Meh, the gamist came first. Look at Chainmail, the mechanic was invented for THAT game and it was certainly not modeled on Vance. It just happened that Dying Earth came along and was recognized as a convenient fluff for it when the mechanics were stolen for D&D.
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I like how you're clearly on a computer that has the Internet and you couldn't pause posting for ten second to Wiki "Dying Earth".
The first two collections or stories were published in the 1950s and 1960s respectively. And were stories Gygax knew of and enjoyed.
No, actually the cleric is precisely designed for OD&D. He's actually PRIMARILY a fighter at low levels (he doesn't even get his first spell till level 2), but not allowed to have the sword (good magic weapons). He transitions to more of a spell caster/wonder worker as you level up, and of course has a role against the common threat of the undead, which were bad news. He's actually quite well and purely gamistly balanced with the fighting man and magic user classes. The party wouldn't really work well if he was a squishy. LATER ON it might have made more sense to make the cleric squishy. He wasn't not for story reasons but for legacy reasons, nobody wanted to change the design of the big 3 classes.
This is irrelevant.
Yes it was balanced for play with the other two classes. Of course it was designed and fine-tuned for gaming. But the inspiration and basis for a religious warrior was there first.
4e lacks several combinations of source and role, notably including a martial controller. No doubt when they had a concept for a combination that didn't exist yet it was going to be more likely to get priority, why force people to play only martial or arcane strikers? That doesn't mean they just pounded a square peg in a round hole to make some mechanical implementation fit some concept.
This contradicts several design statements.
They played around with mechanics for a potential martial controller specifically because the game lacked one. They created the battlemind quickly because their original (more story based) psionic defender didn't work out and they still wanted a psionic defender. There were many grid filler classes that existed because there was a game gap. The invoked doesn't add much in terms of story either.
Classes like the invoker and avenger and warden exist because they hadn't yet made the leap of classes with multiple roles. We would have just seen a controller build of the cleric.
A lot of what was done in 4e was to split up aspects of overpowered 3e classes into narrower archetypes. Thus the 3e Druid becomes the 4e Druid, Warden, and Shaman. The cleric becomes the Cleric, Avenger, and Invoker, etc.
This is the crux here. 5e is neither 3e nor 4e. It can fold those classes back into the fold but do so without making the class overpowered.
I'd also like to point out that 4e actually has several classes which MUST exist purely for thematic reasons, such as 4e's Sorcerer, which uses EXACTLY the same mechanics as the wizard and is really largely redundant from a role standpoint (they are both striker/controller types, and nowadays the wizard is actually the better at both roles).
The sorcerer should go away too.
I think what I would say is that 3e shows the lesson that you must have MORE THAN STORY to make a class really solid. This is why role and source were invented, to insure that both story and mechanics would get adequate focus in every class. So that each one would have a shtick and would work. This was VERY successful. Very few 4e classes aren't useful and fun to play, adding something interesting to the game. Even when a 4e class has no real mechanical reason to exist, like the Sorcerer, it has fun unique thematics and just enough mechanical flair to work (if 4e were rewritten some of these classes might indeed go away, or become sub-classes, but that doesn't mean they were bad classes in 4e). The very few classes that don't work well? Seeker lacks a good MECHANICAL concept, its a perfectly fine concept (again like sorcerer it COULD be reduced to a sub-class pretty effectively).
The point is, yes, 4e is designed to make sure that each class works mechanically so that there are no more idiotic things like the 3e Samurai and Martial, which have crap mechanics and are pretty much unplayable as written without the player doing some massive min/maxing and basically MCing out of the disaster of his class.
I would disagree for 3.0 but agree for 3.5, which was so much worse for needless classes than 4e.
I think both editions have taught us class bloat is bad. And that the designers should work hard to make each class that does need to exist mechanically interesting and worthy of taking at all levels. Quality not quantity.
I don't agree with many of your assertions here. It is quite easy to make monsters and situations that require preparation and tactics. PCs are just as hard to kill as ever, the DM just uses the amount of force needed to do it, no more and no less. I can't imagine how magic could be more 'everywhere' than in AD&D or 3e!
Tactics yes, preparation no. Earlier editions were much more strategic and less tactical in than you can buff before a fight and mitigate much through careful forethought. And the edition is much more forgiving for being unprepared for certain monsters as powers and spells and abilities are always useful. Silver might help you speed up killing a werewolf but it's not ignoring 5 damage every attack but regaining 5hp every round so it's possible to just skip silver and hit harder.
Frankly I haven't done hard core horror-tone in 4e, but if I were to do it, I'd use small numbers of highly deadly monsters that have nasty effects, which do exist and can be created in 4e. I could also use masses of weak monsters, like a zombie horde scenario. A Solo would make a perfect boss monster, what in fact could possibly be more perfect for Straad than a solo vampire? I've done many solo fights, they are quite good when done well.
Which is getting me to change my game to fit the edition and not playing the game I want. Suddenly the quaint English fishing villiage haunted by a single ghost suddenly has zombies, lesser ghosts, and traps because of the needs of the game.
And solos were very poorly designed back when I was playing 4e (I stopped just after MM3 came out) so I have horrible memories of trying to use boss monsters.
As for the issue you have with novas, I'd use traps, tricks, etc to wear the PCs down instead of monsters. Let them wander trapped in some horrible dungeon knee deep in cold water, with only nasty alternatives for escape routes. Once they're tired and weakened and they've finally fought free, then the truth comes out, they still have the boss monster to face. Oh yeah, I can do that with 4e, and in fact IMHO the way it will play out will be even more cool than it was in 2e where I personally didn't have a ton of luck making it click.
Dungeons. Ugh.
Again, the game is change my campaign rather than letting me do what I want. And I don't want tacked on encounters designed just to weaken. Nothing derails a story faster.
I don't know of any version of D&D that does firearms. There have been rules for them in various places and they CAN be done, to some extent, but they've never been commonly used weapons. I'm not sure why they would be necessary in a horror genre adventure, but neither can I see why 4e cannot do them as well as 3e etc. Frankly I'd make them just bows refluffed. Maybe give them large damage dice and 'brutal' or something, but make them Load Standard, so they make a nice opening gambit, then you pull out your blades/bayonets and go at it.
Was it OD&D that had conversion rules for Boot Hill?
Plus Ravenloft had guns back in 2e and the rules were also in the 3e DMG.
4e could do them quite easily. But the designers never did. How many optional rules are there for 4e? Alternate play styles just weren't considered.
I think overall your right, 4e is NOT designed for a game that focuses entirely on supernatural horror. OTOH I never thought earlier editions were either, just for slightly different reasons. In 3.x PCs just had too much magic. Full casters in particular are answer machines with a vast array of tools at their disposal. Its pretty hard to make a 9th level Wizard feel helpless. OTOH the 9th level fighter has squat, he feels plenty helpless, especially against enemies that swords aren't good against. You can make it work of course, but the system wasn't designed for it. 4e OTOH just doesn't have fragile heroes, though you CAN achieve it if you want to bend things.
Your make my point for me. Because the 9the level fighter was unprepared, they have squat. That's a feature not a bug.
4e struggles over low magic games. You get four +1 items at first level (never a level 1 though. You will never see the most common magic item on previous editions: a straight +1 long sword) and get a +2 item at second level. And it struggles over low combat games or even non-dungeon crawls with encounters every few days (such as travel or exploratory games). Low combat games can be troublesome as almost every power, feat, and option grants combat bonuses. So the player is looking at their suite and combat powers that are taunting them, screaming to be used.