I just reject the whole notion that 4e somehow is designed in any fundamentally different way than any other edition.
And so arguing against that would be pointless.
Do you think that Vancian casting wasn't designed as it is for gamist reasons? Of course it was. They had a mechanical concept of spell slots which was intended to limit the effectiveness of wizards and make them play a resource game, and then they found a suitable explanation for it.
Vancian magic was based on the writing and magic system of JackVance, so no, it wasn’t entirely for gamist reasons. It may have been chosenbecause it was easy to make mechanics for, but there was always a narrativereason.
The cleric, same thing. Do you think the armor and weapon restriction rules were made up for story reasons? Of course not, fantasy is replete with sword-wielding wizards and clerics being forced to use maces makes no story sense at all.
Thisargument is a little sillier, as most modern takes on the cleric tend to havethem lightly armoured like the wizard because they’re spellcasters.
The clerichas its armour and weapons because of its historical source as religiousknights.
Mechanically,giving it heavy armour made it a little too similar to the fighter. From agamist perspective it should have had less armour than it does.
The very existence of rules like hit points and armor class clearly are entirely gamist, and the granting of d8s to fighting men and d4s to magic users has nothing to do with 'story', it is purely a gamist device to balance the classes.
I agree with that, but it’s harder to add story to somethinglike “the health tracking mechanic.”
But classes and races do have story. The first classesintroduced were options like the druid and rogue that were very influenced bystory and not just “here’s a new mechanic to try out”.
I am relatively confident that the 4e designers of the Avenger class had a concept in mind, you even named it right off, Batman. Maybe they used a different one, Batman is a bit outside D&D genre, but Zorro, D'Artagnon, etc could all serve as adequate models. The point is the mechanics may have been some idea that was lying around, maybe someone thought of that first and then thought AHAH! That will work great for an Avenger! Chances are the original kernel of the idea for the mechanic was itself inspired by the thought of a lone avenging combatant, and may have been quite different from the final version. Surely there were some tweaks along the way. I think this was true with all the 4e classes.
The origins of the Avenger class come down to needing a divinestriker.
It’s unique defining mechanic is basically Advantage.
It’s flavour paints it as an offensive paladin or aggressivecleric. “Divine assassin” isn’t a class, it’s a character, a narrow archetype.
And the avenger is one of the better 4e classes. The seeker,battlemind, runepriest, ardent, and warden are all much worse.
There's another problem with this. SURELY very many of the 3e classes were designed to leverage mechanical concepts, certainly to the same degree that 4e classes were. If you are critical of 4e on this score you must be double critical of 3e.
This was very true of late 3e, and even some early 3e classes like the sorcerer, which was created solely to have another class that used the wizard's spell list. And the sorcerer isn't exactly the best example of a unique archetype screaming for its own class.
While of course people started to do other things besides JUST dungeon crawl pretty soon, the VAST majority of the game, right up to the present, has always been focused pretty steadily on dungeon crawling.
Yourmileage might vary GREATLY on this depending on your group.
The vastmajority of the
official game hasbeen focused on this, because WotC really want to focus on dungeons at the endof 3e and during all of 4e.
Some ofthis was accidental: the Delve format was built for dungeons and made other adventuresharder to design.
But many,many DMs reject dungeons and run exploratory adventures or investigativeadventures or political adventures and the like.
Practically every module out there from TSR is mainly a crawl of some sort. Most of the WotC modules are too. Very little thought was ever given to what magic or other class features would mean in the wider world. They were designed specifically to allow for the creation of a mixed party of adventurers exploring some sort of underworld, or now and then some wilderness or town.
And given how successful WotC’s adventures have been, theirdungeon-centric design might not be for the best.
As long as the rest of the world was mainly kept as a sort of vague backdrop and supplier of plot hooks and such it worked pretty well. As soon as you wondered who actually made magic items, why wizards didn't just open banks or betting parlors, how a town of 3000 people could support a thieve's guild, etc it worked OK. Gary even provided enough of a ready-made answer for questions like "where do orcs come from" that most people had no real trouble focusing on their character and not worrying about the rest.
So... aslong as you didn’t think, it worked okay?
Yeah, myplayers revel in tearing through logical holes. Nerds in general love lookingfor that stuff. Heck, musing about stuff like that is what has fueled EdGreenwood and Kieth Baker’s entire careers.
I mean really, for all people seem to have this idea that 4e is 'not as flexible' it is MUCH easier to do things like Dark Sun, or Dragonlance, using 4e than with earlier edition rules. I find it interesting right off that these 2 major setting variations BOTH zeroed in on clerics as a major aspect of the game to change too. NOTHING can be more evidence of 'not thinking about world consequences' than the CLW spell itself.
My favourite is
Ravenloft,so 4e didn’t work as well.
Monsters didn’t require any special preparation and tactics,PCs were hard to kill and even harder to scare, magic was everywhere, it washard to use just a single boss monster, long combats removed much of the horrortone, it was hard to only have a single fight per day without PCs nova-ing, no firearms, andthe like.
The game always descended into something more akin to
Van Helsing than
Dracula.
It’s hard to play a low-magic, fragile heroes, supernaturalhorror game with 4e, which was designed to be a high magic heroic fantasy.
(Although, for my two favourite settings,
Ravenloft and FFG’s
MidnightI’d possibly use inspirational healing. in the former to avoid having a clericto cut down on the magic in the world and in the latter because the onlyclerics are followers of Izrador.)