Recently, I’ve been playing Dungeons & Dragons 4th Edition and have been pretty happy with the results of what WotC came up with. While at Gen Con Indy 2008, I heard plenty of b*tching from people about 4th verses their favorite 3.0 or 3.5. I for one can not be much of a judge on the whole upgrade from 3.5 to 4, however I’d can say that verses 2nd Edition.. 4th Kicks *ss! Yep, I’m older then most of you out there.. So I took a hiatus from DnD while the 3.0-3.5 chaos ensued.

I’ve played a lot of Role Playing Games (RPGs) over the years and found the basics of 4th pretty easy to get a hang on. If you can get past the grammatical mess of the books [a flaw I can't really take beef with, as I write pretty ackwardly too :-)], you can find a pretty healthy system that is easy for newbies as well as old guys like myself to pickup. Being that this site is devoted to gladiatorial combat, I did want to stress that 4th does miss out on a the “Critical” part of the game.
Critical: Typically a natural roll of 20 on a d20 (20-sided die) is the critical and results in a number of different options from: Max Damage, Automatic success, etc. This helps, however I really like to see RPGs with Critical Success and Failure results with a little more flavor. I remember a game system I playtested years ago called Gatewars. The game was absolutely a monstrosity of mechanics, however the one awesome quality it possessed was Critical Success and Failure charts for all sorts of things where your Luck stat played a big role. Obviously, it’s hard to figure out a chart that fits for everything.. Nor is it fair for the Dungeon Master (DM) to have to keep an insanity of charts at hand for any action that results in a Critical Success or Failure.
One part of White Wolf’s games that I like was the high roll means you get to add another.. and another if you get a high on that! Of course, they balanced this with the low roll resulting in removing any success.
Example #1: roll 5d10 - Roll: 3,8,2,10,1 - Results: 10 is cancelled out by the 1.. So only 8, 3, and 2 remain.
Example #2: roll 5d10 - Roll: 10, 2, 5, 5, 9 - Roll an additional d10 for the 10 - 8 - Results: 10, 9, 8, 5, 5, 2
This idea of adding up rolls is a great way to show something magnificent happened. Some people may not like this because they believe it makes the dice too powerful in the game. My rebuttal to this is something heroic can happen to even the lowest of us, and just as heroics can occur so can miserable failures with Critical Failures properly established.
So what can you do if you have only criical failures left (5d10 - Roll: 5, 1, 1, 2, 1)? That’s when you bring out the Critical Failure chart to have some fun. A Game Master/Storyteller/Dungeon Master must always make the most of the storyline with whatever Critical Failure is determined. Let’s say you have a melee system with Defense Skill verses Attack Skill. If the defender performs a Critical Failure, then the Attacker would get to roll on the Critical Hit chart. [Yep, I'm a fan of Classic Battletech :-)] The results could range anything from stunning the opponent for a round, to maiming a limb. If you can’t tell I’m a big fan of characters that are not perfect. They need some scars, missing ears, etc. to show their wear.
Obviously, a lot of DnD players would probably not want such charts to be in use. Part of the issue is the players want their character to be invincible. Somehow you almost slip into death, yet through a miracle of saving on the last Death Saving throw you ward off death. Then your lovely healer comes over and get’s you back up and running around without even a hint of being almost dead minutes before. What problem this presents is players are too fearless with their characters in battle. Certainly we’re not trying to model reality, however keeping elements of reality can help to make the storyline better. In nature a lot of confrontation is resolved through posturing and such to avoid actual combat. If your character had to roll on a Death Failure Chart after failing each Death Saving Throw, then maybe you’d roleplay the character like a living being, instead of some poor excuse of a heroic character.
Of course, when you have a result such as missing ear it can be noted on the character sheet with negative modifiers to their typical Passive Perseption Check if audible noises are what is to be perceived. If you’re missing an arm, good luck with swinging a sword and using a sheild. Of course, it could just be a finger which may just play a small role. Of course, you could also have massive trauma to a location that it takes extra time to heal from beyond what a healer can do. ‘Damn it Jim, I’m a Cleric not a reconstructive surgeon!’
No matter what, if you play your character well you will take on the challenges of playing a character that is gifted and a little banged up at the same time.