FitzTheRuke
Legend
I think that after reading many many 4e-bashing posts over the years, I have come to the conclusion that in spite of many of us that found 4e to be refreshing and had no trouble (even encouragement!) by the system to role-play, tell great stories, and have our games be D&D (even D&D dialed to 11!) That there is a large swath of gamers who have the 4e style stifle their gaming.No. I was giving that as an example of quick design a lot of people do. I haven't designed encounters like that since I was 12.
Let's see. I have the leader of a rival town who has come into their city and declared martial law - who they haven't engaged with. A faction of rebels trying to overthrow him - who they haven't engaged with. An aboleth in the sewers trying to take over the thieves guild with mind control - who they haven't engaged with. The dark thane of the duergar who is weaponizing the dwarves of the nearby mountains.
There is a lot of stuff going on. When I give them the opportunity to talk, it's all reduced to "you can fight agents of enemy x but these guys do ongoing fire damage." Why? Because they look at their sheets and see "blazing doom of the void" or "fire shroud."
It's that old saying, when you have a hammer, everything's a nail. They have 6-page character sheets, with 5 pages dedicated to attack powers. There's one block of skills on the front page. There's an empty box on page two for personality and backstory.
Like you say here, "when you have a hammer, everything's a nail". When you have a robust combat system, everything's a fight. When you have a Power Card, you say "I use this card" instead of "I duck under his attack and bring my sword up under his arm" (or whatever fluffiness is appropriate). Some players fall into this trap.
And we argue about it because other players (specifically the ones that enjoy 4e) simply don't have the same issues. They don't see everything as a nail - they might have a hammer, but that makes them see everything as a carpentry project. (Or whatever appropriate metaphor that makes the hammer inspirational, rather than constraining).
Now, before anyone thinks that I'm saying that 4e-lovers are right and 4e-haters are wrong - not at all. I'm trying to say that it hits different players in different ways, which is why we can't see eye-to-eye. Some people find it ruins their creative spark and turns it into a pure numbers game; others find it inspires them. Neither can understand why the other sees it that way, and assumes that the other side must be doing something "wrong" (in the first case, failing to understand the system or engage with it "correctly"; in the second, enjoying games that "aren't D&D" or "are too gamey") or the usual arguements.
When in reality, the 4e game really DOES stifle creativity in some people and inspire others. That the first group is large is proven by 4e's lack of success. So like it or not, 4e really IS "not for everyone".
When it comes to 4e's sales (as is argued above) I have this to say: Regardless of what you think of it, 4e really DID sell better than other editions (other than 5e) but ONLY on INITIAL RELEASE. It dropped off faster than most, and while it really was overall "successful" (by any standard metric), it ultimately failed, and it did NOT have lifetime sales as high as previous editions' core books, unless you put PHB1-3 added up against any given single PHB.
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