FireLance
Legend
Impossible. Harm doesn't even exist in 4e.See, 4E is harming the gaming community...
Impossible. Harm doesn't even exist in 4e.See, 4E is harming the gaming community...
As we continue to experiment with 4E my overall impression is that its got the same overall problems as 3E, being more fiddly and involved rules-wise than D&D really needs to be while at the same shifting the style of play from swords and sorcery toward superheroes in a dungeon.
D&D has never NOT been filled with fiddly rules; it just keeps changing where the fiddling is. (And it's relative -- "Brown Box" D&D might seem simple now, but it was amazingly complex for its time.)
People who are attracted to D&D tend to like fiddly rules as ends in themselves.
Those who want hippie commie pinko rules-lite 'storytelling' whatever can just go download the latest self-important blather from Forge where you play sentient sponges on a coral reef, and the entire game is you trying to hold on against the current and ultimately failing, or something.
(I kid... mostly....)

Very funny stuff. Rules complexity and hippie storytelling are not really connected but man that was funny.I
As topics of discussion and reasons to debate yes indeed. Use in actual play is a different matter, and I think tastes differ greatly across the gamer population.
Ferratus crossposted this over at the Dragonlance Nexus forums, so I figured I'd just copy my own reply there, here.
My current observation of the game is that D&D finally understands what it is and what it is supposed to be doing, which means that a lot of features that seem like tactical wargame elements are perfectly fine being there. D&D is an action-adventure game featuring brave heroes who fight monsters and overcome challenges in dynamic environments, gaining power over time so that they will be able to fight even more powerful monsters later and overcome even more powerful challenges.
It has fully embraced this concept and purpose. I don't think a lot of people are going to be terribly happy with that, but I also think that it's the first time since Gygax and Arneson started doing this thing back in the 70's that it has.
That has been my experience as well. D&D 3E was trying too hard to be a "generic fantasy" RPG, which the level-and-class structure of D&D doesn't really support well. 4E is a much more focused, tighter game which doesn't attempt to do as many things at once as the previous edition - but which succeeds much better at what it sets out to do. For my part, I quite enjoy the changes. After all, if I want to play a generic fantasy game I can always play GURPS.
I think D&D 3e had it right actually...
/snip
Very well said.I think D&D 3e had it right actually, and that is exactly why it had such a large following (and 4e seems to have split the fanbase so much). 3e gave us a game that may not have appealed as much to those who really wanted it's focus to be sharper and more narrow... but it more than made up for this in being much more capable in accommodating other play styles...
I think D&D 3e had it right actually, and that is exactly why it had such a large following (and 4e seems to have split the fanbase so much). 3e gave us a game that may not have appealed as much to those who really wanted it's focus to be sharper and more narrow... but it more than made up for this in being much more capable in accommodating other play styles, add in the fact that it's the most common and well known of rpg's and you have a winner. Thus yes everyone had to tweak it to get exactly what they wanted... but everyone could find something within it that appealed to them and that they enjoyed and it was worth it because hey, everyone plays D&D. 4e has changed so that it no longer appeals to a certain portion of it's fanbase, it just isn't fun for them and it's so far away from what they want that many feel by the time they get it to that point it won't be worth it. I also feel like this is why many don't see 4e as any type of evolutionary step.

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