Update: We discuss this at some length on our latest (and new) podcast.
There has been quite a bit of chatter on the web recently regarding the latest errata for D&D 4e from Wizards of the Coast (WotC). The primary source of concern is the changing of the At-Will power Magic Missile to cause damage automatically. Those of you who have been playing the game for a while will immediately recognise that this is more than a casual reference to pretty much all previous editions of Dungeons & Dragons. Funnily enough, this is what is causing the most consternation.
You see, this sense of nostalgia is why WotC made the change. From the errata:
Magic Missile
Page 159: Replace the Attack, Hit, and Special entries with the Effect and Special entries in the power below. This update reflects an effort to restore the power to its classical form. [Emphasis ours...]
This, on a cursory inspection, seems like a very strange reason to change one of the primary At-Wills taken by almost all Wizards in the game. There are plenty of other reasons they could have given – its woeful underpowered general mundanity being just one. It is very interesting to see nostalgia being used as a reason to change the rules, and I certainly wonder if we will start to see more of it.
The general reaction of D&D4e has been quite mixed. While it has been viewed as a necessary change by most, there have still been many who have also felt that the core values of the game have been compromised during the process. When you look at the lineage of the game from Advanced Dungeons & Dragons 1st Edition through 2nd, 3rd, 3.5 to 4th, you can quite easily see that 4th edition stands out in a rather big way. Sure there were some massive problems with previous editions (save vs rod anyone?) and the rules could be easily nerfed thanks to real issues with balancing the rules, but it had a distinct character that kept it the most popular of all role-playing systems.
One of the key complaints with the current edition appears to be with the actual core mechanic of the game – combat. The negative reaction a lot of players have had to the 4-5 hour combats has led to a number of groups going back to previous versions of the game. Our gaming group for one has gone back to 2nd edition for the time being, and we know of many others that are doing the same. The sheer number of hits that we get every day to this site looking for ways to ‘speed up 4e combats’ seem to attest to the fact that a lot of people are getting a little tired of it. While the game itself hasn’t changed in focus – you can still role-play as much as you care to – just be aware, when combat breaks out, it will quite likely take the rest of the night to finish…
[By the way, if you are looking for a way to speed up combats, check out our Morale Rules...]
Does this actually mean anything?
So, the game designers have decided to change a power in the game – and a pretty iconic power at that. And they have decided to make this change to bring it into line with the more ‘classical form’. Does this actually mean anything?
The phrasing is actually where it starts getting interesting. Have the designers conceded something here? Have they finally, in a round-about way, suggested that older versions of the game were, well, more ‘classic’? We could very easily get into a bit of trouble trying to read too much into a single sentence, but it certainly is an interesting way of saying something needed to be changed. When you add that they are releasing a new version of the game in a Red Box, well, you can probably be a little excused for letting your mind wander a bit…
Will we see more ‘classic form’ changes to the rules? To be honest, I would be a bit surprised if did see many more. There may be a few things that get a classic make0ver, but I don’t think that there is going to be a huge swing back to the old way of doing things any time soon.
Does it actually matter?
Well, no. In short, it is just a change that your gaming group can choose to use or not. It may seem really surprising, but it appears that a lot of players and GM’s have yet to realise that the rules are there as a guide only to play. If you don’t like something, change it! The game is a framework, and you are free to change anything you don’t like. Sure, you can debate as much as you like the merits of one version of the rules or not, but at the end of the day, if you want to do it your way, go right ahead (with the GM’s permission of course).
If you want to get involved in the debate, try the following:
- WotC forums: “This update reflects an effort to restore the power to its classical form…”
- WotC forums: An open letter to WotC
- Enworld Forums
- Forums at RPG.Net
- Chris Sims has been discussing it on his twitter.
- Azaroth42 has also discussed it in terms of popularity on his blog here.
But before you go wading in, make sure that you read the errata first.
The Actually Important Rules Bit
Aside from the discussion about whether the change is valid or not, there is a distinction in the rules that is important for follow on and trigger effects in-game. The wording of the new version of Magic Missile states that the effect is to cause damage – it does not say that it is an automatic hit. This means that the new Magic Missile does not grant any ‘on hit’ triggers or similar.
There are also lots of other rules, powers, items, etc, that have been included in the latest edition of the errata, so whether you play a Wizard with Magic Missile or not, it is worth checking out anyway.
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