I houseruled it (d10, roll each round), and ultimately it caused more good feeling at the table and great moments in the game than the effort to houserule it had cost me.
Yeah I was doing similar, but as we tended to play late on a thursday night, and my group consisted of 8 players... Oye... It just became a headache of keeping track of things.
Perhaps. But when the rules have this much disconnect, have this much erratta, have this little playtesting, and fail to have this many qualities that were advertised, I'm thinking that it isn't too much of a stretch to believe that they rushed things, and (as a consequence thereof) didn't think everything through.
A possibility... I don't agree though. I honestly think a lot of the failure to have x qualities is people taking small bits of information and inserting their own expectations, then being upset when their idea was incorrect. But shrug. Anything is possible.
EDIT: And I don't mean here that they produced a mechanically bad game. A lot of problems could be resolved, as has already been said, by terminology. If you accept that 4e is gamist before simulationist (i.e., that some things are simply meant to exist as game constructs without simulating anything) then it succeeds in its design goals phenomenally well. If you argue that it is intended to simulate in-world events, then it is less successful (IMHO). And the amount of erratta makes me suspect that 4.5 is a real possibility in 3-4 years.
Eh... I've never been a fan of the simmulationist/gamist thing. Admittedly I'm not an expert in it though. I can see the merrits in the idea, but I don't think you can really be too strict about the terms.
But yeah sure, I'll give you it leans more towards the gamist side. I guess it works for me, because that's always been my way of running the game no matter what edition. (I don't need to know the exact workings of how the goblin shot the fireball, only that it did because 9 times out of 10 it won't matter. On the 10th time we'll figure it out.)
I guess I also preffer it because I think it seems more "real" to me. In real life there are countless variables that effect a situation (Go Dr Malcom!.) The gamist idea seems to allow for those variables without a bazillion tables and subset tables...
As for errata... I get the feeling it's not much more then previous editions. It's just that they seem to be trying to stay on top of it. Probably since they've been accused of being too slow about it in the past.
Absolutely. And thank you for your courtesy!
RC
If I've seemed any other way then for that I appologize. (It's most ikely because sometimes I'm posting here and also answering a bazillion work emails.)
I like to debate, and am always happy to debate about things I like (and sometimes things I dislike) but it's all in the name of fun. Especialy when it concerns a game.
