Friday, June 20, 2008

D&D 4E - Nerf Hammer

Of all the changes made in 4th Edition, the one that strikes me the most is how they've changed the efficiency and power of magic, that one element which virtually defines the fantasy role-playing genre.

Let me make it simple. Old edition magic had two qualities. First, magic was strong. Dungeons and Dragons is a game with combat and conflict. A majority of the game's mechanics and rules revolve around the concept that there will come a time when you have to kill something, or be killed yourself. The previous three editions had characters with the ability to use magic spells, be they called magic-users or clerics or wizards or druids or sorcerers, serving as the benchmark for what was raw power in such a fight. Magical power starts out as mediocre to decent at low levels, with the wizard having the power to use magic only a few times daily before becoming exhausted. But this quickly changes upon reaching 5th or 6th level, when spells suddenly become the combat-warping effects that they are known to be.

Ask any veteran of what I shall call The Old Ways, and they can immediately name a slew of powerful combat spells that make the wizard an invaluable asset on the battlefield. Magic Missile, Fireball, Cone of Cold, Cloudkill, Flamestrike, Disintegrate, Power Word Kill. All these spells and more will evoke a response from someone familiar with the old system.

And these are just the spells that harm. The beneficial spells aren't a slouch either. Words like Haste, Stoneskin, Heal, Raise Dead, and the whole array of
Cure [insert any affliction known to man and god here], are part of veteran gamer canon speech.

The second quality of old edition magic was that it was convenient. A high level spellcaster can have dozens of spells in his arsenal, with dozens more to choose from to fit various needs. Each of these spells can be cast in one combat round on the average, with some of the stronger ones taking up to a minute. Like raising the dead back to life. Yes. You can raise the dead back to life in a minute or less.

Plus, the convenience of magic also extends to the effects that can be produced by magic spells. Practically any hindrance, obstacle or delay can be negated by a high level caster in the party. Worried about hidden devices? Use Find Traps. Your GM decides to hit one of the party with that once-in-a-campaign illness? Remove Disease. Locked door? Cast Knock, or use Passwall if you're feeling mighty. Go up that suspicious-looking winding staircase? Nah, just cast Mass Fly. Cross that desert? No. Teleport is your answer. Not sure who the thief is? Detect Evil or Discern Lies will do.

Magic was so good, and so easy to use that it even supplanted the skills and abilities of the other character classes.

Of course, I'm using the word was, suggesting correctly that this is no longer the case in 4th Edition. Largely, with few exceptions, in 4th Edition, magic got nerfed.

And it got nerfed solidly.

Magical effects were weakened by toning down the effects, making them more inconvenient to use (hooray for rituals), or both. In some cases, certain spells were removed entirely, for balance, or even mechanical issues (a not-so-fond farewell to the Polymorph class of magical effects). The number of magical effects spellcasters can use is now at par with the powers of other classes.

What does this mean? For starters, spellcasters are no longer the absolute benchmarks for high level power. Classes are more even now in terms of usefulness, even at high levels, and all of them are there to serve a specific role. Class abilities are no longer easily supplanted by magic. And this also means that the stereotype of the uber-powerful mage who can take on the entire party by himself is no longer possible. The minions of the evil wizard are not just fluff to get in the party's way. They're necessary to keep the evil mage alive.

As a role-playing-centric Game Master, I'm also relieved that I no longer have to explain why convenient magic didn't warp the way of life in fantasy societies. Think about what would happen in the real world if you had a class of citizens who could Detect Evil at will, and you'll see what I mean from this singular example.

To be fair, I've never played a primary spellcaster class before. I don't know how some spellcaster players will find the drop in their power levels. I'm sure many will be disappointed, even angry, and refuse to play this horrible new version of their favorite game. But as objectively as possible, I view this particular change in the D&D paradigm as a good one.

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