and in the subsequent Player's Option trilogy (or, at least, the [[Elemental Chaos]] and [[Feywild]] ones; they were absent from the Heroes of Shadow book), the Dungeon Survival Handbook, and the [[Book of Vile Darkness]]; it was the pages of [[Dragon Magazine]] that truly filled out the ranks of the themes.


Characters level up from level 1 to 30; with the scope of the game changing every ten levels. At level 30 characters are expected to undergo some form of apotheosis.
'''Neverwinter Campaign Setting Themes:'''
* Neverwinter Noble
* Oghma's Faithful
* Harper Agent
* Dead Rat Deserter
* Iliyanbruen Guardian
* Pack Outcast
* Heir of Delzoun
* Renegade Red Wizard
* Scion of Shadow
* Devil's Pawn
* Spellscarred Harbinger
* Bregan D'aerthe Spy


==Setting==
'''Dungeon Survival Handbook Themes:'''
The setting of 4e is highly generic and designed to give the DM a relatively blank canvas to paint on. This default setting consists of a wild medieval landscape in which isolated human and demihuman communities ('Points of Light') struggle to survive after the fall of a greater empire. This provides an explanation for the large areas of wilderness and many ruins for monsters to hide in, and the need for adventurers as opposed to more regulated militias. Which doesn't make any Goddamn sense, but okay.
* Bloodsworn
* Deep Delver
* Escaped Thrall
* Trapsmith
* Treasure Hunter
* Underdark Envoy
* Underdark Outcast


The Planescape cosmology, present in 2e and 3e, has been removed, and a much vaguer "Astral Sea" cosmology has been put in its place.
'''Book of Vile Darkness Themes:'''
* Cultist
* Disgraced Noble
* Infernal Slave
* Reaver
* Vile Scholar


The DMG contains an extensive section explaining the tropes of the setting and how they might be used, and also suggesting ways in which the DM can deviate from them to make the setting his own.
'''Players Option: Heroes of The Feywild Themes:'''
* Fey Beast Tamer
* Sidhe Lord
* Tuathan
* Unseelie Agent


==D&D 4e on /tg/==
'''Players Option: Heroes of The Elemental Chaos Themes:'''
[[Image:ST4E.jpg‎ |thumb|left|The reaction of some fans.]]
* Demon Spawn
Since its announcement 4e has been a source of controversy and trolling on /tg/. Its supporters consider it to have made D&D simple and fun. Its critics have numerous objections to the system and setting, often referring to it as 'shit twinkie' (with the implication that they had been expecting a certain type of D&D goodness and sorely disappointed by what was actually delivered.)
* Earthforger
* Elemental Initiate
* Friecrafter
* Ironwrought
* Jannissary
* Moteborn
* Primordial Adept
* Watershaper
* Windlord


It is virtually guaranteed that any 4e thread will descend into trolling within the first dozen replies.
'''Dragon Magazine Themes:'''
* Alchemist (#399)
* Animal Master (#399)
* Order Adept (#399)
* Wizard's Apprentice (#399)
* Ordained Priest (#399)
* Scholar (#399)
* Seer (#399)
* Chevalier (#399)
* Guardian (#399)
* Hospitaler (#399)
* Noble (#399)
* Explorer (#399)
* Guttersnipe (#399)
* Mercenary (#399)
* Outlaw (#399)
* Student of Evard (#400)
* Gloomwrought Emissary (#400)
* Iron Wolf Warrior (#400)
* Fatedancer (#401)
* Son of Alagondar (#402)
* Seeker of Illefarn (#402)
* Hordelands Nomad (#404)
* Sohei (#404)
* Samurai (#404)
* Yakuza (#404)
* Wild Hunt Rider (#405)
* Oracle of the Evil Eye (#405)
* Sariofal Feywarden (#405)
* Callidyrr Dragoon (#405)
* Black-Hearted Knave (#406)
* Infernal Prince (#406)
* White Horn Knight (#406)
* Moon Hunter (#406)
* Soaring Rake (#406)
* Purple Dragon (#407)
* Cormyrian Battle Mage (#407)
* Sentinel Marshal (#407)
* Brazen Ambassador (#408)
* Chaosmade (#408)
* Stormraider (#408)
* Blackstaff Apprentice (#409)
* Halaster's Clone (#409)
* Masked Lord (#409)
* Werebear (#410)
* Wererat (#410)
* Werewolf (#410)
* Mariner (#412)
* Bregan D'Aerthe Mercenary (#413)
* Elderboy (#413)
* Melee-Magthere Champion (#413)
* Sorcere Adept (#413)
* Drow House Priestess (#413)
* Widow of Arach-Tinilith (#413)
* Ooze Master (#413)
* Secret Apostate (#413)
* Skulker of Vhaeraun (#413)
* [[Transcendent Order|Cipher]] (#414)
* [[Society of Sensation|Sensate]] (#414)
* [[Xaositect]] (#414)
* Misshapen (#416)
* Haunted Blade (#416)
* Beguiler (#420)
* Occultist (#420)
* Ghost (#420)
* Inquisitive (#426)
* Courtier (#426)
* Spy (#426)
* Vigilante (#426)
* Ghost of the Past (#430)
* River Rat (#430)


===Criticism or troll?===
==D&D Essentials==
'''D&D Essentials''', also known as '''D&D 4.5''', was a marketing ploy/systems update that came into being during the final few years of 4th edition's life. Officially released as an attempt to make a more "newbie friendly" version of 4e, and/or to appeal to players more comfortable with older editions of D&D. The system failed to do either and is widely considered amongst 4e's fanbase to have basically signed the edition's death warrant.


A criticism is one or more factual statements that, when combined, suggest that there is a shortcoming. What separates a criticism from a troll is that a criticism merely lays out facts and allows the reader to decide if the facts strongly communicate a flaw. A troll statement is one that includes possibly inflammatory statements that do not allow the reader to come to their own conclusion. For example, a criticism may be "Light blue type is difficult to read on a white background". A troll statement might be "The light blue type is stupid" or "Light blue is a shit twinkie".  
Essentials first appeared as a pair of [[Player's Handbook]] equivalents; "Heroes of the Fallen Lands" and "Heroes of the Forgotten Kingdoms", each of which offered a recap of the standard set of rules, including some errata, as well as new "simplified" versions of several pre-existing 4e classes; these [[variant class]]es consisted of the [[Warpriest]] (variant [[Cleric]]), [[Knight]] (variant [[Fighter]]), [[Slayer]] (variant [[Fighter]]), [[Thief]] (variant [[Rogue]]) and [[Mage]] (variant [[Wizard]]) in the Fallen Lands splat, and the [[Sentinel (D&D)|Sentinel]] (variant [[Druid]]), [[Cavalier]] (variant [[Paladin]]), [[Hunter (D&D)|Hunter]] (variant [[Ranger]]), [[Scout (D&D)|Scout]] (variant [[Ranger]]) and [[Hexblade]] (variant [[Warlock]]) in the Forgotten Kingdoms splat. Later supplements included the [[Protector |Protector]] (variant Druid), [[Skald]] (variant [[Bard]]), [[Witch]] (variant Wizard), and [[Berserker]] (variant [[Barbarian]]) from the Feywild Splat, the [[Elementalist]] (variant [[Sorcerer]]), and [[Sha'ir]] (variant Wizard) from the Elemental Chaos splat and the [[Blackguard]] (variant Paladin), [[Binder]] (variant Warlock), and Executioner (Variant [[Rogue#Assassin|Assassin]]) from the Shadow splat.  


===Criticism===
All of these classes tweaked the class formulas in different ways, but the basic approach of cutting down the options and removing the potentially overwhelming array of powers that the older [[AEDU System]] classes had presented remained universal. Caster classes like the [[Mage]] and [[Warpriest]] tended to be slightly more complex than martial characters like the [[Knight]] and [[Slayer]], who tended to particularly shun the old way of doing things to focus on stances and at-will powers. Additionally, the writing method would change from the clear but impersonal "manual-like" methodology of the 4e classes to a more "natural language" style.
{{editwar}}
Some of the criticisms levelled at 4e include:


*The powers themselves are very cookie-cutter in nature, relying on a number of stock effects (such as "Slide", "Slow", "Stun", "Spend a healing surge", etc.).
So, what went wrong? Several things.
*The fluff descriptions of the powers are incomprehensible. The world-fluff is also generally silly - even if some argue it is actually unnecessary to pay attention to the core fluff at all it still feels like a bad writer's [[fantasy heartbreaker]]. Examples also include the infamous [[Bear Lore]] check which requires an unusually high Nature Knowledge check to know that ''bears use their claws to attack.'
*Characters are more durable, reducing the fear of death and TPK. On the other hand, a series of playtest combats carried out by [[Fags_of_4chan#.28whatever.29fag|Touhoufags]] show that a party that knows what it's doing and uses group tactics well will cut through encounters several levels higher than themselves like a hot knife through butter.
*The skill challenge system, which was supposed to cover non-combat action sequences, was completely broken as-published, to the point that difficulties were inverted (in many cases it was impossible to accrue four successes before two failures on a complexity 1 skill challenge, while it was often nearly impossible to fail a high-complexity skill challenge), and the published examples of negotiation made Fighters completely useless in skill challenges because their lone class social skill, Intimidate, generates automatic failures (which was completely against the intention of the skill challenge rules). The mechanics have since been errataed, but the errata were also useless. The errata to the errata was also useless. The latest errata to the errata to the errata might be viable, but at this point most folks have just abandoned trying to make skill challenges viable.
*Some feel that the decrease in rules, while welcomed, didn't go far enough. Apparently, a hardcover book filled with blank pages would have been ideal.
*Over-reliance on unimaginative 'adjectivenoun' naming conventions, for instance: ''Darkleaf Armor: Darkleaves from the gravetrees of the Shadowfell give this armor its protective properties.''.
*Lack of non-combat content such as crafting. This criticism partially refers to the reduced skill list and partially to the fact that the greatest focus of the game are obviously the Powers which are largely combat-oriented.
*Fragile system: play like the devs or break the game. Single-class parties, exploiting ranged attacks, breaking the healing system/circumventing the healing surges mechanic, all make much of the game silly.
*The Mongol dilemma--soldiers on horseback can defeat the majority of the game's monsters by virtue of the monsters not having decent ranged attacks.
*Giving a flying monster a bow breaks the game against most parties, since only a few classes can viably use a bow.
*Various broken abilities that demonstrate a lack of playtesting and/or wilful disregard for legitimate concerns (i.e.: "Orbizard," Demigod epic destiny, playtests of rangers soloing Orcus).
*Embarrassingly shallow pre-written encounters.  Encounters act more like furniture to kill for XP and loot rather than NPCs with motivations and planning.  NPCs calling in reinforcements or escaping to return later causes the game to break down.
*The economic system is a clusterfuck; the manufacturing cost for useful items is stated in the Player's Handbook to be exactly the same as the sale price.
*Vastly dissociated mechanics: how do I describe what's going on in a way that makes sense? Too many powers cripple the ability to narrate a cohesive scene outside of a completely meta-game interpretation.
*Daily powers for non-casters. "I can only swing for 6[W] + Strength damage once per day!"
*Entire armies of high-level minions die in a sandstorm. "Working as intended." ''(note: this is considered a viable counter-argument, left in for humour value)''
*Healing surges as cartoon-character healing.  Hit points have always been an abstracted measurement of fatigue, wounds, morale, &c. (the rationale for why a Warlord can shout HP back into you) which is easier to suspend disbelief when it's melee; however, when power descriptions/fluff explicitly indicate physical harm is being done, it's hard to roll with it.  "Trust me, you can find surprising sums of surplus strength in you simply by having someone yell at you hard enough." ''(Note: this counter-argument is left in for humour value, also)
*A lack of diversity and interesting classes caused by the standardization of all powers and classes.
*Classes based on mechanics rather than fluff. (Stat combos are not classes. "Does damage" is not a class concept.) Note that 4e says the concept behind their classes is exclusively to do damage, it's just a purpose of the class.
*Use of Dungeons and Dragons terms in 4e abilities that are misleading. E.G: The 'Sleep' spell doesn't put anything to sleep in 4e terms, 'Disintegrate' doesn't disintegrate, spells and rituals named after characters, even though there is no way to research spells and rituals.
*Elimination of iconic spells, traditional class features, and whole classes in the name of balance.  Try playing an enchanter or necromancer or a witch with a familiar.  Sorcerers, bards, rangers with animal companions, druids, and monks were all not available in the initial release; however, most of those were added in the books printed later on.
*Exception-based design wankery, plus shit like the four different "evil eye" variations. Includes ability interaction and "How the hell do I adjudicate this?"
*[[Image:Wtf_am_i_reading.jpg|thumb|right]] Using [[Page 42]] from the Dungeon Master's Guide to replace actual rules or good judgement. In 3.5e this is called "Rule Zero," but it was a guideline, not explicit rules with charts and figures and errata.  ''(see the [[Page 42|wiki page]] for more specific criticism)
*HP bloat resulting in grinding and "padded sumo" at higher levels. The Monster Manual II attempted to fix this with errata, but the mathematics are still way off, leading to even simple combats taking hours to resolve, even when such combats present no risk to adventurers.
*Instead of eliminating the 15-minute workday, the devs put everyone on the 15-minute workday schedule.
*A party of everyone playing the same class is generally superior to a party of everyone playing a different class.
*Powers often have ambiguous fluff, interfering with suspension of disbelief; see [[Bloody Path]].


===Common trolling points===
Firstly, Essentials was initially marketed as a side-line; promises were made to players that the Essentials classes would consist of just their two debut books and the rest of 4e would remain in business as usual. But this turned out to be a great big lie. Books that were promised, such as the [[Nentir Vale]] gazetteer, were cancelled. Books that fans had been waiting on were replaced with more books full of Essentials content, in the form of the Heroes of Shadow, the Feywild and the Elemental Chaos trilogy. [[Dragon Magazine]] likewise focused on new Essentials-related crunch content. This left fans feeling betrayed. In addition to this, organized play sessions hosted by WoTC would ''only'' play with these, making a lot of the stuff they released completely useless.  
Trolls often use these points in an attempt to start an edition war.


*Claim that power-based class abilities is too similar to MMOGs, in particular World of Warcraft.
Secondly, and just as importantly, the Essentials classes were... well, let's be blunt; they were crap. In contrast to their predecessors, the Essentials classes were unbalanced as all hell; the best of them were strong in the Heroic tier but fell behind at higher levels, whilst most just could not match up to the power of a 4e class. Their dearth of powers made them, frankly, one-note and boring by comparison. And that's not getting into their individual flaws, such as the [[vampire]] and its status as a Striker that burned up its own [[Healing Surge]]s as a resource. This led to a considerable backlash from 4e fans, since they found the Essentials classes to be so much more badly designed than their predecessors.
*Claim that Martial characters resemble magical anime characters in capabilities.
*Claim that the roles that fighters, wizards, clerics, and rogues fill were lifted from World of Warcraft.
*"I could use [[Page 42]] as canonical rules for skill checks to climb inside a dogs ass" or some other patently absurd action.


===Fandom===
Finally, it was really a doomed idea to begin with; those who disliked 4e were not any more inclined to try Essentials, since it still relied on the "videogamey" concepts of powers to begin alongside the "miniature wargaming" concept of tactical positioning and battlefield manipulation, while the revisions alienated actual fans of 4e as it negated what actual strengths the game had.
Sadly, few people wish to speak up about what's GOOD about 4e, nevermind what has been improved since 3.5e, else they get hit with the [[RAGE|fury of a thousand suns]].  Indeed, some retards (or should I say /b/tards?) on /tg/ will propose an obviously flawed "benefit" of the new edition just to bait the trolls and watch the fireworks.


The most dedicated unpaid fanwork based on 4e would be the [[Touhou Power Cards]], although it's difficult to say whether these weaboo fags are using Touhou to be 4e fans, or 4e to be Touhou fans, or perhaps using Touhou as an overly-elaborate satire of the 4e concept of class powers.
So, Essentials was a trainwreck that crashed into the station and leveled the whole place, forcing Wizards to throw out the baby with the bathwater. It caused a marked drop in 4e's sales, making it the first point where [[Pathfinder]] actually began to outsell 4e, and soon after 4e was cancelled and replaced with [[Dungeons & Dragons 5th Edition]]. Which, if you look closely, does look an awful lot like Essentials under the hood...


==Benefits==
In fact, it bears mentioning that WotC themselves seemed to realize that Essentials was shaping up to be a disaster, with both "Heroes of the Feywild" and "Heroes of the Elemental Chaos" releasing new classes that were more the 4e equivalent of 3e's [[Variant Class]]es than completely new classes like the "first generation" Essentials classes, but it was too little, too late.


As much as 4e is berated with criticism, it has a sizable fanbase that enjoys playing it, and has some discernible upgrades from its [[Dungeons & Dragons 3rd Edition|esteemed predecessor.]] Some would argue that it stands well on its own and is a fun game to play, and others would tell you that it doesn't play much different from 3.5e, it's just more streamlined and balanced.  
==Prototypes==
Wizards of the Coast didn't exactly keep it secret that several of their projects before the release of 4E were actually experiments with design ideas they planned for 4th edition. Known prototypes include  ''[[Book of Nine Swords|Tome of Battle]]'', ''[[Star Wars D20|Star Wars: The Roleplaying Game Saga Edition]]'', the [[Binder]] from ''Tome of Magic'' and several parts of the ''Magic Item Compendium''. Unlike 4E, all of these products were well liked, and only the first was remotely controversial. Even the [[Knight]] from Player's Handbook II and the other 2/3rds of ''Tome of Magic'', some less well received prototypes, were well liked ''concepts'' hampered by bad writing and balance. [[Truenamer]]'s problem of getting ''worse'' as they increase in level is suspiciously similar to the problem of [[Page 42]] however... Ritual magic as something any class can do is known to show up as early as [[D20 Modern]] [[Urban Arcana]].


===Changes and Additions===
==D&D 4e on /tg/==
4e made some fixes to the previous system so that the game was more accessible and played out faster than its predecessor. However, the game isn't just an edition fix, it's an entirely new game having endowed the system with new elements to make the game more fun and to give old fans something new to try. Some of these amendments and additions are listed below.
[[Image:ST4E.jpg‎ |thumb|right|The "shit Twinkie", /tg/'s most famous reaction to 4e.]]
Since its announcement 4e has been a source of controversy and trolling on /tg/. Its supporters consider it to have made D&D simple and fun. Its critics have numerous objections to the system and setting, often referring to it as 'shit twinkie' (with the implication that they had been expecting a certain type of D&D goodness and sorely disappointed by what was actually delivered). More cogent arguments against 4th Edition by people tend to decry 4th over some of its perceived issues (character homogenization, signed-in-blood role enforcement, etc).


*"Powers" have been added which give the players additional options and customization when developing their character. Functionally, this replaces the old spell system and allows classes like fighters to have the ability to influence the battle beyond stacking feats towards basic actions such as tripping or two-weapon fighting. There are a variety of powers that can be used themselves in a variety of ways to make no character the same.
This is not surprising, given that the [[Dungeons & Dragons]] fandom on /tg/ is about as fractious as the [[Transformers]] fandom on /co/ and /toy/. This was the exact same thing that had happened when 2e switched over to 3e, it's just that A: the internet gave us a much wider sounding-board than the scattered messaging boards and mail column of [[Dragon Magazine]] did, and B: /tg/ is /tg/ and hates on everything, though not nearly to the extent of say, [[/v/]].
*Skills have been simplified, no longer are you spending skills in ranks. Instead you now pick "Trained" skills which gives you a static +5 bonus to the skill check, and all skills gain half your level as a bonus in the check as well. This prevents an esteemed hero from falling on his ass whenever he walks over a thin sheet of ice just because he didn't put points in "Balance."
*Skills have been condensed as well. Jump, Swim, and Climb are no longer separate skills, and have instead been more realistically combined into "Athletics." The use of these broad terms also makes it easier to decide which skill to use, whether you're the player or the DM.
*Skill Challenges have been created, which while met with much turbulence and criticism, allow a DM to tinker with Skill Checks to create elaborate tasks that, with some creative thinking and use, can be as fun as an actual encounter and also reward XP as one.
*All classes have a similar amount of options when it comes to combat and power selections, meaning Wizards won't now have tons of spells where rogues can simply sneak attack.
*The introduction of "Roles" allows a player to know what benefit his class will bring the party without studying it. Strikers deal damage in a variety of debilitating fashions that might also allow allies to exploit weaknesses or create openings, Defenders encourage enemies to focus on them or otherwise penalize enemies who don't and have the defenses to withstand abuse, thereby functioning as an actual tank, Controllers use their abilities to alter the tide of battle and to influence multiple enemies in manners that transcend simple damage dealing, such as using a brilliant flash of color to blind and stun groups of enemies, and Leaders use their abilities to encourage, heal, and grant bonuses/additional actions to their comrades.
*Classes that inhabit the same role still have enough flavor both mechanically and in fluff to play different from one another but to also benefit the party separately and close to equally. For example, a Monk might maneuver across the battlefield with movement powers and slide/push enemies together so that a Striker can use an area spell to damage them all and win the battle more effectively.
*The game encourages out-of-the-box, creative thinking, allowing players to gain advantages rather than a whirlpool of penalties for doing actions the rules don't cover. In fact, the DMG even comes with a [[Page 42|page]] to help a DM quickly adjudicate how unique actions are resolved, though this page is completely optional and a more clever and improvisational DM might come up with better solutions.
*The streamlined effect system makes power descriptions easier to understand and remember. Powers that blind, slow, stun, and etc don't come with their own set of rules on how the blind, slow, or stun works - thus you won't have wizards flipping through their spellbook in the heat of combat trying to remember what dice to roll to know how long their spell lasts. Instead, these effects are all functionally the same, except for how long they last and how to get rid of them.
*Saving throws are now a static 50% success roll so that unlucky rollers won't be screwed over by having a poor Will defense, but this is only for ending persistent effects. You still have a Will, Reflex, and Fortitude defense for when these effects are put on you in the first place. This system can easily be homebrewed over, too.
*Fortitude, Reflex, and Will Saves have been replaced with Defenses that are functionally identical to AC. No longer do you roll your Will versus a DC, instead the attacker rolls the spell/effect's "attack" against your defense. Fortitude receives benefits from the higher of Str or Con, Reflex from Dex or Int, and Will from Wis or Cha, so you won't often pay for your dump stat choice where saves are concerned.
*4e has many supplemental books even for being so young. Martial Power 2 is already out. Each of these books introduces new class options for those who think that the PHB1+2+3 doesn't have enough, such as options for dual-wielding fighters, rangers that want to get more use out of their pet tiger, and so on. They come out quick but are rich in information and flavor.
*Prestige classes have been taken out, you don't have to count how many levels you want to forgo on your base class anymore. Instead, each class has several "paragon paths" which are like specialties. Your class gains new features powers based on its paragon path, but still retains the benefits of leveling the base class itself.
*Multiclassing isn't about taking multiple class levels anymore and mixing and maxing until you come up with a horrifying hodgepodge of dubious quality. Now, there's a system for "merging" your classes and creating hybrid classes.
*Level Adjustment is a thing of the past. Monster races are now playable from level 1 as a normal race is, and level a class as normal, but still retain the flavor and benefits of being the monstrous race without the debilitating inconvenience of high experience prices and falling behind on class levels.
*Feats are much more interesting and easy to pick now. There are also many feats targeted at races, classes, and race-class combinations. For example, Dragonborn can take feats that widen the area of effect for their dragon breath attack.
*Favorite classes and races still exist, but playing one is less likely going to be a grueling, underpowered experience.
*Powers are divided into At-Wills, Encounters, and Dailies. This means you have some powers you can use once a day when you really need it, some you will tactically drop once an encounter, and some you can always use, so you'll always have something spectacular you can contribute in battle.
*At-Wills fix a lot of issues that made fighters and the like boring and lower level wizards and the like weak. Fighters can now cleave on every attack or push enemies around whenever they want, whereas wizards can continually cast Magic Missile every turn if they so choose rather than resorting to their crossbow to save spells.
*Classes have stunning synergy due to how streamlined and accessible they are. Warlords can maneuver allies into flanking positions and give them free attacks, thereby granting the rogue combat advantage which allows him to receive sneak attack damage. Wizards can drop Clouds of Daggers in choke points to damage enemies, only for the fighter to use Tide of Iron to push enemies back into the daggers to receive even more damage... and those are just minor examples!
*The game is divided into three sections of play: heroic (1-10), paragon (11-20), and epic (21-30). This makes it easier to balance challenges but also provides a different "feel" of gameplay. Heroic players are struggling to be recognized, while paragons are known heroes, and epic heroes are bordering on godlike capability, known and feared throughout the world. There is a great sense of satisfaction to be gained in achieving a new level of heroism.
*The streamlined nature of the game makes it much easier to understand and teach (read: combat advantage), unlike its rules-heavy predecessor, though don't be fooled: the game is still quite complex.
*The game balances combat but doesn't neglect out of combat features. There is no crafting system in place, unfortunately, but there are neat systems such as "Rituals" and "Skill Challenges" which make fighting not the only task of a hero, though still the main task. Most out-of-combat things are the DM's responsibility even in the preceding edition, so 4e doesn't choke a DM by being brief here.
*The recent releases are actually pretty good. DMG2 introduces surprisingly neat features for making traps and altering creatures by applying templates and themes, and MM2 has some really interesting creatures as well as boss encounters like Demogorgon.
*Players have high HP, meaning they don't die due to the DM getting a lucky roll, and they also have Healing Surges, which is a healing system implemented that makes people with higher HP benefit the same as people with lower HP from being healed.


===Monsters - Before and After===
However, since the release of 5th edition, /tg/'s actually gone and mellowed out a lot about 4e. The most common statement on the matter is that the calculated "nostalgia-appeal" motif of 5e makes it honestly feel a little bland compared to 4e, whilst others feel free to admit to actually enjoying 4e's mechanics now that hating on it is no longer the hip thing to do. The common sentiment is that 4e would have actually been well-received if it was presented as a standalone fantasy combat simulator, but attempting to sell it as the successor to 3e doomed it to skub.  While no one is blind to its flaws as a game and as a system (the combat is still widely seen as overcooked and mathy, and the ''D&D'' elements are often perceived as not really being well married to the game that was forced to use them), it does get some posthumous credit for engaging in daring experimentation rather than playing it safe, even among people who consider the ultimate result a failure.
One of the biggest changes in 4e was a product of the change of combat's flow and a creature's construction. In short, monsters in 4e are much, much, much, much, MUCH more interesting and advanced than their predecessor's. It has come to the point where creatures are actually made for synergy, and is further exemplified by the fact that ''monsters, like the players, have roles.'' Examples of such roles are brute, which are bulky front-line heavy-hitters, lurkers which are sneaky enemies that leap from the shadows to take advantage of openings, skirmishers which move from enemy to enemy to debilitate and harm them, and artillery, which are long range, fragile damage dealers that often take cover behind brutes to hit the players. No monster in 4e is topped by a predecessor's monster in complexity, though admittedly some may be less dangerous - but still much more entertaining.


4e also introduces creatures that are called "minions." They are essentially rabble that mob up on the players and do damage, blocking them from getting to the artillery, and perhaps exploding at the behest of their master who has imbued them with some twisted, unstable spell. Minions all have 1 HP and die in one hit, though missed attacks never kill them. This means the Defenders and Strikers can cleave through them and the Controllers can blow them away in massive blasts, but they give fractional XP compared to a full-sized monster so where you might fight two brutes, you'd instead fight maybe eight or ten minions. Most minions are simple and a lot of them can have their actions resolved in as much time as single monster's can be.
In perhaps a great twist of irony, [[Pathfinder_Second_Edition|Pathfinder 2e]] has, according to many fans, taken large bits and pieces of 4e into its own design concept. Needless to say this had led to much [[skub|debate]].


Encounters can be very interesting when you mix and match. For example, a Dracolich's Breath Attack can stun an entire party so that its Mind-Flayer ally can begin to eat their brains while they're helpless to stop it.  
===Fandom===
Though /tg/ frequently jokes that they don't actually exist, 4th has some legit fans. As hugely popular as [[Pathfinder]] was and remains, 4e actually had huge sales throughout its lifespan, only starting to slow late in its lifespan. Since the release of 5th edition, the "4erries" have become both more common and more mellow, focusing mostly on just quietly talking about what they loved and occasionally needling 5e on what they see as negative choices in development - the loss of the [[Warlord]] and reworking [[Gnoll]]s into basically fuzzy demon-bred zombies first and foremost.


'''Monster comparisons'''
Of course, spending more energy on hating on another game's flaws than promoting its own virtues was arguably the original sin of 4e marketing, so...  here we go again...


*Goblins
===Beyond 4chan===
'''3.5e:''' A 1st level Goblin Warrior fights with a morningstar and has the Alertness feat.<br/>
4e has been growing a rather peculiar reputation in mainstream D&D culture, one of misunderstanding and hate filled bile, a few rumors have been spread about 4e among the [[Critical Role]] fans that make up a fair part of the Mainstream fandom, which have spread elsewhere, rumors like; "4e was so mechanically complex (THAC0 called, it wants its place as the most misunderstood D&D mechanic back) because they were also making a virtual tabletop to go along with it, but it never saw the light of day so we got stuck with a math heavy game never actually intended to be played with regular dice (The part about the virtual tabletop is true, but I can't find any sources to back up the claim as a whole).  
'''4e:''' A 1st level Goblin Warrior fights with a spear and some javelins, and has Mobile Ranged Attack (allowing it to move at half speed but fire a ranged weapon without provoking an Opportunity Attack at any point during the move) Great Position (if it ends its move 4 squares from its starting point, it deals an extra 1d6 on a ranged attack) and Goblin Tactics (once a round if missed by a melee attack it can shift one square.) Goblin Blackblades also have an ability that allows them to swap with these Goblin Warriors when they're at low HP and use Goblin Tactics, meaning they can swap out, perhaps quaff a potion much to the anger of your players, and move back in to attack again from another angle.


*Hags
It's also said to be too bloated, this is usually followed up by the amount of powers a PC gets, ignoring that a) 4e slowly paced your power progression throughout Heroic, and b) you are actually supposed to trade out your lowest leveled powers for stronger ones as you gain levels. A 30th level character has a grand total of '''17'''* powers; 2 At-Wills, 4 Encounters, 4 Dailies, 7 Utilities, and this is literally just a single Utility power more than a 20th level character, who themselves has just +1 Encounter, Daily and Utility power over a 10th level character. Anyone remotely familiar with the [[Wizard]] or [[Cleric]] spells per day total since at least [[Advanced Dungeons & Dragons]] would laugh at calling this a "bloated" store of powers. Even in 5e, spellcasters still tend to get more spells than this, at least if they're full casters.
'''3.5e:''' A Green Hag can mimic animal noises and use some cantrips and minor, non-combat spells like Invisibility, Water-breathing. They can also use a touch attack to deal strength damage.<br/>
* Okay, a [[Player's Handbook]] [[human]] or [[half-elf]] gets a bonus At-Will or Encounter power respectively, and a [[Wizard]] doubles their Daily and Utility pools via their Spellbook feature (but can still only use the same 4/4/7 powers-per-day as any other class), but still, the point remains that it's a pretty small pool of powers.
'''4e:''' A Howling Hag can howl to blast all enemies near it, and has a higher damage howl that it can use once and then against when brought to half life so that it does more damage, can change its shape to appear as an old lady of any humanoid medium race, can teleport ten squares once an encounter, can fight with a quarterstaff, and anyone who ends their turn near it takes psychic damage due to its "Baleful Whispers" aura.


*Mummy Lords
This is accelerated by shit like semi-famous D&D Animator Puffin Forest giving a bunch of 4e Noobs level '''8''' characters because [[FAIL|"They were experienced with other D&D Editions"]] and then throwing a fucking [[Umber Hulk]] and several elite monsters (elites being equal to 2 monsters of the same level) at them all while claiming he was doing the game "by the book."
'''3.5e:''' Generally an armored cleric-type of creature. It knows some Cleric spells, can inflict you with mummy rot when it attacks you which damages your constitution and stength, and it has an ability called Despair that can once per 24 hours at the sight of the mummy potentially cause paralysis.<br/>
'''4e:''' Despair instead imposes a -2 penalty to attack rolls against the mummy lord for all within the 5 square aura of it. The Mummy Lord regenerates HP at a rate of 10 per round unless you deal radiant damage to it. It fights with a mace that imposes an AC bonus on the mummy lord and one adjacent ally every time it attacks with the mace. It has a fear-type Awe Strike attack that immobilizes victims with fear. It can yawn out a plague of insects that does necrotic damage as a ranged attack and lowers the victim's defenses. When killed, it curses all enemies who are within 10 squares with Mummy Rot, and it can once-per-round save against any effect automatically, an ability which recharges if the DM rolls a 6 on a 1d6 each time the mummy's turn starts. It can also Second Wind for HP and a temporary defense bonus. Mummy Rot doesn't just damage str+con, either - it halves the effect of healing, and if it gets worse, it imposes damage that cannot be healed and eventually just outright kills you.


=See also=
=See also=
Line 252: Line 437:
* [[Advanced Dungeons & Dragons]]
* [[Advanced Dungeons & Dragons]]
* [[Dungeons & Dragons 3rd Edition]]
* [[Dungeons & Dragons 3rd Edition]]
* [[Dungeons & Dragons 5th Edition]]
* [[Touhou Power Cards]]
* [[Touhou Power Cards]]
* [[Drama Cards]]
* [[Drama Cards]]
* [[Rage]]
* [[Rage]]
* [[Troll]]
* [[Troll]]
* [[Skub]]
* [[Butthurt]]
* [[Kenshiro Cascadero "Rattata" Orcuslayer]]


=External Links=
=External Links=
*[http://www.wizards.com/default.asp?x=dnd/welcome Official Site]
*[http://www.wizards.com/default.asp?x=dnd/welcome Official Site]
 
*[https://web.archive.org/web/20100307163947/http://www.wizards.com/dnd/files/UpdateMar2010.pdf March 2010 Errata], 88 pages, for the 15 official rulebooks and setting books so far.
*[https://web.archive.org/web/20100601094104/http://www.wizards.com/dnd/files/UpdateMay2010.pdf Latest Errata], May 2010, 36 pages.
*[https://web.archive.org/web/20110902104428/http://community.wizards.com/charop/wiki/Broken The Book of Broken (archive link because Wizards hates things you aren't buying right this instant)], 4e character optimization, exploits and haxx like "Flensing Weapon + Intimidate = instant win"
** [http://www.enworld.org/forum/showthread.php?472893-4E-Character-Optimization-WOTC-rescue-Handbook-Guide An alternative link] for CharOp guides, usually the most up-to-date ones.
[[Category:Dungeons & Dragons]][[Category:Roleplaying]]
[[Category:Dungeons & Dragons]][[Category:Roleplaying]]

Latest revision as of 22:25, 20 June 2023

Dungeons & Dragons 4th Edition
RPG published by
Wizards of the Coast
Authors Monte Cook
Chris Perkins
First Publication 2009
Essential Books Dungeon Master's Guide
Player's Handbook
Monster Manual
Player's Handbook 2
Player's Handbook 3
Monster Manual 2
Monster Manual 3
Dungeon Master's Guide 2
Heroes of the Fallen Lands
Heroes of the Forgotten Kingdoms
Heroes of the Feywild
Heroes of the Elemental Chaos

The fourth edition of Dungeons & Dragons, the most controversial edition of the system. Replaced 3rd edition, then superseded by D&D 5e.

Setting[edit]

The setting of 4e is highly abstract and designed to give the DM a relatively blank canvas to paint on. This default setting consists of a wild sort-of-medieval landscape in which isolated human and demihuman communities (Points of Light) struggle to survive after the fall of a greater empire. This provides an explanation for the large areas of wilderness and many ruins for monsters to hide in, and the need for adventurers as opposed to more regulated militias. Despite what you might think, this design style is actually pretty old; it's basically the style that old-school Greyhawk, the Forgotten Realms and "generic" AD&D embraced as their core... if you're familiar with Keep on the Borderlands, you've basically got the core idea of 4e's base setting down pat.

The "ground" setting of 4e has become known as the Nentir Vale, after the particular region of the World used for most official non-planar adventure modules.

The Great Wheel cosmology, present in 2e and 3e since popularized by Planescape, has been replaced by a new metaphysical cosmology, known as the World Axis. This multiverse follows a more Classical/Norse mythology-based approach to the planes, dividing existence up into the World (what used to be the Prime Material), the Feywild (Land of Faerie), the Shadowfell (Land of the Dead), the Astral Sea (Realm of Gods, World of Spirit), the Elemental Chaos (Font of Creation), and Far Realm. Advice is given on how to reset the cosmology back to the Great Wheel in the Manual of the Planes.

The DMG contains an extensive section explaining the tropes of the setting and how they might be used, and also suggesting ways in which the DM can deviate from them to make the setting his own.

Perhaps the biggest difference from, say, Greyhawk or Forgotten Realms is that PoLand has very much shaken off Gygax's beloved "humanocentric" approach to setting design. Demihuman and beastfolk races aren't off lurking in dungeons or skulking around ancient ruins, but vibrant and active parts of the setting. Some of the setting's greatest empires were founded by dragonborn (Arkhosia), tieflings (Bael Turath), minotaurs (Ruul) and hobgoblins, whilst there are still thriving demihuman dominated settlements everywhere, especially if you go to other planes. The setting encourages you to play whatever you want and builds a world where you don't have to always be human.

One of the things that poses the biggest hassle to get over when trying to approach the setting for veterans is that 4e's core setting is very much the Mystara to 3e's Greyhawk - there are similarities, and even some retained legacy lore, but it's fundamentally approached as an entirely different universe with its own unique lore; no Celestials, no racial pantheons, Metallic Dragons aren't Always Good, etc. Despite some misconceptions (or confusion with the 4e Forgotten Realms), this isn't intended as a retcon.

Old-School Nods[edit]

Whilst 4e aggressively asserted its identity as a brand new edition in terms of both fluff and mechanics, a lot of older material is actually given the nod in various subtle ways, increasingly so as the edition aged and became more confident with its basic identity.

Roles stem from the AD&D archetypical party, as explained below.

The rules for Hybrid Classing, introduced in the PHB 3, are actually a surprisingly well-handled translation of the original AD&D Multiclassing rules - in comparison to 3e & 5e's multiclassing mechanics, which actually have their roots in AD&D's Dual-Classing system.

Dragon Magazine #418 actually brought back several ancient monsters that 3e had passed over; the Decapus, the Magen, the Rhagodessa, and the Thoul. It wasn't the only article to do so, either; Dungeon Magazine #195 brought back the Dusanu, for example.

Multiple factions from Planescape returned, in the form of the Mercykillers, Sensates, Ciphers and Xaositects.

The (sadly underdeveloped) Domains of Dread articles paid homage to the original "Weekend In Hell" version of Ravenloft, with even its hardcore campaign setting fans admitting that the 4e version of the Headless Horseman Darklord was better.

Multiple famous old-school dungeon modules were said to have a place within the Nentir Vale setting. Some even received 4th edition updates; the Tomb of Horrors returned once again, whilst Dungeon Magazine ran an adaptation of the complete Against The Giants module series.

Heroes of the Elemental Chaos revived the idea of the Urdunnir, a long-forgotten species of earth elemental dwarves.

Gameplay[edit]

Nearly every roll consists of making a single d20 roll, plus a modifier, against a target number. Saving throws have been replaced with Defenses that work like AC; the term 'Saving Throw' now refers to a 55% (DC 10) roll every turn to recover from a persistent effect.

Gameplay is divided into encounters. The GM selects monsters and traps up to a total experience value as recommended for the size of the party, and the encounter plays out as a tactical miniatures game. Non-combat encounters consist of "skill challenges", where skill checks (sometimes of multiple types) are made in sequence. XP is awarded for non-combat challenges and quests, as well as for combat encounters.

Each character can take one standard action (such as an attack), one move action, one minor action, and any number of free actions per turn. Each character also gets one immediate interrupt or immediate reaction per round, which may be used outside of the regular turn order. Generally each character will use their standard action to make use of an attack power. Characters are highly specialized as noted above, and fit into combat roles of controller (status effect and mass-attack focused), defender (durability and counter-attack focused), leader (buffing and healing focused), and striker (single target damage focused).

Characters level up from level 1 to 30; with the scope of the game changing every ten levels. Levels 1 to 10 consist of battling localised threats eventually scaling to national threats. Levels 11 to 20 consist of battling national threats that eventually scale to world-wide threats. Levels 21 to 30 consist of battling world-wide threats that scale to multi-versal threats. At 30 characters are expected to undergo some form of apotheosis, effectively becoming demi-gods or equivalent in power.

All-in-all, 4e has been compared to vidya like World of Warcraft and all that shit, which shouldn't necessarily be a bad thing if it wasn't oddly stiffing in a mild way. Order of the Stick summed this up perfectly in their limited edition Dragon Magazine book; the 4e team relies on spacing and managing cooldowns and per-battle abilities, while the 3.5 team just blows all their gold and spell slots on as many game-breaking potions and spells as they want before standing atop a hill and whoring the fuck out of arrows and magic traps.

4e vs. WoW[edit]

Although comparing 4e to World of Warcraft was the most common thing to do back in the day, in actuality, most of its "WoWish" aspects were derived from unspoken assumptions and core mechanical aspects of D&D going back throughout its history. The sourcebook "Wizards Presents: Races & Classes", a teaser book that covers a lot of the design process leading up to 4e, talks quite extensively about the process - for example, roles have always been part of D&D, ever since we had the Fighting Man, Magic User and Thief, it's just that actually thinking about what makes their combat role work and using that to avoid the tiers system of past editions was new to 4e.

The major source of "4e=WoW" comments comes from this related meme: "All 4e classes are spellcasters!" That meme stems from the core of the combat system; the AEDU System. Each character gains access to a pool of distinctive combat options as they level up, which are categorized according to their use; at-will, once per battle, or once per day - Utility powers are non-offensive powers that provide a boosting effect in some way, such as healing, gaining defense bonuses, gaining a new movement rate, teleporting, etc. The big issue is that this system is universal; all classes use these basic mechanics, in contrast to warriors using their own little pool of of subsystems for combat stunts (which were often dependent on "DM, May I?", and/or arbitrarily blocked by monster type - although so were many spells, due to higher-grade monsters typically having the "Immunity to X" trait) and everybody else using the Vancian Casting system.

This meme looks sensible on the surface, because martial exploits and caster spells do use the same basic terminology and system - a push is a push, whether you use it with a Howling Wall spell or a Body Slam attack. But it might not be that simple. Whilst martial classes having fantastical techniques that are limited by a cool down period is indeed a famous aspect of the Warcraft games, stemming all the way back to their RTS days, it has precedent in D&D even before then. Beyond the immediate comparison of the Barbarian and its Rage ability, it goes all the way back to Advanced Dungeons & Dragons, where Rangers, Paladins and various Fighter kits all had special tricks they could only do so often. The main differences are that, one, even Mages (with high STR) ought to be able to do simple things such as a push, as opposed to it being a "magical" class-locked ability, and the fact that the "martial arts/stances/tricks" get very fantastical, bordering on outright magical, as opposed to the more grounded (if still not strictly realistic) stunts of the old editions. Another point on comparing martial exploits to magical spells is that their outcomes are intentionally designed to reflect different themes; you don't have fighters throwing lightning bolts (unless they have a magic weapon that lets them do that) or teleporting (unless they have a magic item that lets them do that), whilst you don't have wizards body-slamming people off of their feet, grabbing them as a human shield, or stabbing them deep and twisting so they start bleeding out (which is, as stated earlier, partially quite odd, as overtly simple things like a body-slam might be something that anyone can do). So, it's an understandable perception.

Part of the problem, of course, is that 4e has a very distinct "Action Fantasy" basic genre assumption, in comparison to the Low Fantasy/Sword & Sorcery/Realism assumption of earlier editions. Whereas the "presumed archetype" for an AD&D or 3e fighter was something like a grizzled but realistic man-at-arms, 4e's "presumed archetype" for a martial character is something more along the lines of Hercules, Cu Chulainn or, well, pretty much any Shonen anime hero. This was an an intentional part of the design for 4e, since the edition was crafted from the ground up to avoid the Linear Warriors, Quadratic Wizards trope and the resultant placing of martials so low on the Tier System. When one guy's skill-set is "swing sword like a real-world trained warrior" and the other's skill-set is "fuck reality like a nympho slut", balance kind of falls apart.

Another element that invites comparison to WoW is the very unusual healing system. In past editions, healing magic was exclusively the province of the cleric and healing potions, although it broadened out in 3e with things like bards having access to Cure spells and Wands or Scrolls of Cure Wounds being added to the game. In 4e, a system was ported over from Star Wars D20 Saga Edition: Second Wind. Once per battle, a character could dig deep and find a reserve of vitality to keep soldiering on despite their wounds, action movie protagonist style. This was reflected as a boost of hit points and a +2 bonus to all defenses for a turn. But 4e didn'tstop there. It added a whole new subsystem: Healing Surges. In essence, these represented the "spare lifeforce" that a PC has available; the vast majority of healing type powers or effects in the game have the rider that they consume one or more Healing Surges as a side effect - if no Healing Surges are left to spend as fuel, then no healing takes place. Basically? A 4e character is limited in how many times per day it can have a healing effect applied to them, whereas in previous editions characters could be healed as often as there was healing magic free to spend. It also didn't help that aside from some specific circumstances, you would have to forgo a turn you could have spent actually hitting the enemy to get this healing.

Many anti-4e reports portray all 4e classes as being able to heal themselves as much as they like, at will, because of this Healing Surge system. Which is... not exactly true? Outside of the universal 2nd Wind system, there is a wide class-by-class variability in how much access a given character can tap into their Healing Surge stockpile. Generally speaking, only Defenders (whose core combat role is based around being the front-line warrior, so they are expected to have some level of action movie protag style "shake off the wounds and keep going" tankiness) or Leaders (whose core combat role is aiding other characters) have access to powers that key off of Healing Surges - the former spending Healing Surges to bolster themselves, the latter being able to consume their ally's Healing Surges to heal or otherwise augment them. In comparison, Strikers and Controllers generally have no ability to use their Healing Surges for healing and instead depend on the presence of Leaders or magic items to heal them if they need help.

Two examples of this from the first PHB are the "Iron Warrior" power for Fighters and the "Death Ward" power for Paladins - both are Defenders, but the latter has a dash of Leader in it, reflecting the traditional access to low-level cleric spells. "Iron Warrior" can be used once per day; the Fighter regains healing surge value (1/4th maximum HP, rounded down) Hit Points, plus a further 2d6 + Constitution modifier hit points, and gets to make a saving throw against a "save ends" type effect laid on them. It's flavored as the Fighter being just too tough and stubborn to die, despite the beating they've taken - which is playing on the Fighter's general "action hero" flavor that it has in 4e. "Death Ward", in comparison, can be used once per day on a dying companion; the Paladin burns a healing surge, but their companion regains 1/2 their maximum HP, plus bonus HP equal to the paladin's Charisma modifier. It's flavored as... well, a variant on the old Paladin ability to Lay on Hands. Both powers are Daily types - they can't be used again until the character completes a 6 hour rest. And neither is accessible until you reach level 16. Hardly the "at-will healing" that many anti-4e trolls will claim all classes have; but, it still means that all classes - just to varying degrees - have access to their own, "magical", healing. Not to mention that, even if that is played off as "it's not on all the time forever" (which is fair enough - it isn't), it's both still something that can be considered a problem (if a limited one), and also - if playing off of the "different classes use their healing surges for different things" - it goes right back to to all classes being spellcasters, as it then just becomes another word/function for "mana" or "power points". Now, all classes have "healing surges" that they can use for "special abilities", or; all classes have "mana" that they can use to "cast spells".

But this argument will probably never die, because it's an easy target to attack for anybody who doesn't like 4th edition. Even Art & Arcana, a licensed WotC product covering the history of D&D up until 5th edition and providing samples of art from across its lifespan opens its chapter on 4th edition by describing elements of its design as being "influenced by MMOs".

Roles[edit]

Arguably one of the biggest class-based mechanical changes in 4e was the introduction of Roles. Whilst often compared to World of Warcraft, this actually stems from the designer team asking themselves "Okay; the iconic D&D party is a Fighting Man, a Cleric, a Magic User and a Thief - now, why is this? What does each class give to the party?"

Roles were their answer; a simple "mission statement" of what a class aims to achieve in combat. The most popular classes are always those that have a strong mission statement, and when that statement gets wobbly, then you end up with problems - hence the infamous Tier system of 3e. Roles became a defining outline for creating classes, both for the designers and the players; a clear shorthand as to what sort of stuff this class should do in order to meaningfully contribute to a battle. Roles also allowed for a divorce of sorts between what a character did (role) and how they did it (power source), allowing for characters to engage in certain types of actions without being tied to a particular archetype. This is especially notable with the Leader role, which allowed for skilled healers that weren't divine spellcasters (in core 3rd edition, the only non-divine healer was the Bard, who wasn't a full caster).

Defenders are the "tanks" of the party. A defender's job is to keep the party alive by intercepting enemies and keeping them away from the squishier members of the group. To this end, WoTC decided that a proper defender should not just be capable of taking hits, but they should also be "sticky"; they needed some way to mechanically encourage enemies to not want to get away from the defender, and to punish them if they did - what good's a fighter if the enemy just shoves past them, taking a hit in the process, and proceeds to whomp the wizard? Each defender has their own unique way of pulling off this stickiness; the common Fighter is more focused on pouncing on enemies that try to back off, whilst the Swordmage is more of a hit-and-run character, since they can punish "fleeing" enemies from a range. All of them have some way to enforce "marks" on an enemy, a sort of means of catching the enemy's attention so that they have a harder time targeting anyone else.

Strikers are the "critical hitters" of the party. Opportunist attackers, strikers specialize in dealing out lots of damage to opportune targets. They usually can't take so much damage, but they can bring down big foes quick, which is their job. These are second-line warriors, working in tandem with defenders when done well; the defender's the anvil, the striker's the hammer. All strikers have some unique way to boost up their damage against an individual target, such as the iconic Rogue sneak attack.

Leaders are the "supporters" of the party. They focus on aiding the other party members, be it by healing, granting extra opportunities, buffing, etc. What makes them different to the "healbot" cleric of editions past is that WoTC noted a lot of people complained that whilst clerics were useful, they were often boring. So, leaders were designed to have "double-duty" powers; abilities that would help the rest of the party and still let them get stuck into the fray. Leaders tend to have at least one class feature that lets them provide a passive boost to their allies - for example, the Warlord has the Commanding Presence feature, a subclass-based boost to any ally who spends an action point.

Controllers are the "tacticals" of the party. They manipulate the overall flow of battle, specializing in winnowing out weaker foes (mowing down minions with Fireball, for example), impeding stronger foes, and in manipulating the battlefield to force enemies to make hard decisions that benefit the party. Controllers don't tend to have any unifying class features; their ability to alter the battlefield and blast large groups comes from their AEDU System powers more than anything.

It bears repeating that Roles do not apply outside of combat. They measure your tactical contributions/combat specialty in the party during a fight, and that's all. The player with a Leader type class does NOT have to be the party's meta-game leader unless the party wants them to be. It is perfectly acceptable, if not encouraged, to set up interesting contrasts between a character's Role and their personality. For example, the snooty, supremacist aristocratic elf warlord whose tactical genius can't be denied, but who is such an asshole that the party only keeps him around because he's useful in a fight, and certainly doesn't let him dictate what they should be doing outside of battle.

Alignment[edit]

As everyone knows, alignment is one of D&D's oldest raging arguments for which no peace can be given, right up there alongside "do dwarf women have beards?", and more virtual and literal ink has been spilled talking about the "proper" definition of alignment and how it interacts with classes that have mandated alignment requirements. To this end, 4e made two rather deep cuts to the sacred cow:

First, classes would no longer have alignment restrictions of any kind. Bards, barbarians, and bardbarians could be lawful, monks could be chaotic, and paladins could be whatever alignment they damn well pleased without losing all their class features. This got some murmuring at first, but it eventually died down, hence its survival into next edition. After all, at least one campaign setting had similarly relaxed many of these rules, and it didn't immediately collapse from there.

Second, and much more controversially, the design team stripped out more than half of the existing alignments, collapsing together "chaotic and neutral good" into just "good," "lawful and neutral evil" into just "evil," and all three neutral alignments into "unaligned." Their arguments for these were, essentially, that the existing alignment system promoted debate and hurt feelings, and that a certain stratum of player saw these alignments as straitjackets restricting characterization rather than tools through which to understand it. And it hearkened back to the very olden days, when alignment was a spectrum instead of a grid, thus: Law - Good - Neutral - Evil - Chaos.

It should be added here that there was some justification for doing this, although it was done rather poorly. Chaotic good was always a slippery alignment to get right (you usually wound up with somebody who was much more chaotic than good, or much more good than chaotic) so collapsing it together with neutral good into a unified alignment of "cares about doing the right thing without necessarily following the rules slavishly" helps ease the problem, and if you're removing that, why not go for the poorly defined line between lawful evil and neutral evil as well, since both similarly often seemed to end up in the same pot of "evil, but has some personal rules about it"? Lawful good and chaotic evil, on the other hand, both had their own very well defined identities completely separate from generic "good" and "evil"; lawful good had specific definitions of what "good" was, which the other "good" alignments did not, while ordinary evil does evil for self-interest rather than pleasure, as chaotic evil supposedly did. On top of that it can charitably be seen as a return to the original Alignments before they where expanded into a system in AD&D back in the days were Gygax had the PC's be on the side of law and order against the evil chaos of monsters

Everything might have worked better if they left in the lawful neutral and chaotic neutral alignments as "lawful" and "chaotic" (both of which had much firmer identities than neutral good and neutral evil). But, there was a complication: "chaotic neutral" is one of the most famous problematic sacred cows in the alignment system, infamous for being abused by the same sort of "LULSORANDUMB" players who give Malkavians a bad name, treated as "carte blanche" to do whatever the fuck the player wanted without actually writing "evil" on their character sheet, or otherwise used to enable anti-social, anti-group behavior behind alignment as a shield. Indeed, many suspect that this whole process was initially kicked off by a desire to remove "chaotic neutral" from the alignment system altogether for exactly this reason.

Unfortunately, this was very much a "trying to please everyone, and succeeding in pleasing no one" scenario. People who liked the old alignment system hated the new one, seeing it, fairly or unfairly (and there are some eloquent defenses of it in the PHB) as a dumbed-down, stripped down version of the old one, tearing out more than half the options and leaving nothing to really replace them. People who hated the old alignment system continued to be unhappy with this one, since it was, after all, still an alignment system, only with even fewer options. And even the people who liked it (for indeed, the fractious nature of alignment-based discussions all-but guarantees there are people who see no difference between neutral and chaotic good, or lawful and chaotic neutral) got to get blasted by the heat of the raging flame war this choice unleashed.

Worse, a setting that was somewhat-popular with the indie crowd that liked using the game to explore ideas more than actually playing it was pretty-tightly tied to the traditional alignment system, and completely-revamping the entire alignment grid from the ground up necessitated plucking it up by the roots after the last edition had instead been content to subject it to malign neglect. And a variety of traditionally-friendly monsters were revamped into evil-or-at-least-dickish ones under the internally-consistent-but-externally-dubious logic that everything in the Monster Manual should exist to get killed, and putting in monsters that don't was just wasting everyone's time, leading to accusations that the alignment system was drastically revamped primarily to justify putting "it's okay to kill this, really" alignments next to as many critters as possible.

It was ultimately undone in the transition back to 5e, along with several of the changes to the setting cosmology 4e made, and, as with many 4e design choices, leaves the impression that, perhaps, the design team's vision might have been better served by just abandoning the old D&D system of alignment altogether rather than trying to tie it to the property.

Character Generation[edit]

Chargen is simplified compared to 3rd Edition (although still time consuming). Skills are all-or-nothing, you either have training in them or you don't. The core of character generation for 4e, in many ways, is the AEDU System, a universal mechanic for handling class combat options. This results in intimidating large lists of potential options that players need to check, but for newcomers, it is fairly easy to break things up into just the options they need to pick between.

Other unique aspects of Chargen for this edition was the system of the Paragon Path and the Epic Destiny. This was then supplemented by the optional system of the Theme (see below).

Races[edit]

The races of PHB 2. People were upset that the Gnome and Half-Orc were not in the core book.

Level Adjustment, Favored Class and the concept of negative ability scores are all out the window in 4th edition. 4e goes for a "accentuate the positive" design methodology, and embraced what TVTropes calls the "Square Race, Round Class" trope - now you could experiment with unconventional race/class combos and you wouldn't be crippling yourself in the process. Your racial traits would align better with some classes than others, but still, you would never be outright terrible at a given class unless you deliberately made yourself crippled. Even the Monster Manual races, whilst maybe not AS powerful as a Player's Handbook race, would still be competitive, they just wouldn't have the bounty of racial feats and Paragon Paths that PHB races did.

Races in 4e followed a simple but robust formula:

  • +2 to two different Ability Scores. Certain races play with this mechanic, and from the 3rd PHB onwards, it was retconned that all PC races without unique Ability Score modifiers instead used the formula of +2 to one ability score, +2 to one of two ability scores" - Tieflings, for example, started out with a mandatory +2s in Charisma and Intelligence, and then were erratated so they could choose to boost either Intelligence or Constitution instead.
  • A racial speed, measured in "squares" (which amount to 5 foot per square, so a "Speed 6 squares" character can move 30 feet per round).
  • Size, which is pretty much identical to 3e, but with fewer bonuses/penalties inherent to specific sizes, so Small PCs were no longer quite as handicapped.
  • Vision - distinct vision ranges were dropped in this edition, so you simply had normal vision, low-light vision, or darkvision, and they tried to reduce the presence of darkvision as much as possible.
  • +2 to two different skills
  • At least one, and usually more, racial features; these are "ribbons", a vast array of passive traits, such as a bonus to one of your Non Armor Defenses or an attack bonus against Bloodied creatures.
  • A racial Encounter power, using the AEDU system - this trait was particularly malleable, with many races putting their own unique spins on it; humans, for example, get a bonus at-will for their class instead, whilst half-elves can select an at-will power from a separate class and use it 1/encounter.

The race selection was hugely controversial; responding to letters and forum posts indicating a general lack of a fanbase for gnomes and half-orcs, WotC chose to leave those races out of the 4e PHB, instead replacing them with a new race, the Dragonborn, and the Tieflings, one of the most popular "monstrous" races in 3rd edition. This added to the shit-storm from the PHB's release, even though both races were soon released afterwards in the 2nd PHB - and were usually begrudgingly acknowledged as having fixed a lot of their traditional problems.

By the end of 4th edition, the race list had grown as vast as any other edition before it. For the full array, see here.

Classes[edit]

4th edition's classes changed enormously, and were without a doubt the most controversial aspect of the edition. This is due to all classes prior to the release of Essentials being built around the AEDU System.

A class has the following traits:

  • Role: As described above, this covers your combat role; Defender, Leader, Striker or Controller.
  • Power Source: Describes the origin of your class's power; Martial characters rely on physical training, Divine characters call upon godly might, Primal characters commune with the Primal Spirits, Psionics use the power of their minds, Arcane characters perform general magic. This is mostly a flavor thing, although there are a rare few mechanical options locked behind power source, mostly the odd feat, Paragon Path or Epic Destiny.
  • Key Abilities: Describes what Ability Scores your class most relies on.
  • Armor Proficiencies
  • Weapon Proficiencies
  • Implement: Certain classes use special items to "focus" their powers, mostly casters. Implement describes just what that is, such as the Cleric and her Holy Symbol.
  • Bonus to Defense: All classes increase one of their Non Armor Defenses by +2.
  • Hit Points gained at 1st level
  • Hit Points gained at level up
  • Healing Surges per Day
  • Trained Skills
  • Class Features

Additionally, every class comes with "Build Options", which are basically little guidelines to the precise selection of features, powers, feats, races, etc to make a solid, functioning "archetypical" example of that character, such as the sword & board fighter.

Compared to classes in other editions, 4e classes are hugely front-loaded; whereas classes in other editions follow a paradigm of "gain X class feature at level Y", 4e classes gain all of their features at first level (although they do retain the aforementioned level-locked paradigm for Paragon Paths and Epic Destinies). The difference is that 4e classes have relatively few features, averaging about three or four. One of these features, and sometimes more, is always "modular", presenting a player with options to choose from that fundamentally affect the way the class plays. For example, the Fighter has the feature "Fighter Weapon Talent", which can either grant them a +1 attack bonus with either two-handed or one-handed weapons, or it can be traded for alternate features like Battlerager Vigor, Tempest Technique, or Brawler Style, each of which has a very different effect. The Wizard, meanwhile, has the feature "Arcane Implement Mastery", where they can choose one specific kind of implement and gain special bonuses whilst using that specific implement.

Character versatility is predominantly carried out through the AEDU System. The vast array of different powers gives each PC their own specific set of tricks to use, so two members of the same race and class will play in very different manners. To try and avoid the problem of overwhelming players with options, similar to complaints about the book-keeping needed for casters in previous editions, PC characters have a very small set of powers, gaining new power "slots" as they level up, until they reach their maximum power set (ignoring the bonus powers granted by a Paragon Path and an Epic Destiny) at level 10, which consists of: 2 At-Will powers and 3 each for Encounter powers, Daily powers, and Utility powers. From the Paragon tier (11th level) onwards, leveling up allows a player to replace their weakest power with a power from their new level - for example, at level 13, you replace your now outdated and weak 1st level Encounter power with a 13th level one. This system of dropping powers as you level is controversial, but does keep the book keeping down, as it's a matter of replacing your powers and not just expanding the list.

At 11th level and 21st level, respectively, a player picks up a Paragon Path and an Epic Destiny, which further cements the kind of character they want to play and grants bonus class features and powers to match that theme.

The (Power Source) Power splatbooks provided new powers, variant class features, paragon paths and epic destinies, and were essential to fleshing out the player's options array; it's telling that the weakest of the AEDU System classes were the Rune Priest and the Seeker, who never had the chance to get options beyond their default 2 class feature variants and 3 paragon paths because they were released after their power splats and relied on Dragon Magazine for covering up holes.

...And then along came Essentials, and made things way more complicated! Based on the idea of Variant Classes, Essentials classes can be found and described here.


4e Classes table
  Leader Defender Striker Controller
Martial Warlord Fighter Ranger
Rogue
Divine Cleric
Runepriest
Paladin Avenger Invoker
Arcane Bard
Artificer
Swordmage Warlock
Sorcerer
Wizard
Primal Shaman Warden Barbarian Druid
Seeker
Psionic Ardent Battlemind Monk Psion
Shadow Assassin
Vampire

Classes from the second PHB are:

  • Avenger (Role: Striker, Power Source: Divine)
  • Barbarian (Role: Striker, Power Source: Primal)
  • Bard (Role: Leader, Power Source: Arcane)
  • Druid (Role: Controller, Power Source: Primal)
  • Invoker (Role: Controller, Power Source: Divine)
  • Shaman (Role: Leader, Power Source: Primal)
  • Sorcerer (Role: Striker, Power Source: Arcane)
  • Warden (Role: Defender, Power Source: Primal)

Classes added in the third PHB are:

  • Ardent (Role: Leader, Power Source: Psionic)
  • Battlemind (Role: Defender, Power Source: Psionic)
  • Monk (Role: Striker, Power Source: Psionic)
  • Psion (Role: Controller, Power Source: Psionic)
  • Runepriest (Role: Leader, Power Source: Divine)
  • Seeker (Role: Controller, Power Source: Primal)

Classes in other books include:

  • Artificer (Role: Leader, Power Source: Arcane) from the Eberron Campaign Guide
  • Assassin (Role: Striker, Power Source: Shadow) from Dragon Magazine 379
  • Swordmage (Role: Defender, Power Source: Arcane) from the Forgotten Realms Campaign Guide
  • Vampire (Role: Striker, Power Source: Shadow) from Heroes of Shadow

Essentials added new, simplified "subclasses" for every every class in multiple different sourcebooks:

  • Bladesinger (Base Class: Wizard, Role: Controller, Power Source: Arcane) from the Neverwinter Campaign Setting
  • Binder (Base Class: Warlock, Role: Controller, Power Source: Shadow) from Heroes of Shadow
  • Blackguard (Base Class: Paladin, Role: Striker, Power Source: Divine) from Heroes of Shadow
  • Executioner (Base Class: Assassin, Role: Striker, Power Source: Martial) from Heroes of Shadow
  • Sha'ir (Base Class: Wizard, Role: Controller, Power Source: Arcane) from Heroes of Elemental Chaos
  • Elementalist (Base Class: Sorcerer, Role: Striker, Power Source: Arcane) from Heroes of Elemental Chaos
  • Mage (Base Class: Wizard, Role: Controller, Power Source: Arcane) from Heroes of the Fallen Lands
  • Knight (Base Class: Fighter, Role: Defender, Power Source: Martial) from Heroes of the Fallen Lands
  • Warpriest (Base Class: Cleric, Role: Leader, Power Source: Divine) from Heroes of the Fallen Lands
  • Thief (Base Class: Rogue, Role: Striker, Power Source: Martial) from Heroes of the Fallen Lands
  • Slayer (Base Class: Fighter, Role: Striker, Power Source: Martial) from Heroes of the Fallen Lands
  • Witch (Base Class: Wizard, Role: Controller, Power Source: Arcane) from Heroes of the Feywild
  • Protector (Base Class: Druid, Role: Controller, Power Source: Primal) from Heroes of the Feywild
  • Berserker (Base Class: Barbarian, Role: Defender and Striker, Power Source: Martial) from Heroes of the Feywild
  • Skald (Base Class: Bard, Role: Leader, Power Source: Arcane) from Heroes of the Feywild
  • Hunter (Base Class: Ranger, Role: Controller, Power Source: Martial) from Heroes of the Forgotten Kingdoms
  • Cavalier (Base Class: Paladin, Role: Defender, Power Source: Divine) from Heroes of the Forgotten Kingdoms
  • Sentinel (Base Class: Druid, Role: Leader, Power Source: Prime) from Heroes of the Forgotten Kingdoms
  • Hexblade (Base Class: Warlock, Role: Striker, Power Source: Arcane) from Heroes of the Forgotten Kingdoms
  • Scout (Base Class: Ranger, Role: Striker, Power Source: Martial) from Heroes of the Forgotten Kingdoms

Themes[edit]

Themes are a mechanic added late in 4e's lifecycle with the release of the 4e version of Dark Sun. In basic concept, they can be likened to AD&D's kits or 5e's backgrounds; they're a defining character background element that is taken as an option at character creation, granting options based on the Theme chosen - sort of a Heroic tier version of the Paragon Path or Epic Destiny. The idea spun out of early experiments in "prestige classes" for D&D 4e, with things like the feat-based dhampyr race and the multiclassing based Spellscarred "motif".

In fact, themes underwent a revision, so there are two distinct mechanical styles.

The first version debuted in the 4e Dark Sun Campaign Setting slatbook; this version provides the player with a bonus theme-based Encounter Attack power, and the option to take theme attack and utility powers, which contained built-in "upgraded" versions to replace them at higher tiers. Dark Sun "subclass themes" consist of the following:

  • Athasian Minstrel
  • Dune Trader
  • Elemental Priest
  • Gladiator
  • Noble Adept
  • Primal Guardian
  • Templar
  • Veiled Alliance
  • Wasteland Nomad
  • Wilder
  • Escaped Slave (Dragon #390, the others appeared in the DSCS splatbook)

The second version debuted in the Neverwinter Campaign Setting, a post-Essentials "subsetting" for the Forgotten Realms, and this is the version that became the default. "Neverwinter Style" themes grant the player a bonus Encounter Utility power, as well as new class features at levels 5 and 10, and an assortment of Heroic tier Encounter and Utility powers they can decide to take. This version of the theme appeared in both the aforementioned splatbook and in the subsequent Player's Option trilogy (or, at least, the Elemental Chaos and Feywild ones; they were absent from the Heroes of Shadow book), the Dungeon Survival Handbook, and the Book of Vile Darkness; it was the pages of Dragon Magazine that truly filled out the ranks of the themes.

Neverwinter Campaign Setting Themes:

  • Neverwinter Noble
  • Oghma's Faithful
  • Harper Agent
  • Dead Rat Deserter
  • Iliyanbruen Guardian
  • Pack Outcast
  • Heir of Delzoun
  • Renegade Red Wizard
  • Scion of Shadow
  • Devil's Pawn
  • Spellscarred Harbinger
  • Bregan D'aerthe Spy

Dungeon Survival Handbook Themes:

  • Bloodsworn
  • Deep Delver
  • Escaped Thrall
  • Trapsmith
  • Treasure Hunter
  • Underdark Envoy
  • Underdark Outcast

Book of Vile Darkness Themes:

  • Cultist
  • Disgraced Noble
  • Infernal Slave
  • Reaver
  • Vile Scholar

Players Option: Heroes of The Feywild Themes:

  • Fey Beast Tamer
  • Sidhe Lord
  • Tuathan
  • Unseelie Agent

Players Option: Heroes of The Elemental Chaos Themes:

  • Demon Spawn
  • Earthforger
  • Elemental Initiate
  • Friecrafter
  • Ironwrought
  • Jannissary
  • Moteborn
  • Primordial Adept
  • Watershaper
  • Windlord

Dragon Magazine Themes:

  • Alchemist (#399)
  • Animal Master (#399)
  • Order Adept (#399)
  • Wizard's Apprentice (#399)
  • Ordained Priest (#399)
  • Scholar (#399)
  • Seer (#399)
  • Chevalier (#399)
  • Guardian (#399)
  • Hospitaler (#399)
  • Noble (#399)
  • Explorer (#399)
  • Guttersnipe (#399)
  • Mercenary (#399)
  • Outlaw (#399)
  • Student of Evard (#400)
  • Gloomwrought Emissary (#400)
  • Iron Wolf Warrior (#400)
  • Fatedancer (#401)
  • Son of Alagondar (#402)
  • Seeker of Illefarn (#402)
  • Hordelands Nomad (#404)
  • Sohei (#404)
  • Samurai (#404)
  • Yakuza (#404)
  • Wild Hunt Rider (#405)
  • Oracle of the Evil Eye (#405)
  • Sariofal Feywarden (#405)
  • Callidyrr Dragoon (#405)
  • Black-Hearted Knave (#406)
  • Infernal Prince (#406)
  • White Horn Knight (#406)
  • Moon Hunter (#406)
  • Soaring Rake (#406)
  • Purple Dragon (#407)
  • Cormyrian Battle Mage (#407)
  • Sentinel Marshal (#407)
  • Brazen Ambassador (#408)
  • Chaosmade (#408)
  • Stormraider (#408)
  • Blackstaff Apprentice (#409)
  • Halaster's Clone (#409)
  • Masked Lord (#409)
  • Werebear (#410)
  • Wererat (#410)
  • Werewolf (#410)
  • Mariner (#412)
  • Bregan D'Aerthe Mercenary (#413)
  • Elderboy (#413)
  • Melee-Magthere Champion (#413)
  • Sorcere Adept (#413)
  • Drow House Priestess (#413)
  • Widow of Arach-Tinilith (#413)
  • Ooze Master (#413)
  • Secret Apostate (#413)
  • Skulker of Vhaeraun (#413)
  • Cipher (#414)
  • Sensate (#414)
  • Xaositect (#414)
  • Misshapen (#416)
  • Haunted Blade (#416)
  • Beguiler (#420)
  • Occultist (#420)
  • Ghost (#420)
  • Inquisitive (#426)
  • Courtier (#426)
  • Spy (#426)
  • Vigilante (#426)
  • Ghost of the Past (#430)
  • River Rat (#430)

D&D Essentials[edit]

D&D Essentials, also known as D&D 4.5, was a marketing ploy/systems update that came into being during the final few years of 4th edition's life. Officially released as an attempt to make a more "newbie friendly" version of 4e, and/or to appeal to players more comfortable with older editions of D&D. The system failed to do either and is widely considered amongst 4e's fanbase to have basically signed the edition's death warrant.

Essentials first appeared as a pair of Player's Handbook equivalents; "Heroes of the Fallen Lands" and "Heroes of the Forgotten Kingdoms", each of which offered a recap of the standard set of rules, including some errata, as well as new "simplified" versions of several pre-existing 4e classes; these variant classes consisted of the Warpriest (variant Cleric), Knight (variant Fighter), Slayer (variant Fighter), Thief (variant Rogue) and Mage (variant Wizard) in the Fallen Lands splat, and the Sentinel (variant Druid), Cavalier (variant Paladin), Hunter (variant Ranger), Scout (variant Ranger) and Hexblade (variant Warlock) in the Forgotten Kingdoms splat. Later supplements included the Protector (variant Druid), Skald (variant Bard), Witch (variant Wizard), and Berserker (variant Barbarian) from the Feywild Splat, the Elementalist (variant Sorcerer), and Sha'ir (variant Wizard) from the Elemental Chaos splat and the Blackguard (variant Paladin), Binder (variant Warlock), and Executioner (Variant Assassin) from the Shadow splat.

All of these classes tweaked the class formulas in different ways, but the basic approach of cutting down the options and removing the potentially overwhelming array of powers that the older AEDU System classes had presented remained universal. Caster classes like the Mage and Warpriest tended to be slightly more complex than martial characters like the Knight and Slayer, who tended to particularly shun the old way of doing things to focus on stances and at-will powers. Additionally, the writing method would change from the clear but impersonal "manual-like" methodology of the 4e classes to a more "natural language" style.

So, what went wrong? Several things.

Firstly, Essentials was initially marketed as a side-line; promises were made to players that the Essentials classes would consist of just their two debut books and the rest of 4e would remain in business as usual. But this turned out to be a great big lie. Books that were promised, such as the Nentir Vale gazetteer, were cancelled. Books that fans had been waiting on were replaced with more books full of Essentials content, in the form of the Heroes of Shadow, the Feywild and the Elemental Chaos trilogy. Dragon Magazine likewise focused on new Essentials-related crunch content. This left fans feeling betrayed. In addition to this, organized play sessions hosted by WoTC would only play with these, making a lot of the stuff they released completely useless.

Secondly, and just as importantly, the Essentials classes were... well, let's be blunt; they were crap. In contrast to their predecessors, the Essentials classes were unbalanced as all hell; the best of them were strong in the Heroic tier but fell behind at higher levels, whilst most just could not match up to the power of a 4e class. Their dearth of powers made them, frankly, one-note and boring by comparison. And that's not getting into their individual flaws, such as the vampire and its status as a Striker that burned up its own Healing Surges as a resource. This led to a considerable backlash from 4e fans, since they found the Essentials classes to be so much more badly designed than their predecessors.

Finally, it was really a doomed idea to begin with; those who disliked 4e were not any more inclined to try Essentials, since it still relied on the "videogamey" concepts of powers to begin alongside the "miniature wargaming" concept of tactical positioning and battlefield manipulation, while the revisions alienated actual fans of 4e as it negated what actual strengths the game had.

So, Essentials was a trainwreck that crashed into the station and leveled the whole place, forcing Wizards to throw out the baby with the bathwater. It caused a marked drop in 4e's sales, making it the first point where Pathfinder actually began to outsell 4e, and soon after 4e was cancelled and replaced with Dungeons & Dragons 5th Edition. Which, if you look closely, does look an awful lot like Essentials under the hood...

In fact, it bears mentioning that WotC themselves seemed to realize that Essentials was shaping up to be a disaster, with both "Heroes of the Feywild" and "Heroes of the Elemental Chaos" releasing new classes that were more the 4e equivalent of 3e's Variant Classes than completely new classes like the "first generation" Essentials classes, but it was too little, too late.

Prototypes[edit]

Wizards of the Coast didn't exactly keep it secret that several of their projects before the release of 4E were actually experiments with design ideas they planned for 4th edition. Known prototypes include Tome of Battle, Star Wars: The Roleplaying Game Saga Edition, the Binder from Tome of Magic and several parts of the Magic Item Compendium. Unlike 4E, all of these products were well liked, and only the first was remotely controversial. Even the Knight from Player's Handbook II and the other 2/3rds of Tome of Magic, some less well received prototypes, were well liked concepts hampered by bad writing and balance. Truenamer's problem of getting worse as they increase in level is suspiciously similar to the problem of Page 42 however... Ritual magic as something any class can do is known to show up as early as D20 Modern Urban Arcana.

D&D 4e on /tg/[edit]

The "shit Twinkie", /tg/'s most famous reaction to 4e.

Since its announcement 4e has been a source of controversy and trolling on /tg/. Its supporters consider it to have made D&D simple and fun. Its critics have numerous objections to the system and setting, often referring to it as 'shit twinkie' (with the implication that they had been expecting a certain type of D&D goodness and sorely disappointed by what was actually delivered). More cogent arguments against 4th Edition by people tend to decry 4th over some of its perceived issues (character homogenization, signed-in-blood role enforcement, etc).

This is not surprising, given that the Dungeons & Dragons fandom on /tg/ is about as fractious as the Transformers fandom on /co/ and /toy/. This was the exact same thing that had happened when 2e switched over to 3e, it's just that A: the internet gave us a much wider sounding-board than the scattered messaging boards and mail column of Dragon Magazine did, and B: /tg/ is /tg/ and hates on everything, though not nearly to the extent of say, /v/.

However, since the release of 5th edition, /tg/'s actually gone and mellowed out a lot about 4e. The most common statement on the matter is that the calculated "nostalgia-appeal" motif of 5e makes it honestly feel a little bland compared to 4e, whilst others feel free to admit to actually enjoying 4e's mechanics now that hating on it is no longer the hip thing to do. The common sentiment is that 4e would have actually been well-received if it was presented as a standalone fantasy combat simulator, but attempting to sell it as the successor to 3e doomed it to skub. While no one is blind to its flaws as a game and as a system (the combat is still widely seen as overcooked and mathy, and the D&D elements are often perceived as not really being well married to the game that was forced to use them), it does get some posthumous credit for engaging in daring experimentation rather than playing it safe, even among people who consider the ultimate result a failure.

In perhaps a great twist of irony, Pathfinder 2e has, according to many fans, taken large bits and pieces of 4e into its own design concept. Needless to say this had led to much debate.

Fandom[edit]

Though /tg/ frequently jokes that they don't actually exist, 4th has some legit fans. As hugely popular as Pathfinder was and remains, 4e actually had huge sales throughout its lifespan, only starting to slow late in its lifespan. Since the release of 5th edition, the "4erries" have become both more common and more mellow, focusing mostly on just quietly talking about what they loved and occasionally needling 5e on what they see as negative choices in development - the loss of the Warlord and reworking Gnolls into basically fuzzy demon-bred zombies first and foremost.

Of course, spending more energy on hating on another game's flaws than promoting its own virtues was arguably the original sin of 4e marketing, so... here we go again...

Beyond 4chan[edit]

4e has been growing a rather peculiar reputation in mainstream D&D culture, one of misunderstanding and hate filled bile, a few rumors have been spread about 4e among the Critical Role fans that make up a fair part of the Mainstream fandom, which have spread elsewhere, rumors like; "4e was so mechanically complex (THAC0 called, it wants its place as the most misunderstood D&D mechanic back) because they were also making a virtual tabletop to go along with it, but it never saw the light of day so we got stuck with a math heavy game never actually intended to be played with regular dice (The part about the virtual tabletop is true, but I can't find any sources to back up the claim as a whole).

It's also said to be too bloated, this is usually followed up by the amount of powers a PC gets, ignoring that a) 4e slowly paced your power progression throughout Heroic, and b) you are actually supposed to trade out your lowest leveled powers for stronger ones as you gain levels. A 30th level character has a grand total of 17* powers; 2 At-Wills, 4 Encounters, 4 Dailies, 7 Utilities, and this is literally just a single Utility power more than a 20th level character, who themselves has just +1 Encounter, Daily and Utility power over a 10th level character. Anyone remotely familiar with the Wizard or Cleric spells per day total since at least Advanced Dungeons & Dragons would laugh at calling this a "bloated" store of powers. Even in 5e, spellcasters still tend to get more spells than this, at least if they're full casters.

  • Okay, a Player's Handbook human or half-elf gets a bonus At-Will or Encounter power respectively, and a Wizard doubles their Daily and Utility pools via their Spellbook feature (but can still only use the same 4/4/7 powers-per-day as any other class), but still, the point remains that it's a pretty small pool of powers.

This is accelerated by shit like semi-famous D&D Animator Puffin Forest giving a bunch of 4e Noobs level 8 characters because "They were experienced with other D&D Editions" and then throwing a fucking Umber Hulk and several elite monsters (elites being equal to 2 monsters of the same level) at them all while claiming he was doing the game "by the book."

See also[edit]

External Links[edit]