I would not go so far as quit gaming over a rule system, but I respect your position.
The real shame about 5e is that it would have been nice to see what they would come up with if they proceeded along the track that took them to 4e. There's still a lot wrong with the model, and the likely design goals for 5e are unlikely to address much of it. To be frank I don't think there will be many coherent and functional design goals for 5e, but even if there are, they're not going to be about fixing skills and skill challenges, or genuinly solving the grind.
Yeah but, those elements haven't actually been de-emphasised- for instance, many fans of older editions say that 4e is more 'dnd-like' than 3e was, for them. In most cases, what has been de-emphasised has been bad design who's re-inclusion would make for an inferior game.Why do you assume that 5E won't be an evolution from 4E? As some have said, I don't see WotC going back to a "3.75," although based upon Mearls' nostalgia they are going to try incorporating elements from earlier editions that have been de-emphasized in 4E.
This all sounds great, but it's based on the assumption that design is simply a thing we can do whatever we want with.But I think that one of the core design goals of 5E is/will be to fix the problems of 4E, especially the grind but also skill challenges, dissociation of rituals from play, non-classic tropes as core (e.g. wilden, dragonborn, etc), putting magic back into magic items, and so forth. The most encouraging thing--and I hope I'm not reading too much into it--was Mearls talking about the "complexity dial," which would theoretically please those who prefer a 15-minute combat and those that like 1-2 hour long highly tactical encounters. I'm particularly intrigued by the notion of being able to switch the dial within the same session, sort of like "blitz" option for combat that resolves easy combats with one or two die rolls.
I honestly don't think that much was left behind. I mean magic items? Ok, need to be way better but. . in 3e it was just a matter of deciding what star to put on the top of your christmas tree. Earlier ediitions were frankly too archaic to draw actual design from.IMO, WotC should NOT try to "out-3E" Paizo. Pathfinder fans are too faithful, and I also feel that going backwards would be a kind of regression. 4E added a lot of good things to the game - it is just time to iron out the problems and maybe re-incorporate stuff that was left behind.
I agree, and it's possible that there is a more reasonable cross section of fans available. But you woulnd't know it from reading a lot of forums, and i'm afraid it's the hostility to 4e that is driving design decisions at wotc. I mean it's not like opinions dissenting against that hostility get very good treatment, in most places on the net.But they can create a product that Pathfinder fans will like and spend money on. It doesn't matter as much if people defect from Pathfinder to 5E in order for 5E to be successful; what matters is that Pathfinder fans spend money on 5E products. WotC should focus their attention on pleasing existing 4E fans and bringing new people in - they shouldn't put too much effort into trying to get people back from Pathfinder.
And the same goes for most of that the anti-4e brigade demands of 5e. they are, in short, demanding bad design.
And in play, the kind of design we see in 4e just plain works better. Not IMO better, not 'just for me' better, but straight up, let's-wants-to-have-fun, let's-play-a-game-together-and-enjoy-it, better at being fun and hence, better at doing what design of games is intended to do.
What is the purpose of the discussion? Because at some point, you're going to have to design a game based on all these grudges and greviances, and it's not unproductive to point out that that game, that design as an attempt at peacemaking, would probably be a badly designed compromise that would please nobody.There's a lot to what you wrote, but I find the idea that those who don't agree with 4e design choices to be advocating "bad design" to be both inflammatory and unproductive to a discussion.
Well I find it inflamatory that we're all supposed to apologise for having playable, balanced, fun classes in our rpg of choice, and that we aren't allowed to define that as a goal for class-based design.It might make a good statement for an argument, but implying that "the way you enjoy things is wrong" as that statement does strikes me as inflammatory.
This is great logic for people wanting to avoid arguments, but terrible logic for people wanting to make fun games and understand how to do so.And this is simply incorrect. When the measuring stick of how effectively something is is Fun, and Fun is subjective, than there is no objective way to say which way is more Fun. Period.
There's a point at which internet sophistry either destroys all rational dialogue, or is defeated by it. You can argue YMMV IMO until you're blue in the face, but if we're going to have a meaningful discussion, we have to get past that.You might be able to squeeze in a "for most people" in there. You can definitely squeeze in a "for the target audience" in there, as all you have to do to accomplish that is pander.
But, saying one game is inherently better designed for fun for everyone is incorrect. There's simply no way to make that a blanket statement and be correct.
But hey, as always, play what you like![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.