I was talking to Aaron just now and realized the enormous effect that World of Warcraft has had on the new D&D edition. It seems to me that nearly every design decision that went into this game was consciously moving either toward or away from World of Warcraft. Let's see. The artwork? A step towards. The absence of Gnomes? A step away. The class "roles"? Definitely a step toward. Choosing Tieflings as a character race instead of Orcs? Definitely a step away. Certainly, this whole game is Dungeons and Dragons informed by the experience of MMOs like WoW -- and that's not a bad thing, necessarily. WoW (like all other MMOs) exists as a direct descendant of earlier editions of D&D; so obviously there is some overlap. There are things that WoW can do that D&D can't; things that computer games can do that table-top RPGs can't (or at least can't do as well). But there are also things that table-top RPGs can do that computer games like WoW cannot -- and table-top RPGs will survive by carving out a niche in those places.
That doesn't mean that traditional RPGs can't learn a thing or two from MMOs. For example, the "Dungeonpunk" aesthetic familiar from World of Warcraft is definitely present in 4e. (And yes, I know it all really started with Warhammer and Planescape, but it was totally hijacked and made insanely popular via Warcraft). It's what kids these days want in a game, particularly in a pos-World of Warcraft age, and D&D would be silly, really, to try and use a more realistic Medieval aesthetic at this point.
Okay, but I'm reading about classes now.
1. As far as the classes themselves go, there aren't a lot of big surprises. There's a new class called "Warlords", and "Sorcerers" seem to have been replaced by "Warlocks." (Warlocks, by the way, are totally a WoW thing.) Barbarians, Bards, Druids and Monks are are gone (at least for this volume of the PHB).
2. Each class has a certain Role in the group, for easier party creation. Classes with the same Role are interchangeable: Warlords and Clerics are both Leader classes, although they go about their roles in different ways. Likewise, Fighters and Paladins both have high defensive capabilities, and so they're both intended to get up close to the enemy. When constructing a party, class roles will make it easy to keep track of what you have and what you might need. (They also stem from MMO experience, I believe.)
3. Here we get some more information about Paragon paths and Epic destinies. Paragon paths seem to be the 4e version of Prestige Classes. Epic destinies, I'm not quite clear on yet. But as far as Paragons, essentially when you reach level 10 you're able to choose a specialized extension of your base class, which grants you cool powers and so forth. For example, a level 10 Wizard can choose from the following Paragon Paths: Battle Mage; Blood Mage; Spellstorm mage; and Wizard of the Spiral Tower. You can bet that there will be other Paragon Paths in books to follow (probably there are more in the DMG, even). (Actually, the PHB promises us that in later volumes of the PHB (huh??) there will be more base classes; one would assume these new base classes will require new Paragon Paths to go with them.) Epic destinies, BTW, aren't simply extensions of the base-class; they're different somehow.
4. There are three types of powers: At-Will, Encounter, and Daily. At-Will powers can be used any time you like; Encounter can be used once per Encounter, and Daily can be used once every third saturday of the month. No, wait -- they can be used once per day, as one would assume from their moniker.
5. I have read nothing about Multiclassing yet; I seem to recall hearing something about it being rather different in 4e. More news as events warrant.
6. Each class now receives new fiddly-bits at the same rate as all the rest of the classes. The fiddly bits are organized well in each class's section (and color-coded, even!), but I am not going to read them until I have an actual copy of the book in front of me. My friend's advanced copy is not built for reading long lists like that. I will say, though, that the powers are just begging to have someone put them onto cards, which would make organizing and playing them even easier. I expect Wizards has something like that in mind; I seem to recall White Wolf has done it for Exalted (another game where such a thing would be a blessing). If I were to purchase and regularly run this game, I would want such an accessory at my table.
Next Up: Epic Destinies!
Wednesday, May 28, 2008
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