I am geekiness personified.
Mar. 2nd, 2008 12:00 amI picked up the Races and Classes preview book for D&D 4th Ed a few weeks back and finished it feeling thoroughly enthusiastic about 4th Edition. It really felt like someone had stripped the game down and tried their best to make it coherent, simple and fun as a game. D&D is never going to be immersive in the same way that some games are, but for a fun hack/slash/slayage evening of epic fantasy it's been consistently fun for our Thursday gaming group. 4th Edition looked likely to make it even better.
However, the book was just a taster - lots of rules were mentioned, but it's all behind the scenes stuff, with very little actual detail on the rules of the game.
Which made me very happy when I bumped into a few things today. I started off at enworld, which had links to all sorts of goodness that came out of the D&D Experience event that was happening today. And also to this fantastic Aint-It-Cool-News piece which just raved about it. The biggest thing which caught my attention being this paragraph
Edit: Part two of the AICN review
However, the book was just a taster - lots of rules were mentioned, but it's all behind the scenes stuff, with very little actual detail on the rules of the game.
Which made me very happy when I bumped into a few things today. I started off at enworld, which had links to all sorts of goodness that came out of the D&D Experience event that was happening today. And also to this fantastic Aint-It-Cool-News piece which just raved about it. The biggest thing which caught my attention being this paragraph
And the rule simplicity allows players to really attempt craziness without fear of bizarre rules. My wife, who has played 3.5 with us for years, never felt comfortable with it. She was always concerned that she didn’t know the rules as well as everyone else. While she enjoyed the game (and having friends over to play once a week) she isn’t the type to sit down with the rulebooks and memorize them. She’s geeky enough to live with and love me, but she draws the line in the dirt there. 4E on the other hand has made her a different woman. She’s confident. She loves her character and the rules and tries out all sorts of strange things. She no longer looks at me and asks “Is this right?” Instead, she plows forward, kicking ass and suggesting tactics to the more senior members of the party (like the game designer.)Because this is exactly what we need. While Meredith and Clare are both enthusiastic players, they both get lost in the crunchy bits of the 3.5 system, and neither is sure they've got everything correct in their heads when making complex tactical decisions. If they've managed to keep the fun choices in there, while making it easier for people who don't re-read the books three times and then work out the combinations/permutations to see what works best then I'll be ecstatic.
Edit: Part two of the AICN review