Upper_Krust
Legend
Hey there Lord Mhoram! 
I agree the 4E books do focus on team based tactical combat and other aspects of the game don't seem to get the same share of the spotlight.
BUT the system itself doesn't preclude those other aspects.
Plus surely one of the goals of D&D from its inception has always been to PROMOTE TEAMWORK. So how this has become a negative (in your eyes) mystifies me.
Why would the system itself be at fault for encounters with zero combat in them?
I disagree with this. 4E encounters (especially official ones) are designed for 5 characters of a given level (more or less).
5 Characters of 5th level, then a Level 5 encounter is standard. Total levels and divide by 5.
3 characters of 3rd, 5th and 7th level, then a Level 3 encounter is standard.
- What about treating a lone PC as a 'solo monster'?
- What about a lone PC with NPC henchmen/allies?
- What about a lone PC that is simply higher level than the encounters it would face as a party? Again, divide total levels by 5 and that's your base standard.
I am missing how this is any worse with 4E?
Surely with superior hit points at low levels; a removal of save effect game changers and the addition of healing surges a lone character is actually better equipped to face the rigours of solo adventuring in 4E?
I'm not sure I agree with your assessment. Is team work beneficial - of course it is. Does that preclude combat with fewer or even solo PCs - I don't see how it does.

Lord Mhoram said:I think overall you pegged 4E.
The above is the specific thing I do not want to see in Next - and it is why I didn't play 4E - and in a lot of ways it defines 4E. The problem with that is that it focuses on one playstyle - team based tactical combat.
I agree the 4E books do focus on team based tactical combat and other aspects of the game don't seem to get the same share of the spotlight.
BUT the system itself doesn't preclude those other aspects.
Plus surely one of the goals of D&D from its inception has always been to PROMOTE TEAMWORK. So how this has become a negative (in your eyes) mystifies me.
I don't play D&D for tactical combat - I got sessions with no combat whatsoever. I also don't play D&D in a group setting (somewhat unusual in that I play alone).
Why would the system itself be at fault for encounters with zero combat in them?
Comparing 4E and 3rd (not ed war here) - If you are in a solid group with each role covered and an extra - 4E is the strongest tactical edition. But the further you get away from that expectation - the less it works. If the party has 3 people, with a gap of 2 or 3 levels between them - that will be a huge problem (especially if you are using published adventures).
I disagree with this. 4E encounters (especially official ones) are designed for 5 characters of a given level (more or less).
5 Characters of 5th level, then a Level 5 encounter is standard. Total levels and divide by 5.
3 characters of 3rd, 5th and 7th level, then a Level 3 encounter is standard.
Some houserules might conteract some of it, but it is virtually impossible to play a solo character in published adventures in 4E - I know I tried for about a year. I think if I played in a 4E Group, I would love the game (I liked everything but how it couldn't handle solo play). But I am/was not in a position to do that.
- What about treating a lone PC as a 'solo monster'?
- What about a lone PC with NPC henchmen/allies?
- What about a lone PC that is simply higher level than the encounters it would face as a party? Again, divide total levels by 5 and that's your base standard.
In 3rd for example, you could do simple Gestalt and have 3 characters without a problem. Have a solo Gestalt character with a +2 template, and have him be a couple levels over the target of the module. This works just fine (Done it for years).
I am missing how this is any worse with 4E?
Surely with superior hit points at low levels; a removal of save effect game changers and the addition of healing surges a lone character is actually better equipped to face the rigours of solo adventuring in 4E?
The perfectly balanced approach to 4E makes is much harder to use the game (especially combat) outside of it's narrow focus of a team working tactically together. It looks as if Next is mellowing on that tight balance to allow many more options for players and GMs to play the appraoch they like (avoid combat at all costs by "cheating, playing odd sized parties and such).
I'm not sure I agree with your assessment. Is team work beneficial - of course it is. Does that preclude combat with fewer or even solo PCs - I don't see how it does.