Ok, here are some quotes I found on ENworld with some commentary and emphasis added:
compiled on ENworld: My comments in red. I place emphasis with intalics & underline
James Wyatt -- And it is a rise, let me
tell you. I'm so excited about Fourth Edition I can barely contain
myself. Running the Delve in our booth yesterday was awkward—I saw so
many of the things I have grown to dislike about 3E come into play. Oh,
the poor rogue's useless against all these plants and elementals. Oh,
the poor dwarf didn't confirm his crit. Oh, look at all the people
forgetting about attacks of opportunity (especially at reach) and
getting pummeled as a result. I can't say too much about it, but you
can be sure it's not just grapple that got an overhaul. --Sounds good to me, I hope that AOOs stay around in SOME for though.
James Wyatt -- I'm playing a paladin in Andy Collins' monthly
game. I love paladins—I seem to keep writing about them in my fiction.
(Check out "Blade of the Flame" in the Tales of the Last War anthology
for a concise example, or read my other novels!) But I've never liked
playing a paladin. At one point during the design of this game, I made
a paladin for a game where we were testing out Dungeon Tiles, and it
made me so sad. I could smite evil once. Then I was done—down to
swinging my sword once per round. I wasn't sad when I died. I love my
new paladin. --So Palidins can now be good without their horse? They are no longer just underpowered fighters?
Mike Mearls -- Design game elements for
their intended use. Secondary uses are nice, but not a goal. Basically,
when we build a monster we intend you to use it as a monster. If we
build a feat, it's meant as a feat, not a monster special attack. If we
also want to make it a playable character race, we'll design a separate
racial write up for it. We won't try to shoehorn a monster stat block
into becoming a PC stat block. The designs must inform each other, but
we're better off building two separate game elements rather than one
that tries to multiclass.
As an example, the a theoretical minotaur PC race write up draws on and
evokes the feel of the minotaur monster, but it doesn't simply copy
over the rules.
BTW, who knew that so many people disliked Vancian spellcasting? The
entire audience in yesterday's seminar cheered and clapped when we told
them it was (mostly) gone.
James Wyatt -- See, in 3e there's a basic assumption that an
encounter between four 5th-level PCs and one CR 5 monster should drain
away about 25% of the party's resources, which primarily translates
into spells (and primarily the cleric's spells, which determine
everyone else's total hit points). What that actually means is that you
get up the morning, then have three encounters in a row that don't
reallly challenge you. It's the fourth one that tests your skill—that's
where you figure out whether you've spent too much, or if you still
have enough resources left to finish off that last encounter. Then
you're done. So basically, three boring encounters before you get to
one that's really life or death.
It kind of makes sense, mathematically. The problem is, it's not fun.
So what lots of people actually do, in my experience, is get up in the
morning and have a fun encounter: there are multiple monsters that are
close to the PCs' level, so the total encounter level is higher than
their level. There's interesting terrain and dynamic movement.
Sometimes there are waves of monsters, one after another. Whew! It's a
knock-down, drag-out fight that could really go either way. And it's
fun!
So you get up at 8:00 AM, you have that fun encounter, and you rest "for the night" at 8:15 AM. Repeat as needed.
It was like I was preaching again. I was on a roll. Andy said the people in the front might have been a little scared of me.
Mike Mearls -- The important thing to keep in mind is that we're
not necessarily interested in changing things into completely new
things. The core lies in making D&D an even better version of
D&D, not some other, new game. I've said this a few times at
the con, but we have no interest in turning D&D into a miniatures
game, a computer game, a game that requires a laptop at the table, or a
boardgame. We want D&D to be D&D. -emphasis from original or enworld
For me, the best moment of this entire process, the real pay off of
working on 4e and playtesting, was getting the chance to play D&D
for the first time again. For my playtest dungeon, I used the sample
map from the 1e Dungeon Master's Guide. As the characters crept down
the dungeon stairs and fought the first group of goblin guards, it felt
like 1983 all over again. No one was exactly sure what lurked down in
the dungeon depths. Goblins were still runty little evil humanoids, but
they pulling off little tricks that players had never seen before.
Throughout the playtest, I kept thinking back to the first time I
rolled dice behind a DM's screen, leading players through the Keep on
the Borderlands and (the admittedly forgettable) Blizzard Pass.
Rodney Thompson -- After having played (and worked on, a bit)
D&D 4E, I really feel like a lot of things get blown out of
proportion. When I play my 4E rogue, I feel like I'm playing what I
call "3rd Edition ++" to steal a computer programming colloquialism. My
rogue still sneaks around, leaps from the shadows, stabs a bad guy, and
retreats just like in 3rd Edition. But my 4E rogue does all that, then
leaps over the heads of a line of enemies, waits for an opening when an
opponent attacks him and then counterattacks immediately, and twists
the knife to create a huge gash in the enemy. I'm still finding traps,
unlocking doors, ambushing bad guys, leaping from rooftops, and all of
those things, but as I do so I'm far less distracted by the rules than
I am under 3E.
Don't get me wrong, I love 3rd Edition. But I think of 3rd Edition kind
of like a first generation console video game in that sometimes it
isn't programmed very efficiently. Ever played a first-gen game and
seen the "slowdown" effect, where the system can't keep up with the
graphics or the number of bad guys on screen? That's how I feel about
3E these days. I like what it's trying to accomplish, but it just
doesn't happen very efficiently and things slow to a crawl. 4E on the
other hand is like a late-gen game; the programmers have learned better
ways to do things on the console, and as such you have even better
games that don't experience as many slowdowns. When you think of the
roleplaying gamer as the console, you can see what I mean. 4E benefits
from many years of game design, and I think people will see that they
still will be doing the same things, they will just be able to do them
faster.
Going back to some 4E specifics, one of the the things I have enjoyed
about 4E is that it's very much a "yes you can" game. It lets people do
fun and exciting things, and it lets them do them without much
complication. My character is Thicket, a brawny-dextrous rogue that's
not too up on social graces and has some friends in low places (I can't
believe I just quoted that song). At one point out tougher
fighter-types and gone down and I was the #1 target for the monsters.
While the other players whittled the enemies down, I was leading them
around in a chase across the battlefield, running up walls and flipping
over bad guys to keep them from laying down the inevitable smack. I'd
built the character to be kind of a mobile combatant and it worked to
my advantage. Thanks to one of my magic items I would occasionally dash
across the battlefield when an enemy got too close, and we barely made
it out alive. It was very exciting, and I essentially played the
defensive role in the party once the fighter-types were down, just in
an unusual way.
Rodney Thompson -- So, since the convention is over, I think
it's safe to reveal my secret to the world now. When someone came up to
me to talk about D&D 4th Edition, I was allowed to share this
secret with them: Wizards will be able to cast 25th-level spells. Maybe
some of the other guys will share their secrets with the world now too.
Thanks to everyone who came to talk to me at the show, though! --The
D&D podcast did mention a house ruled 20 level spellcasting system
at one point. I know this has confused a lot of plyers (I'm fifth
level, why don't I have fifth level spells?)
Christopher Perkins -- In case you're wondering, Asmodeus won't
be joining Orcus in the new MM because, as I previously hinted, the
Lord of the Ninth is getting a promotion to god status in 4E. His holy
(unholy?) symbol will be among those appearing in the Player's
Handbook. I'm thinking we should get rub-on tattoos of the various holy
symbols in time for next year's show. lol Also, I'm thinking how much
fun it would be if R&D folks, myself included, actually ran some 4E
D&D game sessions next year at Gen Con.
--What? Orcus is WAY cooler than Asmodeus. And
Orcus is listed as being closer is becoming a true god than Asmodeus in
hordes of the Abyss.
David Noonan -- Daily Work: Plus I had a nice, meaty design
assignment to work on. Suffice it to say that I'm working on a
significant customization choice your character makes midway through
his or her career--and it's a choice that'll evolve over, say, ten
levels or so. More on those when I get 'em written.
David Noonan -- The Gish: Gish lovers (and those who are, um, gish-curious), I've got your back.
Terminology Note: When I say "gish," I'm not referring specifically to
githyanki fighter/wizards. Nor am I talking about a really good
Smashing Pumpkins album, Gish. I'm talking more generally about
characters who are capable melee combatants and reasonably good arcane
spellcasters, too.
One of the things I'm working on is some character-building pieces to
support the archetype. And as I write, I wonder, "I'm not sure the gish
needs the help. He might be OK with just our crazy new multiclassing
rules."
Multiclassing: New multiclassing rules, you ask. Yep, we've got 'em.
Multiclass characters are running at a couple of our internal playtest
tables right now. Early results are promising, but we're talking about
only a couple of characters, so we haven't seen broad proof of concept
yet.
It's easy to critique 3e multiclassing, but it's also important to
remember that they represent a massive, double-quantum leap from
multiclass/dual-class rules in 1e/2e. We really like the
configurability and freedom of 3e multiclassing, the way it's
extensible even when you add new classes to the mix, and how it
respects (to a degree, anyway) the changing whimsy of players as their
characters evolve.
But it's got some problems--and in particular, it doesn't tackle the
gish very well. There's the arcane spell failure problem, which takes
some levels of the spellsword PrC, a little mithral, and some twilight
enhancement to take care of. But beyond that, the low caster level can
be just crippling for the fighter/wizard who wants to blast the bad
guys into oblivion, rather than use his spellbook as a really good
utility belt.
So that's one big problem--the caster level situation. In 3e, we've
cemented over that with some prestige classes and feats. But there's
another problem: Your journey through the "Valley of
Multi-Ineffectiveness." For the gish, it's hard to truly be, well,
gishy at low levels before you've figured out a reasonable answer to
the armor problem. You can't really wade into melee like a fighter,
because you're gonna get creamed. So you have to take an "I'm basically
a wizard for now" or "I'm basically a fighter for now." That works, but
you're just biding your time until you get to play the character you
want to play.
And for the gish's cousin, the wizard/cleric, his "Valley of
Multi-Ineffectiveness" isn't quite as deep, but it lasts a little
longer--until he qualifies for mystic theurge, anyway.
So the improvement we're seeking from the multiclass system is
something that solves some specific math problems (the caster level
thing) and some specific career-path problems (letting you feel like a
blend of classes from the get-go).
The Gish, Today: So what does this mean for our gish PCs at the
playtest tables? Well, from very early levels, he's weariing armor,
stabbing dudes, and casting spells. He's not as good at stabbing as the
fighter, nor as good at casting as the wizard. But he's viable at both.
In theory.
In theory? Well, like I said, the gish characters don't have a lot of
mileage on them yet. And creating hybrid characters involves a careful
balancing act. Multiclass characters can't be optimal at a focused task
(because that horns in the turf for the single-class character) and
they can't be weaksauce (because then you've sold the multiclass
character a false bill of goods and he doesn't actually get to use the
breadth of his abilities). There's a middle ground between "optimal"
and "weaksauce" that I'll call "viable." But it's not exactly a wide
spot of ground.
Finding that viable middle ground isn't a problem unique to 4e. The 3e
designers (myself included) took lots of shots at it; the bard, the
mystic theurge, and the eldritch knight are all somewhere on the
optimal-viable-weaksauce continuum. And any WoW shaman, druid, or
paladin knows firsthand the sorts of continual rebalancing they've
undergone as Blizzard tries to keep their hybrid classes in the middle
of that continuum.
grr. Am I the only on who finds these characters
annoying? I've yet to see a concept of mixed spellcaster/fighter I like
yet....I saw a good Arcane Warrior is Monte Cooks years best d20
though...
-Nova
IT IS THE RESPONSIBILITY of intellectuals to speak the truth and to expose lies. --The Responsibility of Intellectuals, Noam Chomsky. The New York Review of Books, February 23, 1967.