Amy Kou'ai said:
As such, this needs to be a foregone conclusion, which to me means removing randomness
Well, it's no more of a foregone conclusion than "The PC's win an encounter."
Which is to say, the "game" element of this lies in playing out characters who might fail in their goals, in the same way that the PC's of any D&D game might fail in their goals (with death being one of the ways they fail).
The criticism doesn't mandate that it be a literary conclusion, just that the storytelling device, for better or worse, has become alienated from 4e. Like any other storytelling device in 4e, it would serve the purposes of the game, rather than vice-versa.
UngeheuerLich said:
you now have enough space to have powerless constitution = hp players which can group together and kill a goblin or maybe an orc, just by using their base attacks and one or two aps...
I tried it, and it worked...you just have to improvise a bit... if you start powerless in 3.5, your hp are so low that one solid blow will kill you...
Yes, we're all aware that we can do whatever we want with our own games, that really doesn't contradict what kind of games 4e
actively serves. I could play a game using this motif that uses poker hands for task resolution and call it D&D if I wanted.
The concern/criticism is that 4e does not serve this kind of game
by design. It seems fairly accurate to me. Yes, 4e assumes that you are already a weak hero and that you just become a stronger hero with time, rather than assuming you are "some random farmer" and that you become a hero with time. It didn't invent the idea, and I'm pretty sure EVERY edition of D&D has encouraged that line of thought. 4e just eliminates a lot of the "wiggle room" that 3e did have. 3e achieved that with NPC/PC transparency, for one, which 4e expressly disregards.
That's not
bad, necessarily, but it seems pretty
true regardless of what kind of game you are personally interested in playing.