With all this talk about grognards, I realized that those who didn't like 4e had a list of objections to what they have seen. No grognard has all the points on this list, and depending on the edition they prefer, often disagree with each other. The points seem to be summarized as follows:
The most common complaints that keep coming up are the first five in the list. Number #4 & #5 seem to be the complaints that cause the visceral "It is not D&D anymore!" to be spoken among people who prefer to stay with 3rd edition. Healing surges (point #7) and every point that comes after it, seems to be an extension of point #5. I think whenever people were saying it is too "anime" or too "WoW" or whatever, I think that's what they were getting at.
Now, to the pro-4e people, characters were always a little bit superhuman even if they weren't wizards. Even though you just rolled for attack, when you fought a giant or a dragon you didn't stab him in the ankle. You jumped, leaped, deflected and found the vulnerable spot to stab him greviously. HP's weren't just a sense of how far away you were from that fatal sword thrust, but a gritty mix of losing luck and proliferating flesh wounds. If the DM declares that someone got you in the shoulder with a pilum and did 10 points of damage (out of a total of twenty) you didn't act as if you were severely wounded, you pulled that barbed, bent sucker out and killed three more hobgoblins.
I don't think the line is that distinct. I think if that many of of the people who choose to stick with 3e D&D will not be stabbing the giant in the ankle. I don't think they will say that their characters are never wounded seriously except when they lose their last hit points. The name of the spell cure serious wounds is pretty hard to ignore. However, I think the idea of an everyman facing a world of supernatural peril is a compelling one. I don't think that any edition really did that really well (certainly not in higher levels), and I don't think this really happened in anyone's home game... but I'll concede the point that with 4e that ideal is just a little more distant.
I've been fairly vocal about supporting 4e, but I found it helpful to take a step back and look at what people on the other side were articulating. Now I'm posting it to the message board to see if I'm as insightful as I think I am.
[1]The reorganization of the planes and monsters is too much of a departure from D&D's established continuity (and/or my personal campaign setting).
[2]Dragonborn & Tieflings are not traditional races, and are too monstrous to integrate with other races believably.
[3]I will not get to play the race/class combinations that I have been traditionally allowed to play in prior editions.
[4]D&D has embraced wargaming elements too much, making it a tactical wargame instead of a roleplaying game.
[5]Giving martial characters superhuman ability is too cinematic/cartoonish, making the traditional setting of the medieval world with magic and monsters "less gritty" where ordinary people confront supernatural menaces.
[6]Healing Surges and the loss of Vancian magic takes away resource management aspect of the game, and may make characters invincible. (Unless of course you fight in several encounters in a row. Instead of calling it the end of the 15 minute workday, they should have called it the end of the 4 easy challenges and 1 difficult challenge workday.)
[7]Using healing surges to recover from wounds may be a good way to simulate an action hero shrugging off broken ribs or deep cuts, but I want a serious wound to cripple or kill my characters.
[8]1st level characters can't be killed with one blow anymore
[9]There are too many abilities granted to 1st level characters, which means that 1st level heroes are professionals instead of apprentices.
The most common complaints that keep coming up are the first five in the list. Number #4 & #5 seem to be the complaints that cause the visceral "It is not D&D anymore!" to be spoken among people who prefer to stay with 3rd edition. Healing surges (point #7) and every point that comes after it, seems to be an extension of point #5. I think whenever people were saying it is too "anime" or too "WoW" or whatever, I think that's what they were getting at.
Now, to the pro-4e people, characters were always a little bit superhuman even if they weren't wizards. Even though you just rolled for attack, when you fought a giant or a dragon you didn't stab him in the ankle. You jumped, leaped, deflected and found the vulnerable spot to stab him greviously. HP's weren't just a sense of how far away you were from that fatal sword thrust, but a gritty mix of losing luck and proliferating flesh wounds. If the DM declares that someone got you in the shoulder with a pilum and did 10 points of damage (out of a total of twenty) you didn't act as if you were severely wounded, you pulled that barbed, bent sucker out and killed three more hobgoblins.
I don't think the line is that distinct. I think if that many of of the people who choose to stick with 3e D&D will not be stabbing the giant in the ankle. I don't think they will say that their characters are never wounded seriously except when they lose their last hit points. The name of the spell cure serious wounds is pretty hard to ignore. However, I think the idea of an everyman facing a world of supernatural peril is a compelling one. I don't think that any edition really did that really well (certainly not in higher levels), and I don't think this really happened in anyone's home game... but I'll concede the point that with 4e that ideal is just a little more distant.
I've been fairly vocal about supporting 4e, but I found it helpful to take a step back and look at what people on the other side were articulating. Now I'm posting it to the message board to see if I'm as insightful as I think I am.