Lizard said:So why am I playing D&D and not Amber, again?
So I paid 75 bucks for...what, exactly?
"Dude, just make some stuff up" can easily be written on a fortune cookie. I find it hard to believe it took "seven digits" of development money to come up with that. If this was a simplification which actually fixed something many people complained about, I could see it, but it didn't. I do not recall many threads entitled "Hardness is too hard!".
Does removing hardness remove lookup time? No, you still need to work out object hit points, and it's not likely you'll bother memorizing a rarely-used chart. Does it simplify math? A tiny bit, but since resistance is still in the game, not much -- especially since bashing objects usually happens out of combat, when having a single extra number to factor in is not a big deal. Does it save space in the rulebook? Not much.
Will it lead to a lot of house rules, arguments, and inconsistency between game sessions and between DMs? Yes.
It's a change for no appreciable gain that carries some serious drawbacks.
A DM has enough work to do dealing with all the myriad situations no designer or rules set could predict. Telling him to "use common sense" for situations which are common occurences in play and which are trivial to write brief, useful, rules for is increasing, not decreasing, the DMs burden. I do not find my burden lighter when I have to do impromptu game design at the table.
I guess it is just a difference in how we look at things then. I see it as actually liberating me as a DM to create my world my way and not feel locked into whatever wonky rules may have been designed into the game. I need rigid rules for combat because that should be the same no matter whose campaign world I find myself in. But outside of combat only a few other things need hard and fast rules to guide the DM and players. The rest is really up to the DM and his imagination. If you liked stone walls having a hardness of 10 in 3e then you are free to have all stone walls in a 4e campaign have resistance 20 all with probably 3x the normal HPs. That wasnt so hard. I just spent 30 seconds typing and came up with a house rule that is easily applied every time someone wants to bash thru a stone wall. And before you start telling me that it cant be applicable to every single situation I will just mention that is a problem for EVERY RPG out there, not just D&D. For more realistic simulation you and your players are just gonna have to build a stone wall and spend time bashing it with everything you can find until you figure out exactly how difficult it is to destroy.
You dont have to pay $30 for any rules, you can sit down with sheets with characters on them and do whatever you like, you always have been able to.
Remember Gygax himself said the secret we should never tell the players is that they dont actually need any rules.
I have never played Amber so I dont know how to answer that.
I usually agree with Hong in his thinking too hard about fantasy diatribe, but not this time. I think it is just a matter that this a new paradigm forming in D&D and you have yet to embrace it. It may take some time, it may never happen. You really cant know for sure after a week and a half. I didnt realize I didnt like DMing 3.5, for instance, until I had been doing it for about 3 years. That was a couple years ago. I have now run 4 sessiosn of 4e and am having fun again. Now, to be fair, will I be having fun DMing it 4 years from now? I cant answer that yet, I dont have any skill in scrying the future.
Lizard, good luck with the new paradigm, I really hope you can coem to terms with it. It is a shift in mindset. For some of us it was pretty instantly noticeable that it was the right shift, for others it will take longer, for yet others it will never happen, and for a few poor souls they will never even give it a chance. At least you're trying, that counts for something.