Introduction (Advanced Dungeons and Dragons, 4th Edition Chapter)
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Everyone who had had internet access and exposure to tabletop gaming knows the fan war between the 3.5th edition and 4th edition of Dungeons and Dragons. Some say that 4e is too much like World of Warcraft, some say 3.5e was too complicated, others give a big 'who cares' and play both versions. All sides can agree that neither is perfect, but each has well-constructed arguments to their favor. 3.5e was one of the best rule sets D&D ever experienced, and 4e is streamlined and awkwardly new to the fans.
However, back in the days of yore, an equally controversal decision was made to produce a completely different form of the game; Advanced D&D. AD&D had the same arguments; it was much more complicated than the original D&D of that time period. Players took sides, but eventually they simmered down and played whichever version they wanted. Then, 3rd edition was released and the fans had to adjust to a compromise between the 2nd and AD&D editions. Luckily, the 3rd edition found the magic mixture, and became the most successful of the editions. When 4th edition was announced, Dungeons and Dragons fans were appalled at this strange and weird new system. It looked like D&D, but played like a rip off. Some fans embraced it, some repulsed and boycotted it. 4e AD&D is an attempt to bring together the two and build upon what 3.5th edition started.
This sourcebook aims to bring together the best of both worlds. It is built up from 3.5th edition, and works in tandem with the 4th edition sourcebooks other than the Player's Handbooks I, II and III. It allows Dungeon Masters to keep the feel of 3.5e and uses the improvements brought on by 4e. This is 4e advanced. It is what AD&D did to the first and second editions; made it more complex and in depth. It is what the 4th edition failed to do to 3.5e. It is what 4e should have been. This book is designed to help DMs and Players convert 3.5e or 4e worlds, adventures, characters, magic and so much more into a better system designed around 3.5e.
Changing the Game
4eAD&D is an attempt to bridge the gap between the 3rd and 4th editions of Dungeons and Dragons. It builds up from the mechanics laid down in 3.5e, and implements changes from 4e to reach an equalibrium. 3.5e is the blood of 4eAD&D, with the majority of game mechanics borrowed from it.
Changing the game is a complex process, involving personal tastes, homebrew, research and just plain luck. As such, 4eAD&D is an ever continuing process. If you find that a rule seems overpowered, underpowered, unbalancing or you think it needs changing, message my account here.
For Dungeon Masters
Because of 4eAD&D's overhaul of the mechanics, it would be prudent to use this wiki as a reference if you plan to use 4eAD&D. Official Sourcebooks from 3.5e and 4e are also useful, and referenced in this ruleset. Material wise, you won't need any additional materials for playing 4eAD&D than you would regular D&D of 3.5e or 4e. However, custom Character Sheets and conversion tables from the Materials Page will be useful if not essential for the game.
Players do not need any additional materials other than the character sheets described above. As always, it is suggested that each player own their own set of dice.