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Johnny3D3D
I don't know man. I think you play with a group of people that, as much as they may not be raving jerks about it, are extreme optimizing players. .
To be fair to 4th Edition, I would say that the Saturday group tends to have a much better grasp of working together and unit tactics than other groups I play with. However, with the being said, the sessions we have today do not seem to be much different from the sessions we had at the beginning of 4E. In fact, with the old monster math, it was far worse. During the first campaign to 30, I was playing a warlord character. I remember challenging myself to see how many encounters I could go without using a daily and without really using any of my good healing abilities; eventually I started to use dailies simply because it was boring watching the party beat on a bag of hitpoints after the fight turned into a foregone conclusion.
I think the most recent campaign was our 3rd or 4th time going from 1-30.
I will openly admit that particular group tends to optimize more than I would prefer. I've had to learn to optimize a little to keep up. Not because I try to make crap characters, but because I went into playing 4E with the group with the ideals I had about making characters from elsewhere. I prefer to make choices because they are the choices I want to make rather than make choices due to needing to keep up with the math of the system.
All of that being taken into consideration, my experience has not been very different elsewhere. I do notice that for some reason the players seem to have a tough time when I'm running a game. I'm still somewhat baffled as to what I am doing differently; I'm not trying to be overly harsh on them. It just seems as though something (I'm unsure what exactly) about how I'm running things seems to make the game turn out differently. I have a few theories, but that's not very relevant to the thread.
While that group might be the most extreme example, my experience with the default RAW version of the game is that the players tend to stomp the monsters most of the time. I went to synDCon last year. I was excited to go to a con both because I had never been at one and because I was hoping to be exposed to different playstyles. The results of the games I had the priviledge to sit through were not much different. Personally, I did struggle a little, but I chalk that up more to the pregen character I was given being built very poorly. (Even as someone who does not place a priority on optimization, it was still obvious that there were some rather questionable choices made.)
Getting back to the idea of choices... I think part of the problem is that there are too many 'no-brainer' choices in 4th Edition. Even as someone who does not try to CharOp very much, there are still levels at which I feel as though I'd be an idiot to not take certain choices. When the expertise feats came out, I did not need them, but I would have been a fool to not take them. Even thinking from my character's point of view, it did not make sense to learn something else. If I can learn a sword technique which gives me a better chance to hit my enemy with every swing, why would I bother learning a technique which gives me a better chance to hit my enemy, but only on a Tuesday, when I have a rubber boot on my left foot, and I am using a sword enchanted with frost magic? +1 all the time versus +1 only during a very specific set of circumstances is a no-brainer choice; even if you don't need the +1. Realistically, if living in a world where those are the choices, why would anyone ever choose the latter choice?
That leads me to another point... I understand why the concept of encounters is the central focus of 4E, and in many cases I agree with putting more time into making the combat system better. However, I think the structure of 4E -at times- puts so much emphasis on the idea of the encounter that choices which enhance what a character can do during an encounter virtually always trump other choices. It's a style choice; I have no ill will toward the style which (I feel) 4th Edition chose to embrace. I simply feel that other choices would be more valid if other methods of task & conflict resolution were brought more on par with the encounter & combat.
I believe I would have a better ability to accept other actions as being believable if they were made more believable by virtue of being supported better. If my choices are to participate in a convoluted set of skill checks which might possibly lead to victory versus swing my sword and win, the latter seems like a more believable and 'realistic' choice (most of the time) for somebody living in that world.
Yes, I love action; I love adventure, and I even enjoy a good hackfest from time to time, but what I miss from other games when I sit and play 4th edition is the sense of 'realism' and the sense that I'm living a world that makes sense. I miss the times when I am capable of being a hero not because I hacked my way through 1000 orcs with ease, but because I had to choose between eating my last ration or giving it someone else; because I had to give an inspiring speech to rally my troops in the face of overwhelming odds; because -while I might have been scared to lose life or limb- I chose to risk myself to rescue the damsel in distress who was the love of my character's life; because I had to make the hard decision between the oath I swore to my family and my code of honor . Yes, I can do those things and act those things out in 4E; I can, but I often don't feel the tension which makes it real for me. I wouldn't say it's a fault with the system, but maybe a fault with me. I'm not sure.
All I can say is that I find myself having an inability to buy into it the same way because of how the game world is presented. Maybe my mindset has been brainwashed a little bit because of the people I game with as well as the experiences I've had with how 4E was presented to me elsewhere; I just can't seem to look at the game the same way. I think making a more 'real' connection between what the story says is happening and what the game mechanics say is happening would help me get back to where I'd like to be with D&D. Likewise, I would like to see encounters grow out of a world which is supported; not a world grow out of an encounters based playstyle.
Part of the 'realism' I would personally want which would help me feel a better connection to the game would be to re-evaluate the concept of levels. I am starting to dislike the idea that going up in levels means we have to continue to inflate the numbers involved with the game. I'm not sure if this statement will make any sense, but why can't an increase in level mean a little more horizontal growth and involve broader play, and less of the vertical growth which leads to the same linear play with simply bigger numbers? How I feel that would enhance realism is to create characters and creatures which grow as part of the game world rather than characters and creatures who evolve in a way which defies the baseline assumptions of the world so much.