D&D 4th ed, initial thoughts
I'm still reading through the new core rulebooks, but wow, this really isn't D&D anymore. It's not just the lack of the gnome race, or the druid character class. I have no doubt they'll be along in six months or a year in an expansion.
A major change is in the magic-user class. Spell lists are extremely limited. Instead of having to "memorize" a few spells at the beginning of a game day, you now have a couple of spells you can cast at-will, others that can be cast once per encounter, and others once per day.
Other character classes also have abilities that can be used at-will, per encounter, or per day.
Healing surges are points that can be used to recover from damage. If someone heals you, that could use one of your healing surges, or if you get a "second wind" that could use a healing surge. In most of these cases, you get back about 25% of you hit points.
Another change is the lack of dice for hit points. It seems you get a nice amount for the first level, then add a fixed amount per level. No fear of rolling a 1! But also no ability to get an high amount either.
When you get to level 21, you begin your epic adventures. The purpose of these adventures is for your character to achieve his/her destiny -- maybe tragic/glorious death, maybe ascending to godhood, who knows? But the idea is that by level 30, the character is maxed out, retires from the game, and you start anew.
What's the result of these (and other) changes? It's like D&D is becoming a table-top MMORPG. It used to be a game of planning, of conservation of resources. Use your spells wisely, pick your encounters with care. Now, with limited choices, and comparatively unlimited power/health, it's all about the action. With a specified goal (the epic adventure), there is a race to achieve that goal, to "level." With the increased power and health, this leveling will go even faster.
Don't get me wrong, this seems like a very playable game. But the focus, the flavor, has changed, not just the mechanics. It has become power and action oriented. It's just not D&D.
A major change is in the magic-user class. Spell lists are extremely limited. Instead of having to "memorize" a few spells at the beginning of a game day, you now have a couple of spells you can cast at-will, others that can be cast once per encounter, and others once per day.
Other character classes also have abilities that can be used at-will, per encounter, or per day.
Healing surges are points that can be used to recover from damage. If someone heals you, that could use one of your healing surges, or if you get a "second wind" that could use a healing surge. In most of these cases, you get back about 25% of you hit points.
Another change is the lack of dice for hit points. It seems you get a nice amount for the first level, then add a fixed amount per level. No fear of rolling a 1! But also no ability to get an high amount either.
When you get to level 21, you begin your epic adventures. The purpose of these adventures is for your character to achieve his/her destiny -- maybe tragic/glorious death, maybe ascending to godhood, who knows? But the idea is that by level 30, the character is maxed out, retires from the game, and you start anew.
What's the result of these (and other) changes? It's like D&D is becoming a table-top MMORPG. It used to be a game of planning, of conservation of resources. Use your spells wisely, pick your encounters with care. Now, with limited choices, and comparatively unlimited power/health, it's all about the action. With a specified goal (the epic adventure), there is a race to achieve that goal, to "level." With the increased power and health, this leveling will go even faster.
Don't get me wrong, this seems like a very playable game. But the focus, the flavor, has changed, not just the mechanics. It has become power and action oriented. It's just not D&D.