I am a firm believer in learning the rules so that you can break them.
If a system requires you to fudge the rules as a matter of course, then I'm not such a big fan of the system.
I'm with MerricB on this one.
For better or worse, there's a movement in the contemporary RPG scene which takes the view that RPGs are
games, and that playing the game
by the rules should deliver the promised experience. That's fundamentally at odds with some more traditional ways of designing RPGs, which are all about having the rules of the game model the ingame world, and then relying on the GM to judiciously suspend the rules in order to deliver the desired play experience (fudging death results against low-level PCs being the most notorious example of this).
Thus, I agree with BryonD when he says:
A game that is about making the character be as realistic as possible first is different than a game that is about mechanical equity first.
WotC have decided that the best way to secure the future of D&D is to move from the traditional to the contemporary paradigm of RPG design. Now maybe that's a mistake for all sorts of reasons - it puts heavy demands on the integrity of design and development, it produces a steady flow of errata/updates, and it produces a game which at least some fans of the traditional approach don't like. At least some of those fans see it as changing the game from an RPG to a
real (video, board, whatever) game.
But I think it's a big call to say
for sure that it's a mistake. The contemporary approach is not without fans. And it's not without success - some non-traditional games are pretty highly regarded: Dogs in the Vineyard, My Life With Master, Burning Wheel, Sorcerer, HeroWars/Quest.
Maybe WotC will turn out to be wrong. Maybe it will turn out that most people interested in buying RPG books like the traditional approach, and that the much larger number of people who like games of some sort or other really aren't interested in the RPG variant of games. That's certainly conceivable, because immersion in the gameworld is a big part of an RPG, and there seems to be a non-arbitrary connection between immersion in a gameworld and having mechanics that model that world.
But maybe WotC will turn out to be right. Because there also seems to be a non-arbitrary connection between wanting to have fun playing a game, and designing the rules of the game so that they (more or less, within the limits of what a small number of people on what I assume are fairly modest salaries can do) do deliver the promised fun.
I've said before that I see 4e as a bet by WotC that Ron Edwards is right in his view that the way to significantly increase the popularity of RPGs is to design them as
games from the ground up, dropping whatever elements of world-simulating mechanics are necessary to achieve this. Presumably WotC have some market research to support their bet, but some aspects of what's coming out about Essentials and other downstream developments make me (as a 4e fan) worry that the bet may not have gone as well as they hope.
To steal a line from Raven Crowking, time will tell . . . it always does!