When Dungeons and Dragons 4th edition was published, as a fan of game mechanics, I thought it was a work of beauty. OK, it wasn’t D&D as I knew it, but with so many fun crunchy things inside, I couldn’t help but be intrigued.
I loved the way each Class had multiple unique powers. I loved the options they gave the players, the way the mechanics integrated and complemented one another, how they gave different classes a distinct role and feel. However, my first play experience soon put things into context, as my group found combat was slow and the exciting choices hinted at by the range of powers lost their sheen after the third encounter. My group plays infrequently, jumps system regularly, and it’s not unusual to never play a game twice. So we waved farewell to D&D4 and never went back.
I stand by this decision. I don’t regret it, except for one thing… all those lovely untouched powers, sitting there, waiting, calling to me… On the one hand, I’m disappointed that I only scratched the surface of the powers. On the other hand, I wouldn’t be prepared to put in the time commitment to do any more. But what if there’s another way?
Get your hands on the D&D4 power decks that were published. Several sets. Or make your own. Create D&D4th edition characters. Then give every character at least 2 classes. Maybe 3.
- Give every character all of the 1st level powers of those classes. Give them as cards, in a deck.
- Allow each player to draw a hand of 3 or 4 cards.
- Every time you’re in combat, you can draw a card and play a card. If you don’t play a card, I guess you can probably draw 2. Dunno. Maybe.
- If you play an At Will power, it goes into a discard pile that forms the new deck once it’s exhausted.
- If you play an Encounter power, it goes into a different discard pile that is shuffled in once the encounter finishes.
- If you play a Daily power, you could have a third discard pile, but I actually think it would be more fun to treat it as an encounter power, but you don’t get to draw a new card. Or maybe you have to discard another card to fuel it. Or both. Or something.
Dungeon Bash Boardgame
Nominate a DM. Create a 10 encounter dungeon. Start at 1st level. Finish with the 10th level Big Bad Boss Encounter. Create a bit of story and a few puzzles to link them together. Drop the characters in, kick down doors, kill things and take their stuff.
After each encounter, give every character a heal and level them up. Keep things moving quickly, see how far you can get in one night. Strong on dice-rolling. Weak on story. And using deck-building to mitigate some of the issues of encounter speed and analysis paralysis.
Hey presto. D&D4 as a deck-building dungeon bash pure combat board game.
For a one-off, more complex, version of a typical dungeon-bash board game, this actually sounds rather fun to me. Normally, following an idea like this, my inclination would be to get into some really detailed analysis. Check whether every class and every power would work properly with this. Plan it, write it, think about it, rewrite it. On this occasion, I think I’d rather just play it and see what happens. After all, it’s not like we’d ever do it twice.
NB: Ok, it’s not really very deck-buildy. I just like the alliteration. The rapid levelling and adding more cards as a result after each encounter does give it a sort of deck-building element. But I accept, it’s no Dominion.