thecasualoblivion
First Post
See I don't think you do understand, read the first paragraph above... again objective statements about "real freedom"...when, in both, 4e and 3e anything can (and sometimes has to) be improvised. Or this little gem of a statement... "They brought more inconsistency to the game and made the game world less coherent, not more." For who because IMHO, it's alot more consistent than 4e is... again subjective =/= objective. Or your commment on disarm/trip/etc... where in 4e it's better to be limited to once per day or some other arbitrary measurement than to have a low chance to succeed at it anytime you want... neither seems especially different, it's all in what you prefer. I guess this is the problem, all of your "truths" about the problems of 3.5 aren't really truths at all, yet you state them like they are. Anything that can be improvised in 4e can be in 3.5, but if you don't want to 3.5 provides a much more robust rules structure to draw examples from.
3E is more coherent, only if you can't immerse yourself in the game without that nod towards simulationism. You either require some sort of simulationism or you don't. If you require it, its existence is more important than the negative consequences simulation invariably has on game mechanics. For those of us who don't require simulationism, 3.5E's nods to it were an anchor dragging the game down. As far as improvisation, it depends on what you want from the game in terms of simulationism. If you care about the why and how about how something works and how you came to succeed or fail, 3.5E's nods to simulation provide a more robust rules structure. If you don't care about the why or how and only care about the end result, 4E's focus on gameplay with no regard for simulation is more robust.
What he was saying was largely "true", from the perspective of people who don't require simulation with their RPG.