Foundry of Decay said:
I'm mostly a lurker, but I'll add my toss of the copper.
<SNIP Bulk of Excellent Post>
My suggestion is look beyond all of this. If you enjoy 3.5's way of combat, fantastic! You've found something that works! If (like myself, admittedly) you can see some insane potential for 4e's rules then.. Well, I'm going with it. Fiddly points like 'realistic HP's' or 'At-will' powers don't mean a damnable thing to me to be quite honest. The biggest selling point for me will be the fact that they don't have to worry about powers but can resort to them if they need to. (Plus anything that lessens book keeping and DM-prep time is a godsend to me).
I've already run two sessions with the 4e preview materials, and am already making more encounters up in my head knowing that I won't have to worry about the 'oh.. I just cast magic missile again' trap with this lot.
I agree, and I haven't even tried running any 4e sessions yet. However, I did read the review posted by Massawyrm over on
Ain't It Cool News, and one thing stood out.
He was running an encounter for his group, and his game designer buddy (or GDB for short) - incidentally the person who got them into the 4e playtest - pulled out something...unexpected. A couple of toughs were standing on top of a table, and GDB goes: "I'm going to slide under the table and overturn it. How do you plan to handle THAT, DM?" In his review, Massawyrm comments that he stopped and thought, and then said "Strength Check vs. their Reflex Defense," causing GDB to smirk...because that, of course, is how the game is apparently intended to work. And the game moved on from there.
My guess is that's part of the "open-ended" rules Mike Mearls alluded to. And if they're spelled out, even partially, that opens up a wide variety of on-the-fly stunts for players. For example, if you read the quick-start rules that (I believe) Keterys posted, "grappling" is now as simple as any other attack check - you just make a Strength Check vs. your opponent's Reflex defense. If you succeed, he's grappled, and certain conditional effects come into play. Bull rush? Strength Check vs. Fortitude. And so on. To address Kamikaze Midget's point above, I imagine a very basic "trip" works the same way. It's just some kind of check vs. Reflex to knock the guy prone...probably without all the benefits in damage and what-not from your per-encounter power...but it's there nonetheless.
With rules like that, I doubt we'll see any serious problem of the characters spamming their at-will powers A, B, A, B... ad nauseum, with the occasional encounter or daily thrown in for variety. No. I predict combat will instead be a smorgasbord of delicious variety...