Info dump on D&D experience from Critical Hit site.


4th Edition


http://www.critical-hits.com/2008/02/28/dd-xp-seminar/

Go to the site..

I found this very concise and interesting. We all seem to need more information. This should help.


Taliesin Hoyle wrote:

http://www.critical-hits.com/2008/02/28/dd-xp-seminar/

Go to the site..

I found this very concise and interesting. We all seem to need more information. This should help.

Thanks Talisein... will check it out.


Taliesin Hoyle wrote:

Go to the site..

Critical Hit wrote:
I'm sorry, but the post or page you're looking for could not be found. It could be because of our recent re-design. Here are a couple of options that might help you:


A fair bit of details in there but a bit propaganda heavy (with all the "cools" and "awesomes")... not blaming you, of course, you didn't write it, you just went out of your way to deliver it to us.

If I can be as neutral as possible the existence of "spells" now reminds me more of the power ladders of Diablo 2... it seems that we will see a massive reduction in spells to choose from, which really knocks out the old spellbook collector flavor... since they are more of powers and all.
Really, it would seem that judging by the way that the game has changed the wizard class now (along with other casters) would truly feel more like the old sorcerer class flavor wise and less like the parchment collecting scholar. Perhaps this is why they left the sorcerer out for the original release.... there would have been too much of an uproar to knock out the "wizard" by class name, but WotC probably figured that they could get away with this a bit more by knocking out the sorcerer.


Disenchanter wrote:
Taliesin Hoyle wrote:

Go to the site..

Critical Hit wrote:
I'm sorry, but the post or page you're looking for could not be found. It could be because of our recent re-design. Here are a couple of options that might help you:

I had the same problem at first... try this exactly:

http://www.critical-hits.com/2008/02/28/dd-xp-seminar
(might want to copy and paste the above in your URL bar for better success rather than clicking the link)


Linkified: http://www.critical-hits.com/2008/02/28/dd-xp-seminar


hallucitor wrote:

A fair bit of details in there but a bit propaganda heavy (with all the "cools" and "awesomes")... not blaming you, of course, you didn't write it, you just went out of your way to deliver it to us.

If I can be as neutral as possible the existence of "spells" now reminds me more of the power ladders of Diablo 2... it seems that we will see a massive reduction in spells to choose from, which really knocks out the old spellbook collector flavor... since they are more of powers and all.
Really, it would seem that judging by the way that the game has changed the wizard class now (along with other casters) would truly feel more like the old sorcerer class flavor wise and less like the parchment collecting scholar. Perhaps this is why they left the sorcerer out for the original release.... there would have been too much of an uproar to knock out the "wizard" by class name, but WotC probably figured that they could get away with this a bit more by knocking out the sorcerer.

Firstly, while the Wizard did undoubtedly get knocked down a good bit, many people (myself included) see this as a good thing. Wizards (and other general spellcasters, like the Cleric) are amazingly powered compared to most of the other classes. This should help bring them inline.

Second, many abilities are supposedly being moved to "rituals" an aspect of the game we know close to nothing about. The DnD XP sheets show the Wizard and Cleric with Ritual Casting, but nothing else. Maybe they don't have any rituals as 1st level chars, or maybe it just wasn't in the scope of the demo, I dunno. But in at least one playtest report the Wizard reported wanting to go to some old ruins to hopefully find an old copy of a ritual. Cheers! :)

Dark Archive Owner - Johnny Scott Comics and Games

Couple thing stand out for me:

Critical Hits wrote:

RPG Starter Set

Great for introducing new players
Everything included in box
Characters, Basic Rules, Adventure, Dungeon Tiles, Tokens, Dice
“Nothing better for the game and the industry to get more players”
No minis, tried to make the cheapest starter they could, and the fastest possible

No minis? How much impact will D&D have on a newbie if he has to play 4e without minis? All movement is set up in squares, so if you don't have minis, you'll have to improvise on your table top. A newbie might be turned off when he has to use a bottlecap to represent his super-tough fighter.

Also, the DDI price rates seem a little high to me - at least, at the beginning. If I switched to 4e, I would, however, be tempted to subscribe for a month at the end of each year so I could download the pdfs of each book WOTC released that year...


They're not putting PDFs of the books up on DDI... It's going to be a searchable online rules database. See Scott Rouse's post on this here.


critical hits wrote:


Q: How did Ruins of Greyhawk do?

A: Did well, don’t have exact numbers. Greyhawk is still on the table as a campaign setting.

I´m not decided if Greyhawk as a 4e setting would be a good thing or a bad thing. Still, if they actually decide to publish GH under 4e, I will probably buy it.

Stefan

The Exchange

Adventure Path Charter Subscriber
Larry Lichman wrote:
No minis? How much impact will D&D have on a newbie if he has to play 4e without minis? All movement is set up in squares, so if you don't have minis, you'll have to improvise on your table top. A newbie might be turned off when he has to use a bottlecap to represent his super-tough fighter.

At my 3.5E tabletop, PCs are d12s. Those lonely little buggers needed some purpose in life...

Dark Archive Owner - Johnny Scott Comics and Games

Evil Genius wrote:
They're not putting PDFs of the books up on DDI... It's going to be a searchable online rules database. See Scott Rouse's post on this here.

Thanks for the post. I was going off of the Critical Hits post of:

D&D Insider subscription gives access to all books, not just the ones you’ve bought.

However, I could still still subscribe for a month and get all the rules by cutting and pasting the content into MS Word, then converting to pdf. Good way to get all the "new" stuff without having to pay for it. It may be time consuming, but the option is still there for me if I need it. After all, I'm more interested in the new crunch (errata, new feats, etc) than I am the fluff.

Either way, it's probably a moot point, as I don't plan on switching to 4e.


Since that was my page you linked to, lemme see if I can clear a few things up:

D&D Insider/Rules Database will give access to all the rules from every book. However, whether you're a D&DI subscriber or not you can buy PDF books just as you can now (though he said they'd be cheaper.)

And as far as the "no minis" thing in the basic set, the list does include Tokens, which is what I assume the replacement for minis will be. (2D cardboard or something with pictures on them.)


Hmm. I like their idea of putting up stuff on D&D Insider for a period of time before it goes to a splat book and then evaluating what everyone thinks. Even if you won't touch D&D Insider with a 10' pole you'd still benefit from the fact that the class, prestige class etc. has been play tested by a huge number of players before it becomes 'official'. Hopefully we get more balanced classes and feats etc. from this method and less Frenzied Berserkers.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
evilvolus wrote:
Larry Lichman wrote:
No minis? How much impact will D&D have on a newbie if he has to play 4e without minis? All movement is set up in squares, so if you don't have minis, you'll have to improvise on your table top. A newbie might be turned off when he has to use a bottlecap to represent his super-tough fighter.
At my 3.5E tabletop, PCs are d12s. Those lonely little buggers needed some purpose in life...

My brother worked briefly for a scholastic supply store, and bought me a lifetime supply of plastic pawns in a variety of colors and shapes. The PCs, being elite, get to be wooden pawns; leader creatures are plastic pawns; masses of creatures are d6 in different sizes and colors (which makes it easy to keep them numbered). This system works so well for us that I can't imagine using miniatures.

The only problem I've encountered was the glut of Huge and larger in the last episodes of our current campaign; we couldn't visualize them with dice, so we made large cardboard tokens for them. The gasp from both player and GM when we'd laid out the final mass combat--my gosh, that 100'x150' room is *FULL*!?--was worth the extra effort.

We own a small number of minis but I find them distracting and more difficult to use than pawns. The giant spider makes an occasional appearance, but I never use the rest.

I suppose this kit probably contains cardboard tokens, and for our games that'd be fine.

Mary


davethegame wrote:

Since that was my page you linked to, lemme see if I can clear a few things up:

I am curious. How did you find this thread?

Thanks for the notes. I really found this useful in my decision making.


Taliesin Hoyle wrote:


I am curious. How did you find this thread?
Thanks for the notes. I really found this useful in my decision making.

My blog stats package tells me the URL where people are coming from. Glad to help.


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