Editions of Dungeons & Dragons
From Wikipedia, the free encyclopedia
Over the years, there have been a number of different versions of the Dungeons & Dragons fantasy role-playing game (D&D). The current publisher of D&D, Wizards of the Coast, produces new materials only for the most current edition of the game. Some D&D fans, however, continue to play older versions of the game and some third-party companies continue to publish materials compatible with these older editions. Parallel versions of D&D throughout its history and inconsistent product naming practices by D&D's original publisher TSR can make it difficult to distinguish between the various editions of the game.
Contents
|
[edit] Time line
| YEAR | GAME | |
|---|---|---|
| 1974 | Dungeons & Dragons (original white box edition with three booklets)
Men & Magic • Monsters & Treasure • The Underworld & Wilderness Adventures |
|
| 1977 | Advanced Dungeons & Dragons (1st Edition)
Monster Manual (December) |
Dungeons & Dragons (2nd version)
Basic Set (blue box) (levels 1–3) |
| 1978 | Players Handbook (June) | |
| 1979 | Dungeon Master Guide (August) Core rulebooks complete | |
| 1981 | Dungeons & Dragons (3rd version)
Basic Set (magenta box) |
|
| 1983 | Core rulebooks reprinted with new orange-spined covers |
Dungeons & Dragons (4th version)
Basic Set (red box) |
| 1984 | Master Set (levels 26–36) | |
| 1985 | Unearthed Arcana (a fourth "core" rulebook) |
Immortals Set (levels 36+) |
| 1989 | Advanced Dungeons & Dragons 2nd edition
Player's Handbook |
|
| 1991 | Dungeons & Dragons (5th version)
Rules Cyclopedia (levels 1–36) |
|
| 1992 | Wrath of the Immortals (levels 36+) | |
| 1993 | Monstrous Manual Replaces Monstrous Compendium | |
| 1996 | Advanced Dungeons & Dragons 2nd edition revised
Player's Handbook |
|
| 2000 | Dungeons & Dragons 3rd edition (three Core rulebooks)
Player's Handbook • Dungeon Master's Guide • Monster Manual |
|
| 2003 | Dungeons & Dragons 3rd edition revised (v3.5)
Revised editions of the core rulebooks (compatible with 3.0 via errata) |
|
| 2008 | Dungeons & Dragons 4th edition (three Core rulebooks)
Player's Handbook • Monster Manual • Dungeon Master's Guide |
|
| 2009 | Player's Handbook 2 • Monster Manual 2 • Dungeon Master's Guide 2 | |
[edit] Edition and version history
[edit] Dungeons & Dragons
The original Dungeons & Dragons was published as a boxed set in 1974 and featured only a handful of the elements for which the game is known today: just three character classes (fighting-man, magic-user and cleric); four races (human, dwarf, elf, hobbit); only a few monsters; only three alignments (lawful, neutral, and chaotic). The rules assumed that players owned and played the miniatures wargame Chainmail and used its measurement and combat systems. An optional combat system was included within the rules that later developed into the sole combat system of later versions of the game. In addition, the rules presumed ownership of Outdoor Survival, an Avalon Hill board game for outdoor exploration and adventure (an unusual requirement, since Tactical Studies Rules was never in any way affiliated with rival Avalon Hill until two and a half decades later, when Wizards of the Coast - the purchaser of TSR's assets and trademarks - merged with Hasbro, which then owned Avalon Hill). D&D was a radically new gaming concept at the time, but the rules provided no overview of the game so it was difficult, without prior knowledge of tabletop wargaming, to see how it was all supposed to work. The release of the Greyhawk Supplement removed the game's dependency on the Chainmail rules,[1] and made it much easier for new, non-wargaming players to grasp the concepts of play. Ironically, the ambiguities and obscurities of the original rules helped D&D's success as individual groups had to develop their own rulings and ways of playing and thus gained a sense of ownership of the game. It also inadvertently aided the growth of competing game publishers, since just about anyone who grasped the concepts behind the game could write smoother and easier to use rules systems and sell them to the growing D&D fanbase (Tunnels & Trolls being the first such).[2]
Supplements such as Greyhawk, Blackmoor, Eldritch Wizardry and Gods, Demi-Gods and Heroes (the last predecessor of Deities and Demigods), published over the next two years, greatly expanded the rules, character classes, monsters and spells. For example, the original Greyhawk supplement introduced the thief class, and weapon damage varying by weapon (as opposed to character class). In addition, many changes were "officially" adopted into the game and published in the magazines The Strategic Review and its successor Dragon Magazine.
During this era, there were also a number of unofficial supplements published, arguably in violation of TSR's copyright, which many players used alongside the TSR books. The most popular of these were the Arduin series. For the most part, TSR ignored these unofficial supplements, although a few of the innovations from the Arduin series eventually made their way into mainstream D&D play, including critical hits, and the two-dimensional alignment system (pre-Arduin D&D had only a law/chaos axis, not a good/evil axis). Until the brand unification of D&D and AD&D in 2000, all of the "versions" of original D&D were referred to as editions; the Rules Cyclopedia represented the fifth (and final) edition of Original Dungeons & Dragons.
[edit] Advanced Dungeons & Dragons
An updated version of D&D was released as Advanced Dungeons & Dragons (often abbreviated to AD&D). This was published as a set of three rulebooks, compiled by Gary Gygax, between 1977 and 1979, with additional supplemental volumes coming out over the next ten years. The AD&D rules were much better organized than the original D&D, and also incorporated so many extensions, additions, and revisions of the original rules as to make a new game. The term "Advanced" does not imply a higher level of skill required to play, nor exactly a higher level of or better gameplay; only the rules themselves are a new and advanced game. In a sense this version name split off to be viewed separately from the basic version below. The three core rulebooks were the Monster Manual (1977), the Players Handbook (1978), and the Dungeon Master's Guide (1979); later supplements included Deities and Demigods, Fiend Folio (another book of monsters produced semi-autonomously in England), Monster Manual II, and Unearthed Arcana (which took most of its additional playing information from The Dragon magazine). This was followed by a fairly constant addition of more specific setting works and optional rule supplements.
[edit] Differences from Dungeons & Dragons
- The game rules were reorganized across three hardcover rulebooks (the Player's Handbook, Dungeon Master's Guide, and Monster Manual) rather than one boxed set (of three books, Men & Magic, Monsters & Treasure, and The Underworld and Wilderness Adventures), and a series of supplemental booklets.
- Supplemental rules cut included hit locations.
- The Chainmail based combat system was completely abandoned.
- Many details in class abilities were altered and clarified.
- Character classes (Bard, Illusionist and Ranger) that had only appeared in magazine publication were added to the game.
- Alignment was broken down into two polarities, "ethics" being Lawful, Neutral or Chaotic, and "morals" being Evil, Good, or Neutral, so there were now nine alignments: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil and Chaotic Evil.
- Character classes from Original Dungeons & Dragons supplemental material (Paladin, Thief, Assassin, Monk and Druid) are added in the core rules.
- Fighting Men were renamed to Fighters.
[edit] Dungeons & Dragons, or the Basic Set and its sequels
While AD&D was still in the works, TSR hired an outside writer, John Eric Holmes, to produce an introductory version of D&D. Sold with dice and a module as the Basic Set, the first edition of Basic D&D, published in 1977, collected together and organized the rules from the original D&D boxed set and Greyhawk supplement into a single booklet, which covered only character levels 1-3. The booklet featured a blue cover with artwork by David C. Sutherland III. The "blue booklet" explained the game's concepts and method of play in terms that made it accessible to new players not familiar with tabletop miniatures wargaming. The original Basic Set was notable in that it was intended as a bridge between the original D&D and the AD&D rules rather than a simple introductory version of the game. Unusual features of the original basic game included an alignment system of five alignments as opposed to the 3 or 9 alignments of the other versions. This Basic Set was very popular and allowed many to discover and experience the D&D game for the first time. Although this Basic Set was not compatible with AD&D, players were expected to continue play beyond third level by moving to the AD&D version;[3] evidently the radical changes AD&D would make to the rules were not yet appreciated when the original Basic Set was produced.
Once AD&D had been released, the Basic Set saw a major revision in 1981 by Tom Moldvay, which was immediately followed by the release of an Expert Set (supporting levels 4 through 14) to accompany the Basic Set. With this revision, the Basic rules became their own game, distinct both from original D&D and from AD&D. The revised Basic rules can be distinguished from the original ones by cover colors: the Basic booklet had a red cover, and the Expert booklet a blue one.[4]
Between 1983 and 1985 this system was revised and expanded by Frank Mentzer as a series of five boxed sets, including the Basic Rules (red cover), Expert Rules (blue), Companion Rules (green, supporting levels 15 through 25), Master Rules (black, supporting levels 26 through 36), and Immortal Rules (gold, supporting Immortals - characters who had transcended levels).
This version was compiled and slightly revised in 1991 as the D&D Rules Cyclopedia, a hardback book which included all the sets except Immortal Rules which was also revised and renamed Wrath of the Immortals. While the Cyclopedia included all information required to begin the game there were also several editions of an introductory boxed set, including the Dungeons & Dragons Game (1991), the Classic Dungeons & Dragons Game (1994) and the Dungeons & Dragons Adventure Game (1999).
Though often seen as simpler than Advanced Dungeon & Dragons, with the collection of all five boxed sets Dungeons & Dragons players had access to rules for everything from interdimensional and interstellar travel to the cost of hiring an animal trainer, including areas such as domain rulership which AD&D did not cover.
It is widely suspected in some[who?] circles that the Basic set was originally created for legal reasons, to give backing to the claim that Dave Arneson was not entitled to credit or royalty rights for the AD&D game. (See the Controversy and Notoriety section in the main article.)
[edit] Advanced Dungeons & Dragons 2nd edition
In 1987, a small team of designers began work on the second edition of the AD&D game, beginning the most massive coordinated task ever undertaken by TSR to date, which would take nearly two years to complete.[5] In 1989, Advanced Dungeons & Dragons Second Edition was published, featuring new rules and characters.[6] By the end of its first decade, Advanced Dungeons & Dragons had expanded to several rulebooks, including three monster manuals, and two books governing character skills in wilderness and underground settings. Initially, the second edition would consolidate the game, with three essential books to govern Dungeon Masters and players alike. Periodically, TSR published optional rulebooks for character classes and races to enhance game play.
The combat system was changed to use a mathematical formula, known as THAC0, rather than a table of numbers. Distances were based around real-life units (feet) rather than miniatures-board ones (inches). Demi-human races were given higher level maximums to increase their long-term playability, though they were still restricted in terms of character class flexibility. Critical hits were offered as optional rules.
Moreover, the release of AD&D2 corresponded with a policy change at TSR. An effort was made to remove aspects of the game which had attracted negative publicity, most notably the removal of all mention of demons and devils (although equivalent monsters were later added, now renamed tanar'ri and baatezu respectively). Moving away from the moral ambiguity of the First Edition Advanced Dungeons & Dragons, the TSR staff eliminated character classes and races like the assassin and the half-orc, and stressed heroic roleplaying and player teamwork. The target age of the game was also lowered, with most 2nd edition products being aimed primarily at teenagers. The Second Edition art and marketing were also modified to appeal more to female players.
The game was once again published as three core rulebooks which incorporated the expansions and revisions which had been published in various supplements over the previous decade. However, the Monster Manual was replaced by the Monstrous Compendium, a loose-leaf binder in which every monster was given a full page of information, the justification being that packs of new monsters (often setting specific) could be purchased and added to the binder without the expense or inconvenience of a separate book. However, this idea was eventually dropped and the Compendium was replaced by the hardcover Monstrous Manual in 1993.
The concept behind the loose-leaf binder was it would allow updating the book. Originally this was considered for all the core rulebooks, based on the concept that had been used by Avalon Hill for Advanced Squad Leader. While eventually adopted only for the Monstrous Manual, it was replaced because of the issues of wear and difficulties in keeping alphabetic order when many pages had been printed with more than one monster. Besides the formatting, the major change in the contents of the Monstrous Compendium was greatly increasing the power of dragons. This was done to counter the perception of the relative weakness of the game's "name" monster.
Critics of TSR have suggested that the second edition was produced mainly to have a set of core rulebooks to sell which did not list Gary Gygax as the primary author, and thus deprive Gygax of royalties; certainly, few major changes to the rules were made, aside from the addition of nonweapon proficiencies (which were introduced in various 1st Edition supplements) and the division of magic spells by group into Schools (for mages) and Spheres (for clerics) of magic. Gygax himself had already planned a second edition for the game, which would also have been an update of the rules, incorporating the material from Unearthed Arcana, Oriental Adventures, and numerous new innovations from Dragon Magazine in the Players Handbook and Dungeon Masters Guide and would have consolidated the Monster Manual, Monster Manual II and Fiend Folio into one volume.[7]
In 1995, the core rulebooks were slightly revised and a series of Player's Option manuals were released as "optional core rulebooks". Although still referred to by TSR as the 2nd Edition, this revision is seen by some fans as a distinct edition of the game and is sometimes referred to as AD&D 2.5.
In 1997, TSR considered filing for bankruptcy but was purchased by former competitor Wizards of the Coast.[citation needed]
[edit] Differences from Advanced Dungeons & Dragons
- Half-orcs were removed from the Player's Handbook.
- Character classes were grouped into four groups: Warrior (Fighter, Paladin, Ranger), Wizard (Mage, Specialist Wizard), Priest (Cleric, Druid), and Rogue (Thief, Bard).
- Assassins and Monks were removed from the game as character classes.
- "Magic-users" were renamed "mages".
- Illusionists were made into a subtype of the Wizard class, along with new classes specializing in the other seven schools of magic (which were first introduced in Dragonlance Adventures).
- Bards were made a normal character class, rather than the multiple-classed character that they had been, although they still possessed elements of fighters, thieves, and mages.
- Proficiencies were officially supported in the Player's Handbook and many supplements, rather than being the optional add-on.
- Attack matrices were exchanged for "THAC0" (To Hit Armor Class 0) and the table printed only once in the Dungeon Master's Guide was reprinted in the second edition Player's Handbook and Dungeon Master's Guide.
- References to "segments" (individual units of time representing one phase of initiative, or 6 seconds of game-time [simulated time]) were removed from the game; instead, actions were given an "Initiative Modifier". "Melee rounds" were unchanged, representing one minute of game-time, with a "turn" representing ten rounds (ten minutes). An optional alternative where one "melee round" represents 12–15 seconds of "game-time" was presented in the "Player's Option: Combat & Tactics" book, first of the so-called 2.5 Edition.
- Other changes to combat including the function of weapon speed, initiative, and surprise rules.
- Priest and Druid spells were organized into themed "spheres" that were similar to the wizard spell schools that had been introduced in Dragonlance Adventures, with access to spheres being determined by the priest's class and deity.
- Descriptions of artifacts (unique magic items) were removed from the Dungeon Master's Guide.
- Many utilities, including tables for random generation of dungeons, were removed from the Dungeon Master's Guide.
- Exchange rates for the low-valued coins were doubled; it now took only 100 copper pieces or 10 silver pieces to make one gold piece.
- The hardcover Monster Manual was initially replaced by the looseleaf binder-format Monstrous Compendium; the Monstrous Compendium would eventually be replaced by the hardcover Monstrous Manual.
- Fiendish and angelic creatures (demons, devils, daemons, devas, solars, etc.) were removed from the game, as were spells that allowed such creatures to be summoned or controlled. These creatures would later be renamed and modified in the Monstrous Compendium supplement on the Outer Planes.
- Psionics were no longer included in the Player's Handbook, though they later appeared in their own supplement.
- Maximum level was standardized at 20 rather than varying by class.
- Magic resistance was changed so that a mage above 11th level would not impose a 5% penalty per mage level above 11th on an unwilling subject the mage was casting a spell on.
[edit] Dungeons & Dragons 3rd edition
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A major revision of the AD&D rules was released in 2000. As the Basic game had been discontinued some years earlier, and the more straightforward title was more marketable, the word "Advanced" was dropped and the new edition was called just Dungeons & Dragons, but was still officially referred to as 3rd edition (or 3E for short). It is the basis of a broader role-playing system designed around 20-sided dice, called the d20 system. The edition removed previous editions' restrictions on class and race combinations that were supposed to track the preferences of the race, and on the level advancement of non-human characters. Level advancement for all characters was greatly eased, allowing players to reasonably expect to reach high level in about one year of weekly play. Skills and the new system of feats were introduced into the core rules to encourage players to further customize their characters.
The d20 system uses a more unified mechanic than earlier editions, resolving nearly all actions with the same type of die roll. The combat system was greatly expanded, adopting into the core system most of the optional movement and combat system of the 2nd Ed. "Players Option: Combat and Tactics" book. Combat was ideally suited for play as a skirmish-level miniatures wargame (though some feel that adding rules regarding "attacks of opportunity" and standardizing all movement onto a square grid made the game too complex and unwieldy to play without maps). The Wizard class was divided into Wizards and the new Sorcerer class, and in later books such as the Complete Arcane further classes such as Warmage were added. The Thief was renamed Rogue, a term that Second Edition had used to classify both the Thief and Bard classes. Third Edition also presented the concept of the Prestige Classes which characters can only enter at higher character levels upon meeting certain character-design prerequisites or fulfilling certain in-game goals. Expansions for the game added to the optional ruleset, including super high-level campaigns with the "Epic Level" campaign options, and psionics.
The d20 system was presented under the Open Gaming License, which made it an open source system for which authors could write new games and game supplements without the need to develop a unique rules system and, more importantly, without the need for direct approval from Wizards of the Coast. This makes it easier to market D&D-compatible content under a broadly recognizable commercial license. Many other companies have produced content for the d20 system, such as White Wolf, Inc. (under the Sword & Sorcery Studios label), Alderac Entertainment Group, and Malhavoc Press.
[edit] Differences from Advanced Dungeons & Dragons 2nd edition
- The game system converted to the d20 System, in which task resolution is normalized into a roll of a 20-sided die and adding or subtracting modifiers to beat a Difficulty Class (DC) for the check.
- THAC0, which many gamers found confusing,[citation needed] was replaced with a simple attack bonus. Armor Class now goes up (instead of down) as defensive capabilities increase.
- Ability scores follow a single table and give standardized bonuses. Ability scores are no longer capped at 25.
- Saving throws are reduced from five categories (based on forms of attack) to three (based on type of defense): Fortitude (Constitution-based), Reflex (Dexterity-based), and Will (Wisdom-based), and also go up instead of down.
- "Non-weapon proficiencies" were replaced by skills, and became a fundamental part of the game rather than an optional one, with class abilities such as thieving skills being translated directly into skills. All characters are given a pool of points to spend on a wide range of specific skills to further define a character.
- Special abilities known as "feats" allow greater customization of characters. Fighters are no longer differentiated simply by weapons, roleplay and equipment selection.
- Magic item creation is simplified, requiring a prerequisite feat, spells, and monetary and experience costs, replacing the obscure rules of earlier editions.
- Barbarians, monks, and half-orcs return to the Player's Handbook as basic character types.
- "Mage" renamed to "wizard," and "thief" to "rogue."
- The sorcerer class was added to the game as an arcane caster that uses magic naturally, instead of through study.
- Multi-classing and dual-classing as per previous editions was removed. In the new multiclassing system, multi-classing functioned similar to dual-classing had previously, except that a character could gain a level of any character class upon gaining a level instead of only gaining levels in the second class. Multi-classing was made available to all races, although easier for humans, and characters with multiple classes of differing levels would be penalized.
- Prestige classes are added, representing special training or membership in an organization outside the generic scope of core classes. Entry into prestige classes requires characters to meet certain prerequisites. Assassins would make their return here, as well as blackguards (fallen paladins) and several others.
- Any combination of race and class is now permitted, with the exception of some prestige classes. (Previously, characters of some fantasy races/species were not allowed to belong to some character classes.)
- Priest spell spheres were removed from the game; each spellcasting class now had its own specific spell list (although wizard and sorcerer shared a list). Instead, clerics gain domains that allow them to use bonus spells and abilities based on their deity's area of influence, as well as the ability to swap out prepared spells for curative spells.
- Class groups were removed.
- "Priests of a specific mythos", also known as specialist priest classes, except druid, were eliminated.
- Initiative was changed to a cyclic system where the order of resolving actions is determined once per encounter and then repeated, and actions are resolved on the players turn. Previously the order was redetermined each round and many actions did not resolve on the players turn but at the end of the round.
- Diagonal movement and range are simplified. Each square of diagonal distance is equivalent to 1.5 squares of orthogonal distance, rounded down.
- The system for multiple attacks was changed so that, when making multiple attacks in the same round, later attacks are generally less accurate than earlier attacks.
[edit] Dungeons & Dragons v3.5
In July 2003, a revised version of the 3rd edition D&D rules (termed version 3.5) was released that incorporated numerous rule changes, as well as expanding the Dungeon Master's Guide and Monster Manual.
[edit] Differences from Dungeons & Dragons 3rd edition
This revision was intentionally a small one (hence the name change of only "half an edition"), small enough so that the basic rules are nearly identical and many monsters / items are compatible (or even unchanged) between those editions. In fact, some players, disliking some changes 3.5 made, use some 3e rules as house rules. Official errata for many of the most popular books are available for download as D&D v.3.5 Accessory Update Booklet.[8]
- The ranger class receives more skill points and new class abilities, though fewer hit points.
- Druids can cast Summon Nature's Ally spells spontaneously, just like the cleric's spontaneous casting. Their abilities were also reworked and animal companions were improved.
- New spells and numerous changes to existing spells.
- New feats and numerous changes to existing feats.
- Monsters gain feats and skills the same way as PCs, usually resulting in more skill points and feats for every monster.
- The chapter on combat in the Player's Handbook was modified to increase focus on grid-based movement and combat.
[edit] Dungeons & Dragons 4th edition
On August 15, 2007 Wizards of the Coast created a countdown page for a product called 4dventure, suspending all other Dungeons & Dragons articles on their site. IVC2 announced on August 16, 2007 that this was the announcement of Dungeons & Dragons 4th edition. Unlike third edition, which had the core rulebooks released in monthly installments, the Player's Handbook, Monster Manual, and Dungeon Master's Guide were all released in June 2008.[9]
Slashdot.org reported anecdotal evidence of "anger" from some players and retailers due to the financial investment in the 3.5 edition and the relatively brief period of time that it had been in publication;[10] However, the fourth edition initial print run sold out so quickly due to preorders that Wizards of the Coast announced a second print run prior to the game's official release.[11] In December 2007, the book Wizards Presents: Races and Classes, the creation of 4th edition, was released. This was followed by a second book in January 2008 named Wizards Presents: Worlds and Monsters.
Unlike previous editions with just 3 core rulebooks, 4th edition Core Rules includes multiple Player's Handbooks (PHB), Dungeon Master's Guides, and Monster Manuals that are being released yearly, with each new book becoming a part of the core. They will include core classes and monsters not present in the first PHB and Monster Manual.[12]
[edit] Differences from Dungeons & Dragons v3.5
Specific changes in moving to the 4th Edition include:
- A new class list in the Player's Handbook: The Warlock and Warlord classes were added and the Barbarian, Bard, Druid, Sorcerer and Monk were excluded. Of those five classes, the Monk class is scheduled for Player's Handbook 3 and the other four have been published in Player's Handbook 2.
- The multiclassing system has been revised. Rather than splitting levels between multiple classes, characters properly belong to only one class but may choose feats to gain abilities from classes.
- Changes in spells and other per-encounter resourcing, giving all classes a similar number of at-will, per-encounter and per-day power types. (This applies to all classes, in contrast to previous editions where each spell was cast on a daily basis while noncasters were more likely to receive combat and noncombat bonuses than any specific powers.) Some Fighter-class powers also receive bonuses for certain types of weapons.
- Characters of 11th through 20th level choose a "paragon path," a specialty within their class that defines some of their new powers.
- Revision of saving throws and defense values. Fortitude, Reflex and Will are now static defense values which the attacker rolls against like Armor Class. "Saving throws" now refer to rolls made at the end of one's turn in order to end certain ongoing detrimental effects, saving throw rolls generally have no bonus and a DC of 10.
- Standardized level-based bonus increases. Attack rolls, skill checks and defense values all get a bonus equal to 1/2 level, rounded down, rather than increasing at different rates depending on class or skill point investment. This bonus also applies to ability-score checks (such as Strength rolls).
- Revision of the healing system. In addition to the healing powers available to some classes, each character has a number of daily healing surges based on their class and Constitution score. Spending a healing surge usually heals a character for 1/4 of a character's maximum hit points. Generally, characters can only spend one healing surge per encounter, however certain powers allow additional surges to be spent, and characters can spend any number of their healing surges outside of combat. Finally, players recover full hit points after a (once daily) 6 hour 'extended rest'.
- Elimination of skill points. Each skill is either trained (providing a fixed bonus on skill checks, and sometimes allowing more exotic uses for the skills) or untrained, but in either case all characters also receive a bonus to all skill rolls based on level.
- Many non-combat spells (such as Knock, Raise Dead, Tenser's Floating Disc, and Water Breathing) have been replaced by rituals. All rituals have a financial cost in the form of material components, such as herbs and alchemical reagents. Item creation feats are also replaced by rituals.
- Rules for varying power sources (Arcane, Divine, Martial, etc.).
- Extending core rules to level 30 rather than level 20, bringing "Epic level" play back into the core rules (level 20+ play had last been explicitly written into core rules in the black-covered "Master" rule set of classic D&D).
- Elves are split into three races (excluding Half-Elves) rather than numerous subraces. Eladrin are more civilized and magical, while regular "elves" are agile forest dwellers rather than city builders, and the evil subterranean Drow are largely unchanged. All three elven races are considered Fey.[13]
- Dungeon Master's Guides officially support leveling monsters down and up to allow for easier encounter design and flexibility. Many monsters have their mechanics redesigned to help differentiate them from others. Monsters are also designed to work well in group fights instead of a solo monster versus players' party.[14][15]
[edit] International editions
| This section needs additional citations for verification. Please help improve this article by adding reliable references. Unsourced material may be challenged and removed. (October 2008) |
The Dungeons & Dragons franchise was translated and published in many languages around the world.
A particular challenge was the word dungeon, which in standard English means a single prison cell or oubliette originally located under a keep. Some languages directly translated this meaning, e.g. Spanish Calabozos y Dragones (Dungeons and Dragons) or Dragones y Mazmorras (Dragons and Dungeons). In gaming jargon, however, a dungeon is not a single holding cell but rather a network of underground passages or subterranea to be explored, such as a cave, ruins or catacombs. Some translations conveyed this meaning well, e.g. Chinese 龙与地下城 (Dragons and Underground Castles, or Dragons and Underground Cities). Some translations used a false friend of "dungeon", even if it changed the meaning of the title, such as the French Donjons et dragons (Keeps and Dragons). Other languages adopted a more liberal translation to keep the alliteration, e.g. Swedish Dunder och Drakar (Thunder and Dragons).[1] In Hebrew, the game was published as מבוכים ודרקונים (Labyrinths and Dragons). In many languages, including Finnish and Italian, the English title was left untranslated.
[edit] Notes
| This article's citation style may be unclear. The references used may be made clearer with a different or consistent style of citation, footnoting, or external linking. (June 2008) |
- ^ Pulsipher, Lewis (February/March 1981), "An Introduction to Dungeons & Dragons", White Dwarf (London, England: Games Workshop) (23): 8–9 "Chainmail was needed to conduct combat...." "Greyhawk introduced a new combat system...."
- ^ Pulsipher, Lewis (August/September 1977), "Open Box: Tunnels and Trolls", White Dwarf (London, England: Games Workshop) (2), ISSN 0265-8712
- ^ Gygax & Arneson (1977) p. 6. states "...experience levels that high are not discussed in this book and the reader is referred to the more complete rules in ADVANCED DUNGEONS & DRAGONS"
- ^ "D&D Clones!". White Dwarf (Games Workshop) (Issue 24): 29. April/May 1981.
- ^ "The History of TSR". Wizards of the Coast. Archived from the original on 2008-10-04. http://www.webcitation.org/query?url=http%3A%2F%2Fwww.wizards.com%2Fdnd%2FDnDArchives_History.asp&date=2008-10-04. Retrieved on 2005-08-20.
- ^ "Dungeons & Dragons FAQ". Wizards of the Coast. Archived from the original on 2008-10-03. http://www.webcitation.org/query?url=http%3A%2F%2Fwww.wizards.com%2Fdnd%2FDnDArchives_FAQ.asp&date=2008-10-03. Retrieved on 2008-10-03.
- ^ Gygax, Gary. "From the Sorceror's Scroll: The Future of the Game". Dragon Magazine, #103, November, 1985, p.8.
- ^ D&D v.3.5 Accessory Update Booklet
- ^ http://www.enworld.org/showpost.php?s=b861f70f4f16a0a212ffd95c4aa5bbc5&p=3832899&postcount=26 http://www.enworld.org/showpost.php?s=b861f70f4f16a0a212ffd95c4aa5bbc5&p=3833168&postcount=32 http://www.wizards.com/default.asp?x=dnd/dramp/20071019
- ^ Zonk (2007-08-22). "Gen Con 2007 In A Nutshell". Slashdot.org. http://games.slashdot.org/article.pl?sid=07/08/22/1847207. Retrieved on 2007-08-23.
- ^ ICv2 - D&D 4E Back to Press
- ^ "So, one of the things that I thought a lot about when I was first putting together the outline for this book... this is not the core Monster Manual.... So, there are some monsters that I very intentionally left out of this book so that when they appear in Monster Manual II, that will help communicate, "Hey, look, this is a core Monster Manual." You don't have frost giants if you don't have Monster Manual N". At the 1:57 mark, or 1:38 of chapter 2. Dave Noonan, Mike Mearls, and James Wyatt "Episode 16: Monsters, Monsters, Monsters!" D&D Podcast, Wizards of the Coast, 2007-10-05.
- ^ Design & Development: Elves
- ^ David Noonan's Blog - Page 2 - Wizards Community
- ^ D&D Podcast: Episode 16 (October 2007)
[edit] References
- Allston, Aaron (1992). Wrath of the Immortals. TSR.
- Cook, David (1989a). Dungeon Master's Guide. TSR, Inc.. ISBN 0-88038-729-7.
- Cook, David (1989b). Player's Handbook. TSR, Inc.. ISBN 0-88038-716-5.
- Cook, Monte; Skip Williams, Jonathan Tweet (2000). Dungeon Master's Guide. Wizards of the Coast. ISBN 0-7869-1551-X.
- Cook, Monte; Skip Williams, Jonathan Tweet (2003). Dungeon Master's Guide v.3.5. revised by David Noonan, Rich Redman. Wizards of the Coast. ISBN 0-7869-2889-1.
- Collins, Andy; David Noonan, James Wyatt (2003) (zipped PDF). Play More 3.5: Free D&D v.3.5 Accessory Update. Wizards of the Coast. http://www.wizards.com/dnd/files/DnD35_update_booklet.zip. Retrieved on 2007-03-12.
- Gygax, Gary; Dave Arneson (1974). Dungeons & Dragons (3-Volume Set). TSR.
- Gygax, Gary; Dave Arneson (1977). Dungeons & Dragons (Basic Set). edited by J. Eric Holmes. TSR.
- Gygax, Gary; Dave Arneson (1981). Dungeons & Dragons (Basic Set). edited by Tom Moldvay. TSR.
- Gygax, Gary; Dave Arneson (1981b). Dungeons & Dragons (Expert Set). edited by Dave Cook. TSR.
- Gygax, Gary; Dave Arneson (1983). Dungeons & Dragons (Basic Rules Set 1). edited by Frank Mentzer. TSR.
- Gygax, Gary; Dave Arneson (1983b). Dungeons & Dragons (Expert Rules Set 2). edited by Frank Mentzer. TSR.
- Gygax, Gary (1977). Monster Manual. TSR. ISBN 0-935696-00-8.
- Gygax, Gary (1978). Players Handbook. TSR, Inc.. ISBN 0-935696-01-6.
- Gygax, Gary (1979a). Dungeon Masters Guide. TSR, Inc.. ISBN 0-935696-02-4.
- Gygax, Gary; Frank Mentzer (1985). Dungeons & Dragons (Set 4: Master Rules). TSR.
- Hahn, Joel A; Lawrence "DMGorgon" Mead, Ian Malcomson, Wizards of the Coast Staff (2003). "Dungeons & Dragons FAQ". Wizards of the Coast. http://www.wizards.com/dnd/dnddefinitivefaq.asp. Retrieved on 2007-04-03.
- Johnson, Harold; Steve Winter, Peter Adkison, Ed Stark, Peter Archer (2004). 30 Years of Adventure: A Celebration of Dungeons & Dragons. Wizards of the Coast. ISBN 0-7869-3498-0. Softcover edition 2006 ISBN 0-7869-4078-6
- Mentzer, Frank (1984). Dungeons & Dragons (Set 3: Companion Rules). TSR.
- Mentzer, Frank (1986). Dungeons & Dragons (Set 5: Immortal Rules). TSR.
- Schend, Steven E.; Jon Pickens, Dori Warty (Editors) (1991). Rules Cyclopedia. TSR, Inc.. ISBN 1-56076-085-0.
- Tweet, Jonathan; Monte Cook, Skip Williams (2000). Player's Handbook. Wizards of the Coast. ISBN 0-7869-1550-1.
- Tweet, Jonathan; Monte Cook, Skip Williams (2003). Player's Handbook v.3.5. revised by Andy Collins. Wizards of the Coast. ISBN 0-7869-2886-7.
- Ward, James M (1990). 'The Games Wizards: Angry Mothers From Heck (And what we do about them).' Dragon, 154:9, February 1990.
- Williams, Skip; Jonathan Tweet, Monte Cook (2000). Monster Manual. Wizards of the Coast. ISBN 0-7869-1552-8.
- Williams, Skip; Jonathan Tweet, Monte Cook (2003). Monster Manual v.3.5. revised by Rich Baker, Skip Williams. Wizards of the Coast. ISBN 0-7869-2893-X.
- Williams, Skip (2000b) (zipped PDF). Conversion Manual. Wizards of the Coast. http://www.wizards.com/dnd/files/conversionbook.zip. Retrieved on 2007-03-12.
- Carter, Michele (2007). Races and Classes. Wizards of the Coast. ISBN 9780786948017.
- "A Look Back at Player's Handbooks". D&D Alumni. Wizards of the Coast. 2006-02-06. http://www.wizards.com/default.asp?x=dnd/alumni/20060602a. Retrieved on 2007-04-16.
[edit] External links
- "Dungeons & Dragons - history, versions, and revisions". Lyberty.com: eclectic content. 2003. http://www.lyberty.com/encyc/articles/d_and_d.html. Retrieved on 2006-02-13.
- "The Acaeum -- Dungeons & Dragons Knowledge Compendium". Acaeum.com. 2007. http://www.acaeum.com. Retrieved on 2007-02-02.
- Unofficial D&D 4th Edition Info Page at EN World is collecting information about 4th edition with citations.

