Derren said:
More complex then they needed to be? Ok, maybe you can remove the touch attack but that is it. Grapples rules are hardly complex. And unfun? What makes rolling for a grapple different from rolling a save on a save or die (or immobilizing spell) or roll an opposed check for disarm?
Well, you'll note that the designers did move Hold Person from one save to a save every round because the first version could be seen as unfun. The other difference is that a lot fo those magical effects (well, and death, since it's not really a magical effect) can usually be easily removed by well-prepared players. It tends to be a bit harder to remove another player from a grapple (but I concede, not impossible).
The big difference I see between the two is the DCs generally required - yes, save-or-die spells are unfun, but at least the save DC are (usually) in the realm manageable by PCs. Grapple checks however, are quite often only used by creatures so big that their grapple checks (which are usually helped by Improved Grapple) are well beyond what the PCs can hope - so yes, they're rolling each round, but have no real hope of actually succeeding.
Derren said:
High level fighters are useless unless they have loads of magical items which give them access to necceccary spells like fly, dimension door/teleport and see invisibility. Without them they are dead in 1 spell. So unless you deck out dragons with lots of innate abilities or magical items they need spellcasting.
I'm only in partial agreement with this - high level fighters need magic items, yes, but that's mostly because D&D all but necessitates
all high level characters needing magic items of one sort or another. I don't agree that fighters need any particular items at that level, especially not those that just mimic iconic spells like fly, teleport, and the like.
Derren said:
Well my does. And whats more important the D&D concept too says that dragons are spellcaster.
Well, the D&D 3.0/3.5 concept might... but the earlier editions of D&D didn't put so much focus on it, and there's no reason the next edition should too. Personally, I think the easier solution is to reduce their built-in spell-casting abilities and allow DMs to easily give them sorceror levels or the like. It's always easier to add stuff than remove it.
Derren said:
One new book isn't, but twenty new books, even if they do not contain new systems do increase the complexity as teh Dm has to know what is in which book and what broken combos can result from mixing the books.
That's not an issue of D&D's complexity, that's a matter of options and campaign management for the DM - what books are going to be allowed. Just because there are hundreds of supplements out there does not mean they all should, need, or will be allowed. That said, I think the DMG needs to have more encouragement for DMs to say no, either beforehand so problems don't occur, or during play and telling a player "Ok, this just isn't working out." The DM does not need to know every system in existence in intricate detail - only those actually used in play.
Derren said:
imo it does. Just look what David proposed in his articles, especially in the first one (Spell section). That is dumbing down.
Yet this specific situation seems what the designers want D&D to be. Nothing more then a tabletop wargame with miniatures and thus they are removing anything which has nothing to do with combat.
I don't get that feeling at all, but then, I read it at face value. They were looking to find a way to use the really cool new miniatures for the black dragon and red dragon, which necessitated high level characters. But they also had the design constraint that average skilled players needed to be able to pick up these characters and be able to use them in about 5 minutes for at most an hour of play. That's a lot of info to digest in a really short amount of time (particularly for spellcasters).
Given all the options the designers and developers keep throwing out for them game (considering the number of supplements), I find it hard to conceive that they're trying to dumb down the game.