Mercurius
Legend
First, some clarification: by "21st century D&D" I mean 3E and later, including 3.5, 4E, and Pathfinder, which I will collectively call 21c D&D. What is the problem with it? Well, I think it is simply that it is too complex. Or rather, it is too complicated.
OK, there are a few things to explain here. First, let me differentiate between complex and complicated. I would say that a game can be both simple and complex, but not simple and complicated. Complexity is the nature of reality - it is multiplicity, diversity, and choice. Complications are stressful, unbalanced, with numerous unnecessarily parts. An unbalanced, awkward, and overly rules-heavy game system is too complicated. A balanced, sophisticated and detailed game system is complex. Nature is complex, bureaucracy is complicated.
21c D&D is supposed to be complex but it has become complicated, not just through endless splats and rules options, but more than anything (imo) through the countless modifiers, conditions and adjustments that come through feats and powers (including spells). This is why it is virtually impossible for anyone but a very knowledgeable D&D player to create a high level character from scratch and play it without looking up rules for every action.
Don't get me wrong, I like some crunch. I think 4E combat, which is arguably more complicated than 3.5 combat, is the funnest version of D&D combat yet. There are more options, it is more tactical, and overall more satisfying in that it isn't just a slugfest that is predetermined (at least until about halfway in, but that's another discussion); the choices of the PCs actually matter - it isn't just up to stats and luck via dice rolls. I also think that 3.5 character creation and development has much to offer - it is, perhaps, the pinnacle of detailed character design and play in the D&D tradition.
But it is all a bit too much, imo, at least for anyone who prefers a slimmer, less crunchy version of D&D. Not only because both rules sets (3.x/Pathfinder and 4E) cater mainly to people who like crunch-heavy games, but because it has crippled one of the most crucial aspects of the D&D legacy: the House Rule.
OK, before you get into a tizzy and say "I've been playing 3.5 or 4E for years and have tons of house rules!!!" let me explain. 21c D&D has so many rules, so many intertwined options and modifiers that it is virtually impossible to create a house rule without effecting something else. An image that comes to mind is pick-up-sticks, where you try to pull out a stick from a pile without moving any other sticks. Sometimes it is easy, sometimes hard. But I think it is safe to say that it is much harder in 21c D&D than in 20c D&D (I'm sure some will disagree, but this is my initial post so I can say what I want for now
).
The result of this difficulty is that people are forced to either create foolproof house rules that consider every possible effect they might have, or just buy into the RAW, which leaves many playing a version of D&D that isn't customized to their preference.
As I see it, the designers of 3E thought, "Wow, the core rule set is so simple, so elegant, that we can slap on an endless number of modifiers and conditions and it won't get too complicated!" Wrong. It happened, in both 3.x and 4E. Furthermore, it created a situation whereby because of the simplicity of the core rule set, the designers of 3.x and 4E decided that they could include a rule for everything - all you had to do was look it up and make the necessary adjustments to the d20 roll. Sounds simple, right? Well, it didn't work out that way.
Maybe this is just fine - each edition is what it is and everyone has the right to play what they want to play (and how to play it). But that is a bit naive, imo. Why? Because all versions of 21c D&D present a rules package that is a bit daunting to the newbie. The best way to learn to play D&D is the same as it has ever been: play with people who know the game and learn as you go. But I would guess that this is more daunting than it has ever been. Furthermore, there remains the problem that hasn't been solved for decades of a good starter set.
For some time now I've been advocating what I would call a "modular approach" to D&D. Obviously it is too late for 4E, but if and when the good folks at WotC start thinking about 5E, I would hope they take this sort of approach to design. A modular approach would provide a much simpler basic, core game. Splat books would all be optional and would be designed to be added to a game as desired; even different PCs in the same campaign could have more or less detail in their character without either approach (basic or advanced) being more powerful or at an advantage or disadvantage. It would be a matter of player (and DM) choice: want simple skills? Easy - just use your ability scores with some kind of level and class adjustment. Want more detailed skills? No problem - just add skills, either groups like Athletics and/or specialties like Jump.
The same approach would work well for feats. Want a simple character? Do away with feats and have better class features and builds. Want feats? Sure - they could be modifications and specialties off of class features.
And so on. Best of all, a simple, core game would better allow for house ruling - you just paste it onto the core game and, voila, a house rule. The Pick-Up-Sticks Problem (PUSP) isn't as much of a problem because there aren't as many sticks.
OK, unleash the dogs...
OK, there are a few things to explain here. First, let me differentiate between complex and complicated. I would say that a game can be both simple and complex, but not simple and complicated. Complexity is the nature of reality - it is multiplicity, diversity, and choice. Complications are stressful, unbalanced, with numerous unnecessarily parts. An unbalanced, awkward, and overly rules-heavy game system is too complicated. A balanced, sophisticated and detailed game system is complex. Nature is complex, bureaucracy is complicated.
21c D&D is supposed to be complex but it has become complicated, not just through endless splats and rules options, but more than anything (imo) through the countless modifiers, conditions and adjustments that come through feats and powers (including spells). This is why it is virtually impossible for anyone but a very knowledgeable D&D player to create a high level character from scratch and play it without looking up rules for every action.
Don't get me wrong, I like some crunch. I think 4E combat, which is arguably more complicated than 3.5 combat, is the funnest version of D&D combat yet. There are more options, it is more tactical, and overall more satisfying in that it isn't just a slugfest that is predetermined (at least until about halfway in, but that's another discussion); the choices of the PCs actually matter - it isn't just up to stats and luck via dice rolls. I also think that 3.5 character creation and development has much to offer - it is, perhaps, the pinnacle of detailed character design and play in the D&D tradition.
But it is all a bit too much, imo, at least for anyone who prefers a slimmer, less crunchy version of D&D. Not only because both rules sets (3.x/Pathfinder and 4E) cater mainly to people who like crunch-heavy games, but because it has crippled one of the most crucial aspects of the D&D legacy: the House Rule.
OK, before you get into a tizzy and say "I've been playing 3.5 or 4E for years and have tons of house rules!!!" let me explain. 21c D&D has so many rules, so many intertwined options and modifiers that it is virtually impossible to create a house rule without effecting something else. An image that comes to mind is pick-up-sticks, where you try to pull out a stick from a pile without moving any other sticks. Sometimes it is easy, sometimes hard. But I think it is safe to say that it is much harder in 21c D&D than in 20c D&D (I'm sure some will disagree, but this is my initial post so I can say what I want for now

The result of this difficulty is that people are forced to either create foolproof house rules that consider every possible effect they might have, or just buy into the RAW, which leaves many playing a version of D&D that isn't customized to their preference.
As I see it, the designers of 3E thought, "Wow, the core rule set is so simple, so elegant, that we can slap on an endless number of modifiers and conditions and it won't get too complicated!" Wrong. It happened, in both 3.x and 4E. Furthermore, it created a situation whereby because of the simplicity of the core rule set, the designers of 3.x and 4E decided that they could include a rule for everything - all you had to do was look it up and make the necessary adjustments to the d20 roll. Sounds simple, right? Well, it didn't work out that way.
Maybe this is just fine - each edition is what it is and everyone has the right to play what they want to play (and how to play it). But that is a bit naive, imo. Why? Because all versions of 21c D&D present a rules package that is a bit daunting to the newbie. The best way to learn to play D&D is the same as it has ever been: play with people who know the game and learn as you go. But I would guess that this is more daunting than it has ever been. Furthermore, there remains the problem that hasn't been solved for decades of a good starter set.
For some time now I've been advocating what I would call a "modular approach" to D&D. Obviously it is too late for 4E, but if and when the good folks at WotC start thinking about 5E, I would hope they take this sort of approach to design. A modular approach would provide a much simpler basic, core game. Splat books would all be optional and would be designed to be added to a game as desired; even different PCs in the same campaign could have more or less detail in their character without either approach (basic or advanced) being more powerful or at an advantage or disadvantage. It would be a matter of player (and DM) choice: want simple skills? Easy - just use your ability scores with some kind of level and class adjustment. Want more detailed skills? No problem - just add skills, either groups like Athletics and/or specialties like Jump.
The same approach would work well for feats. Want a simple character? Do away with feats and have better class features and builds. Want feats? Sure - they could be modifications and specialties off of class features.
And so on. Best of all, a simple, core game would better allow for house ruling - you just paste it onto the core game and, voila, a house rule. The Pick-Up-Sticks Problem (PUSP) isn't as much of a problem because there aren't as many sticks.
OK, unleash the dogs...