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I have a small group of players who don't play often and we've been playing D&D 3.5.

I wanted to know if there are any significant differences between D&D 3.5 and D&D 4e? Do they use a different style of game? Is one better suited for certain groups? Or is D&D 4th edition just an 'update' of D&D 3.5?

I'd like to know about the major differences (the bard class was removed?) and about any small differences that people have noticed whilst playing.

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4 Answers 4

up vote 33 down vote accepted

The two games are very different, despite sharing the same underpinnings. I know plenty of people who played previous editions who don't like 4e, and I know plenty of people who played previous editions who loved 4e. Hopefully we can navigate these rocky, contentious waters without flames.

First off, 4e is fairly light on non-combat rules. This doesn't mean that 4e games are all about combat; it means that the rules assume that a lot of the roleplaying activities that were codified in 3e will be done via freeform roleplay. For example, there aren't any crafting rules for anything other than magic items. There also aren't any general professional skills, and there aren't any NPC classes. If you prefer to have rules for that sort of thing, 3e will be a better choice for you.

Second, 4e uses a power-based design methodology. Classes can be thought of as collections of powers; the differences between classes are defined by the different power choices they have. This makes for a very modular and flexible system. Some people find that it makes the classes overly homogeneous; some people like it.

Third, every 4e class uses powers. That's implied by my second point but it's worth mentioning specifically. A character begins with two at-will powers, that he can use whenever he wants; one encounter power, that can be used once per fight; and one daily power, that can be used once per day. Even martial characters, such as warriors, use this paradigm -- although their "powers" might be better thought of as something akin to a martial arts kata. This was intended to make combat more interesting for (say) fighters, in comparison to the earlier model where fighters just tended to hit things over and over again. If you didn't mind that model, this change may be unnecessary for your play style.

Fourth, 4e leans more heavily on the battlemap. My impression is that the large number of movement-oriented powers both make the battlemap more important and make combat more fluid, but that's definitely a subjective opinion on my part: consider it something to think about if you try 4e rather than a definite fact.

Fifth, 4e introduces the concepts of roles. Roles are a way of classifying classes by what they tend to do in combat. You've got leaders, who heal. There are more of them than just the cleric; for example, the bard is also a leader. You've got defenders, who control the battlefield by encouraging enemies to focus their attacks on them. The fighter is a defender; so is the paladin. You've got controllers, who are somewhat difficult to define, but you can think of them as the classes that affect the flow of a fight: they can hamper enemies, reshape terrain, and so on. The wizard is a classic controller. And, finally, you've got strikers, who purely focus on doing damage. The ranger and the sorcerer are strikers. Every class is primarily one role, but every class has the ability to take on aspects of another role, depending on what the player wants to do.

Sixth, multiclassing is more limited than in 3e. You can multiclass in a couple of ways, but you don't get the same ability to take six or seven classes/prestige classes during the course of your career. 4e classes are fairly flexible, but you don't get the same complete freedom you would with 3e multiclassing.

Seventh, the scope and feel of 4e can be somewhat more epic; or, to put it differently, more broad. The highest level is level 30, and that's very epic play, with abilities that allow characters to come back from the dead. Even at level 1, your characters are significantly more durable than third edition characters, and they'll be able to pull off some really wild things.

I think that hits most of the major differences. It's good to remember that it's still a heroic fantasy game in which characters fight monsters. It still uses a 20 sided die. Also, if you want to try it out, WotC has a free Quick Start kit available.

Alternatively, the new Essentials Red Box will be out in a few weeks; at $20 US, it might be a good way to take a peek at the game and decide if you like it. The Essentials core books will present a bunch of new class variants that change some of the things above: e.g., fighters won't have the same power structure I mentioned. So that might be a better entrance point.

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Since Essentials, classes no longer get a fixed pattern of power types. –  Quentin Jan 27 '12 at 7:36
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Roles aren't a new concept, there is a reason that the traditional 3rd edition party consists of a fighter, a wizard, a cleric and a rogue with changes usually being of the "replace a wizard with a sorcerer" type. 4th edition just makes it explicit. –  Quentin Jan 27 '12 at 7:38

3.5e - More of a simulation, better for rp sanbox style gameplay. I prefer this and pathfinder

4e - more on simple fun gameplay, reaches a broader audience kind of like wow. It slightly more themepark in nature than 3.5

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Hi and welcome to the site. Would it be possible for you to add a little more detail? Maybe give some information that backs up the statements you make? –  Phil Jun 29 '13 at 22:56

Agent-9191 and Bryant covered most of it, but I thought I would add some thoughts on the broader changes that have been most salient in my play:

  • Non-combat magic is much less of a focus, and really only exists in the form of rituals that most characters can perform, not just wizards, etc.
  • The CR system is no more, instead replaced by a system that assigns an XP reward to each monster. Encounters are built using XP budgets. I've found that this makes it easier to scale encounters to groups of varying sizes.-
  • Magic items come more frequently and sooner if you go BTB. A first level party of 5 will usually have 4 magic items by the time they reach 2nd level.-
  • Thus far the classes are in many ways more similar than in previous editions. That is, they are all constructed using the same template and have fairly similar levels of complexity. The new Essentials line is supposed to change that, however.

EDIT: The comment about non-combat focus sparked this thought I'd also like to add. The non-combat focus in the rules can swing both ways. The rules are silent about much of non-combat play, but this can expand non-combat possibilities as much as limit them. In my own 4e campaign, not having to reference rules for those non-combat situations has allowed us to play them in a more improvised way based on my "rulings" as DM rather than by the "rules." This is one of the reasons people have said that 4e is in some ways more amenable to old school play styles than 3.5.

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Also, re: Essentials vs. 4e: penny-arcade.com/comic/2010/8/23 –  Numenetics Aug 23 '10 at 14:53
    
Peraonally I find that non-combat anything is much less of a focus :P –  LeguRi Aug 23 '10 at 15:18
    
I agree, Richard, although see my edit as well. –  Numenetics Aug 23 '10 at 17:43

There are a lot of differences in rules and general gameplay between 3.5 and 4. The essence of the changes were to make the PCs actually feel like the heroes in stories from the 1st level. At low levels in 3.5 it always felt that you could make it through one encounter, maybe two, before you had to head back to town and rest up. You've expended your daily abilities/spells, you only heal when you've taken a full nights rest, bad rolls have caused you to burn through items that you wish you didn't have to, etc. Yet in the stories/movies the heroes charge on through encounter after encounter without significant rest or having to retreat back to town simply to heal up. That's what D&D 4 is trying to capture.

For some specific examples of differences though, take a look at the Wikipedia entry. Some of the points from the article:

  • 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 at 11th level choose a "paragon path," a specialty often (but not always) based on their class, which defines some of their new powers through 20th level. At level 21, an "epic destiny" is chosen in a similar manner. In many respects, the paragon path and the epic destiny replace the prestige class system of 3.5.
  • Extending core rules to level 30 rather than level 20, bringing "Epic level" play back into the core rules (level 21+ play had last been explicitly written into core rules in the black-covered "Master" rule set of classic D&D).
  • 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 while taking a 5 minute 'short rest' 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.
  • The Dungeon Master's Guide officially supports 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. Some monsters are designed to work well in group fights whereas others can be used as a solo monster versus the players' party.
  • Distances previously measured in feet are now measured in 5-foot squares. The move action 5 foot step, usually taken to avoid attacks of opportunity, was replaced with a type of movement called shifting. Shifting 1 square is a move action, but some powers can allow shifting a greater distance.
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protected by Brian Ballsun-Stanton Jun 29 '13 at 23:24

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