Every change in the
Dungeons & Dragons 4th Edition serves one of three goals: speed up the game, keep it playable through godlike levels and enable online play. To a certain extent, it succeeds. The new unified rules simplify the game and should be easier for new players (or returning ones) to pick up. The powers-based system will be familiar to players of both computer games and collectible card games, and the rules are streamlined enough that a 25th-level character should be as playable as a 5th-level one.
The unified rules system means that every class is inherently balanced, and while there's some variation through powers, in general the "fighters rule at 1st level, wizards are gods at 20th" effect from earlier editions is gone. The
Dungeon Master's Guide offers far better advice on how to set up and run a game than its predecessors did, and it introduces new skill challenge and quest mechanics for non-combat experience rewards. The exceptions-based rule set transforms the
Monster Manual into a treasure trove of unique encounters, and its pre-generated encounter lists are godsends for time-pressed DMs. The designers also extended concept of roles to monsters, allowing for such common jobs as minion, brute, skirmisher and controller. These roles make it much easier to create challenging and diverse combat encounters.
All of these improvements come at a price.
Fourth Edition's lost a good deal of its diversity and depth relative to previous releases. Sacred cows, such as the wizard's extensive spell list, the druid class and the gnome player race, have been slaughtered to fit the game's new vision. Some of these bovines may be resurrecteddruids will return in a future source book, stats for playing a gnome can be found in the
Monster Manualbut some decisions there's no turning back from. Powers are a key example of that; they're a radical departure from what's come before, and they're something players are going to love or hate.
Not all of the changes yield the promised results. Combat is less complex, but it can still get bogged down in record-keeping as players and dungeon masters try and keep track of the new "marks" mechanic. The powers system works for most of the classes, particularly the martial ones and the newly designed warlock and warlord, because it allows them to pull off all sorts of stunts and tricks that they were previously unable to do. At the same time, though, it fails the cleric and wizard, which feel hobbled and limited by the new rules.
The online components sound promising and could be just the thing that
Dungeons & Dragons needs to compete with
World of Warcraft, but were unavailable when the game launched. Wizards' failure to launch these components is disappointing.
In the end, whether someone enjoys
Fourth Edition is going to come down to their style of play. Those whose love of fantasy was inspired by video games, anime, movies and MMORPGs should enjoy it, as will fans of the previous edition who wanted a more streamlined game. Those who revel in the idiosyncrasies of the
Third Edition, and who draw their inspiration more from novels than computer games, may not.
It says a lot about 4th Edition that Wizards of the Coast had to skip the timeline of its popular fantasy campaign setting The Forgotten Realms forward 100 years in order to support the new game. I think most similar traditional D&D campaigns would need a similar jump to make them work with 4E; those who are unwilling to do so should either stick with 3rd Edition or check out Paizo Publishing's upcoming Pathfinder RPG, which promises to pick up with the game where Wizards left off. Ken