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Could Wizards ACTUALLY make MOST people happy with a new edition?

4e is a thoughtful detailed, balanced system, unfortunately, it's not really DnD - not to those of us that have bled their way through all of the versions since even before there was any official system. It's too far away from, and turns it's back on the Gygaxian way of play - where the game is a mystery to the players. That's DnD.
I started playing D&D in the early 1980s with Moldvay Basic, Cook Expert and then Gygax's AD&D. I've never played "Gygaxian" D&D. Influenced by the admonishments in the rulebooks, and in Lewis Pulsipher articles in White Dwarf, I tried to, but had no real interest in or talent for running it and my players had no real interest in playing it.

For the sort of play that I enjoy, 4e is a better system than AD&D. It's very obviously not aimed at Gygaxian play. But to infer from that that it's not D&D seems to give greater weight to Gyax's design intent, or preferred approach to play, rather than to the full range of stuff that people were actually trying to do with classic D&D back in those days. Reading Forum in Dragon Magazine from that time, and looking at the articles, I think there was a range of different approaches being taken - and if I had to characterise what I believe to have been the dominant trend, I would say it was a drift from Gygaxian play to setting-heavy, system-focused simulationism. I'm reluctant to say, though, that it therefore wasn't D&D.

If I know there are trolls in the next room, and I know the trolls will do nothing until I open the door, no matter what, then I have time to ride my pony back to town

<snip>

everyone having a kumbuyah session and mutually running the game is all well and good, but it ain't DnD.
Well, a GM who (i) establishes potential conflict based on signals (more or less explicit) sent by the players, and who (ii) frames those scenes in such a way that the PC in question is able to ride back to town on a pony, isn't doing a very good job of GMing in the "modern" fashion.

Nothing in the 4e DMG suggests that the game should be run like that. (Admittedly, it doesn't say a lot about scene-framing in general.)

Also, the idea that a GM will establish potential conflict based on signals (more or less explicity) sent by the players isn't that new. "What is Dungeons and Dragons" was published by Puffin (Penguin) Books in 1984. From memory, each of its 3 example PCs has conflict built into his or her backstory (the fighter is from a family kicked off their farm; the wizard has a rival college of magic; and the halfing I think has some sort of tale of down-and-out urban squalor). And the sample adventure for these 1st level PCs incorporates elements of the rival college of magic. It's not quite Burning Wheel, but it's not random generation, or pure sandboxing, either. Character-driven play, with GMs creating situations focused particularly on those PCs' conficts, has been around for a while now.

I'd say a game session can probably be boiled down to "scenes" not "encounters". A subtle distinction, but an important one.

<snip>

"encounter" implies that there is a concrete goal to each scene., either winning a battle or accomplishing something with skilll checks or the like. My experience is that the things I would describe as encounters-even loosely-take up only a minority of session time.

<snip>

What has changed is the proscriptive aspect of the rules. Before, you might have some encounters, 4e is built around them.
I don't agree that 4e's rules are more prescriptive. They just prescribe different things. (Moldvay Basic had a whole checklist to go through for scenario design. And both Basic and AD&D had discussions of dugneon design, treasure placement etc which (i) seem fairly presriptive to me, in the sense that they tell me what the designer thinks a good dungeon will involve, and (ii) seem somewhat prescriptively to presuppose that "the dungeon" will figure prominently as a focus of play.

I do agree that 4e focuses on different things. I think you're right that an encounter is a scene in which there is a goal and one or more obstacles - and hence conflict (or "a challenge", to use 4e jargon). The PHB and DMG make it clear that exploration - "scenes without challenges" - is important but subordinate, a bridge between challenges. And there is a clear suggestion in the DMG that exploration for its own sake be downplayed, as potentially boring.

I'm still not seeing where preplay vs. play is a point of difference. I'd agree that 4e focuses on a "different sort of play", but I'd also say that improvisational storytelling (i.e. playing on the day) isn't it.
With 3E I could dream up a character idea and pour through the rule book to find find a class, feats, weapons, magic items, etc to create him.

<snip>

When I tried to do the same with 4E I found that I had a collection of combat powers. The rest of the stuff could be hand waved or "role played" without any supporting rules. The non-combat portion of the game seemed less important.
I can only speak to my own experience, and do my best to make sense of the experiences of others. What broghammerj says here seems to me consistent with what I was saying. I would want to add - until you've played that PC, not only will you not know his/her noncombat stuff, but you won't know the combat stuff either. (The retraining rules in 4e are in my view essential, given that - except for very simple builds like ranger archers - it is hard to know how something will play out until you build it and try it.)

I think that in 4e, both combat and skill challenges (the two core action resolution engines) support "playing on the day" - learning new stuff about the gameworld, the PCs, the NPCs, in the course of play. They're fairly obviously modelled on/inspired by other game systems with that explicit goal (for skill challenges this is transparent!). The 4e designers are on record as having regard to the indie design scene (here is Heinsoo; here is Mearls). I think they set out to turn D&D into a "modern" game, and did a fairly good job of it.

the rules of earlier additions have much more of a "toolkit" feel that let you do what you want, while the 4e mentality is much more (again) proscriptive.
I don't agree with the "do what you want", but I do agree with the "tookit" vs "proscriptive". I see a resemblance to the Burning Wheel rulebooks, which are full of advice to stick with what the designers have included, because it is in there to make the game a better game.

I think this is reflective of different play focuses in the mechanics. When the mechanics are conceived of as primarily serving a simulationist purpose, then the "tool kit" approach makes sense. If you want to simulate something different, or differently, you tweak and twiddle. As a result of this sort of thing, Rolemaster has probably a dozen or more initiative systems in print, and HARP has 3 or 4 different combat systems.

When the mechanics are focused more on non-simulationist metagame goals - of distributing narrative authority in certain ways, for example, or mediating between creation and exploration in certain ways (and I think these two goals are related) - then to me at least it makes more sense for the designers to say "Hey, we've got these procedures here which, if you follow them, will give you the experience we're offering. Don't follow them, and we offer no guarantees." With these sorts of mechanics, the promise is "If you follow them, you'll get the experience you want from this game." Whereas the classic simulationist mechanics are more along the lines of "Here's a suggestion as to how you might model this - if you want a different model, tweak away to your heart's content". Different goals, different guidelines. To me, this is indicative of the different approach of the 4e rules.

I'd agree that's true of adventures, and that 3e/PF focus more on adventures. Most people don't use them; but they're good for people who don't have time to prep.
My impression is that Paizo, and PF, were built on adventures. Indeed, that Paizo's reason for going ahead with PF was to keep in print a set of rules that people could use to play their adventures.

In the first statement you seem to state that Pathfinder (the rules) focuses on adventures and further define adventure as... play where the invention and meaning have already been determined prior to actual in-game play by whoever authored the adventure...

Now for discussions sake lets ignore the fact that the statement above implies that any game having pre-made adventures (including 4e) should have this as it's default playstyle, which I think is erroneous in the extreme...

Next you seem to state that 4e is designed to focus on a different sort of play (without defining said type of play) then disregard the 4e adventures as doing a poor job of showcasing whatever this type of play is...
I said that PF, the game - which includes both rules and adventure paths - seems to be focused on adventures. Certainly, fans of Paizo seem to mention their adventuers frequently as a strong point. Whereas, at least on these forums, I rarely see fans of 4e mentioning WotC's adventures as a strong point of the game.

As for the style of play that 4e supports, I believed that I've discussed it often enough, in threads in which you have participated, that I would have thought it might be well enough known by now, at least by anyone to whom it matters. (Posts #262 and #278 in the is-D&D-about-combat thread give a reasonable account of it.)

So for PF, the adventures define, or at the least are representative of the type of play the rules create. Yet in 4e you claim adventures are actually a poor example of what type of play 4e was designed to facilitate. This seems like a double standard to me

<snip>

Now whether you personally play in the games expected playstyle is a whole different argument of course.
What's the double standard? I don't particularly care for 3E, and therefore assume that I wouldn't particularly care for PF either. You, as far as I can tell from your posting history, don't particularly care for 4e. I'm trying to diagnose a difference between them, to do with their different orientations towards exploration and creation. You yourself, in the thread about kobolds and their "shifty" power, seemed to accept that there was such a difference, given that, in that thread, you complained that 4e generates too high a burden of creation for GMs and players.

What do you think is the difference between 3E and 4e?

Maybe 4e's adventures are very much indicative of the type of play the designers expected for 4e and designed its rules to accomodate. (I mean very few if any people actually complain that the rules as used in most of the 4e modules are prone to errors or misused, so I don't think the modules do a bad job of actually showcasing the rules).
Actually, nearly everyone who comments on WotC's 4e modules complains that they don't reflect the encounter design guidelines in the DMG and DMG2.

the above is a more realistic conclusion then believing that the same people who designed the game rules are incompetent in using said rules to create adventures in the game's expected playstyle.
Given that no one seems to like 4e adventures, and that WotC themselves have indicated (at GenCon) that they're planning on revising their approach to adventure writing, I think that the inference to incompetence may well be warranted.

But in any event, 4e fairly obviously doesn't support traditional module design. Just one example - traditional module design depends upon the backstory being a secret within the purview of the GM. For 4e, on the other hand - at least as far as the default setting is concerned - a big chunk of the backstory is set out in the PHB, for the players to take into account when building their PCs. What does this 4e approach remind me of? It reminds me of the advice on "big picture", setting design, character building etc in the Burning Wheel Adventure Builder - which is non-traditional advice.

Coincidence? Projection? Or the result of the 4e team doing what they said at the time they were doing, and taking seriously the lessons of indie RPG design? Different people obviously have different views on this - but given that everyone hates the WotC modules, but some people at least like their ruleset, I prefer to impute competence to mechanical design and incompetence to adventure design.

I've never heard anyone, in particular anyone from WotC, promote the game in ways that are consistent with Pemerton's descriptions.
See references above - particularly the Heinsoo one.

And are you really saying that you see no resemblance between skill challenges and the action resolution mechanics in games like HeroQuest and Maelstrom Storytelling? Do you really not see a significant difference in the way that 4e treats campaign backstory, distributing it so liberally through the PC-build rules?

Maybe I don't care for 4E because my DM skills are not as elite as Pemerton's and I don't get the whole new tier of game. (I don't *think* that is the issue, but I'm seriously offering that it may well be.) But 4E is supposed to be good for brand new GMs, not game design theory post-docs.
You don't need a gametheory post-doc to run a character and situation-based game. I did it as a teenager using 1st ed AD&D rules (bizarrely enough drawing inspiration from Oriental Adventures - although the focus of that book is highly simulationist, this actually produces quite rich PCs and situations, and in play we drifted the Honour mechanics from what I think was envisaged in the design).

The idea that simulationist play, or Gygaxian (=exploration-heavy) gamism, is somehow the easy or default approach, is something I strongly disagree with.

If you were going to make a 5e, you'd have to choose whether the rules used these concepts or not, and you'd likely be choosing between pleasing one group of players or another.
our respective viewpoints don't exactly suggest (as was the thread topic) that the same edition is ever likely to make both of is happy.
Well, quite. I think we're in agreement here.
 

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pemerton said:
When 4e came out, I remember a lot of people saying that it plays better than it reads, as if this was something for which an apology was required.
This one's been sitting around awhile, but it's still bugging me. I agree that the rules in play are the substance here, but presentation is important. If I read a scientific paper that draws meaningful conclusions from solid evidence, but which has grammatical errors, confusing charts, or an inappropriate tone, the latter points will probably define my opinion of that paper. Similarly, when I eat out, presentation greatly affects the experience of my meal and if I have a date, that person's appearance affects my opinion of them.

Similarly, if WotC had put out a completely different set of rules with the same artistic design on their books (and the same amount of errata) I wouldn't have bought them on that basis alone. The further away you get from realistic art design, the more you've lost me. The more condescending the tone of the rules text, the more you've lost me. The more errors in that text, the more you've lost me.

Dragon Age II (for example) and 4e are very similar in that while they both made controversial rules changes, they were both error-riddled products that lacked production value. In the D&D world, this is a significant reason that people left D&D for Pathfinder. PF has better-looking books with better-written text (though I don't like their art style much either). For WotC to please everyone, they'd need not just a new rules philosophy, but better books. I think even a fair amount of 4e people would agree with that.

When the mechanics are focused more on non-simulationist metagame goals - of distributing narrative authority in certain ways, for example, or mediating between creation and exploration in certain ways (and I think these two goals are related) - then to me at least it makes more sense for the designers to say "Hey, we've got these procedures here which, if you follow them, will give you the experience we're offering. Don't follow them, and we offer no guarantees." With these sorts of mechanics, the promise is "If you follow them, you'll get the experience you want from this game." Whereas the classic simulationist mechanics are more along the lines of "Here's a suggestion as to how you might model this - if you want a different model, tweak away to your heart's content". Different goals, different guidelines. To me, this is indicative of the different approach of the 4e rules.
Okay.

Well, quite. I think we're in agreement here.
No hard feelings.
 

I said that PF, the game - which includes both rules and adventure paths - seems to be focused on adventures. Certainly, fans of Paizo seem to mention their adventuers frequently as a strong point. Whereas, at least on these forums, I rarely see fans of 4e mentioning WotC's adventures as a strong point of the game.

As for the style of play that 4e supports, I believed that I've discussed it often enough, in threads in which you have participated, that I would have thought it might be well enough known by now, at least by anyone to whom it matters. (Posts #262 and #278 in the is-D&D-about-combat thread give a reasonable account of it.)

Again, I'm a little confused... what does the business side of the game being focused on adventure paths... have to do with the type of playstyle the rules push for? I've seen published adventures for narrative, gamist and simulationist play based rpg's, so I fail to see how PF being centered around AP's has any bearing on it's default playstyle.

As to your second paragraph, again we disagree... with it's emphasis on balanced encounters & magic items, mechanically defined conditions & powers, etc. As well as it's focus on the encounter as the building blocks of a session of play I find 4e more firmly in the camp of Gamism as defined by the Forge than any type of Narrativism... especially concerning mechanics and what they push for. Overcoming the challenge of the encounter seems to be the focus in default play of D&D 4e. Now whether people find this satisfying or not (or change it to fit their own preferences is a different story.)


What's the double standard? I don't particularly care for 3E, and therefore assume that I wouldn't particularly care for PF either. You, as far as I can tell from your posting history, don't particularly care for 4e. I'm trying to diagnose a difference between them, to do with their different orientations towards exploration and creation. You yourself, in the thread about kobolds and their "shifty" power, seemed to accept that there was such a difference, given that, in that thread, you complained that 4e generates too high a burden of creation for GMs and players.

I play and run 4e occasionally, I prefer Pathfinder but I will play and run 4e... in fact I ran for the recent gameday in a strange turn of events at my FLGS where they were short on DM's... and the people I ran for greatly enjoyed it (though I improvised and added alot of my own stuff to the Neverdeath module.).

The problem is that in doing this diagnoses you are conflating default playstyle (4e supports narrativism!!) with business focus (Pathfinder is centered around adventures!!). You are comparing apples and oranges.

As for the shifty thread... you're drawing a conclusion I never made as to the "burden" of creation for GM's. In that thread I was moreso arguing for the gamism focus of 4e. If you give me an ability called shifty that has a purely mechanical effect that could just as easily be described as something entirely different... and there is no description of what theactual power does... but it is balanced for the combat encounter to be a fair challenge against players of an appropriate level range... that is a focus on the mechanics not narrative of the game.

What do you think is the difference between 3E and 4e?

Simulationism vs. Gamism. 3E's focus was on taking how something in the game world should/might/would work, and then finding a mechanic to simulate it... 4e's focus was on creating mechanics that would be balanced and fun on the game side of things and then either vaguely justifying the mechanic with light fluff or leaving it up to the people playing the game to justify said mechanic's fluff side.

Actually, nearly everyone who comments on WotC's 4e modules complains that they don't reflect the encounter design guidelines in the DMG and DMG2.

I disagree. They tend to complain about the delve format (not inherent to the mechanics of 4e), The number of combats in a given module (not a property of 4e), the linear choices (again not inherent to the nechanics of 4e), lifeless, cardboard feeling NPC's with non-sensical motiations (but they are built mechanically correct by the rules of 4e). You see these are problems with adventure design, not inherent to the rules of 4e. If a Patfinder adventure was written with these flaws it too would probably be criticized and disliked.

Given that no one seems to like 4e adventures, and that WotC themselves have indicated (at GenCon) that they're planning on revising their approach to adventure writing, I think that the inference to incompetence may well be warranted.

Incompetency with general adventure design... yes. As far as 4e and it's default playstyle... I would say no. Their adventures are very much based around overcoming the encounter with your cool bits.

But in any event, 4e fairly obviously doesn't support traditional module design. Just one example - traditional module design depends upon the backstory being a secret within the purview of the GM. For 4e, on the other hand - at least as far as the default setting is concerned - a big chunk of the backstory is set out in the PHB, for the players to take into account when building their PCs. What does this 4e approach remind me of? It reminds me of the advice on "big picture", setting design, character building etc in the Burning Wheel Adventure Builder - which is non-traditional advice.

I'm curious... Pathfinder's AP's all come with Player's Guides that allow one to tie backstory, classes, races, etc. into the AP... this would seem to be exactly what you mean by non-traditional module design... yet it's done with 3.5/Pathfinder rules. I am also pretty sure this same thing is also done in the Inner Sea World Guide... again with PF rules. So please explain to me how 4e is better,or any different, than PF in this area?

Coincidence? Projection? Or the result of the 4e team doing what they said at the time they were doing, and taking seriously the lessons of indie RPG design? Different people obviously have different views on this - but given that everyone hates the WotC modules, but some people at least like their ruleset, I prefer to impute competence to mechanical design and incompetence to adventure design.

Oh I definitely think they took a Gamist approach from indie games because they wanted the game to be fun thus gameplay, in a mechanical sense, became the priority. In fact here's a few quotes pulled from the examples you supplied that seem to support my opinion...

I think that the most interesting shift for people is that this game does have a different paradigm, in the sense that previously simulation was king. What that meant is that, “Hey, what happens when a monster grapples you?” Those rules were written to some extent with, “okay now what do you do? Well now what happens that? Oh that, and what happens then? Oh that, and that and that. Have you got that?” And now it’s like, look – this game isn’t actually about grappling. It’s about hitting things with swords, and I am going to be fried if I’m gonna sit there and write multi-paragraph rules for something that is not fun.

We need a simple system to deal with it. What that means is that in play, simulation is still important, but game play has advanced to the point where we consider it quite a bit farther. If we made a system…well an example of this came up last week, but I’m not necessarily going to talk about it, I heard there was an argument being made about a system and I was asked for my opinion. I said, “you know what, don’t tell them that they’re wrong. They’re right, in a simulationist world, the system they want to use is RIGHT. That is exactly what happens in real life, but guess what, it’s a real pain in the ass.
Game players are not going to thank us, and the amount of fun that would be added to the table if we actually did this ‘simulation’ is, my guess would be like one out of twenty players would get this warm rosey glow and say, “I think this is really like reality!” and the other ones would say, “When is it my turn?! Because I am so tired of you doing what you’re doing!” When I say the paradigm was shifted, this is the shift. We’ve moved away from simulation towards gameplay. Now that doesn’t mean that simulation is dead, that means that before 3.5 was on the simulation side of the middle ground, and now we’re on the gameplay side of the middle ground. That’s what I think.

Oh, and that quote from Mearls just says he looks at the ideas from the forge... not which if any, he chose to implement for 4e.

EDIT: Ultimately I think that 4e and 3.5/PF support Narrativism to the same extent in that they basically leave it up to the individual DM and players to interject or not interject this as an important part of their particular game... what they do do however is give you a choice between a Gamist or Simulationist basis to explore these things with.

EDIT2: Here's an interesting tidbit from wikipedia on the main conflict between Gamism and Simulationism play...

Gamist-Simulationist friction
  • Perfect 'Balance' (in the sense of parity in character effectiveness, or a level playing field) is rarely compatible with the full complexities of a self-consistent imagined world. That is, Life is Unfair. For example, realistic swordfighting leads to a high-rate of wound-related mortality, while an unbiased presentation of Tolkien's Middle-Earth would make elves far more powerful than orcs or halflings. Resolving such imbalances requires either a manifestly artificial 'world', or metagame constructs such as hit points, level adjustments, etc. that distort a Simulationist aesthetic.
 
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Let's assume that we know there are folks that prefer 4E and folks that prefer PF, if the current sales are any indication, and WotC would continue the trends from 4E. Would 5E draw in a significant portion of the PF crowd, would it further divide the fans, or would it just move over the 4E fans?

If 5E is as big a jump as 4E was from 3E, I suspect the worst kind of rift between the 4E folks and the 5E adoptees. I suspect you would have very few folks leaving the PF branch. Even worse, there's no way for 4E fans to go, as no one can really adopt the 4E rules as they could with 3E (due to the OGL).
 

Another view to take is to be thankful that both 4e and PF exist, and that there is no need for the Hatfields and the McCoys to join in a single game.

Go through the archives here, see how many threads that you can find about incompatible game styles.

Find posts of folks complaining about rules in 3.X before 4e raised its ugly head above the horizon, and other folks claiming that those exact same rules are just fine, thank you very much.

Find posts arguing Gamist v. Simulationist and whether Forge is reshaping games or is just plain annoying.

Now both sides of many of these arguments, debates, trolls, and flame wars have games that fit them better. (Doesn't seem to have ended the debates though....)

The Auld Grump
 

This one's been sitting around awhile, but it's still bugging me. I agree that the rules in play are the substance here, but presentation is important. If I read a scientific paper that draws meaningful conclusions from solid evidence, but which has grammatical errors, confusing charts, or an inappropriate tone, the latter points will probably define my opinion of that paper. Similarly, when I eat out, presentation greatly affects the experience of my meal and if I have a date, that person's appearance affects my opinion of them.

Absolutely. Love the peer review reference!
 

See references above - particularly the Heinsoo one.

And are you really saying that you see no resemblance between skill challenges and the action resolution mechanics in games like HeroQuest and Maelstrom Storytelling? Do you really not see a significant difference in the way that 4e treats campaign backstory, distributing it so liberally through the PC-build rules?
I'm saying I've seen plenty of quotes from the like of Mearls and Collins that fly in the face of your descriptions, and on a much more fundamental game design level.

I'm also saying that I've talked to plenty of 4E fans and your position is unique amongst those conversations.

You don't need a gametheory post-doc to run a character and situation-based game. I did it as a teenager using 1st ed AD&D rules.
I'm not talking about playing, I'm talking about DMing. If you want to say that you are no better at DMing now than you once were as a teenager, then who am I to argue?

It doesn't change the point either way.
 

It would seem to me that a few questions need to be answered before I think one could come to a rational conclusion about 5E uniting the DnD masses.

1. The first question is, "Do those who like 4E, feel as passionately about their dislike for 3E as the distaste many 3E/PF players show towards 4E?"

My personal perception is that many 3E/PF fans really don't like 4E at all and feel somewhat disenfranchised about the whole process. My perception of 4E fans is that they don't hate 3E/PF, but prefer 4E. If 4E didn't come along they would still be playing 3E. I just never remember people saying passionately that 3E sucked. More grumblings and complaints about it being broken at high levels, lost of prep time, etc. Stuff that affected 3E gameplay, but nothing to quit playing DnD over. Somehow 4E touched a nerve.

2. What is the percentage of fans who don't like 4E due to non-game factors (use of DDI, failure to deliver on promised software at 4E roll out, cancelling old edition PDFs, company marketing tactics).

If that percentage is low, then I think a new edition could be a unifying force. If not then people are more upset at company policy which can be difficult to overcome.
 

I think you have a couple of reasons why folks don't like 4E (or PF for that matter):
1.) Don't like the rules
2.) Don't like the fluff
3.) Don't like the presentation
4.) Don't like the company (decisions regarding multiple factors)

My personal biggest issue is #3, I would have seriously tried 4E if it made chewing through the rules enjoyable and inspiring, but that is a personal opinion. I chew through computer manuals because I have to, I chew through gamebooks because I want to.

3E had a multitude of faults, but you often played the game for a long while before they became evident (high level play and the long prep time at high levels). The multitude of crunch books is something 4E is catching up quickly, in a far smaller time frame, it's just missing a lot of 'fluff' (and what little there is of, is relatively uninspiring imho). PF solved a lot of the nagging issues and made the existing system more 'modern'.

I think the amount of folks that would 'leave' PF is far less then the folks that would balk at a 5E.
 

My personal perception is that many 3E/PF fans really don't like 4E at all and feel somewhat disenfranchised about the whole process. My perception of 4E fans is that they don't hate 3E/PF, but prefer 4E. If 4E didn't come along they would still be playing 3E. I just never remember people saying passionately that 3E sucked. More grumblings and complaints about it being broken at high levels, lost of prep time, etc. Stuff that affected 3E gameplay, but nothing to quit playing DnD over. Somehow 4E touched a nerve.
I can only speak to my own opinion, but I think there is something you have missed, here.

It's quite true that I played some 3.X and had nothing against the system at that time (although D&D constituted only a small proportion of my RPG playing from around 1980 to 2008). I am on record at the Hârn Forum "defending" 3.5 D&D as being a servicable Gamist system, which is to say the best of a fairly mediocre field, but not a system I would use for simulationist "dreaming play" or thematic "boot it into a story" play.

When 4E arrived, however, the situation changed. 4E is, for me, simply the best Gamist engine available. In that respect, it blew 3.X out of the water in the one region where 3.5 had advantages that I couldn't find bettered in other systems. Now, there is simply no water left for 3.5 to sail in, for me. It has nothing that it does well enough to warrant my selecting it to play. It's not that it is any worse than it was before, it's just that, for every style or "mode" of play, there is a system that I feel is superior enough to D&D 3.5 to make the choice a no-brainer.

A consequence of all this is that, if 5E turned out to be a really fine Simulationist engine, I might well consider it alongside 4E (as a Gamist engine). If it is a superior Gamist engine to 4E (which is old enough that I can see several possible improvements), I might switch to it. In neither of these cases, however, do I think the "one system to please them all" aim will have been met in the slightest. Nor, in fact, do I think it's possible for it to be met - but that's just an opinion.
 

Into the Woods

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