Hussar
Legend
I think others have nailed it, but here are the problems I have:
- 4e largely dropped the idea of simulation. Things are a lot more abstract (from square fireballs to fighter powers that just make no sense to warlords being able to talk people up from unconscious). This can harm immersion.
- The "completely heal after a night's sleep thing" is difficult on a massive number of levels. First the loss of simulation. Second it makes encounter design very restricted. A "simple" fight in 3e could actually matter. Real resources could be drained and people had to actually think and take the challenge seriously. Now it doesn't matter much (use encounter powers, do what you can to get surgeless healing) and it just drags. Try to adapt a 1e or 2e module to 4e. It's a lot of work as a number of encounters just can't do the same thing they did before. Third it just hoses the trope of "you're down to your last bit behind enemy lines, but it's do or die" over more than just a single day. Down and out just doesn't exist unless you strip items.
- Also, why in the whole world, can only the PCs get up from dropping? Should the NPCs know to finish off the downed characters? This PC/NPC thing is really tricky to deal with. If you are playing "the PCs are ultra-special cool folks blessed by the gods" then it works just fine in the RP. But otherwise you keep hitting all these points of cognitive dissonance.
Is 4e a good game? Certainly. Is it a good RPG? Yes, but it takes either a very good group or very good DM. Us average folks struggle. It's basically the cognitive dissonance.
This, of course, all presumes that simulationism is the be all and end all of role play. That stripping out simulation (which I totally agree 4e does) somehow makes role play more difficult.
There are a whole boatload of games out there that would like to have a word with you.
Simulation of the game world is one way to approach role play. And it is certainly valid. But, presuming that it is the only way to approach role play, and that it is even required for immersion, is false. And it's pretty easily disprovable as well. All you have to do is look at RPG's that aren't heavily leaning on sim play - Spirit of the Century leaps to mind here.
Is anyone going to claim that SotC inhibits role play?
I don't think I could disagree more with this statement.
Why? Note, he included combat and conflict. When 90% of the rules in the book revolve around either combat or conflict, making a character that shies away from both is probably not the best approach to the game.
Heck, even the "pacifist" examples in 2e are from very late 2e books that pretty much only hard core collectors have even read.
Or, put it another way, what part of "game of heroic fantasy" includes a character which doesn't embrace combat and/or conflict?