Dungeons and Dragons 4th Edition Review

Dungeons and Dragons has been a staple in my nerd pedigree since I was 16 years old. I’ve played on and off since high school, playing D&D 2nd edition and D&D 3.5. For most of this time I was the dungeon master of the game, putting together adventures, customizing monsters and encounters, and building the story through which the players would all play.

About a year ago I got quite frustrated with D&D 3.5. Our gaming group, a group of adult friends who gathered monthly to play for about four or five hours, had reached level 13. Most of the players ran more than one character, sometimes because another member of the group left and sometimes to fill a role the party missed. During these games every battle took nearly two hours. It got so bad that I had to tune adventures around four, three, and sometimes as few as two combat encounters per adventure simply to ensure we’d leave at a normal time. Modules like "City of the Spider Queen" had to be completely re-written to let our group have any chance at finishing it.

At Gencon 2007, Wizards of the Coast announced Dungeons and Dragons 4th Edition and, a year later, I now have the 4th edition Players Handbook, Monster Manual, and Dungeon Master’s Guide sitting on my desk.

D&D 4th edition solved many of the problems I have with 3.5. Combat is fast, characters are streamlined but still powerful, I’m able to write and run the adventures I want, and everyone at the table is having a great time.

Dungeons and Dragons 4th edition is the best tabletop RPG I have ever played.

What makes 4th Edition Great

There’s a lot of great stuff in 4th edition but a few of these stand out as the clear advantages of the system.

First, the rules are simplified and more consistent. For example, attacks against enemies always mean rolling a d20 and adding your modifier. It doesn’t matter if you’re hitting with a sword or firing a fireball. You always roll attack rolls. This is a big switch from 3.5 where spells required defenders to roll saving throws while fighters rolled attacks against static defender ACs. The four defenses in 4th edition; AC, fortitude, reflex, and will; make sense and feel natural.

Second, all character classes are fun to play. The cleric in 4th edition sure isn’t your daddy’s cleric. Though healing is still a large part of a cleric’s job, the cleric can drop a lot of damage and boost a party’s effectiveness quite a bit. This is the first D&D cleric that is genuinely fun to play.

Third, class powers rock. I remember when I first saw feats in D&D 3.5 how I saw them as the evolution of skills. Feats were skills that actually meant something in combat. Now combat powers take that up a step further. Character powers are the true strength in your character. They are the abilities you will use the most often in any given combat. They are the cinematic action-packed moves that impress the rest of the players and make you feel like a real hero instead of a farmer with a sword.

Fourth, character power and monster power is very well balanced. The power curves in D&D is much smoother from level 1 to 30 than it was from 1 to 20 in 3.5. One of the brilliant changes in D&D 4th edition is the monster power levels. Instead of simply having a monster level that compares to a character level, monsters can come in four different types: minions, standard guys, elite guys, and solo guys. Minions may be as powerful statistically as a player at any level but any single successful attack kills them in a single blow. This way a level 23 party may get attacked by twenty level 20 abyssal ghouls but any single hit on any of them will drop them dead. Normal guys are the typical monsters we’re used to. Elite guys are powerful versions of normal guys but count as two, have twice the hit points, and often have some sort of secondary attacks. Solo guys, like dragons and beholders, can fight off an entire party by themselves. Again, these can be at any level, so a level 3 solo white dragon still counts as a single solo creatures as does a level 30 solo ancient red dragon. As a DM, these make it a lot easier to build powerful boss creatures surrounded by threatening fodder like a good John Woo movie.

Fourth, and most importantly, 4th edition is simply more fun to play. Players focus on their powers instead of digging into the minutia of the rules. Fighters have a whole pile of actions to perform while wizards are much more streamlined and focused instead of choosing from hundreds of possible options while the rest of the players look bored.

The Problems of 4E

D&D 4th edition isn’t perfect. For one, since every attack requires an attack roll, players will miss a lot more often than they used to in 3.5. Wizards always had the option to cast a magic missile and do a little damage. Now magic missiles can miss, something unheard of for the last 30 years. When your turn may not come around for ten minutes or so, it’s pretty lame to miss your roll and have to wait another ten minutes.

Second, 4th edition is really built around miniatures on a battle grid. While players can possibly play D&D with just dialog and maybe some paper diagrams, most of the rules focus on a square battle grid and miniatures. For the past two years or so I’ve become hopelessly addicted to D&D miniatures so this isn’t a problem for me. It justifies the money I’ve spent.

Third, character creation is still pretty complicated. Attributes, races, classes, and items all have modifiers to your baseline statistics that require quite a lot of page flipping. For example, to calculate your athletics skill check you have to know your level, your attribute modifier, your possible racial modifier, your class trained skills, and any possible armor modifier. For an experienced player this isn’t so bad, and its a LOT better than the overly complicated skill system in 3.5, but it makes it difficult to quickly build characters for a one-night game. I personally can’t wait for some sort of online javascript character generator that can help me quickly build PCs for a one-night game. In the mean time, I’m back to using PC-like D&D miniatures for quick games or 1 on 1 games.

The Fear of Change

There’s a lot of criticism surrounding 4th edition. Amazon currently posts a customer rating of 3 out of 5. Many of the reviewers don’t even own the books but simply attack with many various criticisms that generally come down to the following:

  1. 4th Edition is too simplified and misses a lot of the stuff I had and liked in 3.5.

  2. I already have too much invested in 3.5 and I don’t want to switch.

  3. 4th Edition is World of Warcraft on paper.

Nearly all of these arguments come down to a single problem; a fear of change.

I don’t know how many of the critics are actual Dungeon Masters and I don’t know of those who are DMs how many have tried 4th edition, but after reading through and playing through a few D&D 4th edition games, as a DM I can’t see ever going back. In my 3.5 games the planning was too complicated, too much time was spent at the table looking up strange rules, and combat took forever. 4th edition gets rid of all of that without losing the tactics and fun that makes a game like D&D great.

I can understand those who feel like their shelf full of 3.5 books suddenly became worthless. However, looking at my own substantial collection of books, I see very few I’d actually give away. Many of them, like the Book of Vile Darkness and the two Fiendish Codices bring me nostalgia even now. Game systems change and there’s no one forcing anyone to switch. Everyone knew Wizards would come out with a new version some day and frankly, I’m glad they did.

The "D&D = Warcraft" straw-man argument is perplexing. First, a pen and paper game is never like a computer game. Second, WoW is pretty popular so who cares if it does steal from it. There are elements to D&D that mimic some of the rules of WoW such as the talent trees and some of the character class attributes, but combat is still very much D&D and 4th Edition definitely has its own flavor.

D&D’s Biggest Problem

There’s one large unwritten problem surrounding a game like D&D, one that has nothing to do with the rules or the cost of the books. Sometimes its just hard to find a group with which to play. I’ve been lucky in my life to have four of five good D&D groups that played for over a few years. I’m very lucky to have two groups now, one a weekly game that I run with my friends and another that I play in every other week. This mostly comes from the location in which I live, there are enough people around the DC area to find a few different groups of folks. For folks living out in the sticks, however, finding a group can be rough.

Add onto this the stigma of being a D&D player, one we often enjoy together but one that gets in the way when we want to find or build a group, and many might toss D&D aside and focus on computer games instead. I know there were times in my life where I really wanted to play D&D but was too shy to really hunt down and find a good group. It takes a lot of guts to invite yourself into a group of a bunch of strangers, especially for socially awkward folks like myself who tend to gravitate towards games like this.

There’s no clear solution to this. The internet helps with sites like Meetup.com and various D&D boards where people meet and get together. However, as long as the game isn’t mainstream, it will be hard for a lot of people to play.

I can think of only one solution that may help give players the opportunity to play: adventures written for two players. Like D&D miniatures, D&D could be played by two players, one as a DM and one as a player. The player character would have to fight alone but could fight down a series of nasty bad guys and solve a simple plot. I’ve read enough posts to see a high demand for one-on-one adventures but so far have seen very few ever published. Like soloing in World of Warcraft, one-on-one D&D adventures have a better opportunity to bring D&D to more people. I hope to see this expand in the future.

Until better solutions can be found, D&D will always be a hobbyist game played by a few folks in dark basements scattered across the country.

4th Edition, My New Favorite Game

As a DM, 4th edition is a dream. It gives me all the tools to build an exciting adventure that feels like an excellent action movie without worrying about power balance. Combat is fast and fun, with lots of options for both the players and the DMs. The rules are easy enough for veteran players to jump right in with mostly logical conclusions to the questions that come up during gameplay.

As a player, D&D 4th edition makes every class fun, gives enough options and customization to build the sort of character one wants to play without so much customization as to overwhelm. Class powers are the next evolution in character action providing the action-packed actions we’d expect in a good book or movie.

Dungeons and Dragons 4th Edition is the best tabletop RPG I’ve ever played.

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7 Responses to Dungeons and Dragons 4th Edition Review

  1. Ben says:

    I heartily agree. I’ve played D&D 2nd Ed. and the original Star Wars Roleplaying game from West End, and both seemed needlessly complicated.

    I just started DMing for the first time for my roommates, writing all my own material for adventures, and I’m amazed at how simple it all is. My plan was to ‘graduate’ to Gurps after some experience with D&D, but now I don’t think I want to bother!

  2. Ben again says:

    Also, I want to reply to your comments about the difficulty of getting a good number of players together. This is true, but I’m impressed with 4e’s ability to scale. In my group we have 3 people total (me plus to players).

    We have three characters in our adventure, each player’s character and an NPC that I play as with full PC stats.

    I use encounter templates as a rough guide for ideas, but pretty much build encounters myself. The addition of minion-type monsters, for instance, allows us to have pretty epic battles with lots of foes, even with only three heroes. The core books also have a lot of suggestions on what to do when you have a reduced number of players. I agree, though, that there could be a fantastic book focused entirely on groups of 3 or fewer.

  3. Jack says:

    I was really excited about the new edition, when i heard about it. I mean, it all sounded great….I’ve been playing in a 4th edition game for quite some time now, and there is one serious drawback to the game: Your cool powers are useless if you miss. And you miss a lot. Which leaves you tossing your boring powers. (Only the fighter has any powers they don’t lose if they miss.)

    We end up using all our cool powers early in any combat, and the combat drags on for quite some time after that. Then we stop for the day, because we used up all our dailies just trying to survive.
    And I, like others *hate* miniatures. So for me, D&D 4th is not near as much fun as it looked at first blush.

  4. Dennis Emanuele says:

    Wow! If the game is that simple…why buy it? I may as well create my own version of D&D from scratch tailored to my particular group of players and how we like to play. In fact that is what was encouraged by Gary Gygax back in good ole’ 1st edition. Big coincidence that I still run 1st edition and never truly have a reason to ever buy any other version of D&D, ever.
    Don’t get me wrong I did buy several monster and source books over the years to fill in gaps and provide new charts and maps and such. D&D reference is still the best source for adventure ideas. (Back when us ‘grey beards’ 1st Ed. players could understand the rules still…2nd edition) Honestly, I feel that after 2nd edition some force of nature should have stepped in to make ‘them’ change the name of the game from D&D to something else. 2nd edition sucked and was a crock excuse to sell more rule books but it still was D&D. Once the corporate powers that be changed A.C. and saving throws and allowed monsters to be played (tieflings and such…) the game took a nose dive…that it has never recovered from.
    Thankfully, I have not lost a single player over the years to any newer version of my game. I still run the best D&D campaign on the planet as far as we all are concerned and that is the way it will be forever and ever…
    If other DM’s stuck to their guns and just did a little more ‘home work’ to refine their own rules to fit their own world and their own players what a wonderful D&D playing world this would be. I so long for the old days when every game was unique and you really didn’t know what to expect when playing in a new group or at a convention. Yeah, remember when those were cool back when you could afford to eat, security let you breathe, and your buddies could crash the game…
    Ever since games went corporate so has their flavor….cookie cutter….everything the same all the time….boring! It reminds me of the difference between Fairies and Pixies from the Cartoon Fairly Odd Parents….frankly I would choose crazy old Wanda and Cosmos’ slow, old, and cumbersome methods than the highly efficient Pixie version all gray and blah, blah, blah though really efficient.
    The new fast, easy rules saves everyone time so they can hurry up and move along with life. Our campaign has been running for 26 years and shows no signs of stopping. The oldest and highest level character is 14th level. If all of the 1st edition DM’s realized the ‘Monty Haulishness’ of giving away experience points for coin earlier on; newer players wouldn’t expect to rise in power so fast.
    Also, now we have video and computer versions to thank for people wanting to go from 1st level scrubs to ‘Finishing the game’ in one night….Remember these words….’ongoing campaign’
    From the beginning many didn’t grasp the concept of a game that never truly ends. This is the powerful and unique concept that Dungeons and Dragons is supposed to be in all of it’s ‘former’ glory.
    Nowadays it is just something to geek out on for a few weeks I guess when you have nothing better to do kinda like Yatzee…(sigh)

  5. Dennis Emanuele says:

    o.k. so I do have to take back the credit I gave Gary. It seems I gave him credit that original DM’s deserved for thumbing their noses at his first attempt at making the game tournament friendly and ‘cookie cutter’ to begin with….
    Whatever made D&D great in those first 15 years is where it needs to start heading back to. Otherwise we might as well play one of the other better rule systems out there….pick one any one because most are better…lol…My point here is that the rules are not what made D&D great it is the concept of role playing and by having your social group ‘believe in’ the characters they created which could live as long as they were clever and lucky….D.M. willing.

  6. Lost war Hunter says:

    ya I am a DM and i was chosen to be the dm about 2 years ago because no one wanted to be. we had some of the older book and the rulls where hopelessly confusing so we started to make are own system that ended up making a easy change to Dnd4th it dose make the PC think less tho so there is the downturn of the hole game put in to 1 think the player can just make a check to resolve anything

  7. James says:

    I am 16 i’ve been playing 3.5 for a year now and when i got 4.0 i though it was wonderful at first. then after a while i scanned at my rogue’s character sheet and felt small. I missed the massive page needed for my enormous skill levels! Then i looked at my abilities. Dealing extra damage?!! Not from a sneak attack?!! What the hell happened!! GAAAA!!!! The lack of complexity just killed that edition for me. SO NOW I only play 3.5. The only thing keeping me from getting rid of the books is the two or three new monsters featured in the (extremely reduced) monster manual I have. that and the art

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