- 17
- Jun
- 08
DISCLAIMER: To the untrained eye, the following is akin to staring full on into the Geek Abyss. Like a metaphorical deer caught in the headlights, it looks back, startled, and bellowing at you to get the hell out of the basement and shut the door, it has friends over, they’re busy. But has the pizza guy shown up yet?
Fair warning that this will ping the Geek Meter to 12, to hell with 11. Might be best to just move along.
I had the opportunity to play D&D 4th Edition on Father’s Day. I’d preordered the the core books months ago, and they finally arrived last week, along with the first published adventure for PCs that would take them from level 1 to 3. I was very excited, despite very mixed reviews. Maybe because of the very mixed reviews.
My own background with D&D goes as far back as the Red Books that made up the Basic set. Then on to AD&D 1st edition in fourth grade, flirted briefly with 2nd ed. in high school, explored 3.0 which I played on a D&D MUSH (though never got to try it table top), and then I drifted away by the time 3.5 shipped. However many of the arguments against 4th edition were identical to the ones I remember hearing when 3.0 shipped. Then, 2nd edition AD&D was hailed as the truest, bestest D&D experience and 3.0 was just a dumbed down version for the unwashed and uneducated masses. So I’ve read as much about 4th ed. compared to 3rd.
3rd edition is the “Windows PC” to 4th edition’s “Mac.” 4th may not be as tinkerable (and thus as breakable) as 3rd, but good God is it easy for just about anybody to boot up and get something productive done, while have fun doing it.
I was the Dungeon Master. My previous experience with DMing? Nil. I’ve spent over a decade playing and running online MUSHes set in White Wolf’s WoD universe. I’m well versed in keeping a 30+ person sphere (primarily and solely WtA), juggling multiple plot lines, individual story arcs, and 15+ person combat scenes. But table top? Never ran a game before. I was nervous as all hell. The brand spanking new system certainly didn’t help. Yet, it went like butter.
It did help, I think, that I’ve also recently gotten into City of Heroes, my very first MMO. I quickly picked up on systems and approaches within 4th edition that were near identical to those within CoH. Given many reviews of 4th ed. have likened it to WoW, I’m assuming these conventions are common through out the MMO universe. Conventions like the Minion/Lieutenant/Boss tiers, handling of powers and abilities, aggro (yes, in 4th ed. there is now aggro to be had) and so on. But what others recoiled at, I thought was a brilliant embracing of modern game systems and techniques that were developed solely to enhance the game play experience in a multi-player environment. And it was simple to understand for my wife and 10 year old daughter whom had never touched a twenty sided die in their lives.
Many have criticized 4th edition’s seemingly mandatory need to utilize maps and miniatures. They cite that in previous editions, gameplay could be regulated solely to the imagination, and that 4th edition felt too much like the boardgame for an MMO. This argument perplexes me because the concept of mapping out a dungeon on graph paper is as old as D&D. The use of hex maps and miniatures or tokens has been a long established possible approach to D&D, and many of the systems and rules are written with such things in mind (ranges, movement rates, etc). One can happily eschew maps and counters in favor of handwaving or guesstimating to their heart’s content. I chose to use maps because I’d never tried this approach before. I loved it, as did my players. It made tracking action on the battlefield incredibly easy and quick, and it better allowed everyone involved to more easily understand and deploy their various powers and abilities.
For the curious, I used the poster map that was included with the adventure portfolio. While searching for something more cost effective then miniatures, I discovered the wide world of tokens. The ones in the photo come from these folks who, as promotional material for their many other fine offerings, created and released for free download, a set of tokens specifically created for this adventure. I downloaded them and then printed them out on glossy photo paper. Worked like a champ.
Lastly, many have argued that 4th ed ultimately offers up a much shallower gaming experience then any other previous edition of D&D. I disagree.
The party is made up of three adventurers. A dragonborn paladin (marked by the yellow circle on the token), a half-elf rogue (green circle) and a human cleric (orange circle). They are in the process of leaving a nearby town, traveling to investigate and resolve a threat to the town involving a number of nasty little critters called kobolds. Their first encounter, as they initially traveled to the town, saw them ambushed on the road by a number of the creatures. Upon leaving the town, fearing another ambush, they left the open road and opted to make their way through the surrounding woods, hoping to either avoid another attack or at least ruin any element of surprise. Unfortunately, they failed to spot the lurking kobolds they suspected were waiting in a bush, but luckily were not caught and surrounded on the open road. Instead, they had enough time to withdraw into a nearby clump of trees which offer some measure of cover from attack. Standing back to back to try to avoid being surrounded, though at a tactical disadvantage, they nevertheless assumed what is probably the best defensive formation for the situation, even as their foes rushed to engage them.
The red fellow on the far left is the “boss” of the group, capable of firing off nasty energy orbs from a distance, and imbuing his minions with unholy vitality. The PCs are in the process of figuring out how they might best deal with him. The two best armored of the fiendish group have effectively cornered and engaged the paladin, deducing him to be the largest threat. The two on the bottom are more lightly armored and armed skirmishers who are working to keep the rogue and cleric off balance just enough so as to allow their ‘boss’ and the better armed of their number, the ability to wear down and pick off the PCs one at a time.
And so the battle goes. Each PC assuming their various roles. The paladin functioning as the ‘big gun’ and meeting his two challengers blow for blow, while forcing their attention to remain on him for fear they may grow tired and go after easier prey. The rogue has been managing, through skill and lots of luck, to hold his own against the lighter infantry (the kobold immediately below him as been knocked prone), while the cleric (as any MMO veteran might guess), effectively ’spams’ heal spells as best as he can, working to buy the party as much time as he can. Dice were rolled with equal anticipation and dread, the players thought through possible tactics and teamwork opportunities together and good worked to once again triumph over evil.






