alexandraerin: (Tales of MU)
[personal profile] alexandraerin
I didn't get Tales of MU updated for Saturday until just a few minutes ago. My friends just got copies of D&D 4th edition and abducted me at d20-point for an all-day-and-night gaming session. My first impressions of the new version:

1) They're trying really hard to capture the MMORPG market.
2) Combat plays fast and snappy (assuming you've got your character's moves down) but with infinite variety, rules are less than robust in other areas.
3) As with any roleplaying game, how fun it is depends on the players and a flexible DM.

This is probably the biggest example of a "pure product" release. There was nothing wrong with 3rd edition that 4th edition fixes, except that it was losing ground against World of Warcraft and not selling as many new copies as when it first came out.* The core rulebooks, apart from resembling MMORPG play in its mechanics, notably don't involve very many non-combat abilities or abilities that would require roleplaying/human judgment to "mechanic" (no animal companions/mounts/cohorts/thingies, no paladins falling, etc.), which makes me wonder what they've got in the pipeline after D&D Insider (which looks awesome) is up and running... both in terms of electronic adaptations, and supplement books that will no doubt add back in some of the more popular deleted features... and make more money for WotC.

*(Note that I'm not criticizing them for doing this. We've all got to eat.)

Re: 4e

on 2008-07-15 12:06 am (UTC)
Posted by [identity profile] mindwright.livejournal.com
I've done a lot of Living Campaign gaming, and you get a very different situation when players don't necessarily know what kind of party they'll have until they sit down to the table. It's pretty easy for some character types to dominate combats in 3.5, the druid menagerie build is just one issue, certain other broken builds also tend to dominate, say the ultra high damage heedless charge type that leaves nothing for the rest of the party, or any level 15+ Wizard, or a well built cleric in any situation where the PCs can buff before combat.

Vancian magic is definitely gone, the only lingering vestige of it is the Wizard ability to choose between different daily and utility spells each day. I think they did a good job with the flavor on the Wizard. Rituals also help keep a huge amount of the old D&D flavor for the non-combat type spells.

You might try making magic missile 1d4+Int with a secondary attack for 1d4 damage, and then adding an additional attack for another 1d4 at 11th and 21st. It might get a little weird with it being a basic attack though. You'd have to clarify that things like bracers of the perfect shot only apply to the primary attack.

You won't have to give them money for D&D Insider anytime soon, they are trying to make all of those tools available ASAP, but they are going to be in beta until some time next year, and there will be no charge until they are fully functional.

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