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Cadence said:1 - A question for 13th Agers or 4e-ers about immersion
My problem is that there are a lot of powers I can do as quick actions and a lot I can do as my regular action, so each round I'm looking over my stack of powers and the the rough layout of where everyone is and trying to figure out what the optimal set of them to use is. I can do it quickly enough to be ready before it gets to my turn, but it feels like once combat starts that I step out of character and into a generic strategy or video game. It's the same kind of feeling I had in 4e with the AEDU. I don't remember ever having to get immersed in previous editions at the levels we played at. Maybe it was because each situation had a bunch of things that you could do that easily meshed the language and effects (attack with sword, charge, circle around, etc...) and only a small handful of spells or special abilities that would be useful (and a lot of those were like fireball and heal, and not just flinging around some abstract bonus). Or maybe it was just years of practice.
IME that criticism of 4e (and its "sister game" 13th Age) - that you as a player look to your powers first as how to resolve a combat - is quite accurate. There's nothing wrong with that, and it can be quite fun. But there is a certain kind of player whose creativity suffers in such a system. Now, this sort of "here's your hand of cards and what you can do" design is not new to RPGs or D&D, 4e just kicked it up a level.
When it comes to how this affects immersion, I think it's more on how it changes the table dynamic. When you have most of the players talking in game-speak ("Ok, I spend a minor action to heal up Dave, then move over here, and attack the goblin with Tide of Iron"), it is jarring for some players. I am one of them. More than in 1e and 2e (I didn't DM 3e so can't comment), I find in 4e as DM having to prompt players to give the group more description than that.
Don't get me wrong, I am a fan of D&D and 4e is probably my "favorite" edition, but I think it can be a buzz kill for a certain types of players and their creativity / immersion (which I tend to view as connected). It's one of the things that prompted me to put more effort into a system which focuses on creativity: http://www.enworld.org/forum/showthread.php?353104-A-Dark-High-Fantasy-RPG
Not to say that you can't play a "creativity before powers" / "fiction first" style of game in 4e, it's just that the 4e system seems to either attract or forge players who play "powers before creativity" / "game first."