July 26th, 2008
My D&D hobby was on hold for long. It’s hard to find new players, stores with equipment are rare and tabletop roleplaying is not very popular these days. But the planets aligned in a way that new D&D edition is out, students returned in town and even some kids grown up enough to do some roleplaying.
Thank to Amazon, I got three core rulebooks fast and cheap. I’ve spread the word about new rules and exciting play and gradually got hooked enough people to start a new campaign. Now, after full two sessions I have some credibility to comment on new rules.
Why bother to comment the rules? Well, before the books came out I saw many previews and when they came out and before I had chance to play, I saw a lot of reviews. Most of them were very negative and think only one where author thought of 4E as progression. In my opinion, such distribution is very unjust. General opinion I’ve read on other blogs, forums and D&D newsgroup is that rules got simplified and that game is now only combat oriented.
Simplification
To me, rule simplification is a good thing. You see, when there is rule for every detail, I can’t make my own. I have a feeling that everything must be done by the book. I need only core rules to be described. When you know the basics, it’s easy to make new rules on the place.
Let say, forgery skill from 3.5. It’s interesting skill to have but it can be used only few times in whole campaign. Except if character wants to be a professional forger, training this skill instead of some which will be used daily like diplomacy or thievery just doesn’t make sense. When party want to forge something it’s easy to derive their skill from Intelligence and knowledge about the subject of forgery. Profession and craft? Come on, we are adventurers. Leave this to NPCs.
It’s similar with equipment. I’ve read on newsgroup about how 10-foot pole is missing and I quote: “Was the 10-foot pole really one of the sacred cows that needed to be slaughtered on the altar of 4th Edition? ” I thought it was sarcasm, but people are serious about this.
This rule simplification reminds me of LEGO bricks. When you have only simple pieces in different colors, you can build anything you want: car, house, people, animals… whatever you want. But if you buy LEGO truck with included tires and windshield and set you can build very nice truck. And only truck. Similarly, simpler rules make more diverse game, if you handle it properly.
Combat
Although game as such isn’t any more combat oriented the before, we actually fight more with new rules. Not because somebody forced us, it’s because combat is fun. First level party with their small set of powers and without wizard and warlord, already presented memorable battles. Every combination of race, class and chosen class build gives a unique combat tactics. Division of monsters to minion, normal, elite and solos make battles interesting. Even if party fights three goblin groups, their roles make them different every time.
It’s easier for a DM to set up the encounter. Challenge ratings are gone and with them too easy and too hard encounters. CR is replaced by a more linear and natural system of monster levels and you know all the time which challenges a party can handle.
Only problem we had in combat was tracking marks and bonuses. Characters can mark monsters to give them a penalties or can provide bonus to allies. Bet when 5 person party fights against 10 monsters, tracking those lines can be really difficult. I’m yet to find a best way to handle this.
