I was really hoping you could support this position using stronger examples.Reynard said:One of the implicit design goals of 4E seems to be to reduce the influence the DM has over the game, particularly as it relates to "fun". Now, I say "implicit" because this goal is wholly unatainable so long as there is a DM at all. Even so, there are some design decisions that can be made -- and appear to have been made -- that can attempt to ensure a more standardized experience -- a certain quality and minimum quantity of fun, if you will -- for the players.
It's just a tool for the DM to use as he sees fit. You're not explaining how this reduces DM influence. You use the word "rigidly", but from what we've seen, there aren't any hard caps or limits that can be defined as 'rigid". If you want to throw an encounter that's too easy or pure murder, you still can.Level/Tier Based Encounter Design: The successor to the CR system, this system seems to be designed to ensure parity or balance between the PCs and their opposition even more rigidly than the CR system with the inclusion of tiered monsters. moreover, monster/encounter design has gotten a lot of attention, it seems, all with an eye toward balance.
???Quests: While "Quest Cards" may be optioonal, it seems that Quests themselves are an inherent part of the rules for adventure design. What this does is clearly lay out the goals and rewards for achieving those goals at the beginning of play, thereby limiting or even eliminating DM interpretation of the players' performance as a matter of what rewards are gained.
If the DM is creating the quest, then he's setting the goals and deciding when they're accomplished and how well. Moreover, there's no indication that DM's can't allot rewards outside of the quest system.
OK, where are you going with this? Players shouldn't be equipped to meet challenges?Roles: PC roles, particularly in the sense of "minimum competency" in the role's specific field, in or out of combat, means that a party composed of the proper roles will always have the tools necessary to overcome a challenge. that is to say, if the DM also uses roles for monsters and other kinds of challenges, as has been suggested, the PCs are by default always equipped to meet the challenges head on (whatever that may mean for a particular challenge).
I think your conclusion is a little hasty. Just because the party has a "leader" doesn't mean they automatically have the cure for every problem a leader might conceivably be able to resolve.
No radical new innovations here. There have always been magic items that were restricted in who could use them.Magic Rings: This is a specific example of a general attitude toward codifying certain aspects of the game that were once open to DM interpretation and decision making. While all editions of the game have lobbied the DM to avoid giving PCs inordinately powerful and/or numerous items, and 3E went so far as to create quantified guidelines as to what this meant, 4E is the first edition to actively prohibit lower level PCs from using "inappropriate" iems (in this case, rings).