The main problem we have is that people simply cannot accept that not eveyone plays like they do, or has the same taste. And that's often compounded by a very narrow view of what is D&D - and made even worse by the crusading zeal many display when it comes to advertise their own playstyle. In short, the impasse is that too many people define D&D as "what I play as D&D".
Back pre-4E, we have had quite "lively" discussions whether or not a game where PCs could not die without the players consenting to it was D&D - or even fun. Despite many having fun playing that way. Some people simply could not even fathom that some other people have no fun worrying for their characters.
The same you can see with the edition wars. People need to accept that not everyone likes the new or old edition. And that, for a variety of reasons, the new or old edition is not for everyone.
I really don't get how we can gladly accept that playstyles differ when it comes to roleplaying relationships, evil campaigns, combat-heavy or combat-light campaigns, how we can advice people to pick compatible players for their groups, to make sure everyone wants simialr experiences from the ganme, yet when it comes to editions we act as if one edition fitted all, and take offense when others don't play by the same rules.
I once listed my reason for not playing 4E: It is not a single issue, nor a big issue, but rather a lot of little things that add up. Drop by drop, they weigh down on the "not for me" scale.
No perform skill.
No crafting skills.
No profession skills.
Fireball now a daily instead of a staple.
Martial powers do not recharge as well as they do in Bot9S, causing a card game feeling.
Martial powers require too much mental gymnastics to make sense, or drop to "do not think about it"
Game terms and grid instead of real measurements for movement.
Too much "shift".
System is set for far more combats per day than I want.
Skill Challenge system was not playtested, and came out bugged.
Not enough classes.
Lizardfolk as core race.
Too much limiting fluff (tieflings restricted to one appearance, and one origin).
Game terms that remind me of MMOGs (Striker, defender etc.).
Powers not having enough power. I want crits that can one shot enemies, sword attacks that take down half the enemies' hit points. I want a barbarian that can kill an equal-levelled pit fiend in two rounds (Pouncing charge, finishing blow), not a game where we need to grind down enemies MMO-style.
And I guess more I don't recall right now.
All those points, for themselves, are solvable. But together they amount to far too much work for far too little gain for me, and make me consider 4E as clearly "not for me".
Yes, I have no doubt I could form 4E into something that I could like with a lot of house rules and a lot of work - but why bother if it would turn it into something not many would recognize as 4E anymore? Far more sensible to pick what I like from 4E, and add it to my game (which is already pretty far from "standard" D&D 3.5).
Back pre-4E, we have had quite "lively" discussions whether or not a game where PCs could not die without the players consenting to it was D&D - or even fun. Despite many having fun playing that way. Some people simply could not even fathom that some other people have no fun worrying for their characters.
The same you can see with the edition wars. People need to accept that not everyone likes the new or old edition. And that, for a variety of reasons, the new or old edition is not for everyone.
I really don't get how we can gladly accept that playstyles differ when it comes to roleplaying relationships, evil campaigns, combat-heavy or combat-light campaigns, how we can advice people to pick compatible players for their groups, to make sure everyone wants simialr experiences from the ganme, yet when it comes to editions we act as if one edition fitted all, and take offense when others don't play by the same rules.
I once listed my reason for not playing 4E: It is not a single issue, nor a big issue, but rather a lot of little things that add up. Drop by drop, they weigh down on the "not for me" scale.
No perform skill.
No crafting skills.
No profession skills.
Fireball now a daily instead of a staple.
Martial powers do not recharge as well as they do in Bot9S, causing a card game feeling.
Martial powers require too much mental gymnastics to make sense, or drop to "do not think about it"
Game terms and grid instead of real measurements for movement.
Too much "shift".
System is set for far more combats per day than I want.
Skill Challenge system was not playtested, and came out bugged.
Not enough classes.
Lizardfolk as core race.
Too much limiting fluff (tieflings restricted to one appearance, and one origin).
Game terms that remind me of MMOGs (Striker, defender etc.).
Powers not having enough power. I want crits that can one shot enemies, sword attacks that take down half the enemies' hit points. I want a barbarian that can kill an equal-levelled pit fiend in two rounds (Pouncing charge, finishing blow), not a game where we need to grind down enemies MMO-style.
And I guess more I don't recall right now.
All those points, for themselves, are solvable. But together they amount to far too much work for far too little gain for me, and make me consider 4E as clearly "not for me".
Yes, I have no doubt I could form 4E into something that I could like with a lot of house rules and a lot of work - but why bother if it would turn it into something not many would recognize as 4E anymore? Far more sensible to pick what I like from 4E, and add it to my game (which is already pretty far from "standard" D&D 3.5).