Today I played in a test run of D&D fourth edition.
None of us (except maybe the GM) had read all the rules in advance,
though all but one of us had played extensively under the third-edition
rules (3.0 and 3.5). And the GM had a module with pre-fab characters
and quick-start rules, which is what we played.
It's different from third edition. Better? Worse? Don't know yet --
just different, with some interesting twists. We'll need to play more
before I can make that judgement.
They have made first-level characters much more effective than in
previous editions. That's a win in my opinion; it used to be that
first-level characters were both fragile and lightly-powered, so
you'd start an adventure, have one fight, hole up somewhere to lick
your wounds, try again the next day, and so on. One bad role could
send a healthy character into near-death (or actual death, if the
party couldn't act immediately to intervene). Heroics were pretty
much impossible.
Contrast this with the following sequence involving my first-level
dwarf fighter under the new rules. The enemies were a priest with
half a dozen underlings. They ambushed us and the priest opened
by attacking my character with a spell. (And the underlings threw
spears and stuff.) This knocked me down almost to half my strength
(which is to say, down to 16 of 31 hit points). Our cleric gave me a
quick burst of healing and I charged the priest, hitting him but not
hard enough to kill him (no surprise there). In the next round
the following happened, in order: the priest and about four underlings
attacked me, knocking me into negative hit points (and to the ground);
another party member attacked the priest from the other side and pushed
him into my spot on the board (so he was standing over me); another
party member gave me some (ranged?) healing that brought me back to
consciousness; I, from the ground, made a big power attack (this
character's once-per-day special attack), killing the priest and
sending him flying; I stood up, looked at the line of underlings,
and said "who's next?". It was fun. :-) And it was fun that I don't
think would have been possible under previous editions.
(Now, mind, D&D is as unrealistic as it ever was: I asked if
I could make that attack, the GM (and other players) concurred
that it was legal, and I said "let me be clear: my dwarf is going
to make a big power attack from the ground... with his two-handed
maul?". You've got to be willing to suspend some disbelief to play
this game, but if you are, it can be fun.)
Characters have a variety of types of abilities. There are the things
you can do (for the cost of an action) at will; for the dwarf fighter
these were things like cleave attack, and for the wizard they were
things like casting cantrips (light, ghost sound, maybe others). I
didn't study the other three character sheets enough to speak to them.
There are also abilities you can use once per encounter and once per
day; for the dwarf these were both stronger attacks, while for the
wizard the once-a-day ability was to cast either a sleep spell or
an acid arrow attack (substantial damage to one opponent plus splatter
damage).
Every character has the ability to do some self-healing. A character
has a certain number of "surges" that can be used daily, and each surge
does some number of points (these stats vary per character and appear
to increase with level gains). During combat you can heal yourself
once; outside of combat you can do as much as you want up to your
daily limit of surges. This means that clerics, who in past versions
were largely responsible for party healing, now get to do other things.
When I mentioned earlier that our cleric gave my dwarf some healing,
what actually happened was that the cleric did something that allowed
me to use one of my own surges at a time when I wouldn't have been
allowed to otherwise. Meanwhile, the cleric was making attacks.
Also, this healing is no longer variable; I know that each surge
is going to get me (in the dwarf's case) 7 points, and we don't have
to roll dice and possibly expend extra healing potions because the
rolls sucked. It's just bookkeeping.
Wizards now have magic missile as an attack (at will) rather than a
spell. It is no longer automatic, which would be unbalancing; you
roll to hit as with any other attack.
Everything offensive is now a roll against some stat, rather than
a spell that might be automatic or might get a saving throw. I
noticed on my character sheet a notation along the lines of "+N
for saving throws against poison"; I'm not sure what that means
in this context. Is my fortitude stat boosted in that case, or are
there still saving throws?
They've changed how character death works. When a character
goes to 0 hit points (or negative), he falls unconscious and
is on his way to dying. On his next turn he makes a straight die
roll (needing 10 on a d20); success means he's stabilized and
failure moves him closer to death. Three failed rolls means
death. This means that a single large hit can no longer instantly
kill you (even if you're at -20 or something), and that the party
has time to react (administer healing, pull you to safety, etc).
Yes, this is unrealistic in cases like "a nuke exploded in front
of you", but see previous comments about realism. I think this
will make players a little more willing to take risks, which in
turn makes for more exciting (and story-worthy) games. (Note
that in the fight I described earlier I never actually had to
make this check; by the time my turn came around I had been healed.
But knowing that this is how death worked influenced my decision
to make that charge in the first place. That and the fact that this
was the first session, so if I died and had to start a new character
I wouldn't be too far behind...)
Everything we've done so far was combat-heavy, and that's how the
character sheets read too. This doesn't mean you can't have a
game more focused on role-playing; I think the system is largely
agnostic toward that. Earlier editions were somewhat that way too.
A lot of what happened in my last campaign wasn't really well-covered
by the rules, either. We haven't seen skills come into play yet, and
I don't know very much about feats. The feats I've seen have all been
combat-related; most but certainly not all of the ones in third edition
were too.
The game feels like it was significantly influenced by games like
World of Warcraft. The tabletop system (figurines and the corresponding
style of play) is part of it; another part is that you no longer have to
do investigation to find out what magic items are. You find treasure
and you can just know what it is; the days of testing potions or
paying for analysis are over. In one way that was tedious in prior
editions, but it also meant the characters might have to do some work
before benefiting from their loot. I don't know if this is good,
bad, or neutral; I'm just noting it.
I don't know how level advancement works. I understand from the GM
that you don't tend to accumulate lots of new skills/spells/attacks
but, rather, upgrade existing ones. Apparently the designers wanted
a character sheet to fit on two pages no matter what level. I appreciate
the goal but wonder about the loss of variety. It's true that in my
last campaign, by the time my sorceror reached 8th level or so,
combat problems could be largely sorted into two groups: ones
that called for polymorph and ones that called for fireball.
But it was still nice to have the lower-level spells "on tap";
sometimes they were the right tool for the job. Now, some of that
"right tool" aspect was "right level"; if my goal was flight, the
3rd-level fly spell was better than a 4th-level polymorph into
something with wings. I don't know if spell level is relevant
in the new edition. So this might not matter as much.
I also don't yet know how character-creation works and what the
points of variability are. These characters were pre-generated.
I don't know which of my character's characteristics come from
being a dwarf, which from being a fighter, which from choosing
option A over options B and C, etc. I don't think I could make
informed decisions in generating a character now, though; I have
to learn the system first. So prefab characters to learn on
are good for bootstrapping.
I had fun today. We'll need several more sessions to finish the
module, and by then we should have a better idea of how a campaign,
as opposed to a session, works. I'm looking forward to doing that.