4th edition Dungeon Master's Guide
Jun. 23rd, 2008 01:26 amYou have have noticed (well, it's possible...) that I haven't reviewed the DMG for 4th edition yet. There is a reason for this.
You see, I don't really believe that the DMG is wholly necessary this time around. You see, all the magic items are in the PHB in 4th edition, and unless 4th edition is the first RPG (much less version of D&D) that you've ever played, you probably already know how to run a game. A lot of the book is a rehash of the same thing from every DMG in the past (and most other such books from different RPGs) where it tells you how to run a game, basic mechanics that were probably covered in another book, and so forth.
About the only thing that the DMG does offer is rules on customizing monsters, better information on scaling encounters, and some guidelines on EXP and treasure rewards. (There's also the standard "Rules for the PCs to starve to death in the wilderness because they forgot to pack food" and other environmental hazards, but most GMs I know either gloss over the whole "Elf needs food, badly." or just assume we're always going to use magical means to feed ourselves.)
If you're getting this as part of a package deal through Amazon or your local gaming store, sure, pick it up. If you're one of those people who just has to have every book, you're going to get it regardless of what I say. If you don't fall into one of those categories, you can probably safely skip getting this book entirely. Let some other poorsucker gamer pick it up.
You see, I don't really believe that the DMG is wholly necessary this time around. You see, all the magic items are in the PHB in 4th edition, and unless 4th edition is the first RPG (much less version of D&D) that you've ever played, you probably already know how to run a game. A lot of the book is a rehash of the same thing from every DMG in the past (and most other such books from different RPGs) where it tells you how to run a game, basic mechanics that were probably covered in another book, and so forth.
About the only thing that the DMG does offer is rules on customizing monsters, better information on scaling encounters, and some guidelines on EXP and treasure rewards. (There's also the standard "Rules for the PCs to starve to death in the wilderness because they forgot to pack food" and other environmental hazards, but most GMs I know either gloss over the whole "Elf needs food, badly." or just assume we're always going to use magical means to feed ourselves.)
If you're getting this as part of a package deal through Amazon or your local gaming store, sure, pick it up. If you're one of those people who just has to have every book, you're going to get it regardless of what I say. If you don't fall into one of those categories, you can probably safely skip getting this book entirely. Let some other poor
Once again, going behind a cut, because there are some people who don't want to see this for whatever reasons.
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4th edition magic items
Jun. 13th, 2008 05:26 amThis is going to be the last part of the Player's Guide that I review (unless someone requests more info or a review on something specific.) I'm probably going to move on to the Monster Manual next.
With that being said... wait, what's that? An LJ-Cut?
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With that being said... wait, what's that? An LJ-Cut?
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Races in 4th edition D&D
Jun. 6th, 2008 10:56 amSo, I've decided to do this in parts. Easier on me that way, and then there's not so much of the thing where I start thinking this is too long, and utter crap.
Anyways, races in 4th Edition - a review-ish type thing.
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Anyways, races in 4th Edition - a review-ish type thing.
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A few more things to note from 4th edition
Jun. 6th, 2008 12:15 amRangers don't get spells any more. At all. Ever.
Rangers also don't get an animal companion. And if they don't take the Perception skill, they can't track anything for shit. (The way skill checks appear to work is that anyone can try anything. Yup. Wizards can make Religion skill checks without having the Religion skill, for example. But training in the skill gives you a +5 bonus to the check. But you only know a certain number of skills based on your race, class, feats, etc., but, and this is important, they don't go up based on your level. The good side of this is there are only 17 total skills in the Player's Guide, so odds are with a 4-5 person party, you can have most bases covered. Unless you're playing an all Warlock party or something.) Now, they do get the ability to deal extra damage to the nearest enemy to them, which is odd if they're an archery ranger..... also kicking archery rangers in the nuts is this little ability. Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. So, I guess you have to sneak in and snipe people from the side or the back or whatever, but if, say, the fighter in the group melees your target, you lose that +1 to attack.
All classes gain feats at the same progression. One new feat every even level, plus extra feats at 11th and 21st level (plus whatever feats you get from your race/class/etc.) Yeah, the big fighter bonus, lots of feats... every class gets it now. I'm not sure what the trade-off for that is yet. I mean, okay, in 3.5, Fighters got lots of bonus feats, and paladins got spells and paladin abilities.
Well, now every class gets the bonus feats, paladins can start with better armor without having to take a feat for it, and pallies and fighters get the same HP progression. I think the big fighter bonus is this: They can mark opponents such that if the opponent attacks someone other then the fighter, the opponent has a penalty to do so.
But I mean, if that's it.... it's a bit weak-sauce, at least from first appearances.
Oh, and Warlocks... a little slice of evil. (Well, 2/3rds of Warlocks.)
Rangers also don't get an animal companion. And if they don't take the Perception skill, they can't track anything for shit. (The way skill checks appear to work is that anyone can try anything. Yup. Wizards can make Religion skill checks without having the Religion skill, for example. But training in the skill gives you a +5 bonus to the check. But you only know a certain number of skills based on your race, class, feats, etc., but, and this is important, they don't go up based on your level. The good side of this is there are only 17 total skills in the Player's Guide, so odds are with a 4-5 person party, you can have most bases covered. Unless you're playing an all Warlock party or something.) Now, they do get the ability to deal extra damage to the nearest enemy to them, which is odd if they're an archery ranger..... also kicking archery rangers in the nuts is this little ability. Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target. So, I guess you have to sneak in and snipe people from the side or the back or whatever, but if, say, the fighter in the group melees your target, you lose that +1 to attack.
All classes gain feats at the same progression. One new feat every even level, plus extra feats at 11th and 21st level (plus whatever feats you get from your race/class/etc.) Yeah, the big fighter bonus, lots of feats... every class gets it now. I'm not sure what the trade-off for that is yet. I mean, okay, in 3.5, Fighters got lots of bonus feats, and paladins got spells and paladin abilities.
Well, now every class gets the bonus feats, paladins can start with better armor without having to take a feat for it, and pallies and fighters get the same HP progression. I think the big fighter bonus is this: They can mark opponents such that if the opponent attacks someone other then the fighter, the opponent has a penalty to do so.
But I mean, if that's it.... it's a bit weak-sauce, at least from first appearances.
Oh, and Warlocks... a little slice of evil. (Well, 2/3rds of Warlocks.)