Hotfoot wrote:I doubt it would fail based on entirely on piracy. Piracy has been a fact of life for RPG books since the advent of PDFs, but people still want hard copies of the books for easy reference, and printing up hundreds of pages from a commercial printer isn't exactly cheap, even if you do it in just in black and white.
Exactly. I've downloaded books to see if they're useful enough to buy, but paper copies are FAR more useful, so I end up buying all of the good ones. Pretty much everyone I know who plays RPGs has a set of all of the books they actually use.
So I guess piracy hurts you if you produce over-hyped junk that nobody wants to pay for once they see how bad it really is. Whether 4th edition falls into this category, we'll see.
As for the new rules, I think there's some good and some bad. I'll give it a try, but I'm not too optimistic about the good balancing out all of the bad.
1) Some of the rules mess seems to be simplified. I'd have to play it to see how it works out in reality, but it looks promising. For example, saves are now 1-10 fail, 11-20 succeed, instead of having to memorize dozens of DCs and bonuses and stuff. When fighting against equal-level opponents, it very often ended up being something like 1-12 fail, 13-20 pass, now you just have that as an explicit rule with all of the extra work removed.
2) They've gone for consistency over randomness. For example, instead of doing say 10d6 damage with a spell, you now do 4d6 and a fixed amount based on your intelligence bonus. So fewer memorable wins (such as my character going *crit, 19, crit, crit, crit* and killing the traitor in the party in one round), but also much less of the "oops, you die" factor.
3) More flexibility within your class. Instead of fixed abilities that advance as you level, you pick from a list of class features every few levels.
4) Annoying spell memorization system changed. Now, most stuff is either at-will, or limited to once per encounter. No more "well, you had more than two encounters today, sucks to be a wizard" or "wouldn't it be really nice if you'd prepared your 'open lock' spell instead of that silly fireball?" problems.
5) Less downtime between encounters. Even without a healer, you get limited self-healing abilities, most of your abilites are per-encounter, etc. No more fighting once a day, and then spending a whole day resting for the next fight.
6) Skills are simplified greatly. No more digging through lists and trying to calculate skills. Not so much of a change when starting from 1st level, but for starting at higher levels this removes a huge pain.
7) Somewhat less of a problem with missing party roles. Now everyone has "healing surges" to allow self-healing, so having no cleric isn't as much of a problem. Now you have ritual magic, so it's much less of a problem if you don't have a wizard for all those locked doors/dead characters/bottomless pits to levitate over/etc.
8) You now get to exchange one feat or class feature per level gained. It doesn't change all that much, since the DM could always let you edit a character you weren't happy with, but it's nice to make it official.
The bad:
1) Multiclassing is completely destroyed. You have to give up so much to get limited features of a second class that it's just not worth it. Sure, the customization items are nice within a class, but forget about stuff like a wizard with a sword in one hand and wand in the other, a fighter who can sneak ahead and pick the lock instead of just kicking the door down, etc.
To multiclass, you first need to spend a feat to get a single class feature. Then, a few levels later, you can take two feats that each let you exchange one of your existing class features with one from the second class (yes, you spend a feat AND you lose a class feature). Then
finally, once you do all that, after 11th level, you can start taking levels in the second class instead of the "epic" progression in your first class. And a third class? Forget it, it's specifically banned.
This is probably my biggest complaint, it REALLY takes a lot of the depth out of the game. The best games I've had in the past have been the ones where everyone played interesting non-traditional characters, and you just can't do that anymore. Whether I actually play the new edition is probably dependent on whether I can find a good solution to this incredibly stupid
decision.
2) Some options have been removed, for no apparent reason. For example, sneak attacks now only work with specific weapons, no more of the rogue/wizard who goes invisible, and then smashes your head in with a giant hammer. Fortunately these are easy to house-rule away, the system will still function just fine if you make sneak attacks with a two-handed axe.
3) Some spells have been changed, in ways I don't like. Teleporting is severely limited now, invisibility only works for one round, etc.
4) Your adventures/opponents seem to be forced into a pre-defined system, with much more specific guidelines on what to use. But again, easy to ignore and/or house-rule away, it won't break the system to have level 1 characters saving the kingdom instead of killing low-level goblins, or high-level characters killing goblins instead of gods.