Sunday, January 11, 2009

I have heard for quite a while now about how D&D 4e has limited options for character creation and play compared to previous editions, specifically 3.5e. I have also heard many people express serious anger about the fact that WotC seems to be spreading some of the most popular options out over several books in an effort to earn higher profits. Add to this the fact that there is a large sector of the D&D playing community that has serious doubts about being able to play the kind of game that they enjoy, whether this is an immersive/low combat game, a boardless/mini-less game, a zero-to-hero game, or even a game with gnomes. There is even quite a bit of complaint about the change in the fluff component of the game that has some long time players up in arms, mostly because of things that they feel are D&D abominations like Dragonborn and Tieflings. Most of these complaints are usually a prelude to the argumant that 4e is not D&D.

I am going to attempt to show that 4e is D&D, that it is a complete game with no need for further purchases beyond the Core Three books that include the Players Handbook, the Monster Manual, and the Dungeon Masters Guide. D&D 4e is the most comprehensive version of D&D in that it includes rules in the core books to address varying play styles, it is a more integrated and balanced system than previous editions, and is more of a toolbox for roleplaying than any previous edition. The simple unified system of the Core Mechanic, the exception based design, the siloing of different areas of character development, the efforts toward separation of fluff from crunch, the clear definition of combat roles, and the explicit definition of the Rule on Page 42 have created a homebrewer's dream. No edition has been this easy to homebrew.

Sit back, relax, and I will show you how you can make D&D 4e your game. Whatever that game may be.

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