Returning to 4th Edition D&D
I’m going back to 4th Edition Dungeons & Dragons.
Yeah, that 4e, the one with healing surges, powers on cards, and encounter math so precise it felt like balancing an equation. The one that came out swinging with tactical combat, unified design, and an MMO reputation it never quite deserved.
I can’t wait.
Why now? Like a lot of people, I drifted away from 4e when 5e came along with its smooth advantage rolls and freeform simplicity. It was the new hotness, and 4e got tucked away on the shelf, a little too crunchy for casual play, a little too new-school for the grognards.
But over the last few months, I’ve been craving something different. Something structured. Something that made every player feel like they had a distinct, mechanical role in the story. And when I went back and read through Keep on the Shadowfell, Thunderspire Labyrinth, and H2: The Horned Hold, I realized how much potential was sitting there, waiting to be rediscovered.
I’m running a full campaign, from Keep on the Shadowfell all the way to E3: Prince of Undeath. I’m tying all nine adventures together into one coherent arc, all focused on Orcus’ rising influence across the Nentir Vale.
The group will start on the road outside Fallcrest, facing a goblin ambush that kicks off a chain of events leading them to Winterhaven, the Thunderspire Labyrinth, and eventually into the depths of the Shadowfell itself. It’s the classic 4e story, but with connective tissue that the original modules never quite had.
Each session will blend the tight tactical combat that 4e does best with narrative hooks, rumors, and roleplay that give the Vale a lived-in feel. I want it to be a campaign where the battles matter narratively, where every push, pull, and mark ties back to the larger story.
There’s something deeply satisfying about 4e’s structure. Every class feels heroic right out of the gate. Every fight feels like a mini-story. And the design philosophy, the idea that every role (Defender, Striker, Controller, Leader) contributes something unique, still feels brilliant.
When you run 4e well, it hums. It’s not a “video game on paper.” It’s a tactical drama: heroes clashing against impossible odds, improvising, spending dailies like last reserves of courage. It’s cinematic in its own way.
For all its reputation, 4e was ahead of its time. Its digital tools, balanced encounter design, and clean math were the foundation of a system that prioritized teamwork. With so many modern systems embracing tactical play again (Lancer, Icons: Assembled, Fabula Ultima), I think it’s time to give 4e another look, not as a misstep, but as an experiment that pushed D&D to evolve.
I’m not chasing nostalgia. I’m chasing good design that deserves a second chance.
So, here we go: back to the Nentir Vale, back to kobolds and cultists, back to the square-grid glory days.
The dice are ready. The map is unfurled. Let’s see if the world remembers the heroes who stood against Orcus.

I hope you have a grand time!
I like a lot of what 4th Ed was putting down, and think a version that was mostly-4th, with the Adv/Disadv mod simplification of 5th would probably be my sweet spot for the system.
H2 through P2 aren’t really the same arc as the others. I loved P1, but it’s a fairy tale about a troll king and that’s not the same vibe as the zombie apocalypse.
MM3 updated NPC damage and some other stats. It’s worth incorporating early.