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).
But if you
need to fudge, then the rules do
not model the ingame world. They model some idealisation of the ingame world that your game sometimes approaches. This is a fail at the level you claim you want to succeed.
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.
Say Usenet rather than Ron Edwards. IMO, the Gamers/Dramatist/Simulationists setup makes far more sense than Ron Edwards' GNS.
Basically: What's the point of targeting teens with the goal of growing a long-term customer* pool, if you treat your long term customers in a manner which says: "only the new customers matter"?
It seems to me that working at keeping customers is just as important...
What do you think things like Errata are for? It's the experienced players that care, not the new ones who haven't found the reasons.
Point being, that 3.5 or its implements can support the things you said. Explosive Spell metamagic feat was not core, but spread around people hit by a fireball.
So Fireballs and other things only ever explode with feat support.
Bullrush is the
opposite of what I am talking about. In a Bull Rush you take a running start and try to slam into someone. You are really trying rather than simply driving someone back because that's how you roll.
Shield feats in pathfinder make S&B awesome AND make you fighter push and smash people.
Shield Slam is just about starting to get there. But it's again trying too hard. It's not that I hit someone with my shield. It's that I'm a large arrogant SOB with my shoulder behind my shield - and I am going to try to force you backwards and pin you against a wall automatically.
Simply put, 3.5/Pathfinder design seem to put , maybe slightly, more emphasis on the way this happens in the gameworld. I Push people with my shield because I perform an action similar to spartans in phalanx, say.
Um... no. You push people with your shield because you use your shield to punch them out. A better method would be crowding them out - using your offensive weapon and crowding forward, your body behind your shield and forcing them to backpeddle. Which is exactly what any fighter (no BAB +6 requirement here) who wants to use this sword and shield style can do. And that is the way I fight much of the time when reenacting and armed with sword and shield. Shield bashes are something else.
So it takes a BAB of +6 and three pre-requisite feats to get your alternative to my RL combat style - and that's a wildly OTT charambara style rather than the controlled and disciplined one I'd expect. Right.
Of course you can roleplay powers in 4th, but sometimes happpens that powers seems first conceived mechanically, then "fluffed".
Name three martial ones. (I'll grant you a few from the Swordmage list starting with Lightning Lure - but this is less of a problem for spellcasters as they can work on what they want to do first, then calculate a spell). IME, martial powers are fluff first then mechanics - and sometimes the mechanics don't quite live up to the fluff (see: Come and Get It).
Another thing: 4th edition simply refutes to support mechanics slightly out of push, damage or some utility. This is great or lame, basing on your gamestyle. Let me make an example.
OK...
In 3.5 and Pathfinder, Efreet can gran Wish to mortals. I see that many people see this as a great risk of gamebreaking. In fact, they see it as a potential abuse of the spell planar binding. What happened in 4th edition? At least in MMI (don't know others) Efreet are apparently far more cool in combat, with all their flames and whirling, flying scimitars. But designers removed the wish feature, because things like that are unthinkable in 4th edition.
No. In 4e, Efreeti can grant Wishes to mortals. However this is solely under the control of the DM because Wishes are
always plot devices. And as a plot device, the DM needs almost complete oversight. If an Efreet regularly grants wishes, it becomes almost unusable for anything else. If not, it's entirely up to the DM.
Of course, the monster is very balanced, but, instatnly, any root with legends an arabian nights, any possible RP implication about desperate heroes, crazy summoners and twisted wishes is gone.
Say slightly suppressed at most rather than gone.
Moreover, in 3.5/PF, if you advance the efreet with fighter, sorcerer, eldricht knight levels, you come up with a far more cool monster (IMO, this is debatable because of monster creation guidelines).
Very debatable. And coolness out of combat is up to the DM - whereas in combat it only needs enough coolness for the length of time it lives. (I'd say something about the Phane if I knew what one was).
[quote] point being, that, reading your post, seems that balance is a big priority... myslef, restrict the wishes of the Efreeti only to the fluff is really maim a monster.. take away something that makes it special. Destroy a whole story that could spring from a wish, a wish abuse, a clever rogue that found a bottle in a lost temple... is take away some magic, some inspiration from the game. From my game, from my tale.[/quote]
But by moving the wishes to the fluff, you don't change a thing. The Wishes are going to be given out by DM fiat and interpreted by DM fiat anyway. The DM can still hand out wishes from the Efreet as a plot device when he wants to. Nothing has really changed here. A clever rogue who finds the bottle in the lost temple still gets a plot device coupon (which is what a Wish is). Nothing has changed here.
If anything, I'd say that restricting the Wishes of an efreeti to the specific 9th level spell of the same name and thereby rendering them mechanical is the part that's taking away some (trivial) amount of magic.