|
D&D 4
Apr 4, 2009 21:15:36 GMT
Post by Flashman on Apr 4, 2009 21:15:36 GMT
Some of you may have realised Antony ran the introduction to the new D&D (4th edition) last night. This is far from a full review rather a few thoughts.
The game doesn't seem that diferent from traditional D&D. the idea is to use a team as wildly diferent as possible to cover all the bases. So we had a gnome bard, a daemonette divine summoner, a lizard paladin, a gollum barbarian and dark elf assasin. It feels like a bit of a sham because the game mechanics encourage diversity rather than synergy.
In fact the whole experience feels a bit gamey were each day is broken up into a set of encounters. Some of your skills or abilities you can use once a day or as many times as you want, however there are some you can only use once each encounter. What constitutes an encounter feels a pretty false construct though no doubt no beyond the realms of a suitably skilled DM.
Another thinking I wasn't particularly keen on was the skill/initiaitive system. You roll a D20 and add it to your base skill. As the skills range from 5 to 15 (as far as I can see) the range of skill is half that of the dice. Therefore I wily dextrous human in peak condition (say initiaitive 10) only has a 75% chance of going before a decrepit 90 year man with one leg (initiative 10). It can get a bit strange in game play where a gollum barbarian understood demon summoning glyphs or runes better than a demon summoner (Scott rolled 14 and I roled 3).
I don't think its a bad game and may work well with players prepared to invest in its subtleties but I can't help thinking there must be better systems out there.
|
|
|
D&D 4
Apr 4, 2009 21:58:59 GMT
Post by Scott on Apr 4, 2009 21:58:59 GMT
My conclusions about 4th ed D&D are pretty much the same as Steve's to be honest.
I suspect that giving players an 11th level character wasn't the greatest idea in the world (particularly as an introduction to the game) as it meant you had to read 3 pages of abilities & spells that you could use.
As I played the same scenario at Wayland's it was very interesting to see the difference in gaming styles that 2nd ed players (like us) & 4th ed players (that were at Wayland's) use. In Wayland's the party effectively charged in full tilt & killed everything straight off. At Stourbridge there were far more questions asked & a bit more nous used (which of course didn't help!). In fairness to the rules I don't know if this is a truthful indication of how they work, or whether the get stuck in & kill stuff mentality was just the introductory scenario? Perhaps someone with knowledge of 4th ed could tell us? It would be a shame if the subtleties of 2nd ed were lost.
Overall I did enjoy myself immensely (it had lots to do about being a female Gnome bard with boots of dancing!). In both games the mill exploded in a huge fireball (well done Phil & Antony!!).
As Steve points out there are better systems & I think it best to stick with 2nd ed (Antony will probably be pleased to know with all the 2nd ed stuff he has!).
|
|
|
D&D 4
Apr 5, 2009 16:14:37 GMT
Post by ASH on Apr 5, 2009 16:14:37 GMT
Although I feel I did reasonably well with the Dark Elf assassin (the other players may disagree) and overall enjoyed playing the trial scenario, I too think the Skill/Initiative system to be too reliant on a good D20 roll. I also wasn't too keen on the "encounter" sectioning of the game and would much prefer the players to find their own way along rather than be pointed straight to the next part. The one bit I did however like the THACO replacement. I'll stick with 2nd Edition thank you.
|
|
|
D&D 4
Apr 5, 2009 21:10:36 GMT
Post by Owen Cooper on Apr 5, 2009 21:10:36 GMT
I have the 4E PHB but found it pretty much unreadable - so everything I've picked up about 4E is all second-hand from the web. What I have read suggests it isn't really for me - seems like a poor attempt to do a "manual" version of World of Warcraft and not really what I hold to be D&D. If anybody wants the PHB I'll bring it along on Friday and you can have it for free.
Personally, I printed out a PDF of the 1974 "White Box" last week and have ordered Swords and Wizardry from lulu.
Owen
|
|
|
D&D 4
Apr 6, 2009 18:23:41 GMT
Post by Antony on Apr 6, 2009 18:23:41 GMT
Just in case anyone is serious about 4th Edition, Esdevium are doing a special for Waylands at the moment: The box set of Players Handbook, Dungeon Masters Guide & Monster Manual are just £40 (compared with £60 if buying all 3 books separately). Remember to take your club membership card with you to get another 10% off.....
|
|
TOM
Full Member
Gott mit uns
Posts: 102
|
D&D 4
Apr 6, 2009 20:53:23 GMT
Post by TOM on Apr 6, 2009 20:53:23 GMT
Some observations on Friday's 4th Ed. D&D (Star Wars Miniatures meets Monsters) game:
The game did seem a little compartmentalised by the 'encounter' system and, at times, it felt like working through different levels in the old Heroquest game. I also found myself thinking more about the timing of using special abilities - when to use the once-a-day ones, particularly - which struck me as being more reminiscent of the constraints of a board game instead of a free-flowing adventure. But that may just have been the nature of the introductory scenario.
Using 11th level characters was probably not the best of ideas. There was a lot to remember (and forget) in terms of special abilities and I'm sure that we all made mistakes at one point or another. Playing and developing your own character would be very different and (probably) wouldn't cause quite so much head-scratching in that respect.
Having sauntered into combat and scored a resounding critical hit in the first round of combat in the first encounter, I then became a dragon-kind quintain until the encounter was almost over through an abject failure to roll more than 10 on a d20. So, yes, from my point of view, the use of d20 could be described as somewhat arbitrary. Some Paladin!
The combat system did seem long-winded, due in no small part to the initiative system and the use of standard, minor and 'free' actions - all of which I had to keep constantly referring to - although equally as constantly missing helped speed up the process. And, the whole scenario seemed combat-orientated. Even the 'encounter' with the small child required a set number of successful dice rolls to interact with her, which left Antony little to do in terms of being the DM apart from rolling dice and keeping track of hit points.
And movement on a map divided into squares! Don't get me started.....
|
|
|
D&D 4
Apr 6, 2009 21:48:02 GMT
Post by Owen Cooper on Apr 6, 2009 21:48:02 GMT
Tom neatly sums up what I am picking up from divers hands about 4th edtion
1 - The GM is marginalised 2 - Everything is arbitrary and closer to an MMO/Console RPG/CCG game that an RPG. Lots of special abilities, limitations and frequency of allowances of uses of such that can't be justified by any "in game world" logic.
|
|
|
D&D 4
Apr 17, 2009 8:38:37 GMT
Post by Phil Saunders on Apr 17, 2009 8:38:37 GMT
Just a few clarifications for you.
The scenario was not an introduction to D&D 4th Edition. It was actually to showcase the new races from the Players Handbook 2. The introduction to 4th Ed was last year. I can lend it out if anyone would like to run it. You get the maps, figures and characters for the scenario and it would take about 3 hours to play.
I have to agree that there was a lot to take in for new players though. Three pages of abilities and powers made me pause and read through everything, 1st level characters are much simpler to run.
The gift set is at Waylands is £40 but I'm not sure about the club discount as the item is already discounted.
|
|