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Old 06-16-2008, 01:00 AM
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[RPG]: [Fantasy Week] Dungeons and Dragons 4th Edition Player's Handbook, reviewed by shuntsu (4/5)

http://www.rpg.net/reviews/archive/13/13834.phtml

James Kidd's Summary:

It's a whole new game with DnD content, and that's not a bad thing.

Go to the full review for more information.
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Old 06-17-2008, 10:27 AM
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Re: [RPG]: [Fantasy Week] Dungeons and Dragons 4th Edition Player's Handbook, reviewe

This is a good overview of what has changed between 3.x and 4, James. Have you had a chance to play with the new rules?
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Old 06-20-2008, 09:52 AM
shuntsu shuntsu is offline
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Re: [RPG]: [Fantasy Week] Dungeons and Dragons 4th Edition Player's Handbook, reviewe

Only briefly, as adult life interferes with such hobbies.

I playtested some 1st and 5th-level encounters on my own, by myself, just a traditional Fighter-Wizard-Cleric-Thief party versus some sample encounters from the online adventures you can get on DNDI. I haven't tried anything higher than Heroic Tier to see if it keeps the 'sweet spot' the designers kept mentioning.

It plays very, very fast. That I like. Also, Monsters are just easier to read and focus on the one major strength they have, which is useful as well for roleplaying purposes.

I worried at first that PC's might be too powerful, but with Healing Surges and stuff, Monsters often have nasty surprises that happen mid-fight.

The hobgoblins for example, have encounter powers to roll a quick save against anything that can cause ongoing damage. After watching them brush off my Acid Arrow damage as SOON AS THEY GOT HIT kinda freaked me out.

Fighters being able to mark frontline critters is actually a very effective tactic that I glossed over when I first read the rules. Said hobgoblins could be 'herded' to some degree and then the Wizard could use Scorching Burst when they got bunched together.

Skill challenges seem like they'd be fun if you went ahead and roleplayed as you rolled the dice. I reminds me of Torg and drama cards, to some extent.

All in all the act of rolling the dice and cranking through encounters has become (in my opinion) far more entertaining.
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Old 06-21-2008, 11:35 AM
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Re: [RPG]: [Fantasy Week] Dungeons and Dragons 4th Edition Player's Handbook, reviewe

Good review. Interesting to see a fresh take on the game instead of a "It's not like it used to be :-/" which seems to be rather common in the last few 4th Edition reviews.

I would have liked a bit more depth and detail, though. Perhaps a play-test review once you have time? ^^
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Old 06-22-2008, 06:02 PM
gebeji gebeji is offline
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Re: [RPG]: [Fantasy Week] Dungeons and Dragons 4th Edition Player's Handbook, reviewe

Well, i've also been curious about 4E even if i didn't really like 3E (too much work to get a PC done, too much "options" for everything like 2E and too much wargaming), and after reading a bunch of reviews i'm still unsure what to think about it.

I think it does get a lot of things simplified (which is good, i always thought that the spell list from basic where all that was needed to make a wizard or cleric work, and there was no need for tomes more) and running more smoothly (mainly by restraining the options available, fusing things together (calling them powers) and generally adressing a lot of concerns from previous incarnations (low starting hp, classes and races balance)), even though there are still parts which do not agree with me personnally (the whole wargame combat and the powergaming feel of it all).

I'm not planning on buying a new set of rules yet, but i'll certainly want to try it a few times before i make my mind (hopefully 2 of my friends have already bought the thing and are more than probably creating new PCs as we speak, so i'll have my opportunity soon enough)
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