While every version of every roleplaying game has its detractors, it’s hard to avoid the perception that in the case of the Fourth Edition of Dungeons & Dragons, the detractors have effectively won…
While every version of every roleplaying game has its detractors, it’s hard to avoid the perception that in the case of the Fourth Edition of Dungeons & Dragons, the detractors have effectively won. Fifth Edition may make a few nods to its immediate predecessor here and there but is clearly built along retro lines, and what laughably passes for the gaming press has by and large embraced the narrative that Fourth Edition was a horrible failure and a betrayal of the “real” D&D, which was thankfully kept alive by the traditionalists at Paizo. But this narrative leaves out an entire swathe of gamers, both those who liked Fourth Edition well enough and those who actually preferred it to earlier editions (and to what Wizards is offering now). For people like me, it’s about time our side of the narrative was aired.
When Fourth Edition was being released I was not immediately on board. I had finished a reasonably long 3.5 game, enjoyed it well enough, and was generally in the mood for other genres and other systems and never keeping track of Armor Check penalties again. But what I saw I liked, and when I did take the plunge I found a game that felt fresh and streamlined, still crunchy but not obsessed with detail, and which gave many classes options I hadn’t considered before. The more I dug into it the more I grew to appreciate its bold tweaking of the familiar to get at what the essence of D&D was; heroic fantasy adventure in dark and dangerous places full of horrible monsters and piles of gold coins.
Which is why it’s been so damned disheartening to see the game and its ideas cast aside so thoughtlessly. It’s not a perfect game; it’s much more complex than it needs to be, combats take too long, and there are too many damned feats. But instead of being lambasted for its actual flaws, the game was called on the carpet for changing too many of the surface features of D&D- pure “Vancian” casting, the Great Wheel, Gnomes in the core Player’s Handbook, etc. The design of D&D’s Fifth Edition quickly became about resurrecting these sacred cows, asserting with a near-religious fervor that without all these familiar surface details the game could only be an impostor.
But something more vital is being lost here. What made 4e work as well as it did was that it was largely built from the ground up, with a commitment to balance. All the classes were roughly equal, all capable of unique contributions in and out of combat, and with this balance came freedom. There was no longer a Linear Fighter, Quadratic Wizard problem, no CoDzilla or caster supremacy of any sort. A commitment to tight math on both sides of the DM screen made encounter-building substantially easier and made the rules as a whole much more transparent.
And for some reason this is what is slipping from us. Of the major heroic fantasy games on the market now, none has 4e’s commitment to tight design. 13th Age makes many concessions to tradition, Pathfinder can’t drift too far from 3.5 for fear of losing its fan-base, and D&D Next has explicitly been put together through “feel”, throwing together familiar elements first and figuring out how they’re supposed to work together after. Game designers don’t seem to talk much about balance anymore, nor is anyone rushing to replace 4e’s rich tactical options. Because elements of the fan-base disliked how 4e balanced classes and options, balance itself became the enemy. Or, at least, something not to put too much effort into.
I know I can’t be the only one who likes being able to pick out options that fit a character concept without worrying about accidentally building an incompetent PC. I can’t be the only one who likes the security of building an encounter knowing that if there’s a TPK, it’ll be because I was actually trying for it and not because I forgot to note a creature’s DR 10/cold iron. I can’t be the only one who likes to have a system that just works.
And that’s why I come to praise 4e rather than bury it. Because the hobby needs good design; it needs to value balance and the freedom it brings. Designers ought to be encouraged to think hard about the numbers they give to things, rather than going with what seems like a good idea at the time. It’s true that a great GM can make any system sing, but we’re not all great GMs, and GM skills are learned, not inborn.
Mostly, though, I praise 4e because it’s a damn good game. Great works have often been misunderstood or rejected, and we should celebrate them rather than bow to the will of the masses. If the Fourth Edition of Dungeons and Dragons is a failure, it’s one worth classing with D. W. Griffith’s Intolerance, Jack Kirby’s Fourth World comics, and Arrested Development. Sometimes the losing side isn’t the worst place to be.
It’s the moment NOBODY has been waiting for: when I finally step out from behind my PDF copy of the basic rules and tell everyone what I think of where D&D is heading…
It’s the moment NOBODY has been waiting for: when I finally step out from behind my PDF copy of the basic rules and tell everyone what I think of where D&D is heading.
In short? Color me cautiously optimistic.
I have a few problems in terms of being objective about D&D Next that I’d like to get off my chest and get out of the way, just like, up front and obvious.
Up to now, D&D 4th Edition has been my favorite take on D&D. Anything that replaces it is going to have a tough act to follow in my book— though I freely admit that it had its problems. One of which, lately, is somehow offering too many good choices but being oddly rigid about how those choices interact.
On some level I basically give an automatic free pass to any edition of Dungeons & Dragons in which the Warlock is considered a core class.
So I might not be the best person to evaluate this because in one sense, it feels like I’m exactly not the target audience, and in another … Warlock and Tiefling are core, I’m already set.
The bad news for spell casters is, vancian spells appear to be back. The good news is, cantrips have been beefed up to fill the role occupied by at-will powers (the damaging cantrips I saw dealt a base damage of 1d8 that increased with your character level). Multiclassing doesn’t seem to gimp casters anymore, since caster level is replaced with character level for all the important math. Most of the math is simpler. Spontaneous Casting (veterans of the 3.5 Sorcerer will know what this is) seem to be the norm. There are recovery mechanics to reuse a certain number of spell slots within a given day. Redundant spells have been replaced by the ability to cast spells at a higher level.
The good news on the math front is that ability scores appear to be capped at 20, and base attack bonuses (or rather their equivalent, the multipurpose “proficiency bonus” which is a nice idea) never get higher than 6. This should simplify a lot of calculations, cut down on abuse, and at the same time make it easier to use the same monsters throughout a campaign by eliminating a lot of the mathematical arms-races.
In short, it builds on 3.5 in a lot of ways… on the surface anyway.
“Feats as an optional rule” is an idea that’s going to take me a lot of getting used to, but it’s a nice idea for helping new players grasp the game quickly— choose the level of complexity you’re comfortable with, and everyone can still operate at the same table. It’s a worthwhile goal but there’s not really a way to see how it’ll really work out until we have the player’s handbook in … well, in hand. But here’s what we know about the feat rules:
To take a feat, you give up a +2 to an ability score that you’d otherwise take at that level.
Given that your ability scores cap at 20, more often than not this will likely be a boost to an otherwise unneeded tertiary score … which should work out fairly well as a decent trade for many characters.
What the feats actually are will make or break that, but. There’s not much to go on yet. My hunch is, that’ll be where a lot of the other cool 4th edition inspired stuff people liked gets back-doored back in.
Bottom line: it looks promising, and sounds fun. I’ll know after I see the PHB whether I’ll be throwing my full support behind it or house-ruling my 4e books to suit my own preferences.
My husband and I are coordinators for D&D Encounters. We schedule, organize, and supply the program, while our local favorite gaming store supplies the space. As we approach the final weeks of the current season of Encounters, I decided to reflect on the changes to the Encounters program and how these changes have affected the program…
My husband and I are coordinators for D&D Encounters. We schedule, organize, and supply the program, while our local favorite gaming store supplies the space. As we approach the final weeks of the current season of Encounters, I decided to reflect on the changes to the Encounters program and how these changes have affected the program.
No More Free Ride
I was dismayed to learn Encounters modules would no longer be supplied for free, but instead would have to be purchased at full retail price. This was very disconcerting. In order to host our 4 weekly tables, we would need to purchase 4 modules at $30 apiece. Wizards of the Coast was kind enough to send us one free copy, which helped, but we currently don’t know if this will happen every season or if that was a one-time thing.
This is the biggest hurdle to the ongoing Encounters program, in my opinion. Maybe not for small stores (if they receive one free copy?) but larger stores with multiple tables faces a decision on how to manage materials for multiple DMs. At first we considered asking the DMs to buy their own modules. All but one of our DMs could not afford to purchase materials. It seemed unfair to demand that they pay and then also volunteer their personal free time to run D&D for a group of strangers. Eventually we purchased the modules for our DMs and started gathering donations to cover next season’s modules.
Modest Module
The module includes a campaign booklet, an adventure booklet, and a DM’s screen. I found these contents disappointing. The DM screen is nice, well-organized and neatly put together, but only one out of our four DMs actually use it. Many of our DMs no longer prefer to use screens; they create a barrier between the DM and the player and can sometimes instill distrust of the DM.
No maps were provided, which I personally found the most disappointing of all. Encounter’s poster-sized maps were routinely the most coveted items among my volunteer DMs. When a season had good maps, I could count on DMs wanting to volunteer, just to have a chance to receive a copy of the module with the poster maps. I understand the lean towards theater-of-the-mind with D&D Next, but if Wizards wants to claim the module has compatibility with 3.5e, 4e, and Next, a map would not have hurt that impression! I think many DMs would have felt more rewarded if the module included maps instead of the DM screen.
Next to No Edition No monster stats are included with the module. Instead, the module makes suggestions and the encounters the DM may decide on do not rely on stats from any particular edition. Online we can download a packet of monster stats. I found it was easiest to pre-print the entire packet, one for each DM, and include it with their copy of the module.
Of course D&D Next Playtest is in full swing, so there is considerable interest in having a playtest table. This has generated a lot of positive interest and drawn in new players. We recruited a DM to run the Next Playtest with the module in addition to our 4e tables. We now keep a binder at the store with the latest playtest ruleset and provided printouts of the most current Next pre-mades.
The whole module isn’t the usual Encounters fare with its more open approach to encounter planning. This altered how we managed our DMs and our tables. On any given day we might have once shuffled players around because every table experienced generally the same series of events. We found we could no longer do that. Each table progressed too differently.
It also presented a considerable hurdle to recruiting new DMs. As the coordinator, I can no longer snag a random DM and sit them down to a table and say “run the combat on page 6”. When a DM called out on short notice, we eventually decided it was simply easier to cancel the entire table than to try to seat a substitute DM. The DM then caught up the table the following week.
Reporting Live
The WPN Reporter (the software coordinators use to report attendance to Wizards of the Coast) now turns into a pumpkin at midnight. It simply will not let us report after midnight on the day of the Encounter. This is slightly inconvenient as it now requires coordinators to ensure we report attendance immediately after Encounters, instead of the following day(s). Admittedly, sometimes we were quite tardy reporting our attendance and I can imagine the requirement simplifies things greatly for WotC. Still, its very limiting for coordinators. A weekday session requires playing in the evening to get after-school children and after-work adults in attendance. Reporting can only be done once attendance has been reported and if the coordinator is one of the DMs, they may not be able to report until the night’s session is done.
The Sundering
The materials for the new season talked much about The Sundering and how the events at Encounters would shape the actual world… except it hasn’t. There’s been no means of reporting what has happened, not to mention each table has been experiencing the module differently.
Thankfully, that seems to be about to change. The flyer for next season promises a mobile app with which players will report the outcome of their Encounters session. I look forward to seeing if it really does affect the Forgotten Realms setting.
Overall, the changes to the Encounters Program created new hurdles that I think will impair new coordinators from launching and/or growing their local Encounters Program. I think current coordinators will experience difficulty recruiting and keeping DMs – who are the heart and soul of the Encounters program. I’d like to see what Wizards of the Coast plans to do to encourage DM recruitment.
On the other hand, it is very exciting to see a more immersive approach to the Encounters material, not to mention the possibility of a sort of return to a “living campaign” in that Encounters may actually affect the Forgotten Realms setting.
However, I have only my own experience to go by, and I coordinate for a large game store that seats 20 to 30 players each week. A small store with only one or two tables may find these insights less applicable. I’m especially interested in hearing how other coordinators have coped with the changes to Encounters and how it has affected their players and DMs! Post comments and let us know!
Alignment has always been the sticky wicket of Dungeons & Dragons. It presents an objective set of labels to govern the inherently subjective nature of ethical and moral conduct. It’s adjudication – and even the value of its presence in the game – has long been debated, and will continue to be so long as it remains part of the game…
Alignment. It’s not just for planets anymore.
Alignment has always been the sticky wicket of Dungeons & Dragons. It presents an objective set of labels to govern the inherently subjective nature of ethical and moral conduct. It’s adjudication – and even the value of its presence in the game – has long been debated, and will continue to be so long as it remains part of the game.
But rather than discussing how alignment is depicted in D&D, we’re going to do something a little different: we’re going to determine the alignment of D&D itself.
The presentation of Dungeons & Dragons has varied wildly across almost forty years and half-a-dozen iterations. While these changes can be viewed in many contexts – from the role of the Dungeon Master to the random-versus-planned nature of character creation – we’re going to use alignment as a shorthand for evaluating the nature of the game’s rules, presentation, and the style of play that it (seemingly) lends itself towards.
Of course, in this regard the “moral” axis of the traditional D&D alignment grid – good, neutral, and evil – is of no help. Hence, we’re going to limit ourselves to the ethical alignments: lawful, neutral, and chaotic. There’s also a general disclaimer that needs to be made, in that these judgments are purely based on the game rules themselves, and aren’t meant to be a critique of what sort of games can be played with them. It’s entirely possible to have a freewheeling, off-the-cuff game using a “lawful” set of rules; that’s just not (how we think) the rules are presented.
So without further ado, let’s look at the alignments of D&D over the game’s lifespan!
Chaotic: OD&D and BD&D
Original D&D was the first incarnation of the game, published in 1974. It received almost a half-dozen support products before the Basic D&D game came along and replaced it. Basic was initially published in 1977, and was meant to be an introduction to OD&D, but very quickly established its own identity.
Both games can justifiably be called Chaotic in alignment. The rules in OD&D, and the early incarnations of BD&D, are notable for their abstruse nature. A large number of game-play elements are left untouched by the rules altogether, ostensibly due to their implicit assumptions that the GM will simply be able to wing it. You won’t find multiclassing or monsters-as-characters rules here, for example, and things such as underwater adventuring or domain-level play are given only superficial treatment, if they’re covered at all.
To be fair, Basic did try somewhat to round out the areas it covered as it continued to expand and evolve throughout the Basic, Expert, Companion, Master, and Immortals boxed sets (known collectively as BECMI), but the comparatively simplistic nature of the rules remained the same. The mechanics didn’t try to cover everything, and were comfortable letting the Dungeon Master and the players work out any undefined areas on their own. As Jeff Goldblum would say, “that’s chaos theory.”
Neutral: AD&D First and Second Edition
Advanced Dungeons & Dragons debuted in 1979 (the Monster Manual came out in 1977, and the Player’s Handbook in 1978; it was only with the publication of the Dungeon Master’s Guide in 1979 that the game was complete as we think of it today), and was updated to a Second Edition in 1989. These were the Neutral years of the game, as it contained both Lawful and Chaotic elements.
The nature of this mixture of law and chaos is that AD&D, in both of its incarnations, clearly expanded its area of coverage, trying to extend its rules to not only much wider areas of game-play, from detailed planar effects to running entire campaigns as rulers of kingdoms to pages and pages of random encounter tables. While trying to bring everything under its umbrella of standardization can honestly be called lawful, the overall results were themselves somewhat chaotic.
Simply put, everything was a mishmash of sub-systems, resulting in odd corner-cases and little-known rules that were all but bewildering if you attempted to bring them all into play. Polymorphing required a system shock check. You could be a bard if you started out as a fighter, dual-classed as a thief, and then received druidic training. Roll randomly to see if you had psionic wild talents, and on and on. The game wasn’t afraid to try and do everything, and each different area was its own thing, without regard for standardization.
What makes a man turn neutral? Playing AD&D.
Lawful: D&D Third and Fourth Edition
Dungeons & Dragons dropped the “Advanced” with the debut of Third Edition in 2000. After a small (but not insubstantial) revision to “3.5” in 2003, the game moved into its Fourth Edition in 2008. These were the editions that for the most part kept the scope of their predecessors, but placed a renewed emphasis on standardization.
It’s that focus on unifying the mechanisms for their various disparate elements that make these the Lawful editions. No more having some rolls that prioritized high results while others wanted low. No more odd restrictions based on class, race, or ability scores. No more using different methods of task resolution: the d20 was king now. “Balance” was the new watchword, and a premium was placed on explaining how this was to be created and maintained, even for custom material.
The use of keywords was another focus for the game’s new Lawful stance. Whereas before there was a high degree of ambiguity over how spells, special abilities, and other powers worked, now things were given descriptors (e.g. spells that were “mind-affecting” or “illusion (phantasm)”) with those definitions thoroughly detailed regarding what they did and did not do. Uncertainty, whether on its own or as a result of various parts of the game being used in conjunction, was an enemy to be defeated.
These were the editions that would glare at you and bellow “I am the law!”
D&D Next
With the release of D&D Next just over the horizon, the question of what alignment it will have remains an open one. Will it keep the Lawful focus of its immediate predecessors? Or will its much-touted modularity allow for it to have a more Neutral stance? Or will it surprise us and reach much further back, taking a Chaotic hands-off approach? An most importantly, which one would you prefer?
Not too long ago, I participated in the Free RPG Day event Vault of the Dracolich. Determined to help out my local store (which I do often because they’re awesome), I signed up to DM for the event…
Not too long ago, I participated in the Free RPG Day event Vault of the Dracolich. Determined to help out my local store (which I do often because they’re awesome), I signed up to DM for the event.
Preparation
Now I’ve been registered to playtest D&D Next for quite some time but, honestly, I’ve barely given it more than a read-through. I played a couple sessions back in the earliest releases, and lately I flip through the latest playtest notes but I don’t absorb it, and I definitely haven’t had time to play or run. So it seems like a terrible idea to sign up for a public event specifically running Next, right? Well, maybe a little.
I haven’t the experience of being a “newbie” in D&D for years. Could I just jump feet first into a D&D Next module and be able to run it with a basic understanding of the rules (about equivalent to someone who has read the rules once and now has to run a full table)? Would things run logically, or would I be floundering trying to figure out what was supposed to happen?
Admittedly, this was irresponsible of me. I knew the event was coming up and could have made more time to study, to ensure my players had the best event possible. I intentionally avoided doing more studying of the rules themselves and instead read most of the module and focused on NPC and area descriptions for roleplaying notes. The talented Teos Abadia (one of the module’s three authors) was coordinating the event at our store. He teased me about not being prepared, but other than needing to clarify a couple of details, I felt confident enough to get right into running my table.
Observations
Combat was fast, and I only felt the need to pause and look something up in the playtest packet a couple of times. This in part was due to a table of prepared players who knew they were going to play Next and not walk-ins that were expecting 4e.
I ran almost all the encounters with no map, only describing enemies’ basic locations. I didn’t even keep note of locations, and (for the most part) location boiled down to remembering if the monster was at range or melee. Players felt uninhibited to describe their maneuvers and attacks. I’m not entirely sure we did all of them correctly, but I know the players had fun doing whatever it was we figured out.
I ran the last encounter using a map. In Vault of the Dracolich, the final confrontation’s map is provided. I noticed the players moved a lot less when the map was in play and made me wish I had stuck with the theater-of-the-mind style.
Conclusion
Altogether, as an experienced and primarily 4e D&D Dungeon Master, I had very few barriers to overcome getting into running D&D Next. The stat blocks are different, but at the same time I needed virtually nothing explained to me. What questions did come up were quickly clarified or else hand-waved away. I enjoyed how quickly combat flowed and it made me curious how higher-level play will unfold. Ultimately, the session resulted in influencing my decision to use D&D Next with my home group – not full time, but we’ll be doing a one-shot with the playtest rules next week. Chances are if all goes well, I’ll let you all know how that went too!
Tradition and innovation have always been natural opposites, as one seeks to maintain an existing set of practices while the other seeks to revise them, or even create new practices entirely. For Dungeons & Dragons, tradition had been a much stronger motivating force until the advent of Third Edition, when innovation was given a much greater role during its design.
“So then he dropped a planet on me. That’s when I got angry.”
Tradition and innovation have always been natural opposites, as one seeks to maintain an existing set of practices while the other seeks to revise them, or even create new practices entirely. For Dungeons & Dragons, tradition had been a much stronger motivating force until the advent of Third Edition, when innovation was given a much greater role during its design.
This isn’t to suggest that Third Edition put no importance to the game’s traditions; it quite clearly did, but was willing to change things to a much greater degree than any of its previous incarnations. Moreover, innovations to the game had been widely propagated by third-party publishers using the Open Game License.
When the Fourth Edition of Dungeons & Dragons was released in mid-2008, it was clearly mindful of these changes, and so introduced some innovations of its own. Yet at the same time, it kept a close eye on its history, and sought to reintroduce ideas from previous editions that Third Edition had eschewed, both big (different stats for monsters than for PCs) and small (the five-point alignment from the Holmes Basic D&D Set). This was particularly true where epic levels and divine ascension were concerned.
DUNGEONS & DRAGONS FOURTH EDITION
The Fourth Edition of the D&D game was, insofar as epic levels were concerned, a clear break from its immediate predecessor. Notably, epic levels were included in the Player’s Handbook. Though still referred to as “epic,” levels 21+ were now part of the core game, rather than being relegated to a separate source-book.
More striking was that a hard cap on levels was re-instituted, using the same thirty-level limit as Second Edition. Now, when a character hit 30th level, there was no further advancement to be had…with one exception. While characters of the “heroic tier” (levels 1-10) were defined solely by their class, and characters of “paragon tier” (levels 11-20) used a paragon path (a sort of sub-class) to further differentiate themselves from their fellows, “epic tier” characters (21-30) selected an epic destiny. (While Fourth Edition would pay epic tier considerably less attention than the preceding tiers, the third-party community wrote some very noteworthy materials for this level of play.)
An epic destiny, unlike a paragon path, wasn’t explicitly tied to a particular class. Rather, it was a thematic choice for what sort of larger-than-life archetype you wanted your character to become, and gave you powers to that effect. Moreover, each epic destiny had a specific “destiny quest” that your character could follow which presented a built-in option for how to retire them from the game after achieving 30th level.
Much like the Paths to Immortality of Basic D&D, the destiny quest of epic Fourth Edition characters was optional (and had no hard-and-fast mechanics associated with performing or completing it), but remained the only form of advancement once there were no more levels to gain. The nature of the quests varied, but completing them always involved your character moving beyond the game world.
Indeed, sometimes this was a literal ascent beyond the mortal realm. One of the epic destinies in the Fourth Edition Player’s Handbook was “the demigod.” Upon completion of your destiny quest, you literally became a nascent deity, heading to the dominion of a divine sponsor (or founding your own). While this particular epic destiny could be taken by any class, it’s notable for being the first time in D&D that whether or not you could try and achieve divine ascension was part of a class(-related) mechanic, as opposed to being purely orthogonal to your character’s advancement.
Likewise, the nature of divine statistics in Fourth Edition reinforced the mandatory nature of retiring a divine character. As mentioned above, monster stats and PC stats in Fourth Edition were different, unlike how Third Edition used the same statistics for both. As there were no standardized rules presented for deities in Fourth Edition – rather, what gods were presented were given unique monster stat blocks – that meant that there really were no mechanical options for presenting divine characters as anything but challenges to be fought.
With a Second Edition-inspired take on epic characters, and a method of divine ascension that was similar-yet-different from any previous iteration of the idea, Fourth Edition’s options for exceptionally high-level characters were clear and unambiguous in their presentation. That put its it in stark contrast with its major competitor…
PATHFINDER
The Pathfinder game was released in 2009, after an extensive public playtest. A revised version of D&D Third Edition (which itself had a revision almost halfway through its life-cycle) released by Paizo Publishing under the Open Game License, many gamers consider Pathfinder to be a form of D&D. This acknowledgment, along with its wide-spread popularity, is enough to earn it scrutiny here.
…unfortunately, that scrutiny, in regards to epic levels and divine ascension, finds Pathfinder to be somewhat lacking. As of the time of this writing, Pathfinder has eschewed the issue of level 21+ characters entirely. Moreover, the question of divine ascension (and the powers and abilities of gods, either as PCs or NPCs) has been left similarly unexamined.
However, this may change in the very near future. August of 2013 will see the release of Mythic Adventures sourcebook for Pathfinder. While we’ve already been told that this will not address the question of level 21+ characters per se, it will address how characters can gain (reportedly up to ten) “mythic tiers,” which are treated as being similar to levels in that they will grant characters greater powers and abilities. The difference is that mythic tiers are gained separately from levels, and can be earned at almost any point in a character’s career.
Beyond Mythic Adventures, there’s no predicting if Pathfinder will address epic and divine characters. While the game is based on D&D Third Edition, it has so far not used any of the epic or divine material from that game, likely for good reason given the unpopularity of those rules (though at least one third-party publisher has released epic-level material specifically for Pathfinder).
Of course, Pathfinder isn’t the only game for which the question of exceptionally high-level play remains an unknown.
DUNGEONS & DRAGONS NEXT
To date, it’s uncertain precisely what stance D&D Next will adopt in regards to epic levels and divine ascension. So far, the playtest packets seem to be utilizing a default cap, in that levels above 20 (and how to have characters undergo apotheosis) are simply unaddressed.
As part of a playtest, that’s not particularly surprising, as they’re still trying to work out the basics of how the game should be constructed. Once the game is released, however, these questions will need to be addressed, as they’ve been part of the game across every edition. While they’re likely to be separate modules, there’s no way of knowing what the specifics will be until then.
While some players and DMs won’t care for these levels of game-play, for others the release of these rules can’t come soon enough, as they long to take their characters to the very limits of what the rules allow…and then surpass them.
For them, the game doesn’t get any more epic than that.
Thinking about it (as I have, lately) the current D&D Next playtest project is much like a train ride…
I really should travel by train more often. There’s something deeply satisfying about being able to sit back and watch the world fly by, basking in the illusion that you are immobile and the world is shifting to accommodate your desire to be someplace else. You sit, and the world moves.
Thinking about it (as I have, lately) the current D&D Next playtest project is much like a train ride. We began by all hurrying to the station to climb on board the first playtest packet, excited to see where this train would take us and even more eager to get to reach the destination and see the finished product.
Time passed and, as happens, some people got off the train; that’s fine, as no doubt they had other places to be and had decided this particular train ride wasn’t for them. I and my merry group of wayward souls stayed on board, and continue to enjoy the ride – even despite the kids in the seat behind bawling “are we there yet?” at the top of their lungs. You know who you are.
At the same time this is unlike any other trainride as we have the ability to decide which route the train should take. Don’t want to stop at Dual-Class Junction? Tell the driver. Unhappy about the incline up Grindy Combat Hill? You can have a quiet word with the ticket inspector. As the tracks are still being laid up ahead, the route is (quite literally, if you print out the pdfs) in your hands.
Of course, if all the playtesters have a say then the risk is that the D&D Express just ends up going round in circles. Dungeons & Dragons is a huge hobby with players and DMs who all (quite rightly) believe that their particular playstyle is the best – and it is, for them. We have immersive gamers who revel in backstories and subplots alongside harried players who just want to grab a pregen and kill some orcs. We have DMs who weave complex story-driven arcs of their own making and DMs who would much prefer to use published adventures with ready-made battlemats and a stock of minis. We have everything in between and beyond, with many players and DMs being a bit of everything in varying degree. Identifying quite what we want out of a game is a minefield, and I’m pretty sure that driving a train over a minefield is a really bad idea.
This is why of all the ideas mooted for D&D Next, the one I’m most excited about seeing is Modules. Pushing the train analogy a little further, Modules are the carriages that make the train. You get to pick the class of seat, the buffet car and number and type of carriages. Which Modules you pick (or not at all, if you’re happy playing vanilla core D&D) dictate whether your particular D&D Express train is a fast-as-lightning bullet train with ultra quick combat, rapid healing and a cinematic action feel, or a slow-burning heavy stoker loaded up with crunchy game options and detail. D&D becomes your game, according to your particular whims and needs.
This is a Module. Probably.
This is where it’s my turn to be the annoying kid who kicks the seat and says “ARE WE THERE YET??“. I know we have seen some modules in D&D Next already (the various healing rules, Backgrounds, etc) but they’ve not been explicitly called out and standardized in their approach. I want to see a Module as a module with a fixed template and structure so we know it as such. I want Modules by the bucketload with Mass Combat being high on my list. Much as I’m sitting back and enjoying the ride, that is one piece of the journey I’m most eager to see.
So I hope you’re still along for the trainride. If you aren’t, or left the train at an earlier station, grab the latest playtest packet and hop on board. You might just like where we’re going, and how far we have travelled already.
The turn of the millennium had comparatively little impact on the world. The same could not be said for Dungeons & Dragons, however…
“I don’t care how high your attack bonus is, you can’t punch the sky!”
The turn of the millennium had comparatively little impact on the world; quasi-religious prophecies ranging from the Rapture to Y2k had failed to materialize, leaving the world untouched by dramatic upheaval. The same could not be said for Dungeons & Dragons, however.
The year 2000 marked the full results of TSR’s acquisition by Wizards of the Coast several years previous, as the Third Edition of Dungeons & Dragons debuted, along with the Open Game License. While the full scope of these events is beyond the aim of these articles, they are noteworthy for their impact on epic-level gaming.
Dungeons & Dragons Third Edition
The third edition of the D&D game had dropped the “Advanced” descriptor from its title. As the Basic game had been quietly retired during the mid-late 90’s, the thinking was that there was no need to confuse (if not intimidate) potential new customers with the implication that there was a “less complicated” version of D&D that was still in production.
In terms of its game mechanics, Third Edition was a huge break from its ancestors. Many basic assumptions were altered radically, or even discarded in their entirety. Demihuman level limits, for example, were now completely removed from the game. All classes advanced according to a single, unified experience table, rather than each class having their own. All characters could now multiclass (as opposed that being reserved for demihumans, whereas humans would dual-class), taking levels in any class they wished as they gained experience (though a control mechanism was instituted in the form of experience point penalties if your various classes had wildly differing levels; a corresponding loophole was introduced in the form of each race having a “favored class” that didn’t count against them in this regard).
One aspect of the previous edition remained the same in Third Edition, however: character advancement was capped at 20th level. As with the introduction of Second Edition, this cap was introduced implicitly, rather than explicitly – the simple lack of rules for advancing beyond 20th level was all that kept characters from going any higher, rather than a strict prohibition.
Unlike Second Edition, however, this would be a situation that would not be allowed to remain undisturbed for very long. With the transition of the D&D game came the requisite transition of many of its campaign worlds, some of which included popular characters with levels well in excess of 20. So it was that when the Forgotten Realms Campaign Setting was released in 2001, a year into Third Edition, it had to address this particular query.
Of course, that didn’t mean that it had to address it directly. In answer of levels beyond 20, the book presented only a single sidebar, largely limited to explaining the stat blocks for the “epic level” NPCs in its pages – this was the first time that the term “epic” would be used to describe level 21+ characters. It wouldn’t be the last, however, as the sidebar promised that the forthcoming Epic Level Handbook would cover this area in far greater detail.
Said handbook would debut almost exactly a year later (and had a book on deities in Third Edition precede it by only two or three months), marking the first time that a Dungeons & Dragons book had been devoted exclusively to characters that transcended the number of levels present in the game’s main rulebooks.
The credo surrounding the release of Third Edition had been “options, not restrictions,” and this was faithfully reflected in the Epic Level Handbook. Rather than the hard caps on levels found in Basic or Second Edition, Third Edition followed in the footsteps of First, placing no upper limit on how high PCs could ascend. While one could charitably say that the book’s intent, as part of the “toolkit” mantra of Third Edition, was that each Dungeon Master would use the book to determine their own hard cap on levels appropriate to their campaign, such a message was never articulated in the Epic Level Handbook itself.
No credible discussion of epic levels in Third Edition can be had without mentioning just how badly the book was received among the gamer community. Popular opinion of the book was poor, mostly due to the implementation of its game mechanics. While the specific list of complaints are many, most can be distilled down to a single charge: that the book exacerbated the deficient areas of the Third Edition rules.
Some elucidation is worthwhile here. The Third Edition game mechanics – popularly known as the d20 System – focused around a task resolution system of rolling a twenty-sided die (aka a d20) and adding relevant modifiers, with the task succeeding if the resulting score equaled or exceeded a specific target number.
The problem came from the open nature of the game’s “options, not restrictions” stance. Simply put, so many options were put into print (both from Wizards of the Coast for D&D itself, and from compatible products by third-party publishers via the Open Game License) that, presuming that a large number were allowed by the Dungeon Master, the modifiers that were added to the d20 roll would soon eclipse the 1-20 range of the die roll itself.
Because a character’s level was the natural manner of restricting the total number of options they could pick, characters that went up in level naturally gained more and more options, and so more and more ways to affect a given d20 roll (particularly among spellcasters). As such, epic-level characters were perceived as being “broken” simply for how widely they could vary in their efficacy, meaning that two characters of equal level could face a task that would be virtually impossible to accomplish for one, and impossible to fail for another. This made writing epic-level challenges more and more difficult, to say the least, as the characters’ levels climbed.
While there were complementary issues, the above goes to the heart of why epic levels in Third Edition were so poorly received. Whereas First Edition had been content to let characters gain levels infinitely, it had restricted the mechanical gains of new levels to nothing but hit points. Third Edition, by contrast, had attached much more power to each level gained, making it somewhat inevitable that – absent any kind of ceiling – that power would rapidly balloon out of control.
Divine ascension was still available for those who wanted it, of course. As with First Edition, this was a purely orthogonal choice, and was generally assumed to mean the retirement of the character. Perhaps ironically, this didn’t necessarily have to result in the character becoming an NPC; as mentioned above, a book on gods for Third Edition had come out a few months ahead of the Epic Level Handbook, this being Deities & Demigods.
Named after the First Edition book of the same name, the Third Edition Deities and Demigods was more similar to the Immortals rules of Basic D&D in that it not only had stats for a number of divine entities, but provided comprehensive rules for how to build gods, rules which (thanks to Third Edition’s using the same stats for monsters and NPCs as for PCs) could be applied to PCs with no conversions necessary. By contrast, OD&D and First Edition had portrayed gods purely as unique monsters, with no particular discussion of what (if any) powers ascended PCs would gain (Second Edition, by contrast, gave no rules for deities at all beyond some general limits to their powers; the only stats listed were for godly avatars).
Even more in vein with Basic was that, in the appendix on divine ascension, Deities and Demigods had a section on running adventures with the PCs as gods. Presumably presented in accordance with the “options, not restrictions” ethos of Third Edition, this was a complete nonstarter with Third Edition gamers.
This wasn’t to say that epic-level, and even divine, game-play were completely unrequited among the Third Edition community. Thanks to the Open Game License, instances of adventures and sourcebooks that spoke to these concepts crept up every so often (though in the case of the latter, they were just as likely to try reinventing them as they were to expand on them). None of these attempted to fix the underlying issue of power-inflation, however. How could they, after all, when the problem was expressly tied into the nature of the d20 System itself?
A fix of that magnitude would require a new edition entirely, something we’ll cover in the next article.
The evolution of D&D with regards to mandated end-points of character progression – and ways to bypass those end-points – was not a precise one…
“Time to see how much XP you’re worth, old man!”
The evolution of D&D with regards to mandated end-points of character progression – and ways to bypass those end-points – was not a precise one. While OD&D had largely been silent on the matter, and BD&D had gradually pulled back the curtain on higher and higher levels (save for demihumans, who were capped at comparatively low levels) all the way to playing as a deity (and subsequently evolving beyond even that), the Advanced Dungeons & Dragons game would not present quite as coherent a picture.
Advanced D&D First Edition
Advanced Dungeons & Dragons is presumably “Advanced” in relation to the Basic edition of the game. The truth of that idea, however, is somewhat murky. AD&D officially debuted in 1977, with the release of the Monster Manual. It wouldn’t be until 1978 that the Player’s Handbook was released, followed by the Dungeon Master’s Guide in 1979.
By contrast, the very first “basic” set (by Dr. J. Eric Holmes, as mentioned in the previous article) was itself only released in 1977, the same year as the Monster Manual – by contrast, the subsequent iteration of the Basic rules (which would be the first half of B/X), wouldn’t appear until 1981, by which point AD&D was well-established whereas Basic wouldn’t achieve its “final form” until the Mentzer boxed sets, which began in 1983.
This is all worth mentioning because it reminds us that AD&D wasn’t originally meant to be the next logical step up from “Basic” D&D (though it would eventually be branded that way), so much as it was taking the same basic ideas from their shared predecessor (OD&D) and running in a different direction with them. The foundation is the same, but the implementation is where things differed.
This “similar, but different” approach can be seen in the AD&D game’s approach towards upper levels and divine ascension. Whereas BD&D’s allowed only humans to pick their class, with demihumans having their class define their race (e.g. you could start the game as a 1st-level human cleric, whereas if you wanted to play an elf then you were a 1st-level member of the elf “class”), AD&D allowed for race/class combinations for all characters.
These combinations, however, were highly limited. Even leaving aside that races and classes had minimum (and maximum, for races) ability score requirements, AD&D implemented the idea of humanocentricism by including hard limits on how many levels demihumans could attain in various classes… presuming that they could take those classes at all, since each type of demihuman could only take certain classes to begin with. Humans, by contrast, could take levels in any class they wished, with no upper maximum.
Of course, even these hard-and-fast rules had their exceptions. Each demihuman race in the Player’s Handbook had one class in which they could advance without limit, just like humans (this was the thief class for all demihumans save half-orcs; for them, unlimited potential was found in the assassin class… which was rather ironic, as the next sentence will show). Likewise, no race, not even humans, could advance endlessly in classes for which only a finite number of levels existed, such as with druids or assassins – once you hit the maximum level in either of those classes, there was no further advancement to be had (unless you were already multiclassing if demihuman, or could dual-class if human).
This was the first time that the D&D game, in any incarnation, featured level advancement that was potentially unlimited. Strictly speaking, if you were of the right race/class combination, the sky was the limit for how high you could climb. Surprisingly, however, that degree of advancement made very little difference in a character’s overall power.
The reason for this is that, at a certain point, gaining new levels offered virtually nothing. Every class stopped gaining new Hit Dice around 10th level or so, after which point you gained only a small, set number of hit points, usually ranging from 1 to 3 (to which you didn’t get to add your Constitution bonus). Likewise, your saving throws and to-hit bonus tended to top out at around level 20.
In other words, your character didn’t gain very much at all by leveling past 20th level or so. You got a new hit point or three, but that was about it. So your 75th-level fighter and your 20th-level fighter weren’t going to be that much different, save that the 75th-level fighter was a better meat-shield (one notable exception to this, however, was that spells with effects based on caster level had no cap – that meant that your 75th-level wizard could unleash 38 magical blasts with a single casting of magic missile!).
Now, your character might have gained a supreme amount of magical items by that point, and possibly political powers as well if they’d chosen to dabble in rulership (the game tended to suggest that around “name level,” which was usually around 9th, that your character would begin to have a political impact on the world around them), but this wasn’t mandated by their level, being the result of the character’s in-game exploits.
One alternative goal, for those who wanted to try for it, was divine ascension. Introduced with the Deities & Demigods book in 1980 (and easily predating BD&D’s Immortals boxed set, which didn’t debut until 1986), divine ascension was highly different from how AD&D’s Basic counterpart would define it. True, both included a set of difficult conditions that had to be fulfilled before your character would be accepted into the ranks of a pantheon, but the similarities ended there.
For one thing, AD&D divine ascension was not a natural end-point for character progression. Indeed, an AD&D character that didn’t run aground of racial or class-based level limits could theoretically level-up forever (presuming that they found some way of dealing with problems of age), all the while remaining mortal.
A much more stark change between the two games was that, for AD&D characters that became gods, their apotheosis marked the end of their participation in the game, at least insofar as being a player-character went. Deities & Demigods explicitly stated that the newly-ascended deity was given non-player-character status, making them under the control of the DM.
Further, there was no option for their “removal” from the game world. Whereas BD&D’s Immortals could, through great difficulty, ascend beyond the game world and its rules, AD&D’s gods had no such lofty goal to shoot for. Once you were a god, you were pretty much an established god of the game world from that point on (unless the whims of the DM had some cosmic fate befall your divine NPC).
This formula, where your class and race combination determined if you would have unlimited potential or hit a hard cap, with divine ascendancy as an orthogonal option for character retirement, would be comparatively unchanged in AD&D Second Edition… but what changes it did have would be notable indeed.
Advanced D&D Second Edition
The Second Edition of AD&D introduced several twists on many of the ideas regarding upper-level limits for characters that its predecessor had introduced. For example, while demihuman level limits remained in the game, new rules about allowing demihumans to exceed these limits appeared (though these exceptions were dependent on having exceptional ability scores, and only allowed those limits to be pushed by a few levels). More notably was the fact that no class allowed for unlimited demihuman advancement; that was now a privilege reserved for humans alone.
Of course, that privilege was to be taken in light of a far more dramatic change: all classes were now twenty levels long. While not presented as a hard cap (the Second Edition DMG even said that advancing beyond 20th level was “theoretically possible”), it was fairly well understood to be just that; the lack of information about how many experience points were needed, and how many hit points were gained, meant that adventurers were effectively capped at 20th level.
Interestingly, this cap was first extended not by a generic rulebook, but by the Dragon Kings supplement for the Dark Sun setting. Dark Sun had, from the first, been presented as a very tough campaign world (PCs were told to make their starting characters level 3, rather than level 1), and this book was the natural conclusion to that. It showed how all types of classes (albeit with racial limitations, though ones tailored for that campaign world) extended to a new limit: 30th level.
Despite the fact that this was a campaign-specific supplement (and as such had campaign-specific aspects to these higher levels), it had impact for all Second Edition D&D characters; indeed, since the campaign settings of Second Edition AD&D were all set in the same multiverse, there was ample understanding that these rules could be used for all 21+ level characters.
This approach was eventually formalized in the generic supplement Dungeon Master Option: High-Level Campaigns. Here the 21st-through-30th-level rules were given in a generic presentation (differing from those presented in Dragon Kings), allowing them to be easily used for characters in all types of campaigns. It was also here that the hard cap on gaining levels was formalized, as the book out-and-out stated that no character could ascend beyond 30th level.
Of course, divine ascension was still possible. Indeed, divine ascension rules were presented fairly early on in Second Edition’s (in the Legends & Lore supplement, which debuted roughly a year into Second Edition), and were reiterated again in the High-Level Campaigns supplement as well. There is little to merit special attention here, however, as Second Edition’s divine ascension rules were near-totally the same as their First Edition counterpart, differing only in minor details of how to perform the act of apotheosis itself.
Indeed, the most noteworthy aspect of Second Edition’s divine ascension rules is in how they’re perceived compared to previous editions of the game. Like Basic, ascending to become a god was something that naturally seemed to follow once you ran out of available levels to gain – when there was no further advancement to be had, godhood is the only way left to go. Unlike Basic, but in the vein of First Edition, however, this is a closing chapter to a character’s career; something done as a grand send-off for your character, rather than entering a new phase of play. In this regard, Second Edition can be said to have split the difference between its predecessors.
Next time, we’ll look at how Third and Fourth Edition handled the questions of epic levels and divinity.
Given that D&D Next is still a little ways off, and that its module regarding epic-level game-play is likely a bit further than that, it’s worthwhile to look back at the history of the game and seeing how each version of it dealt with the concept of going beyond the upper limits.
“My epic character can beat the entire planet’s break DC.”
While there’s no official release date yet, it goes without saying that we’re getting fairly close to the formal release of D&D Next (the most likely date being August of 2014, to coincide with the fortieth anniversary of Dungeons and Dragons).
D&D Next, also known as D&D Fifth Edition, has a lot to live up to. It purports to use a series of add-ons, which it calls “modules” (not to be confused with the adventures for older editions) to allow groups to set the style of game they like, from rules-light exploration to intricately combat-focused. Moreover, these modules will purportedly cover specialized areas of game-play, such as underwater or planar adventures.
The idea here is that every niche will be spoken to with a module of its own, and that these will be – if not complementary – then at least clearly delineated so that it’s easy to mix-and-match. That’s an admirable goal, though I wonder how well it can be accomplished, but what I’m curious about is one such module in particular: epic-level play.
Epic-level play is (much like rules for gods) something of a divisive issue among D&D gamers. There’s a general consensus that the higher the game’s level goes, the more the rules “break down.” Attempts to define what that means tend to be poor, but usually vacillate between problems of administration when there’s so much information to keep track of, and bonuses that are far and away larger than the range of the die roll that they’re attached to. As such, those who want to “go epic” with their game – which is usually understood as leveling characters beyond level 20 (or whatever the basic rules’ level cap is understood to be) – tend to be something of a minority.
One of the problems with discussing epic levels, to my mind, is that there’s no real consensus on what such levels actually constitute (beyond the aforementioned definition of “going beyond what the rulebooks list”). In fact, if you look back at the history of D&D in its various editions, each version of the game has tackled this particular question in very different ways, each with their own strengths and weaknesses.
Given that D&D Next is still a little ways off, and that its module regarding epic-level game-play is likely a bit further than that, it’s worthwhile to look back at the history of the game and seeing how each version of it dealt with the concept of going beyond the upper limits.
Original D&D
Original D&D – the “woodgrain/white boxed set” and its five supplements, also called “OD&D” or “0E” – is something I’m hesitant to speak about. Of all the various versions and iterations of the game, it’s the only one I’ve never directly seen in one form or another (though I hope to change that in the future). As such, take the following with a grain of salt, as it’s based on second-hand knowledge.
Original D&D had only a few character classes (three in its original release – the fighting-man, wizard, and cleric – with the thief added in the first supplement), and the listed set of levels for these classes was quite low: in the single digits. There was no real reference to going beyond these levels, either in terms of a prohibition against doing so, or as a how-to for those who wanted to. This aspect of the game, like quite a bit of game-play using these rules, was open to the interpretation of the Dungeon Master (and his players).
It does seem safe to say, however, that at this point there wasn’t really a codified sense of “where the game wanted you to stop” and how to move past that barrier. Rather, the game rules seemed to paint a picture of taking you so far, and then leaving you to your own devices. What we’d later come to think of as “epic levels” simply wasn’t something that was fully conceived of yet.
Basic D&D
Before talking about Basic D&D, we need to clarify exactly what this term encompasses. Moreso than any other edition of the game, Basic (also called “BD&D” and interestingly not having an edition number) is made up of several different versions of the game, all superseding and reinventing each other as they went.
The first Basic Set, written by Dr. J. Eric Holmes (aka the Holmes Basic Set) was meant to be a repackaging of OD&D, but included enough changes to the rules that it’s generally considered to be its own animal. Like its predecessor, it didn’t really speak to the idea of going beyond the listed levels, more as something not considered than deliberately ignored.
It was only later, with the release of the B/X set – that is, the Basic Rules boxed set by Tom Moldvay and the Expert Rules boxed set by David “Zeb” Cook and Steve Marsh; these were another introduction to D&D that changed just enough from their predecessor to be their own animal – that the rules started to speak to strict limits on how high characters could advance. Ironically though, this series never got that far (at least, not for most characters. Demihumans, however, hit hard caps here); a third set of rules that was supposed to present the upper limits of character advancement, called the Companion set, was never released.
Or rather, it wasn’t released for B/X. Once again, the Basic D&D game was re-released as a series of boxed sets that changed enough of the rules to be considered their own thing. This time it was in the form of the five boxed sets known as BECMI – Basic, Expert, Companion, Master, and Immortals – by Frank Mentzer (though they would eventually be re-released, with some tweaks by Aaron Allston in the form of the D&D Rules Cyclopedia and the Wrath of the Immortals boxed set). The first four of these boxed sets established, for the first time, that there was a ceiling to how high a character could advance (AD&D First Edition had already been released by this point, but it didn’t have the same cap; see below), that being level 36 (save for the aforementioned demihuman level limits, which were far lower).
Notably, the game didn’t stop here. The Immortals/Wrath of the Immortals boxed set(s) showed how PCs who had reached their level limit could potentially ascend to become deities (that is, “Immortals”) in their own right, at which point they could begin ascending the Immortal hierarchy.
PCs who hit the top of the Immortal hierarchy then had only one potential method for advancing further: they could give up their immortality and start as 1st-level mortals all over again. That certainly sounded harsh, but for those who managed to once again make it to the limits of mortal experience, and then ascend to the uppermost ranks of immortality for a second time, earned a special send-off for their character: they immediately attained the status of being one of the Old Ones (beings as far above the Immortals as the Immortals are above mortals) and were taken beyond the Vortex Dimension (which is to say, being the Basic D&D game’s multiverse).
The above is notable as it not only presents a hard-cap, but does so in a way that mandates that the character be retired from play, something not seen again until D&D Fourth Edition. Moreover, unique to all forms of character retirement, this one removed the character from the game world. Every other method of retiring a character, from death to divine ascension, turned the character into an NPC that was still part of the game world (and so could conceivably be featured again at some point). A character that attained the status of Old One in Basic D&D, however, had literally moved beyond the game itself.
Next time, we’ll look at the various editions of AD&D, and its ways that PCs could (or couldn’t) surpass the common limits for characters.