
Originally Posted by
Zimuel
People have their preferences, but I think you've been giving 4th edition a bit of a bad rap. I've DM'ed both versions, 3.5 and 4.0. Now, D&D 3.5 is the system that DDO is based on, so you'll be more familiar with it. D&D 4.0 is a different system. As a DM I've had fun with both, but it depends on your style. We were all a bit sceptical about 4th, it looked dumbed down, some of the stuff looked silly, but once we gave it a go ... wow. It's been a great trip. Since most posters have been pro 3.5, I'll try to offer the other perspective.
Why D&D 4.0 rocks:
1) It's cool and cinematic and promotes improvisation - really, it does. You're given these simple building blocks and then you just build from there. A lot of folks miss out on these bits, like skill challenges in combat and the DM's best friend rule, but they're a must. It is not gritty - this is wu xia style, over the top, heroics. With my player's it feels like we're in a Conan movie. Coolness.
2) It's simple. And that's a good thing. You get into the story, into the action ... and just keep going.
3) It's a rugged system. You can house rule it all you like, bend it, twist it ... it can take a lot of abuse. And we abuse it, a lot. But it keeps working.
4) You get to do stuff. If you're a fighter, you suddenly have oodles of cool stuff to do. Yes, it's a bit campy at times, some of the names are silly, but ... the end result is still, more opportunities for everyone to shine.
5) As a DM it's simpler to fluff, wing-it, and go with the flow - it's in the DMG, winging it. You copy out about 2 pages worth of tables, and you're good to throw pretty much anything into it.
6) And you can easily play it without miniatures. Despite what everyone says. Our group plays loose and fast, and it's still a great game.
BUT - it's not 3.5. You can make it gritty, easy, but by default it's a hacking and slashing camp festival of destruction ... which isn't too bad really. And the DMG has really good tips for DMing, campaigns, adventures, story hooks, all the important stuff is detailed, while a lot of the chunky rules for things like bending bars (I think I used that ONCE in my whole 2nd ed. career) are gone.
For a taste - our next session features a battle with multiple sides and branching possibilities depending on what the characters do and how the enemy leaders react - but we've got bridge defenses, river fordings, mystic runes, wall scalings, pitch battles, ambushes and chases planned, starring a host of elves, necromancers, ents, giants, trolls, priests of light, men-at-arms, centaurs, dwarves, undead and dragons ... and for all that, I need just my players, 2 print outs worth of rules and 2 pages of notes. So yeah, it is simple - but it's fun. Consistently. Which is really good.
Oh, and grappling is simplified too.