New Dungeons and Dragons 4th Edition DM's guide review
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Yeah man youre right. all the scenario of 4th edition in my opinion sucks... you dont need new books spells or feats and skills to play d&d.You just need to have a good imagination and a good party, thats all...
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I agree with the last two comments...4th edition is for NEW players not veterans. Stick with the old editions.
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All Comments (54)
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@ALANIARISS but then it is not D&D, its just roleplaying
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What you should touch upon in this review is the amount of redundancy between this book and the rest. The Wizards of the Coast is really BS with their marketing plan by shipping bloody essentials separately for insane prices. The starting kit I bought was like buying a demo. I should have gotten an extensive rulebook, a way to make custom characters and even quite a dungeon master's guide so that I can run my own adventures.
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4E. 3.5, pathfinder, who cares. Play what you like!!! It's a god damned game people.
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If you don't like 4th edition (not a big fan myself) take a look at Pathfinder. They added alot of cool features to the character classes to even them out, fixed alot of the game mechanics that 3.5 missed, and put in alot of cool details to make the rolplaying session that much better. I won't say 4th edition is bad, but it is moddled after MMO's to try and capture a younger audience. I can't say i blame Wizards for trying something new, but I'll stick with the older stuff.
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I love 4th edition D&D, and I've been playing since Blue Book original D&D. Those idiots that say "it isn't D&D" are giving way too much power to the writers of the game.
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There are like HUNDREDS of stores in the UK, google D&D and you're location, you should find it. OR you could always eBay it
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You forgot to mention skill challenges, although you flipped through those pages :)
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i see problems of characters movingover so why not play BOTH editions (not at same time and i dont play yet so sorry if im missing something)
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But as Kurt Wiegal said in his review about 3rd Edition, at least you could still recognize it as D&D. I had my objections to 3E, but very few of them weren't correctable at the DM's level. For instance, I didn't like the changes made to Paladins; not how they allowed all races to be Pallys, but how they basically made them inferior warriors to other types. To my way of thinking a Paladin was a warrior first who was blessed and charged by a good deity to fight evil. 3E changed that a bit.
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You know, we discoveried the same problem with 3rd trying to port 2nd edition characters over. They were way too powerful or way too weak and a shadow of their greatness in their own game systems they started in.
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To enforce your point, case here: I have a 26th Level High Elf Archmage/Wizard. He's completely incompatible with 4E. Not only is he far too powerful, he's far too POWERFUL! I could not bring Myrow the Magnificent into 4E in an accurate representation of his prowess. No Wish, among other things. Myrow could level armies and castles compared to a 30th Level wizard, who could barely kill a small group of hobgoblins in one blast of Meteor Swarm (4E). Do the math. Wow.
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4E is a great wargame. I like wargames. I'm an avid Warhammer 40K player and I do not detract the system in this regard. And you know, I don't mind if people play this game. It's just not Dungeons and Dragons. In time, people will realize that this is something of a sham compared with previous editions.
It's already becoming obvious, though not for all. Among my own group who clamor to have me GM everything, they'd rather play World of Cynnabarr than 4E. That's pretty bad.
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I do not want to hamstring my Gamemasters. As a writer myself, and a hardcore gamer, I do not want to limit my GM to anything he doesn't want to do. Part of the fun is seeing if his challenges can, or cannot, be overcome by the players. 4E deprives him of this in fundamental ways. In my new space opera RPG (an awesome one, mind you), the PCs must think with all their wits if they want to not only succeed, but survive! Fight, when talking isn't going to get anywhere. rather than humdrum...
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And bear in mind this: It's one thing to tell the guy who's going to be the DM to use tricks, to fudge die rolls on behalf of the players once in a while, but it's a whole different matter when molly-coddling the players is a matter of the game's construction. 4E is just that way. It's not a GAME, where there is a real chance of failure and losing. It;s now a movie, a novel, a comic book, something that is made for the protagonist specifically. That is, if, IF, you play 4E as they want.
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Mind you, in every adventure that I write (I'm helping to write an RPG coming out soon) I always put in at least one trap or situation that could cause one or two instant deaths. I don't make every trap or situation instantly lethal. One or two is enough for one adventure. And I'm not afraid to set loose monsters that the PCs cannot contend with through combat. I do this so that the players can think about the situation in a way that would be consistent with actual role-playing. Survival.
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... then the world he's creating begins to unravel. Some things should be fled from as fast as you can run. Some things should be avoided. But if you don't believe the DM would ever put something up against you that you can't handle, then you may be more inclined to fight rather than avoid or even flee. Is that realistic?
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If you do that, there is a good chance that a trap that is supposed to be extra Dangerous becomes particularly survivable. 20d10 could just as well be 20 points of damage. The point of having an instantly lethal trap is so that the PCs do not get the notion that the DM is actively looking out for their welfare, that not everything is survivable. It helps for them to suspend disbelief. When you believe that the DM is not going to lead you into something that you may not be able to handle...
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I agree that they made a little harder to kill off characters (the best way is multiple encounters) but I also agree that you shouldn't create traps that instantly kill, there should be a chance for survival, it should be damaged base. If you want it to be extra Dangerous make it deal 20D10 Damage, potentially lethal but not automatic.
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What I object to is the approach this book has for newcomers to the hobby. It's almost as though they are actively urging you to avoid putting direct lethality into the game. WotC recently published an article in Dragon Magazine about Traps (Trapped!) where it actually states not to put instantly lethal traps in a dungeon. Of course I'm going to ignore that tripe; but when I encounter a player who's been coddled up to playing with my group, I just wonder if I'm going to break his heart.
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The game became about balance, but people like me are dicks and decide to give them real challenges anyways. One of players 11th level rogue just fell down a 200 ft pit (which is under "fatal" on the chart for level 26th-30th) and by pure luck she survived. Play the game how you want, and the fact is that the encounters they recommend are too easy for power gamers and you'll end up making encounters 5 level higher than the group just to give them a challenge,
Im going to be a smart ass here for a second.If we dont take your word for it then why bothering watching lol :P
Kharn526 2 years ago
That's funny, but agis261 was just quoting LeVar Burton from the educational PBS program Reading Rainbow.
wastelandtv2 1 year ago 2
Where can i buy this in the UK?
wowfever 2 years ago
maybe Ebay and have it shipped in....not sure about the UK....sorry
wastelandtv2 2 years ago