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4e Player's Handbook (reviewed by Crazy Monkey)

4e Dungeon Master's Guide (reviewed by Crazy Monkey)

4e PHB

Monkey Reviews: Dungeons & Dragons 4th Edition Core Rulebook Collection

 Player’s Handbook
Dungeon Master’s Guide
Monster Manual


Player’s Handbook Read-Through Review

Player’s Handbook: As with most other editions of D&D, this is the meat of the game for player characters and all you need to play if you don’t plan on running the game. There are 10 chapters to the book; 1: How to Play; 2: Making Characters; 3: Character Races; 4: Character Classes; 5: Skills; 6: Feats; 7: Equipment; 8: Adventuring; 9: Combat; and 10: Rituals.

Chapter One covers the usual introduction to role playing games that nearly ever other RPG in existence touches on.

Chapter Two goes over the basics of character creation. One of the things that impresses this Monkey about 4th edition is the amount of time it takes to whip up a character. I can have a character ready in about five minutes, a record compared to other editions. This chapter also goes over alignment, deities, personality and other background elements, leveling up your character, and goes over the character sheet. One of the drawbacks of 4th edition, compared to other editions is a lack of depth. Alignment is one of several areas in which depth has been sacrificed for expedience and ease of play, with the traditional nine alignments of previous editions scaled down to five: Lawful Good, Good, Unaligned, Evil and Chaotic Evil.

Chapter Three introduces us to eight races available for play: Dragonborn, Dwarf, Eladrin, Elf, Half-Elf, Halfling, Human and Tiefling. The game mechanics elements of each race take up a very small portion of each race’s two page spread, with the rest devoted to Physical Qualities, Playing the race, and Adventures of that race. One thing that’s been a minor pet peeve of mine up until this edition was the lack of dragons in Dungeons & Dragons, at least at lower levels. Generally speaking, across all editions of the game, including this one, battling a dragon is not something a level 1 party can hope to succeed at. Dragons traditionally show up at around level 5 or so. That’s 5 levels of Dungeons &…Kobolds? 4th Edition fixes that by offering a draconic flavored race as a playable player character race and Monkey approves.

Nearly one third of the book is taken by Chapter Four: Character Classes. Game balance has taken center stage in this edition and this chapter is where that is showcased. Every class has an equal amount of powers, which are flavored by their power source; Arcane, Divine or Martial, and the role of the class; Controller, Defender, Leader or Striker. This is another area where this edition loses some depth in favor of playability. While choice of powers can help diversify characters from members of the same class, generally speaking, there is an unfortunate amount of cookie cutter syndrome present. The classes are Cleric (Divine Leader), Fighter (Martial Defender), Paladin (Divine Defender), Ranger (Martial Striker), Rogue (Martial Striker), Warlock (Arcane Striker), Warlord (Martial Leader), and Wizard (Arcane Controller). As you might have noticed, there is definitely room for expansion with the various potential role and power source combinations. Each character class also has a number of associated Paragon Paths for use at the paragon tier of play (levels 11 through 20). This helps with the depth problem, somewhat. Finally there are four Epic Destinies, for use with the epic tier of play (levels 21 through 30).

Chapter Five is another area where this edition has lost some depth in comparison to other editions, again, for the sake of ease of game play at the table. The number of available skills has been drastically trimmed from 3rd edition and each class has a number of skills they can be “trained” in, which is a one time bonus, rather than spending skill points. At thirteen pages, this is the second slimmest chapter in the book.

Chapter Six is devoted to feats. Feats serve much the same function as they did in 3rd edition, though many feats require a specific class or race. Feats are also divided by tier, with paragon tier feats, for example, not accessible until level 11. Multi-classing in this edition is accomplished via feats, with a multi-class feat for each class, which allows a character limited access to some of the features of another class, without overly hindering their progress in their primary class. Unfortunately, multi-classing is limited to only one extra class.

Chapter Seven is all about equipment. Here we have yet another symptom of depth being sacrificed for playability. Armor choices are now very static, with only six types of armor, scaled by armor bonus. Weapons have a little more variety, thankfully. Adventuring gear is one area where I don’t mind the scaling back. Generally speaking, I prefer to play Dungeons & Dragons, not Dungeons & Bookkeeping, so fewer miscellaneous useless trinkets cluttering up the equipment list is a good thing. I especially like the Standard Adventurer’s Kit, which packages together the items most likely to be used by an adventurer. This chapter rounds out with magic items. The “magic item shop” mentality introduced in 3rd edition has been embraced by 4th edition by putting magic items in the Player’s Handbook. One change I had hoped for with this edition, but only partially received, was the elimination of ‘generic’ magic items. I’d much rather have a dancing sword than a +1 sword. The bonuses are still there, but at least most of the magic items actually do something in addition to just add bonuses.

Chapter Eight covers the adventuring aspect of the game. In other words, what the characters are doing when they aren’t in encounters. At seven pages, this is the smallest section of the book. That’s a fairly decent indication of where the emphasis is in this edition.

Chapter Nine is the meat and potatoes of this edition, combat. Compared to previous editions, combat has been streamlined to run more smoothly. For example, attacks of any type are now covered by attack rolls versus static defenses. So, swinging a sword or firing off a spell both use the same mechanics. There is enough similarity between 4th edition and 3rd edition in combat that the learning curve won’t be too rough for those making the transition. One thing that makes this Monkey jump for joy is the elimination of ability score damage. Ability score damage in 3rd edition was a nightmare as it cascaded across several areas of the character sheet in its effects. 4th edition takes that out and uses status effects to compensate. Characters are also much more durable, with more hit points and the ability to heal themselves with Second Wind in the middle of combat.

Finally, Chapter Ten covers rituals, which are where all those non-combat oriented spells from previous editions wound up. Rituals are accessible to any character with the Ritual Casting feat, so anyone can do them, though Clerics and Wizards get Ritual Casting as a bonus feat so they’ll be the ones doing rituals most often. From a purely DM’s perspective, this Monkey absolutely adores the concept of rituals as it gives me free reign to come up with crazy magical effects and just explain it away as “oh, they did it with a ritual.” 3rd edition’s magic was a bit too scientific and structured. While class powers keep to that paradigm, rituals allow for a lot more freedom to add the wonder back into magic.


Player’s Handbook In-Play Review

Polling my players produced an interesting mix of reactions. My wife and my best friend both disparaged the skills, saying that they lack the depth and variety of choice that 3.5 offered. My best friend went so far as to say that the game would be perfect if 3.5’s skill system were put together with 4th edition’s combat system. Another player, one who had skipped 3rd edition completely and came to 4th with previous experience only with 2nd edition, had no problems with skills and really enjoyed being useful, for once, as her favorite class, Wizard. Finally, the casual player who enjoys the game session more for the socialization aspect and didn’t enjoy 3.5’s number of rules, really enjoys 4th edition’s class powers. Since we copied the powers onto index cards with all of the character’s modifiers all pre-added, she can just slap a card on the table and say, “I’m attacking with this!” She rolls, references the card, and she’s done. That aspect has really increased her ability to not only enjoy the socialization, but get into the game itself.

Player’s Handbook Overall

There’s a lot to like in 4th edition for the gamist oriented player or for the player who is new to D&D. It offers more streamlined play and a combat and encounter focused system that keeps the action flowing. For more role-playing oriented players, the lack of character depth can be a potential turn-off. Monkey isn’t much of an art critic, but the art in the book is about on par with previous editions, with some gems and some duds. One improvement is having some background for the character art to be portrayed against.

Monkey gives it FOUR out of five bananas.

Next time: Part 2 – 4th Edition Dungeon Master’s Guide

 

4e DMG

Monkey Reviews: Dungeons & Dragons 4th Edition Core Rulebook Collection

Player’s Handbook
Dungeon Master’s Guide
Monster Manual


Dungeon Master's Guide Read-Through Review
Long viewed as the tome of arcane secrets of any edition of D&D, 4th edition's Dungeon Master's Guide is an invaluable resource for running the game.


Chapter one is entitled "How to Be a DM" and goes over the basics of running the Dungeons & Dragons game. This chapter covers the essential tools of play and covers these items in more depth than previous editions, including the oft-neglected advice of the ideal gaming locale, as well as incorporating 21st century technology in your game...although that's not surprising given the introduction of D&D Insider with this edition. Also of note is the description of various player styles and motivations and how a DM can cater to them and keep the game enjoyable for everyone at the table.

Chapter two is all about running the game. Like chapter one, this chapter doesn't have any game mechanics, instead covering things like pre-game prep, narration during play, pacing and props. Also like chapter one, this chapter will see little use during actual play but is chock full of good advice.

Chapter 3 is where we find a chapter that will actually be referenced during play, combat encounters, although, again the first part of the chapter dispenses useful advice and tips for keeping combat running smoothly. The additional rules in this section are mostly niche areas, like aquatic combat, mounted combat and flying. We also have a few diseases. This Monkey enjoys the new disease mechanics. As I mentioned in my review of the PHB, I was ecstatic when I learned they eliminated ability score damage with this edition. Diseases were a major headache in 3.5. In 4e the mechanic is simple (make an Endurance check to either sustain your current state or improve; if you fail, you get worse) and yet manages to pull off flavor that 3.5's diseases with their ability score damage failed to achieve. Unfortunately, poisons aren't nearly as entertaining, with a simple attack roll, some ongoing poison damage and maybe a status effect.

Chapter 4 covers building encounters. This is where 4th edition really shines. With 3.5, building encounters was an exercise in mathematical frustration if one was trying to create a supposedly balanced encounter based on the Challenge Rating and Encounter Level system. This Monkey's preferred DMing style is improvisation and 3.5 encounters are virtually impossible to create on the fly. 4th edition goes back to a set amount of experience points for each critter or dangerous obstacle. So, all you need to do is know the number of PCs you have and their level and then you can throw together a bunch of critters of multiple roles until you get a set amount of XP (there are handy tables for this on pages 56 and 57). So, when I want to improvise, I just take a quick peak at those pages and then flip through the Monster Manual for my critters. The whole process only takes me a few seconds with practice...as compared to the many minutes of 3.5. This chapter also talks about using terrain in encounters and provides a more magical element to that aspect with fantastic terrain types like Blood Rock and Ember Moss.

Chapter 5 covers noncombat encounters. Skill Challenges are an attempt at creating dramatic tension (and providing xp) for a challenging non-combat oriented situation such as negotiating with a persnickety noble or climbing a perilous cliff. Unfortunately, the system suffers from attempting to include the whole group as part of the challenge and attempting to make it fun for everyone, when, usually it is one character that tends to be the skill-monkey. There's also sections on using puzzles in the game (and whether they are a challenge for the characters or the players) and traps and hazards. Traps and hazards tend to work much like monsters and are essentially combat encounters, especially when you use them as part of an encounter with critters.

Chapter 6 covers adventures, first going over how to utilize published adventures in your own capmaigns and then diving into creating your own adventures. We also have the concept of Quests introduced in this chapter, which are in-game goals and things to accomplish which can be major or minor...and lend themselves to the unfortunate MMORPG analogy that 4th edition gets saddled with.

Chapter 7 is the favorite chapter of players, rewards. It covers the staple of every edition of D&D, experience points, including awarding them for completing Quests. A rather odd-fitting aspect of this edition is the concept of milestones and action points. Action points allow PCs to get another action or perform other feats of daring, but they only have one to spend usually. They get them back by achieving milestones, another MMORPG-feeling mechanic that is nonetheless quite vague. A milestone is achieved, as a guideline, after every two encounters, though really they occur whenever the DM happens to remember them. Finally, we have treasure. Although the importance and reliance on magic items and treasure is less than in previous editions, they still play an important part in the game. One thing I rather enjoyed about 3.5 and previous editions were random treasure tables as they added an element of surprise for both me and the players when it came time to search through the dragon's hoard for goodies. 4E has a depressing lack of random treasure tables, instead doling out treasure by "parcels."

Chapter 8 is about the longer story that most D&D gamers tell, the campaign. Another chapter light on mechanics and long on juicy advice, though well worth the read.

Chapter 9 provides details on the world(s) the PCs and the campaign exist in. The core assumptions of 4th edition create a "points of light" style setting, though the chapter also provides advice on altering these assumptions to suit your own world-building style. One such assumption is the existence of teleportation circles, which PCs can use to jump around from place to place without days and weeks of tedious overland travel. I like the concept, through the execution reminds me of Stargates. Toward the end of the chapter we get details on the cosmology and planes of 4th edition. This is one area where 4E deviates fairly significantly from the classic Great Wheel of editions past. The elemental planes have all been lumped togehter into a singular Elemental Chaos with the Abyss swirling around in the middle of it. Taken on its own merits, the new cosmology is entertaining and provokes grand imagery. Finally, artifacts, the plot-moving magic items of every edition. In 4E they each have individual personality and goals and find ways to move on of their own accord when they are no longer needed or don't like their current holder.

Chapter 10 is perhaps the most useful section, the DM's toolbox. Here-in we have sections on customizing monsters (including templates like Death Knight and Lich, as well as class templates that allow a monster to have the feel of a PC class without the annoying math of adding a class to a monster in 3.5), creating monsters, creating NPCs, creating house rules, and using random dungeons and encounters. Theoretically, using the random dungeons and encounters section, one could play the game without a DM. This Monkey prefers the game with a DM, however.

Chapter 11 takes all of the advice from the previous sections and puts it together into a sample setting, the town of Fallcrest and the surrounding potential adventure sites. This is the same setting used in the H series of published adventures, starting with Keep on the Shadowfell. One strong point of 4th edition is the flavor and "fluff" and this chapter allows that to shine through. This chapter is full of interesting little details and enough dangling ideas that DMs can fill in the blanks with their own creativity. The chapter (and the book) ends with a simple (and very linear) sample dungeon called Kobold Hall. Unfortunately, the book ends on a down note as the adventure is not nearly as interesting and entertaining as the sample setting it takes place in.


Dungeon Master's Guide In-Play Review
Despite the Monkey's glowing comments about many areas of this book, it doesn't actually see much action at the game table. My primary usefulness for it is for building encounters on the fly and the tables I need for that are also conveniently included on the DM Screen.

Dungeon Master's Guide Overall
Artistically, the book is on par with the PHB, generally a step up from 3.5 with stunning backgrounds providing context to the characters and monsters gracing the pages. The 4th Edition Dungeon Master's Guide is, in this Monkey's opinion, one of the better works to bear the name, with loads of useful advice. It suffers only from having little at the table usefulness and a few rough spots as mentioned above.

Monkey gives it FOUR out of five bananas.

Next time: Part 3 – 4th Edition Monster Manual

 

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