Wondering why I put this in video games? If you have been listening to the Penny-Arcade D&D4E podcast you would know.
It sounds more and more like the D&D game we once knew no longer exists. One thing the new version is adding in is called "Healing Surges". These allow you to quickly heal a few hit points multiple times a day, even more hit points than your character has! Yes, every character is now part Paladin/Cleric.
I have to wonder if they were getting feedback that many players did not enjoy playing the glorified medic known as the Cleric and decided to downplay this usefulness in this new edition.
The game is pretty much nothing more than a set of rules for miniatures-based combat. It's like the game has come full circle back to it's roots in Chainmail! Even measurements have gone from distances to "squares".
I'm reminded of the venerable Chevy Nova. If you owned an early 70's Nova you owned a muscle car. If you owned one of the Novas from the end of the model line you owned a small-box econo car. This is how I feel about D&D4E, it's become the Chevy Nova of the gaming world.
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I do agree that Burning Wheel is obviously a superior system for role playing, but I think that 4th Ed is something that is better for people looking for a more casual game. I know that my friends would probably enjoy 4th Ed over Burning Wheel, only because they are a more casual group (more about the fighting, and less about the role play.) And it's also not like you couldn't create a dramatic narrative in 4th Ed, I just think that Burning Wheel makes it easier to do so.
that being said I would be happy to sit around a table with no books and role play as epic stroy with my friends.
I hope that's coherent.
The problem with WoW, and with D&D;, is that they're not really character-driven. Nothing is stopping you from making character-driven D&D; games, but it takes work, as the system lends itself far better to plot driving.
If your goal is to have a game where you explore dungeons, fight monsters, collect treasure, etc. That is what D+D does. It is a system that helps you figure those things out. If you want to add some flavor on top of that, it is possible, but the system doesn't do very much to help you along.
Burning Wheel, among other RPGs, is actually a completely different kind of game. Sure, if you want to just fight monsters in Burning Wheel you can, but it sucks. Primarily it is a system of rules that gives you and your friends a creative focus through which you can collaboratively create a character driven narrative. It also provides multiple, superior, conflict resolution mechanisms for when not everyone agrees on the direction the story should go.
D+D does not offer much more than Hero Quest besides a more advanced set of rules. There's no reason D+D can't have character drama and collaborative storytelling, but Burning Wheel, and many other games, encourage, nourish, and foster it.
Edit: I am listening to the Burning Wheel episode again and you do kind of go through some scenarios there, but I still think it'd be nice to here an actual bit of the game being run so you can hear the way it kind of flows.
Either way, it's funny to listen to the session.
These allow you to quickly heal a few hit points multiple times a day, from a supply of hit points that is greater than your maximum hit points.
Is that any more clear? I assumed that everyone already knew that you can not pass your max hit points and figured everyone would also read that to indicate the supply of hit points available via Healing surges was larger than your max hit points not that you could go above max hit points via surges.
It's like this, when I think of a Chevy Nova I think of this:
No this:
I'm sure D&D4E; is a great game in its own right, I just don't think it should still be called D&D;.
It's almost as though D&D players have forgotten that they can do whatever they wish with the rules, and that they don't need WotC's approval to make their game fun...
It's is just a progression of the system: whether good or bad, in the long run it really doesn't matter, because your AD&D books did not burst in to flames when the new ones came out.
WotC has to call it D&D. Otherwise, it wouldn't sell without tons of marketing and extra work.
I would suggest, though, that 3.x was pretty darn good. Combat can take longer than you might want, but combat doesn't have to be the bulk of the campaign. The advantage that I see in 3.x versus 1st and 2nd ed is that the classes were much more balanced. In 1st and 2nd ed, combat was much more freeform, and thus the fighter was often a sub-par character class when compared to another that had many other abilities or spells. 3.x changed that with the Feat system. Are there some problems? Sure. The Challenge Rating experience point system is heinous, so, at times, I ignored it. I actually agree with Rym on this point. The DM can change the rules however he sees fit.
When you're developing a story line, I'm not sure how many rules you really need. I've always had mixed feelings about skills such as Bluff or Intimidate. If you're going to role-play, why not base an NPC's reaction to one of your players' actions by expecting that person to be convincing or intimidating? Do you really need a roll here? Sure, you can use one, and heck give the player a bonus if they role-played well, but I'm not sure it's even necessary. When we played, we did a lot of things on the fly, and that's the way I'm going to continue to play. I will also continue to play with my 3.x books.
If you have a structural engineer at the table playing a fighter with a 6 Int and 7 Wis you should not provide him any bonuses if he lays out a detailed plan for knocking out the structural supports of a guard tower. Likewise if the character has a high Int/Wis and the player knows absolutely nothing about engineering you are better off going with a straight die roll (plus bonuses).
It's all subjective though and up to you to decide how you want to run your game. It is then up to the players to decide if they want to play under your rules. with all that said, this is not a thread for discussing the player vs. character knowledge problem in RPG gaming.
I looked over some of PDF's this weekend and found more then one case of this happening. The easiest two to spot are in the Monster Manuel and Player's Handbook. The Medusa artwork and the artwork for Rituals respectively. Also, I found the image of the storm giant clenching his over sized LIGHTNING PENIS to be pretty damn funny.
I don't know if their is some animosity towards early editions or just WoTC's less the subtle way of saying. "The game you loved is dead. Deal with it."
Seriously,,, I hate them for sucking the the soul out of the game I loved
Seriously.
I find the concept of streamlining the system to be interesting, but as is often the case, they've streamlined the soul out of it.