mattdm said:
I know this thread has gone way off track, but I still wanted to respond to this:
Here's the thing: believe in the game world first, and use the rules as tools for representing that world to the players. Imagine it to be sensible and self-consistant, and everything shakes out as it should.
I think I understand you, but doing so means, basically, tossing out the rules. A sensible and self-consistent world doesn't have putatively normal humans (or beings with, presumably, very similar biologies) living weeks or months (if they roll well) without water. It doesn't allow, in essence, chalk to scratch diamond. Etc.
If the design intent is to chuck simulationism altogether, and model both wilderness survival and environmental destruction as abstract skill challenges -- that's fine. I have no problem with a highly abstracted system where the DM is expected to provide a believable narrative framework for whatever the dice (and player choice) tosses up. So the question then becomes why the half-baked almost-but-not-quite "simulationist" rules for these things are in there in the first place. Object damage I can see -- if the rules said "Use these rules for damaging objects during combat -- if you have to smash the altar of the evil god before the priest performs the ritual, for example" -- and use skill challenges for longer term out-of-combat actions. (For example, "Escape from prison" could be a skill challenge, and whether it involved digging a tunnel or seducing a guard Kirk-style would be determined on whether the PCs used Dungeoneering or Diplomacy).
Someone on RPG.net said "4e is the first version of D&D that knows what it wants to be". I do not think that is so, and the above is why.
I have no inability to decide that a rule is bad, unbalanced, or unfun. Nor do I have any trouble writing my own rules to replace/enhance the RAW. I do have a problem understanding why it should be necessary to have to house rule a brand new game, one which underwent years of develoment and playtesting, before it can handle simple things as well as its predecessor, instead of it being BETTER than its predecessor "out of the box", which is what you'd expect. Like I said, if someone can tell me where hardness was un-fun, slowed down play, or was otherwise a serious drag on the rules, I'll shut up, but, really, no one has made this point in anything like a convincing manner. Hong has his rules, I'll start my own.
Lizard's First Rule Of Game Design: The ability to easily or trivially fix a broken rule by DM fiat does not make the rule non-broken.
Lizard's Second Rule Of Game Design: The fact something has always sucked is not, in itself, an excuse for it to keep sucking.
The 4e rules, in general, seem rushed and sparse. It looks like page count was set in stone and rules were cut, trimmed and flayed to fit that page count. Just looking at the Dragon articles vs. the 4e rulebooks is astounding; the Warforged article kicks huge amounts of ass. It shows what the developers can do when they're not constrained. (Just compare the 4e pagecounts to the 3e -- and note larger type and wider margins, too. I don't know how much shorter the 4e books are in total word count, but if it's less than 15%, I'll be surprised.)