Dungeons & Dragons: Difference between revisions

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* '''Dungeons and Dragons (4th edition) - 2008:''' A major adaptation that changed a lot of the mechanics, making it easier for new players to get used to the basic D&D concepts. Its setting and rules are a lot less varied than 3.5 - there's no more crafting system, most magic and attacks are made into "powers" that vary by each class, and magic items have been slimmed down - and there's more pluses in the game rather than minuses (i.e. most races get two + 2 to abilities, rather than the usual 3.5 one of + 2 to one, -2 to one). To this end, the game is more fitting (and clearly designed) for a heroic campaign that is combat-heavy and very fantasy-oriented. Combat itself has been highly revised so that each class has powers that help them in their field. Wizards have area-attack spells, fighters can punish enemies who don't attack them, rangers can shoot two arrows in a turn, but all of these are presented in a standardized format.
* '''Dungeons and Dragons (4th edition) - 2008:''' A major adaptation that changed a lot of the mechanics, making it easier for new players to get used to the basic D&D concepts. Its setting and rules are a lot less varied than 3.5 - there's no more crafting system, most magic and attacks are made into "powers" that vary by each class, and magic items have been slimmed down - and there's more pluses in the game rather than minuses (i.e. most races get two + 2 to abilities, rather than the usual 3.5 one of + 2 to one, -2 to one). To this end, the game is more fitting (and clearly designed) for a heroic campaign that is combat-heavy and very fantasy-oriented. Combat itself has been highly revised so that each class has powers that help them in their field. Wizards have area-attack spells, fighters can punish enemies who don't attack them, rangers can shoot two arrows in a turn, but all of these are presented in a standardized format.
* '''Dungeons and Dragons Essentials (4th) - 2010:''' A new line of products launched in 2010, compatible with 4th edition rules. ''Essentials'' has the stated intent of offering new players a means of introduction to the game. It is, for the most part, a simplified 4E. There are some differences (Fighters work a bit differently, etc.) but for the most part it is 4E mechanics. It's a set of ten products (the new Red Box, dice, three tile sets, and a few extra books). The reintroduction of certain game elements removed from the making of 4th edition, and the confirmation that these changes will become standard from the end of 2010 on, has already led many players to calling it "4.5" edition. Naturally, the already-fragmented base was broken further over this.
* '''Dungeons and Dragons Essentials (4th) - 2010:''' A new line of products launched in 2010, compatible with 4th edition rules. ''Essentials'' has the stated intent of offering new players a means of introduction to the game. It is, for the most part, a simplified 4E. There are some differences (Fighters work a bit differently, etc.) but for the most part it is 4E mechanics. It's a set of ten products (the new Red Box, dice, three tile sets, and a few extra books). The reintroduction of certain game elements removed from the making of 4th edition, and the confirmation that these changes will become standard from the end of 2010 on, has already led many players to calling it "4.5" edition. Naturally, the already-fragmented base was broken further over this.
* '''Dungeons & Dragons 5th Edition:''' - 2014 [http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20120109 A new edition has been announced.]{{Dead link}} Tying to recapture and unite some of the fractured fanbase, Wizards claims the new edition will strive to be more inclusive, and is running an open playtest starting Spring 2012. Only time will tell if they are successful. Going by the free "Basic Rules" document, it's 3.x with a few changes. Humans are given a bump (2 arbitrary stats +1), as well as low-HP classes (Wizard's HD 1d6, Rogue's 1d8). Feats are de-emphasized and made optional - choose either a feat or Ability Score Improvement, at points fixed in class advancement (2-4 levels). A few drops of features from 4e (surges, powers-per day) seeped in. Known cantrips are cast at will without preparation, and cantrips are 3e style, with options to beef them up even more. Some spells have an optional ritual casting option.<ref>doesn't expend slots, casting time +10 min flat, for wizards any known spell, otherwise any prepared</ref> Saving throws are ability based (like in C&C). Secondary spellcasters still use Charisma. Perception is still glued onto Wisdom. Death's door rules are different - unconditional death is at negative ''full HP'', but every round gives roll 10+/d20, with death on 3 failures (natural 1 counts as 2x) and stabilization on 3 successes, i.e. without outside interference it's always resolved in 2-5 rounds.
* '''Dungeons & Dragons 5th Edition:''' - 2014 [https://web.archive.org/web/20140724000303/http://www.wizards.com/dnd/Article.aspx?x=dnd%2F4ll%2F20120109 A new edition has been announced.] Tying to recapture and unite some of the fractured fanbase, Wizards claims the new edition will strive to be more inclusive, and is running an open playtest starting Spring 2012. Only time will tell if they are successful. Going by the free "Basic Rules" document, it's 3.x with a few changes. Humans are given a bump (2 arbitrary stats +1), as well as low-HP classes (Wizard's HD 1d6, Rogue's 1d8). Feats are de-emphasized and made optional - choose either a feat or Ability Score Improvement, at points fixed in class advancement (2-4 levels). A few drops of features from 4e (surges, powers-per day) seeped in. Known cantrips are cast at will without preparation, and cantrips are 3e style, with options to beef them up even more. Some spells have an optional ritual casting option.<ref>doesn't expend slots, casting time +10 min flat, for wizards any known spell, otherwise any prepared</ref> Saving throws are ability based (like in C&C). Secondary spellcasters still use Charisma. Perception is still glued onto Wisdom. Death's door rules are different - unconditional death is at negative ''full HP'', but every round gives roll 10+/d20, with death on 3 failures (natural 1 counts as 2x) and stabilization on 3 successes, i.e. without outside interference it's always resolved in 2-5 rounds.
:: Round is officially 6 seconds, initiative is plain Dexterity roll.
:: Round is officially 6 seconds, initiative is plain Dexterity roll.
* '''[[D20 Modern]]:''' Official adaptation of Dungeons and Dragons 3.0/3.5 for settings in the modern day. Not considered entirely successful - the classes are a bit weird, and not very well balanced (the base classes are... based on and named [[One Stat to Rule Them All|after individual stats]], like Strength, Dexterity, Constitution, and so on, making a game mechanic into the entire basis for your character. Eventually, you get access to advanced classes... some of which are just bizarre: for instance, is it possible to take the Superstar, a class where you are a famous rock singer, in a game about fighting magical threats to the modern earth, and not instantly have a [[Mary Sue]]?
* '''[[D20 Modern]]:''' Official adaptation of Dungeons and Dragons 3.0/3.5 for settings in the modern day. Not considered entirely successful - the classes are a bit weird, and not very well balanced (the base classes are... based on and named [[One Stat to Rule Them All|after individual stats]], like Strength, Dexterity, Constitution, and so on, making a game mechanic into the entire basis for your character. Eventually, you get access to advanced classes... some of which are just bizarre: for instance, is it possible to take the Superstar, a class where you are a famous rock singer, in a game about fighting magical threats to the modern earth, and not instantly have a [[Mary Sue]]?