Sunday, October 25, 2009
Dungeons & Dragons 4th Edition- The Vista of the RPG World
Gone are the days of TSR, when background and plot trumped the rules, when a battle grid and 500 miniatures weren't part of the requirement to play the game. When WotC made D&D 3.0 I was angered by the start of their merchandising trend. When 3.5 came out I began to feel a little better, at least the rules made sense, but 4th Ed. come on! It's just 300 pages on how to play a combat game.
Granted, I understand the business reasons behind why WotC did what they did. The more products you make necessary to play the game, the more profit you will make. It started in 3.0 with all of the supplemental material, most of which is useless. But why push even harder with miniatures, didn't they learn their lesson with the Chainmail line of miniatures. This move will backfire on them.
What really pisses me off is their move to give everyone tons of special abilities. There is no explanation why some of these classes even have powers. I can understand why a cleric can heal someone; they have divine healing power, but explain why can a warlord do the same thing? Leave the special abilities to the magic classes and just leave the fighter as the hack 'n slash class, please!
In all, I think that Dungeons & Dragons 4th Edition is a step backward in the evolution of RPGs. WotC has produced a table-top product that aims to mimic the action of computer role playing games, such as World of Warcraft, at the expense of the true nature of pen & paper RPGs. In my opinion D&D 4th Ed. is the Vista of the RPG world.
Posted by Noah Dinnar at 6:49 AM