<snip> One thing directly: The "per round" rule is mainly motivated by the current Sneak Attack text. Just look at it. It's bloody awful.
"Per encounter" and "per day" are self-explanatory (intuition: get it back after the encounter / the day ends). So why not "per round" (intuition: get it back after the round ends). Who came up with "at-will (special)" + "Special: Can be used once per round"? That's not clear and concise game design.
What about, instead of an additional power category, creating a keyword like
Limited or
Per Round?
<snip> Oh yes, I absolutely agree. The weird part is that 3rd edition with all its quirks, imbalances and splatbook mayhem still had very clear and concise core rules. If you compare just the PHB of 3rd and 4th edition and just the definitions of core terms and the combat rules, 3rd edition feels like a very finished, polished product. 4th edition feels like a rushed hackjob.
The PHB in particular has needlessly sloppy core rules text. It could easily be both comprehensible and MUCH more precise. Sure, its not a competitive game and there are plenty of things that can be left open ended, but when nobody can actually figure out what the word 'attack' means I don't exactly think they succeeded in writing quality rules text.
First - I disagree, in large part, to the statement that 4th Core was poorly written. Some updates were needed, but most of the updates that have happened are the result of expansions and splatbooks not being constrained to fit within the rules as is. The argument of "what is an attack" is a perfect example of this. The rules as to what qualified as an attack were fairly well laid out, until Magic Missile was changed to sell 4.5 edition (Essentials). But that is a discussion for a different thread.
Second - With the RPGA "this isn't a tournament" setup where you practically have to have a CB designed and approved character to play in a Wizard's designed adventure to get more RPGA approved cool stuff for your CB designed and approved character to play in the next Wizard's designed module... it is a competitive tournament. I don't think that you would have nearly as much discussion about DPR were it not. And also, if you are going to have a sanctioning body (RPGA) then they need clearly defined rules to sanction, because everybody thinks that they are the one who is right.
This does all tie back into the discussion of what to do about 5th edition. The rules need to be a simple and consistant framework, while the flexibility will be how each power or rule hangs within that frame. I like the ideas of reaction or interrupt (instant or interrupt) to simplify the system. As for the reactions and interrupts slowing down combat, I don't think that is the actual reason combat is slow, but I will have to analyze my game more to be certain.
This does lead me to my next question though.
Do we think the framework of the current system is a good basis or structure to base the next system on?
I frequently hear people talking about how they have problems with combat going too long, or their wizard is too limited, etc. So, does the basis of the system work for you, or should the change go even deeper?
Personally, I like the
At-will,
Encounter,
Daily approach, the
Event/Encounter system, and the equalization of class advancement, but that may be because I haven't seen
the better system yet.