Category Archives: D&D fourth edition

The Grand Campaign, Dungeon Master Gear, Fourth Edition D&D, and Other Reactions From the Comment Section

I’m ready for another trip into the comment section. The Grand Campaign My post on the grand campaign prompted a couple of commenters to tell of their long-running grand campaigns. Michael “Chgowiz” Shorten’s game has run more than 10 years. Rick … Continue reading

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Why Fourth Edition Never Saved Dungeons & Dragons

“Fourth edition Dungeons & Dragons is all about taking that things that work in D&D, keeping them in the game, and fixing everything else,” designer Mike Mearls wrote after the edition’s announcement in 2007. “That’s the goal, and I think … Continue reading

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Why Fourth Edition Seemed Like the Savior Dungeons & Dragons Needed

In 2005, Dungeons & Dragons faced a possible future similar to the fate of another popular role-playing game, Vampire: The Masquerade. In this future, D&D only exists as a license for online games and t-shirts and another potential movie. The … Continue reading

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The Threat that Nearly Killed Dungeons & Dragons—Twice

Despite the alarmists warning that things like ascending armor classes, women, or fourth edition would ruin Dungeons & Dragons, the game has only faced one serious threat. Ascending ACs are just easier, woman have been improving the game at least … Continue reading

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Character roles appear in 4th edition D&D, disappear in 5th

In original D&D, thieves ranked as the least effective character on the battlefield. However, when the party explored, thieves took the biggest role. Early D&D players spent most of their time exploring, so who cared if thieves only rarely saw … Continue reading

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Converting Scourge of the Sword Coast from D&D next to fourth edition

The regular players at my regular Dungeons & Dragons Encounters games include a mix of fourth-edition loyalists and folks indifferent to edition. Although I would happily run D&D next, I have bowed to the group and still run Encounters in … Continue reading

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Fourth edition gives traps a new design

When the fourth edition designers rethought D&D, they saw traps as posing two core problems: Traps can frustrate players Traps can slow play to tedium Problem: Traps that challenge player ingenuity can lead to player frustration. This problem arises when … Continue reading

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Two reasons D&D Next’s inspiration mechanic fails to inspire me (and why the designers don’t mind)

From what we have seem so far, the Dungeons & Dragons Next design sticks close the game’s tradition. This makes the inspiration mechanic the design’s biggest surprise so far. D&D’s top dog, Mike Mearls, revealed the mechanic in “Roleplaying in … Continue reading

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Which two D&D roles are too effective?

When designers of fourth edition Dungeons & Dragons devised the roles of controller, defender, striker and leader, they focused attention on granting characters of each role equal time to shine. At this, I think they succeeded. Despite this success, the … Continue reading

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As a player, I enjoy action points, so why do I dislike them as a dungeon master?

In my post Immersive vs. gamey in D&D Next, I mocked action points as a metagame resource that forces players out of character. “Perhaps action points are like that surge of energy that brings Rocky off the mat at the end … Continue reading

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