One of the large complaints leveled at 4th Edition D&D, mostly by crotchety grognards like myself, is that the new design and flavor of game has made it too much like a video game, and more specifically a tabletop clone of Word of Warcraft (WOW). I came late to this edition, like almost 2 years after it had come out, and I had not been on a message board prior to picking up the books, so I was unaware of this opinion and the accompanying edition flame war that continues to rage on like the hulk. I have liked every edition of the game that I have played and 4th edition was no exception, no edition is perfect each has its flaws. I have never played WOW as it seemed like a black hole in which I might get dragged into never to be seen again or at the least transported to a world where monkeys are cruel overlords and Marky Mark is my only hope for salvation. I have, however, grinded out many of Bioware’s games and so are familiar with the current genre (as a side note nothing compares to the old Baldur’s Gate games for the PC), so as I was reading through the core books and coming across things like the character roles, power effects, my spider sense began to tingle a little, particularly when I got to the magic items, but it was just a tingle. It wasn’t until I started
reading posts on the internet that were essentially how 4th edition sucks because it is a pen and paper video game/marketing ploy/calculated plot to wreck lives and bring about the apocalypse etc..That’s when the revelation occurred. I was like oh that’s what I couldn’t quite put my finger on. Sometimes I can be surprisingly slow on the uptake, especially for a guy who makes his living out of identifying and connecting themes.
I really enjoy 4th edition, as a DM it is a pretty smooth to run and prep for, which is great for a mathematically and creatively challenged guy like myself, but what I think I miss most is the old-school magic items. In 4th edition there is just way too many magic items that are too similar and with ridiculous and almost useless powers that you can only activate once per day. This, for me, is where the video game criticism is most valid and parallels my least favourite experience from current gen video games such as Dragon Age: Origins by Bioware, which is to quote Scott Jones “Loot Sifting”. I can understand why this is, as the magic items need to match with the power system they created and not overbalance or break the game, but still there is something missing in a way that the majority of them seem trivial. I think this stems from the fact that the enhancement bonuses from the items are built into the math of the game and are required if you don’t want to your characters to fall behind the monsters as they scale in level and have their lunch handed to them. This sort of forces magic items to be numerous and abundant which I think then reduces their specialness and their overall potency. I miss my vorpal weapons with their chance to cut off someone’s head and my ridiculously powerful girdles of giant strength, what can I say. I don’t miss the girdle of masculinity/femininity, as I still haven’t recovered from the narcissistic wound as a young boy watching my hulking and powerfully phallic Paladin become a women but I digress. I know they shifted a lot of the cool magic item effects to rituals, but my players don’t use them and it’s hard to get into them. I have toyed with the idea of using boons or natural bonuses as they level to reduce the need for so many magic items thereby making them rarer, while at the same time making the ones they do find a little more potent by shifting some powers from daily to encounter or increasing the length or duration of some effects. I am a little cautious about this as I don’t want start a cold war era arms race between the players and monsters, but hey you can’t make an omelette without breaking some eggs, besides the monk has been getting a little big for his britches maybe it’s time for him to get in touch with his feminine side.


