I've noticed something lately, something that disturbs me greatly. Up until 4e, nobody would bat an eye at the wizard having a familiar, the druid having a pet, the necromancer having undead, the conjurer having summons, and the like. However, after the developers started in with their "economy of actions"...rhetoric, everyone has jumped aboard the bandwagon. I've seen it here, I've seen it on the WotC forums, I've seen it on the Paizo forums.
Same has been true for any number of systems. (Though it became more apparent in 3e I'd say since the internet made gamer to gamer speak much easier. )
And despite what you think I did in fact notice it... I ran a game for a number of years where most of the "power gamers" had some sort of pet.
"Ok, those are all MY actions, and the actions of my summoned creatures... Now my follower gets his actions, first he summons a..."
Drove me nuts. Add to the fact that the size of the group was large to begin with... Meant several players wandering away from the game while they waited for the others to finish their seven bazillion actions.
The real problem though, amounts to it being a tricky way for a power gamer to sneak in more power. Ok, I can only do this much damage hrmm... How can I solve that... I know... I'll just add more actions!
Instead of people actually encouraging players to be creative and work to create things that are very core to fantasy--necromancers? conjurers? magical pets?--people are driving them away, screaming, "YOU CAN'T HAVE TWICE AS MANY TURNS AS ANOTHER PLAYER."
Somewhat true, but I've seen an equal number of people simply saying you need to find a way to do it that falls within the rules, and doesn't just create a sneaky way to get more actions.
At the best, I've seen them nerf something cool into the ground by demanding that other players have to use their own actions in place of another creature's (specifically, a golem).
You only play one character. Not really nerfing something cool, so much as nerfing a cheap power gamer trick.
This, of course, is not the only thing that I've noticed, of course, but it is the most nerve-grating thing. (Another favorite of mine is that any type of realism or grittiness = NOT FUN AT ALL, NO WAY.)
Personal opinion. Sure, you're allowed your own view. I happen to agree with the designers... Save or Die tended to suck. D&D has always been somewhat schizophrenic about this as well... Some stuff was gritty, others weren't... No real rhyme or reason t it either. I say choose one path, or the other. Don't bounce around.
However, this thread isn't about such things, even though I know it will undoubtedly degenerate into people arguing about said things. Instead, it's about people leaping onto whatever droppings spill from the developers' lips.
So, riddle me this: why is this occurring? Why is what the developers say considered "gospel"?
Because they do it for a living. Yeah I know others have said just because they're paid for it doesn't mean they're better... But at the same time.. I have a friend who works with computers. He's paid for it, and does it everyday. When I have a computer question I trust his answer more then I do joe on the street. (Despite whether he's psychic, or a robot.)
People who are paid to do something spend their time learning about said things, and being trained in said things. Ina ddition they have a much more enormous amount of resources to spend on said thing. (WoTC has mathematicians at their disposal that do things like study probability and statistics, and then put together pie charts, and power points about how they effect the game... I don't have that, and I doubt many joe average gamers do either.)
Also as I said this has been occuring for a long time... What Would Monte Do? was almost a mantra of 3e...

(And rightly so, he designed some damn good stuff.)