I'm starting to wear down, Tony, but will try to keep going and have enjoyed the back and forth!
We can't really say that some mechanics lead to this or that subjective experience 'more often' without some sort of exhaustive survey, and, really, it wouldn't help in the case of 'dissociative mechanics,' as it would just map precisely to what side of the edition war the respondent was on. It's meaningless.
I agree with your first sentence, not with your second because I don't think it has to be tied into edition warring in a similar sense that making differentiations about editions isn't inherently warring about them.
At that level, yes, you just have anecdotes nullifying eachother's minimal value. Looking at the game itself, though, how badly is being off a little on tactics vs spot-on going to skew things? I don't think it compares to the gulf you get from poorly-balanced systems, or systems, like 3e, that intentionally reward system mastery.
Hey, I agree with you. I actually overall preferred 4E to 3E, so a debate about their respective merits between the two of us wouldn't really generate much friction. I do think, though, that you are writing off the downside of 4E's tactical mastery, perhaps simply because it never was an issue for you.
Again, where with 3E it was almost entirely a rather pronounced systems mastery, 4E combined some systems mastery and some tactical mastery in a way that was frustrating for "systems-tactics neophytes."
For instance, one tactical blunder that's easy to make is applying a condition a creature already has. You could, say, waste an encounter dazing something that's already dazed save ends. You still did damage to it, though, so you still contributed, and it is still dazed so you didn't make the situation worse for your party or anything, just expended a resource inefficiently.
Well part of it is understanding the roles and how they all benefit the group. Strikers are just the sexiest, although controllers have their moments (as impressive as 50 HP of damage to a single target, 20 HP of damage to five targets is even more impressive). Defenders and leaders weren't quite as sexy, though, unless in the hands of a capable player who gets how it all works. And for really casual players who just like to show up and roll dice, there's a steep and long learning curve.
Again, slightly different experience. I found house rules were the norm in AD&D, rare and poorly-regarded in the RAW-is-king 3.x years, and rare but generally accepted in 4e. In 3e, RAW was a big deal because that's the system you mastered that gave you your rewards.

In 4e, the system was workable, so the /need/ to mod it was a lot less, but there were no great objections from players when a DM did so.
OK, fair enough.
Nothing about AD&D was /simple/, but yes, it did invite voluminous rulings and variants, both because the rules were vague and baroque enough that their actually meaning was debateable and the DM obliged to provide frequent rulings, and because there just weren't as many alternatives if you wanted something different, you modded D&D /into/ what you wanted. 5e is, indeed, very similar. It's core /mechanics/ are more consistent, as they're inherited from d20. But, no, like AD&D, it's not simplicity that'll tempt one to make ruling and additions.
That's a fair characterization, although I'm a bit confused about the last sentence.
So 5e is simple because you expect people to ignore bits of it? Or it feels like AD&D with fiddly bits excised? The latter's prettymuch been the case since 3.0, when things were consolidated around the d20 core system.
The second - it feels like AD&D with fiddly bits taken out, but with a more streamlined core mechanic. Sort of like what 3E "should" have looked like (aka "Castles & Crusades") with the extra stuff as options, not core.
I find rule systems pretty interesting, actually. But I don't get the impression you're looking for answers to that question. If you want to put the quality of a system down to a set of imponderables and subjective opinions, you can. But, really, what do you have to talk about then. You can state how you feel, and, if asked 'why,' you'd be obliged to explain that you have no reasons or justifications, and that's the end of it.
I think you're missing my view here, Tony. I just don't think we can separate out subjectivity like you want to. I know it would be cleaner that way, but we're a messy (and rather irrational) species and there is no avoiding it. Think about how deeply offended some were that the gnome and druid were lacking from the 4E PHB. I mean, I got it - I'm not a fan of dragonborn, tieflings, and prefer gray elves to eladrin - but I can live with them being there. But some folks were really, deeply offended. We can't just ignore that.
It would be kinda awesome of people who didn't care for something on purely subjective grounds just did that. One post "I kinda don't care for it, can't say why," and gone. No warring.
I hear you and think this is where a lot of these debates comes down to misunderstandings and different cognitive styles, even personality types.
On the other hand, where we disagree, I think, is that you seem to think that we can completely separate out the subjective, or even need to to have a worthwhile conversation. I see he subjective component as being the marinade, the sauce - without which we have a dry and tasteless meal.
As with 'dissociative mechanics' that just maps to which edition war trench you're in. When you try to identify the qualities that make this or that mechanic immersion-shattering, it becomes contradictory. A mechanic that shatters immersion on one edition is no barrier to it in another.
I take issue with your insistence that one must be in one trench or the other. I refused to choose a trench!
I'm interesting in something that, I imagine, game designers are especially interested in: How do different mechanics facilitate different kinds of interior, imaginative experiences? There is such a wealth of avenues of inquiry there.
I'm sure they didn't think they were doing it for no reason. It turned out that reason had a lot to do with unrealistic revenue goals and the implosion of on-line tools, but that doesn't matter. I'm not sure we've heard an explanation for dropping 3e early, but, presumably, again, they probably thought that launching 4e in 2008 instead of a more decorous 2011 or 12 (maybe right after the Mayan callendar ended would've been a good time) was something they believed (just as strongly as they do now) would be best for the game.
Tony, do you think it possible that 4E was canned because of the splintering of the community that had occured during that time frame? Do you think it possible that WotC said, "OK, we tried making it work - and for whatever reason 4E just wasn't was well loved by as many folks as we had hoped."
Let me be clear: Popularity, or success in this sense, is not a value judgment. Miley Cyrus sells a lot more albums than Arvo Part, but one is considered a musical genius and the other is not. I mean it
could be that 4E was just too sophisticated, too brilliant for the average D&D player to take ahold of. I'm not saying that is true, but it is a possibility. I just want to differentiate this, because I sometimes get the sense from fans of 4E that when somebody says it was a failure, or it wasn't as well loved as, say, 3.5, they get defensive -as if I was making a value judgment. I am not.
Point is, whatever the reasons, 8 years is a shorter run than 10 or 12, and 4-6 is a /lot/ shorter.
And, for the fan, the rapid cycle can be discouraging.
Yeah, I hear that. I've advocated for longer "macro-cycles" of whole editions--maybe 10-12 years--and smaller "micro-cycles" of sub-editions or revisions, maybe 2-3 years. I know Essentials was along these lines, but it didn't quite take.
They were summarily hidden away when the site changed, so I suspect they lost a lot of folks right there, so, no probably not for long. Not produced legally, no, and not cloned like Pathfinder did for 3.5, again, not legally. So, no, no ongoing support, much like the 2e>3e changeover. Really, like all of them but 3e>4e, when ongoing support in perpetuity was on the table and the game could be legally cloned.
Could you imagine a 4E Pathfinder? It is another conversation, but how would you change it? (In brief).
''Whining" hardly captures the full scope of the edition war.
I know, but...re-read what you wrote, my friend. A pretty provocative statement.
Pragmatic, perhaps. The early-stated spin on the goal - to create a "D&D for everyone who ever loved D&D" and to have erstwhile edition warriors able to play characters embodying the things they loved about their respective edition at the same table - that was pretty noble. Far-fetched, but noble.
And it remains to be seen if it can be actualized, or rather
to what degree it will be actualized. I imagine that for some it will work, for many it will not.
It's very easy to look at 5e and see the things you hate from another edition, and conclude that it's just that other edition and not for you. That's unfortunate, but if you look past it (or if you don't hate specific things from specific editions too much), you get a clearer view: it's a d20 game.
Yup.
Clear, balanced and playable would be quite adequate. That D&D had to change so much to achieve those fairly simple things that it seemed innovative, revolutionary or exotic is just a testament to how stodgy it had been for so long.
You know I'm always amazed at how much people don't like specific editions. I've found them
all to be fun, in their own time at least. I love 3E when it came out and thought it was a tremendous advance from AD&D, and really liked 4E, although felt it was more of a sideways move from 3E - improvement in some ways, not so much in others.
But my point is, all editions of D&D are great. Just like if you listen to the albums of your favorite band, or the novels of your favorite author, you might have fond favorites, but hopefully you see a progression. But just because their first album or novel was comparatively simple compared to more recent work, it still has its place and charm and is fun to listen to.
Funny. I've got some folks telling me that 4e is homogenous and blah, and you're painting it as a unique specialty item. It's just a version of D&D that was better-balanced than before. Better balanced games just give you more meaningful/viable choices, and remain workable over a wider range of applications.
I agree that it is more balanced than before, but I also think it veered furthest from "that classic D&D feel," both in terms of game mechanics and the style of presentation and content. I mean when you have dragonborn and eladrin in the PHB, you're saying "This ain't your daddy's D&D!" This was part of the problem, for many. They felt "If it ain't broke, why fix it?" Some still feel that way about OD&D, while others it is more of a tonal, stylistic quality.
That doesn't map to a flavor of ice cream. A better analogy might be that the balanced RPG is like the ice cream bar where you can select from a lot of flavors and toppings. While the imbalanced one may have more or fewer flavors and toppings - but some of them are contaminated with salmonella.
At least give my ice cream analogy a shot! You're just writing it off without considering it. Do you agree that a more "vanilla" flavor is a better base flavor than chocolate hazelnut crunch? That it is better to start with vanilla and then add toppings, then to offer a flavor that some people love but a lot don't?
I'm not saying it is going to work, but I think it has a shot.
But I don't think your analogy of the ice cream bar works because, well, it
didn't work out that way. Many people felt that they were being force-fed a rather specific flavor.
I mean, you keep writing off the actual experience of many, many gamers - enough that Pathfinder thrived, enough that 4E only lasted for three and a half years. Again, the point is not that the flavor of 4E wasn't (isn't) a good one, just that it was too stylistically specific to carry the flag.