Donnerstag, 22. Mai 2008

Dungeons and Dragons Reloaded (1)

Yeah, yeah, still no next part of the FedCon review. I'm sorry. To much other stuff happens... the publication of D&D 4!

I was skeptic, I still am, but the first reviews promise great things. Just want to put a few memorable bits here, so you don't have to read the whole review on AICN.

"From Everquest to the World of Warcraft (and the many other imitators in between and after) comes the notion of perfect balance – the idea that every class, every character, every role in the party, has something to do and never, ever, has to sit on the sidelines.

That is the single most important change to this system. I don’t care what you’re playing, whether the party’s wizard, its cleric, the fighter or its rogue, you will always have the option of doing something useful. You will never be forced (as long as you’re conscious) to simply sit and watch everyone else play because you’ve run out of spells or don’t have a high enough Spell Penetration or lack a weapon property to get through DR. Those days are done. Clerics don’t just hide behind the fighter waiting to stand them up any more. And you can actually successfully run a party without one now. Oh, and the retarded notion of having to rest for the day because the wizard blew through his spells too quickly (even when the rest of the party is full up)? Over and done with. In redesigning the way the character classes work, they’ve managed to eradicate most of the stupid tropes that we ’ve all just kind of sighed at and tried to ignore in the context of role playing."

"The new combat system is glorious. There are so many options, so many opportunities to do really fun and incredible things, that the game becomes more about what you want to do in the moment rather than just sitting around waiting for your turn to come up. Combats still take about as long as they did before, you just get to do more during them. While iterative attacks are gone, it never feels like they’re missing. The Fighter is still a sword whirling death machine that gets a lot of chances to drop beasts. Rather than hour and a half 3 round combats, you end up with 10-20 round epic combats that allow everyone to do a variety of things. It no longer seems like a waste of a turn to move, it’ll get back to you momentarily. Sometimes moving two or three rounds in a row really pays off. You no longer have to worry about missing out on any action just because you want to get into position. Which leads to crazier maneuvers and more fun at the table."

"Race in 3.X was all about what it did for you at 1st level and what it did to your stats. After that, it rarely mattered. Now it’s also about what it does for you at 6th or 17th or whatever."

"As has been written about, there are three stages of play now. Heroic (lvls 1-10), Paragon (lvls 11-20) and Epic (21-30.) Each stage really is its own beast. Heroic is just that. It’s what most would think of as lvls 1-6 in 3.x. Flight doesn’t exist for the players yet and neither do prestige classes (now called Paragon Paths.) You’re tough but not ungodly so. Paragon really is the middle range where you get to do all sorts of crazy stuff without ever getting too silly. It’s also where you really get to step away from your class and become something new and different. And Epic is just plain silly. I honestly see a lot of folks stopping at paragon – but for those that want to get into truly EPIC level, mythologically powerful gaming, epic will do the trick. With class abilities that begin with phrases like Once per day, when you die… it allows for a whole, bizarre new type of play that actually manages to maintain its consistency."

Sounds nice. :)

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