Preview: Dungeons & Dragons 4th Edition Abilities

This Friday begins a new era for fans of Dungeons & Dragons, as the newest edition will finally hit store shelves. Touted as a revival of the game, 4E brings a massive list of changes in order to bring the game to the 21st century, in a world where its competition is less like other die-based games and more like the Elder Scrolls: Oblivion and World of Warcraft. I’ve been able to get a sneak peek at the game in its newest incarnation, and the changes are as interesting as they are vast. One addition is the revamp of players abilities, completely redesigning the ways spells and attacks are used.
From the preview book that was released last month, it was made very evident that the main goal is giving everyone more to do. Just glancing at the new character will show that there are now significantly large portions given to three sections: at-will abilities, encounter abilities, and daily abilities. These replace many aspects of the game, from cleave to magic missile, and serve as both the poll that all of the abilities lie in. Every character begins its life with two at-will abilities, one encounter ability, and one daily ability. They work just as it sounds like they should, and you can regain encounter abilities after a five minute rest.
Low level spells such as Magic Missile can now be cast every round, like a never-ending supply of arrows. Wizards can also now roll their intelligence modifier for attack and damage instead of adding their level or dexterity, making them a more balanced class. Fighters and other melee classes have been given as many abilities as spellcasters. The feat cleave has been transformed into an at-will ability that does the fighter’s strength modifier to an adjacent enemy, and their daily power has them unleash a devastating attack that does three times their normal damage. These abilities are just a few of the long list of choices that every class has to choose from, and so far I really like the change. There is never a reason for a powerful spellcaster to resort to pulling out a crossbow, and there will no longer be battles with three or four characters swinging weapons at each other. There is always a different ability to use, and barely any excuse for a character to simply say “I attack.” While some people have expressed the concern that giving characters too much to do will stunt their originality (“I’m out of spells, so I look for a chandelier to shoot so that it falls on the ogre!”) I think it should help players, both new and old, to have a deeper experience. That said, this could all change at higher levels when the abilities become more powerful and plentiful, but I am optimistic.



