Main difference of 4E D&D from 3.5

I’ve started DMing a little bit of 4E D&D.

4E is commonly reviled by fans of other editions as not being “real D&D.” There are good reasons for that. 4E changed a lot of things about how the previous editions worked and 5th edition was largely a reversion of those changes.

One of the biggest changes was making every class function in essentially the same way.

In 3.5 and previous editions, every class had subsystems in the rules for how their specific abilities were used and how those abilities progressed as your character got stronger. Those subsystems varied from extremely simple (fighters and rogues) to extremely complex (wizards and clerics).

That variation in complexity came along with a variation in power. At higher levels fighters are still doing pretty much the same thing and aren’t nearly as useful as they used to be at low levels. Meanwhile wizards can now summon a protective warrior that’s about as strong as his fighter friend and still have plenty of magic left over for whatever they want to do.

The problem is usually referred to as “linear fighters and quadratic wizards.” Continue reading


Moving on From 3.5 Edition

4E D&D

Now that my long-running Xorian Wars campaign has concluded, what next?

I’ve been playing D&D 3.5 edition for more than a decade. I like the system, but I feel like its taken me as far as it can go.

If D&D were like any other product I’d say, “It’s time for an upgrade!” but pen-and-paper roleplaying games aren’t really like that.

Choosing a roleplaying system has more to do with personal preference than something being newer and having a larger number slapped on the cover. Continue reading