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AbdulAlhazred , I just read the
Mearls interview that you linked to.
Here are the bits that were most interesting to me:
What we began noticing was a segregation in our audience. In doing some informal research, one thing kept coming up again and again—what people seemed to value most in tabletop RPGs, stuff like flexibility and unpredictability, had taken a back seat to the rules . . .
Second edition AD&D largely kept those rules in place but emphasized worlds and the DM’s power to use rules as he/she sees fit. In other words, while the rules remained complex in practice they were fairly simple. . .
My belief is that RPG creators have lost touch with what makes our games so interesting. In the rush to create new rules, we’ve lost sight of the fact that the rules aren’t the point of the game. The interaction around the table, the give and take between players and DMs, the randomness supplied by a half-dozen people and the vagaries of the dice, are what make D&D, and RPG play in general, interesting. . .
[E]arly on there was concern that fights were boring. They were over too quickly, with most battles over in two or three rounds of fighting. . .
What we found through the playtest process, though, was that people like quick fights. They like them a lot, it turns out. A battle is part of the game, a point of resolution in the grander scheme of things, not the entire point of the game.
I can agree with a lot of this. I don't think that rules are the point of RPG play. They're a means to an end. Battles are part of the game, not the entire point of the game.
But there are at least three ways in which this deviates from my own line of thought.
First, I don't see 2nd-ed style GM authority as any sort of solution or hallmark of halcyon days. My own experience is that it tends to lead, pretty natural, to mediocre railroads. And I believe that the Forge has pretty much worked out, in theoretica/system terms, why this is: namely, if the GM has sole (or overwhelming) authority on the permisssible introduction of elements into the shared fiction, then as a matter of logic the players' judgements on what the fiction should contain will become (close to) irrelevant.
Second, at the action resolution end of things (not PC build) 4e is lighter touch than 3E (in my view, at least) and pretty flexible and unpredictable (via p 42, single-PC and multi-PC combos, etc). And player- rather than GM-driven in much of that flexibility and unpredictability.
Third, there is no conflict between combat and roleplaying. Good design can make combat a site of character development, plot development etc. I think 4e achieves this, at least for my purposes. I'm not persuaded that D&Dnext does - as Mearls says, it is subordinating combat to something more like task resolution than conflict resolution.
These are three ways, then, in which D&Dnext seems to be going the wrong way for me at least.
One other bit of the interview I'll call out, too, but only because it's so frustrating:
Vancian magic is from Jack Vance’s excellent Dying Earth novels. . . a wizard must carefully memorize a spell. Once cast, the spell vanished from memory and must be memorized once more in order to be used again. . .
t’s actually a pretty solid way to try to strike a balance between a wizard and a warrior in a game. A wizard can perform miracles, but within limits that force some interesting challenges in a game.
In a system in which there is no mechanical regulation of the passage of time, per day memorisation is not a limit that forces interesting challenges.
4e recognised this by using the extended rest as a common anchor for a whole suite of universal refreshes, thereby leaving it to the individual group to change the pacing for extended rests, or to give GM or players control over the passage of time, or to handlball it to the mechanics via skill challenges etc. So however the game was approached, intraclass balance would remain intact, though the balance of the party vs external challenges might vary.
D&Dnext seems to require a single solution to this problem, because of its assymetric design, but not to include any such solution.