4e says "You like dark heroes, right? Here's tieflings! They have an ancient empire and a conflict with the dragonborn!"
3e says "D&D has, in the past, given you half-orcs. Here's how they look now, in Stereotypical D&D Land. Do whatever you want with 'em, whatever you've been doing for 30 years, or some of this new hotness we've got going on, or whatever."
Thats a pretty broad-brush assessment that fits more into your personal bias than as part of an objective observation.
First, the Implied Setting you note is not a problem, considering that gods and planes are a bigger piece of the landscape for homebrews-
Tieflings have Angst because they are spawn of demons. Half-Orcs have Angst because they are spawn of savages. The former has even more of an icky connotation that leads into more Sturm and Drang.
Narrative content in an RPG is not independent of mechanical systems.
That is largely a factor of Genre. Swords and Sorcery has Tropes X, Y, and Z that is entirely different than Superhero Tropes T, U, V, and W. Even GURPS has this, just separated into its distinct books.
Narrative Content, from what I believe, is not things like "Kolbolds are Weak and Tricksy", which the two ways going about this (exception based or system based) both serve.
Narrative Content is actually things such as Absolute spell stats, Wealth-by-Level charts, Flat Diplomacy skill DCs, and 3-easy-then-1-hard-encounter-then-you-rest system assumptions. Having decoupled "Ritual" systems that involve behind-the-screen assessments like a Succubas charm, you actually give more room for a DM to create the Narrative Content than before.
Yet even then the actual story-telling is a sum of the input of all participants. A game-table decides that swashbuckling is the answer, we have swashbuckling.
Point the first, I'm not talking, nor do I care, about the quality you personally found in 3e's attempt to do what 3e attempted to do.
I don't believe you can talk about the achievements and goals of a system without taking quality into account.
I'm putting forth a really very mundane proposition, there. That 3e was more of a toolkit than 4e is, because 4e isn't concerned as much about you modding your home game to accommodate all sorts of weirdness, largely because the team found that those rules cluttered up the main books while adding very little to most games.
I agree in part.
*4E isn't built to accommodate reams of house-rules and alterations within a 300-page book.
*4E instead creates a modular game engine to which new or different alterations could then be added or subtracted.
*4E, by virtue of the subscription method for content, will sell you those alterations in books
The reason this is true is because the Eberron book-style- races classes, Items, feats, Powers, all contained within a binding connected by theme- was an ample success for WotC, and they desire to continue to drive a profit.
4E is more modular than 3E because many of the add ons previously were like adding a new leaky bucket under the hole of the other one.
In this way, 4E is a Linux system, because the alterations are skins and method (Ubuntu, Gentoo et al) that end-users commonly only change slightly to match their needs once taken. 3E, on the other hand, is UNIX with its base-level coding and hard script assumptions that have to be made by the end-user from start to match the desires. How many "chuck Grapple" house-rules are there? Part-Dragon Races/Classes/PrCs/Items?
I'm confused as to how the idea of 4e being "more ready to go right away" than 3e, and 3e being more "tinker-intensive" than 4e, is somehow inaccurate. That's kind of the bleedin' POINT of the link in hong's initial post: 4e is the Wii.
"The Wii" is a crypto-slam meme on 4E for being "Casual", which is a lame pejorative trying to play up into a "Supercool Hardcore" image of the user.
hong is not the prophet of people who enjoy 4E and can even be disagreed with at times.
In no possible way does this mean that 4e somehow cannot handle people's house rules and minor tweaks. The sky is blue, of course it can. That doesn't really change the intended focus of the edition: you're not supposed to HAVE to house rule it (while 3e basically MADE you house rule it, even if you didn't really want to -- oddly enough, just like every other D&D edition, as far as I can tell).
A bad system is still bad, no matter what its goals are. He may love you and buy you flowers, but a black eye is a black eye.
Which leads me to:
Darth Shoju said:
This leads me to the other portion of your theory, that people who like 3e and want to stick with it are frustrated because 4e will replace it. Others are suggesting that 4e is so different that it should have been called something other than D&D. If this had been done, and all of those people who were frustrated with 3e bought that game instead, would it have kept that edition in print? Would everyone have gotten what they wanted? Or, if 4e by a different name had been so popular, would any company be able to profit enough by sticking with 3e?
I'm not sure what the answer to those questions is. We've got Paizo looking at keeping 3e alive as Pathfinder, but that isn't a true equivalent to my hypothetical situation, as Pathfinder doesn't have the brand name recognition and Paizo doesn't have the resources of WoTC.
I guess what I'm ultimately saying is, should people be forced to use a set of rules that weren't working for them so it can be kept alive for those who were enjoying it? In that scenario, only one group is really getting what they want. In the current scenario, rules systems exist to satisfy both parties, but one will have to settle on not getting as much product support as they used to (and maybe additional trouble finding a group to play with).
I'm not sure what better alternative there is to this problem.
and also to
The thing is, if WotC basically did Pathfinder and called it 4e, they might've been able to solve the problems without a massive overhaul and abandoning the 3e gearheads. And if they released a more streamlined 4e as a new minis game (for instance), they might've had their cake and ate it, too.
Two games by one company that share genre? You'd be abandoning the Market Leader status in the RPG community for nothing.
Most of the 3E grognard crowd that ascribe to any printed game being the bringer of milk and honey for all their needs is a reactionary response supported by a self-selected group on the internet. You see the same thing in Pro-Ana Livejournal groups and other forms of risk appeasement communities.
Pathfinder should be some metaphorical Thinspiration, but it'll be about a year or so before you can be able to find a real assessment of what the difference in player groups has lead to.
That solution doesn't mandate that you get rid of the Great Wheel or that you introduce an ancient human empire that has fallen or that you remove the option to disarm from combat.
All of those had reasons that played into the core genre tropes and objective playability issues.
Great Wheel was hitting bellow the Mendoza line (.200) in actual playabiltiy and usability.
Everyone Speaks Human is a core genre trope.
Disarm is an all-or-nothing ability in action economy and therefore should be constrained to a power (encounter imo) that should be released later.
Yes KM, there are some strong liabilities in 4E design (Underfoot, the class named "Ranger", Half-Elf, no Dim aura from Bright source), but the core mechanics and game engine contribute to a very well designed system greased by the blood of Sacred Cows.