catastrophic
First Post
Actually, all 4e did was remove a bunch of obstructions that prevented people from understanding the game. With the time that used to be wasted trying to divine the rules through a haze of indecipherable stats and subsystems, 4e players and gms can instead focus on making the game cooler.4e reduced linguistic complexity in the game engine. There's a unified language for describing game effects now, making it easier to see that the differences are very often cosmetic.
In the past, legacy issues of spell block language versus "I swing my sword x number of times a round" created an illusion of variety in ways to interact with the combat game. If you plowed through those layers of abstraction, it was turtles all the way down, but most people don't do that, don't want to, and don't need to.
This is an easy platitude that doesn't stand up under scrutiny. The needlessly complex, trap laden, minutia-driven systems of previous editions were not servicing some grand illusion- they were just badly designed and hard to read. People sing their praises in order to better bash 4e, but there's no real benefit to complexity for it's own sake- that's just something people say when they're used to something being complex, and don't like things changing.I am beginning to see that more clearly, it seems to be quite the subjective topic. More a matter of feel for each individual than objective facts.
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