Heh. Ok noted. You understand 4E better than Mearls and the market reality is not relevant.
Or you're just wrong.
One or the other.
Actually having looked the original quote up, it's option 4. You are mis-summarising Mearls. What the actual quote was was
“In some ways, it was like we told people, ‘The right way to play guitar is to play thrash metal,’” says Mearls. “But there’s other ways to play guitar.”
This does not mean that Thrash Metal is all 4e can do. Or that Mearls thinks that Thrash Metal is all 4e can do. It means that Encounters, Keep on the Shadowfell, and Scales of War were geared to Thrash Metal - and that's where most people got their introduction. It's like the designers of 4e were superb instrument makers who also put out beginners primers for how to play - and the primers all spoke about thrash metal and used almost all their examples as Thrash Metal.
Now kindly don't twist Mearls' words to mean something they don't. I'm going to take what you wrote as a good faith representation of what was actually said - and get very disappointed when, as here, that proves not to be the case.
And besides. Do you want me to dig up what WoTC was saying about 3E before 4E was released and treating that as the Unquestionable Word?
Your last sentence is the point.
If I
want to play chamber orchestra music, I have Spirit of the Century. And that, to me, is the point.
I've got no argument that GURPS does things neither 3E nor 4E does. But that isn't the point. What 3E *DOES* covers a vastly wider range than what 4E does. For the niche that 4E services, it is awesome. But it is still just that niche.
And to me the point is that 3.X covers a
medium range. For a genuinely wide range I have GURPS 4E. And the critical point to me is that 3.X does it
badly. To take one example, by the book NPC design rules are a nightmare. Yes, you can change this behind the screen. But
I don't have to.
Ok, again we are back to you confusing a combination of your limited experience and pure opinion with the actual range of potential experiences of other people. You are, again, saying that my decade+ of experience does not exist.
Not at all. The right DM can make
any game rock. I've dealt with a DM that made
Rifts rock - and for all its faults, 3E is a
much better designed game than Rifts. However that people can make a game rock
despite the system doesn't mean that the system takes the credit. It means that the DM rocks.
I'll agree that 3E can be played out of tune. As I said, it has no safety net.
I don't care about a safety net. What I care about are greased rungs and a fraying tightrope. And 3e has both those.
But the fact that it CAN be screwed up is one thing and the obligation of that is completely another. If you believe you have accurately described 3E then you simple have a huge knowledge gap and your assessment is crippled by that blind spot.
I believe my assessment of 3E is a lot more accurate than yours either of 4e or of a simple statement by Mearls.
And, as I said, I'm on your side that you experience what you experienced from 3E in 4E, only better. I agree 100% that YOU can experience as you desire it. But also, being as we have clearly established that you have this massive blind spot regarding 3E, you are not getting the difference between your having the experience you desire and someone else not having a different version of that experience the way they want it.
You really aren't giving yourself enough credit here. I have never said it is
impossible to have a fun 3e game. However 3e requires that the DM go round tuning most of the instruments personally.
In the end I'll continue to accept that 4E offers you everything you want. But you are presenting yourself as trapped trying to say that my 3E experiences do not exist. If you can't get past that, then you really can't offer useful insight into games that are not within the 4E niche.
For the seventeenth (or however many) times, you are mischaracterising my position. I am saying that a good DM can make
any system rock. I am saying that with the right DM, probably even F.A.T.A.L. would be a fun game. Rifts certainly is.
I'm holding out hope [that D&D can be all things to all people] until proven wrong.
But I suspect you are correct.
I hope that it isn't. Because if it was we'd lose some great games like Dread or Fiasco. And I think that's where our essential disagreement lies. If you want to run a game of gritty fantasy you'll reach for D&D 3.X. I'll go for either WHFRP 2e or WHFRP 3e, or possibly GURPS. (Probably WHFRP 3e as I find the mechanics inspiring).
And
both of us would make the right decision here. With your ten years of DMing you'd do a better job with 3E than you would with WFRP 3E. With my range of experience I'd do a better job of WHFRP 3E.
3E *CAN* do anything "not very well". Hell, 3E can completely SUCK at pretty much anything. But 3E can also be awesome in a vast range of ways. (just add quality DM)
Agreed. However
a quality DM is not part of the 3E ruleset. It should therefore not be factored in to assessing how good the game system is. If anything,
needing a quality rather than an average DM is a strike against 3E - quality DMs don't grow on trees.
What needs factoring in is IMO two things. The first is what can be done by an
average or novice DM (and it's here that 4e is one of the best games I've ever seen), and the second is how much it reward any given amount of time put in to it - something which is very hard to measure. You've put a hell of a lot of time in and got a lot of reward out. I am not disputing that. And 4E in my experience caps out at the amount it rewards you by putting the time in relatively early.
On the other hand 3E really does
not reward low amounts of time or novice DMs, and while it's still at the levels it supports you, 4e does. But when 4e stops rewarding extra time I can always jump to a new system (I'm DMing both 4E and WHFRP 3E campaigns at the moment). Of course learning a new system has significant overheads. And, having both systems on my bookshelves and having run and played both, I can't help but think that GURPS 4E would be more rewarding to sink vast amounts of time into than D&D 3E is. It's a bigger and more encompassing and flexible system.
Likewise, 4E has a wider range than its critics give it credit for, in part because it absolutely nails a couple of things so well, that a lot of people don't even try to branch out. Running a good "indie narrative" style in 4E is akin to running a good intrigue game in mid-level 3E--it is far from perfect, but if you know what you are doing, it isn't a totally awful fit, either.
And for the record you can run a good intrigue game in 4E
at least as easily as you can in 3E. But absolutely this.
This is where this topic scares the holy-hell out of me. PLayers have to love their characters, and you you balance too hard, they just end up and mild flavor differences...
Player 1 : I use that close burst power that damage everything around me. Here are my rolls
Player 2 : I use that close burst power that damage everything around me. Here are my rolls
Player 1 : How was that different from what I just did?
Player 2 : Yours was elemental, mine was holy...
Woopy Do. Fluff is important, but its hard to love your character when he does exactly the thing as everyone else.
And if your PCs are approaching the game that way no wonder you have trouble. There's a significant difference between a close burst attack with a sword (mechanically almost always friendly for one) and a close burst attack using elemental damage (which hits everyone). And IME most people describe what they are doing before rolling. (And if they don't I tell them to describe what it does until they learn).
However, we need to step back a bit Hanez. I'm presuming in the story that you're telling that you are not a new gamer. You'd been gaming for quite some time by that point and had a fairly decent grasp on mechanics and whatnot. Again, great.
But how many games using that same Netbook went pear shaped and down in flames? Is the chance that your game will shine worth however many games don't? Should game designers care? Who should they cater to? The guy who can write his own rules or the guy who can't?
This. If I'm paying someone for rules I expect them to have done a professional job. And if I'm producing them I expect to have enough pride in my work to not cause glaring issues in someone else's game.
[Actually reading the rulebook] seems to impose an unfair burden on those who dislike 4e.
I wish I knew why.