#11 es cuarta edición hay una entrevista aquí... http://www.gamespot.com/pc/rpg/neverwinter/news.html?sid=6274162&mode=previews
Lo que me ha parecido mas intersante
GAMESPOT: And on a similar note, Cryptic's previous games have made frequent use of instanced playfields to let solo players or small groups have their own private adventure. Can you speak to how instances will be used in Neverwinter? Do you have a rough estimate of how much of the game's content will be instanced versus being open-world/shared space?
Jack Emmer: This is a tough question, if only because it presupposes an organization along traditional MMORPG lines (that is, a large persistent zone with many instances connected to it). This is a co-op RPG, so comparing it to other RPGs such as the original Neverwinter Nights or Oblivion would be more appropriate. Some locations are public; some are just for teammates. But it isn't quite the setup of a big zone with side instances.
GS: Since this is an official Dungeons & Dragons product, can you explain how the tabletop game's systems will come into play in the game? Will it use a modified version of D&D rules, or will it use rules from the most recent edition of the tabletop game (4th Edition), and if so, in what aspects of the game: combat, saving throws/difficulty classes…?
JE: We're working hand in hand with Wizards of the Coast to translate 4th Edition into our game.
As far as translating the mechanics, there are, of course, the time-honored D&D attributes (strength, dexterity, etc.). One of the best things about 4th Edition is that poor little charisma is useful (that's a shout-out to any old gamers like me). You'll also find D&D's character classes, at least the fundamental ones, in the game.
In terms of class abilities, we're using the same concept of "recharge," which breaks a player's abilities into three categories: at will, once per encounter, and daily. General abilities like a basic sword attack are at will. Slightly more-powerful abilities can only be used once per encounter, and even-more-powerful abilities can be used only once per day.
Instead of that hard-and-fast division, we're using actual time increments, where at will means usable at all times, a once per encounter is a power designed to be used once every encounter, and dailies are used once every few hours.
I think there are two very unique gameplay elements in 4th Edition that we've done something interesting with: action points and healing surges. In the tabletop game, an action point lets a player perform a reroll or add an additional die to a roll. In our game, action points are earned through combat and spent to power special abilities called "boons." These boons give players special boosts, but only in certain circumstances. Healing surges represent the amount of times a player can heal himself before resting. In D&D and Neverwinter, various abilities let players use a surge immediately or perhaps replenish the number of surges available. It's a precious resource that players will need to husband as they adventure in the brave new world.
Positioning, flanking, tactics, and using powers with your teammates are also all things that come from the 4th Edition that are interesting.
GS: And along those lines, we understand that the game will let players choose to play as one of five character professions. Can you share which professions these will be? How closely will they approximate the 4th Edition rules? Will we see heroic feats, paragon paths/epic destinies…?
JE: Fighter. Wizard. Rogue. Ranger. Cleric. You'll see the powers, abilities, and spells from the latest Players' Handbook spring to life on the computer screen. Neverwinter is all about the heroic levels; the paragon paths and epic destinies will be something we add.