Thasmodious said:
What I object to is people complaining that the system is broke since it didn't include their favorite subsystem (like hardness) and when told that they can just houserule it to their heart's content, with the complete blessing of the DMG (and even guidelines from it), they cry "we shouldn't HAVE to!! How can you have a fantasy game without hardness?!" That annoys me.
Nah, hardness isn't my favorite subsystem. Not sure what is, really. There's nice little elegant bits all throughout 3e.
You seem to be misinterpreting me; in the interests of message board peace, I will assume this is unintentional.
No single change/alteration/deletion/substitution is, by itself, game killing. It's the sum of the changes, all apparently made for the sake of simplification without consideration of the ramifications, which make 4e less than what it could have been. Simplicity cannot be the only goal of design.
Also, your argument that nothing is "removed", because it's a new game, is somewhat specious. It's called the fourth edition of D&D -- not the first edtion of Caverns&Creatures. It is not possible to meaningfully discuss it in a vacuum, divorced from all which had gone before. The designers did not begin with a blank slate; they began with the 3x rules, which had been evolving in a 4e-ish direction for several years (Bo9S, MIC, SWSE, etc). Thus, every place the rules differ from 3x, you have to ask "What was gained by this change, and is it greater than what was lost?"
And if it isn't, players have the right to call this out. Apparently, in the great age of Newspeak, criticism is "trolling", and anything less than worship is proof one is a mindles h4t3r. If you think I am, I suggest you tell me why I bothered designing Familiar rules for 4e (see the house rules forum) -- what's the point of writing rules for a system I putatively "hate"? I assure you, I *do* have better things to do with my time.
Arguing that "the rules respect your intelligence" is also a bit of a spurious argument, as it can be dredged up for any missing/broken rules. "Of COURSE you're supposed to not let X accomplish Y! Duh! Just because the rules say you can doesn't mean you SHOULD. You ought to know, by sheer instinct, which rules are broken or bad and which aren't, and adjust accordingly! What do you think game designers are paid for, to THINK for you?"
And really, was hardness some wonderful revolution of object damage that forever changed the way we all envision fantasy RPGs?
No, it was a pretty basic, simple, elegant mechanic which had appeared in various forms in many other games (at the very least since Hero system in 1982, possibly earlier). The removal of it accomplishes very little good. I suppose one could argue that the increase hit points for object now results in the same average time to destroy as the old hardness/hit point system did, with the minor advantage of needing only one number instead of two, but I consider that to be too much simplification for too little gain.
Ah well, there's a 2-3 page PDF in there to write, if they ever come out with the GSL.
The genre is "take the stuff" not "kill the stuff".
Ah, there's my problem. I thought the genre was "fantasy adventure", and the rules should support anything which reasonably falls under that broad umbrella. If the only genre intended to be supported by the rules is "loot and pillage", I suppose I must scale back my expectations. Of course, the DMG lists quite a few genres 4e supposedly supports, including political intrigue and swashbuckling adventures, but what do the people who wrote it know about how the game is intended to played?