See, to me, if I see "The DC for walking on ice 12", I can say, "OK, this is very slippery ice, so it's DC 18" or "This is ice with sand and gravel in it, let's make it DC 10". It's very easy to go from "what I imagine" to "what the rules need to be to include it in the game". With 4e, it's more like "The party is level X, so I need a DC Y challenge for them. What makes sense for that?" I have to work from number->thing, instead of from thing->number, and maybe it's due to a lack of experience with the system, but I feel I need to do more mental work to get the same result. (For another example, in Hero system, I might start with "I want a really intense fire burst... that's energy damage, obviously, and it should be about 12d6". The 4e way, in contrast, seems to me to be saying "You want a 12d6 energy blast -- now decide what it is."
Does that make sense?
It makes sense sure... I just feel like you're doing the exact same thing in either case. In both cases you're increasing the DC and making the event more challanging. 4e I feel just gives me more tools for knowing how that's going to interact with my PCs...
Maybe it's just the way my brain works or something?
I feel like 3e wanted to kind of database everything. Like here is ice. The dc to walk on it is X. Here is dirty ice, the dc to walk on it is Y. Here is wet ice, the dc to walk on it is Z...
Whereas I feel like 4e gives me more of the behind the scenes of it. Here are the DCs that your party will find hard, easy, or avaerage. Use whichever it most appropriate to the situation.
So I might describe the ice as slick, and muddy... But the DC won't be a hard set in stone number somewhere.
Which also helps avoid those annoying rules lawyers... "You said the ice was muddy! The DC shouldn't be the DC you said... whaaaaaaa...."
I am used to imagining a world, or a setting, or a scene, or a character, and then turning them into numbers. 4e starts with the numbers. (In 3e, I'd day, "This ogre uses a large axe. An axe does 1d12 and his Strength is 18, so that's 1d12+4 damage." In 4e, you start with "A brute of this level should do 2d10 damage. I guess that could be a large axe." I'm willing to grant that, with practice, this could be just as easy, and possibly even more creativity-inducing, but right now, it's a major hump to crawl over.)
I think it is... Generally I build my adventures the way you described the first part, and let the numbers 4e provides just fall in place.
Like in 3e I would put said ogre into place then think: "Crap he's not doing enough damage, he'll get trounced..." Then I'd have to worry about finding ways to up his power a bit. magic weapkn, swapping feats, changing the weapon etc...
4e I just modify his level, and the numbers change for me. Again Maybe it just matches how my brain works better?
Sheesh, with infinite planes, you could add ANYTHING -- and still use "official" content.
it was more the alignment symetry thing... Like if I wanted to add the plane of nevernding fluffy lollypop bunny hell... it wouldn't be the great wheel anymore it would be the great egg shaped thing.
Like if I assume the great wheel is correct, and each alignment has a plane tied to it, and then I see a great idea for a plane in Dragon... how do I work that one in... Each aignment has a plane except for this alignment which has two for some reason...
But like I said, the issue isn't "The great wheel is constraining" but "an official, rules-bound cosmology is constraining". 3e took pains to make sure the Great Wheel was one model of many, one of the better innovations. This was a chance for the 4e designers to do something REALLY daring, but instead of doing so, they just replaced one cosmology which only worked for some games with ANOTHER cosmology which only works for some games -- and they did so in a way which was tightly bound to the rules, making it much harder to pry it loose.
4e seemed to want to go towards a system where "rules" and "world" where firmly divided, and now, they're muddying it again. I find it very hard to really figure out what the overarching design goal is. Every time I think I've got a handle on it, they change their minds.
Haven't seen the book yet, but the table of contents looks like it starts off with a discussion of using the planes, the traits of various planes, and modifying things for your own use... Sounds like it's open to your own ideas.
I think the overall goal is making things usable across the entire spectrum, rather then a "control" thing.
Like if I game in a setting that doesn't have an astral plane, I can't use all that info full of astral monsters/items. It's wasted paper to me.
But if I'm in ebberon, even thought the cosmology is customized towards ebberon, I can stil use that forgotten realms stuff.