For me, this argument often lands as the ‘ultimate’ ad hominem attack in the arsenal of those who dislike 4e. Why say what you don’t like when you can simply dismiss the entire thing and make everyone who plays it look bad in one fell swoop? Plus it’s a good way to get people riled up.
One could argue that the ad hominem attacks are largely toward those that find RPing in 4e hard. It's clearly our fault. We're doing it wrong or haven't given it a real shot. I'm perfectly willing to admit that I'm not a great RPer. I'm good in good RPing groups, but I can't pull a group along with me.
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1 – It’s a new ruleset with some big changes to how the game (and even more so to certain character classes) operates. Suddenly you have to focus on the ruleset because you’re learning it; compared to how it was before the switch it seems that the rules have intruded like never before. Really, they’re likely as present as they were whenever you first got your gaming start, it just seems so much more compared to the ease had with 3e. In short order the rules become second nature and it will recede into the background.
This was a problem early on. At this point I've played and run a LOT of 4e. The rules are rarely much of a problem.
2 – Sudden (seeming) lack of out of combat ‘support’. By shifting this part of the game back into a more free-form DM fiat zone (compared to 3e where everything was becoming strictly codified) it suddenly looks like your character has no life outside of the encounter. Add that now that cleric/wizard spell lists have been stripped of many utility spells, and those spells placed into rituals. A great way IMHO to allow for those more nebulous spells without crowding your spell list, yet they’re often overlooked.
I *love* rituals. They make me quite happy and are one of the best things about 4e. But also, as one might expect of a new (and good) idea, they aren't implemented very well. The costs are too high and to use rituals (at least at the lower-levels (1-7) I generally play at, you are spending a lot of money. I've house-ruled these in the past so that you "accumulate" some amount of ritual $$$$ every day up to some limit (5 days worth). Still doesn't quite work with the wonky money values of 4e, but it works okay.
3 – Divorced from a well-defined default game world. The ‘rule toolkit’ and ‘world books’ model is one that has been tried before in RPG-land, yet it seems to have been less successful/effective here.
Never been a problem for me at least. The rules aren't as fun or colorful to read as the 1e, 2e or even 3e rules (1e is easily the best this way) and that hurts a bit. But way down low on the list of issues.
Any of those could have given the appearance of it being less inviting to RP or immersion.
Note that his presupposes that they were giving it an honest try – there’s plenty of insight to be gleaned from ontology/philosophy/psychology/sociology about how opinions colour our perceptions and experience. It’s why we, internally, are so often right about things. Often I’ve found that when people (and I am a person) say “I am going to give it the benefit of the doubt” they aren’t really, they’re trying it to prove that they’re right (and usually they are). It is possible to have an uncertain or poor opinion of something and still give it a fair shake, it simply takes conscious effort to do just that.
So those of us that really like 4e (and I do) but find it hard to get a good RPing session in are somehow not giving it a fair shot? I think that just because others have different experiences than you doesn't mean that we aren't doing our best with it.
This may not be 100% pertinent to your situation... I run one 4e game (experienced players) and play in another (many new players, plus it’s LFR modules). From my experience in those two groups, how you present/run things can make a big difference. If the DM lets the players say what they are doing, then calls for a certain skill check, RP (and creativity) immersion abounds. If the DM asks for specific skill checks (or the players, for that matter, ask for specific skill checks) then the rules are more than front and centre.
Certainly true. As a DM, I find it hard to keep the fairly complex encounters playing well from a gamest viewpoint (the baddies fighting well) and jump back and forth to providing plenty of color and description. It's just a bit too much for me sometimes.
As I think about it, the biggest problem is that it's hard to run a "gritty" game in 4e. The PCs are so powerful and special. Try to adapt an old 1e or 2e module to 4e. It's really hard. One actually quite scary encounter in Dark Sun was with a plant. It holds water but you can't approach it and you pretty much have no real ranged weapons so you need to engage it if you want the water. In 2e, those hit points lost in the fight _hurt_. At best you were eating your parties limited healing. In 4e not only does the damage not matter (you'll be fine tomorrow) but nearly every party member has a ranged at-will attack that will just crush the plant.
Some encounters and ideas from 1e-3e are just nearly impossible to implement in 4e. And that includes the things I prefer to run. It's not a big deal, I can run a more high-fantasy game (and do). But it's an annoying limitation. The strong emphasis 3e and 4e put on balance (and thankfully essentials has let drop to some extent) makes some things harder...
Again, I really like 4e. I found 3e to be overly complex past about 7th level. I found 2e to be largely okay and I found 1e to be fun but not a consistent experience (the rules were just too vague). I just think that 4e has it's own problems (as does every game) and we should try to identify what those problems are (though people will of course have different issues) and see if we can't find some good workarounds.