Dungeons & Dragons 4th Edition
System
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Player's Handbook
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Dungeon Master's Guide
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Player's Handbook 2
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Monster Manual
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Should have been the Player's Handbook, ended up being the cover art for Dungeon Delve
The fourth edition of Dungeons & Dragons, the grand daddy of RPGs.
Basics
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
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.
Races
The character races in the PHB are:
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):
- Bladeling
- Bugbear
- Bullywug
- Doppelganger
- Drow
- Duergar
- Genasi (comes in 5 varieties: Earthsoul, Firesoul, Stormsoul, Watersoul, and Windsoul)
- Githyanki
- Githzerai
- Goblin
- Gnolls
- Gnome
- Hobgoblin
- Kenku
- Kobold
- Minotaur
- Orc
- Shadar-Kai
- Shifter, Longtooth
- Shifter, Razorclaw
- Warforged (updated and in this article of Dragon Magazine #364)
Character races in the PHB 2 are:
Character races in the PHB 3 are:
Classes
Character classes in the first PHB consist of:
4e Classes table
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- Cleric (Role: Leader, Power Source: Divine)
- Fighter (Role: Defender, Power Source: Martial)
- Paladin (Role: Defender, Power Source: Divine)
- Ranger (Role: Striker, Power Source: Martial)
- Rogue (Role: Striker, Power Source: Martial)
- Warlock (Role: Striker, Power Source: Arcane)
- Warlord (Role: Leader, Power Source: Martial)
- Wizard (Role: Controller, Power Source: Arcane)
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 in other books include:
- Artificer (Role: Leader, Power Source: Arcane) from the Eberron campaign guide
- Swordmage (Role: Defender, Power Source: Arcane) from the Forgotten Realms campaign guide
- Monk (Role: Striker, Power Source: Psionic) from the third PHB
- Psion (Role: Controller, Power Source: Psionic) from the third PHB
- Seeker (Role: Controller, Power Source: Primal) from the third PHB
- Assassin (Role: Striker, Power Source: Shadow) available only to D&D Insider subscribers
- Battlemind (Role: Defender, Power Source: Psionic) from the third PHB
- Runepriest (Role: Leader, Power Source: Divine) from the third PHB
Gameplay
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 specialised as noted above, and fit into MMO-style combat roles of controller (lockdown/AoE), defender (tank), leader (buffer/healer), striker (DPS).
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.
Setting
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.
The Planescape cosmology, present in 2e and 3e, has been removed, and a much vaguer "Astral Sea" cosmology has been put in its place.
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.
D&D 4e on /tg/
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.)
It is virtually guaranteed that any 4e thread will descend into trolling within the first dozen replies.
Criticism or troll?
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".
Criticism
This article or section is being fought over by people undoing each other's changes. Please use the Discussion page for fighting instead of the article. |
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.).
- 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 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?"
- 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 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
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.
- 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
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 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.
Benefits
As much as 4e is berated with criticism, it has a sizable fanbase that enjoys playing it, and has some discernible upgrades from its 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.
Changes and Additions
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, 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.
- "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.
- 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 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
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.
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.
Monster comparisons
- Goblins
3.5e: A 1st level Goblin Warrior fights with a morningstar and has the Alertness feat.
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
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.
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
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.
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
- Dungeons & Dragons
- Advanced Dungeons & Dragons
- Dungeons & Dragons 3rd Edition
- Touhou Power Cards
- Drama Cards
- Rage
- Troll