Dungeons and Dragons Core Rulebook Gift Set

The meteoric rise of Massively Multiplayer RPGs has created a unprecedentedly-large case study about what works for class advancement and balance. When I was first looking through the promotional material I noticed concepts from the MMO space cropping up: defender(tank), striker(dps), controller, and leader(support). I was initially disappointed by this, but the more I thought about it the more the idea began to grow on me. Every class now has a role within the group so there's no question about what each character should be doing.

The options for character advancement are fewer than previous versions. Whereas 3.x gave you the tools to create just about any type of character, that's not so much the case in 4. For the advanced players who enjoyed making odd concept characters, this is going to be their primary gripe with the system. I'm talking, frothing-at-the-mouth, storm-the-Bastille forum fanboy crazy.

For the rest of the players, who just want to _play_, it's going to be great. You don't have to worry about some powergamer creating a monstrosity of character that starts an arms race with the DM. Even if you don't have a powergamer around, there's very little chance of a player accidentally creating a character that's isn't effective in the group.

What excites me as a player is the fact that you get something cool at every level. It was always kind of boring as a fighter in 3.x: "Another feat. Yawn. This'll be interesting in another dozen levels when my build finally comes together". In 4e, I get something new to play with each time.

What excites me as a DM is that my life got easier. There aren't any "Attack of opportunity" or "grapple" nightmare rules like before. There's less opportunity for rule-lawyering and general powergaming. The various social skills have been streamlined, giving the DM the chance to RP with interested players, while disinterested players can just roll their way through it.

What doesn't excite me is the online component. From what I've seen I don't think WotC has the staff necessary to put out quality software. Anyone remember the e-tools they touted in 2000. No? There's a reason you don't. They got delayed for _years_, and when they finally came out they were terrible, unusable even. Software development at that scale is hard and it's even harder if you're not a software development house and aren't used to managing the projects.

Some people will complain that the new rules are too much like an MMO. It's their choice as to whether that's something they'll enjoy. One thing to keep in mind is this: It doesn't matter if you've been DMing for 30 years, any given MMO sees their rules exercised more in a single weekend that you've done in your career. A MMO is a crucible for finding rules that require a _minimum of human intervention_.

It boils down to this: if you enjoy the act of playing with your group and the rules are an accessory, then you'll love 4e. If you enjoy playing with the rules and your group is an accessory, then you'll hate 4e.

The MM is what you would expect: 150 or so monsters for heroes to fight. There's not much info that would be useful to the player. To help the DM, most monster entries (maybe all?) have an "Encounter Group", which is gives a list of creatures that, together with the current one, would make an appropriate encounter for a group of PCs and that makes sense in the D&D universe. The encounter group gives the recommended level and resulting XP. (Unlike 3.x, XP rewards don't scale based on the PC's level compared to the Challenge Rating. It's like 2E, where each monster has a set XP reward)

If you read the DMG2 for 3.x, the 4e DMG will be quite familiar. Most of the rules have been moved to the PHB, leaving MUCH more space available for giving advice to the DM on how to run a successful game. (If you DM 3.x and haven't read the DMG2, it's worth taking a look at, even if you don't choose to move up to 4e).

The DMG takes a back seat at the table. This is a benefit for both players and DMs. Players don't need to buy it for the magic items(which are now in the PHB) and well-prepared DM could get away with leaving the book at home.

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