You say that in jest but I could literally almost dictate word for word the content of the 1e PHB from memory, lol. There are a few of those numbers I'm not 100% sure about, BUT I HAVEN'T PLAYED 1e IN 20 YEARS at this point and I can still write up a character sheet pretty much from memory. It was a LOT simpler. Thieves have from memory Pick Pockets, Open Locks, Remove Traps, Hide in Shadows, Move Silently, and Climb Walls.
Nothing like enough. I need numbers not just random names. In order to back things up, I need the information you actually need on your character sheet. Your saves (I can do those with any starting class I know at all) and the percentage chance to climb walls, pick pockets, open locks, read languages, etc. Otherwise you don't have your character sheet.
Level 1 fighter hits AC 9 on an 11 (well, actually all classes do at level 1 they're all the same).
And I'll match that with 4e.
I can go on. Back when that was our primary system I absolutely could give you the numbers for all classes at all levels for all that stuff. I could give you MU's chance to know spell and min/max spells known values for every INT score as well. % spell failure and bonus spells for clerics by INT, all the ability score mods for all scores, etc. It really wasn't that hard. I can still probably tell you the stats for every weapon and armor type and most magic items as well.
Exactly. You put a
massive amount of time and work into the game. Of course it's easier for you. But this is not doable by most people without spell books.
Sure, you can click on "take the defaults", make a few selections that doesn't cover and switch a power around, you won't be figuring out your character's best choices based on desired feat and power progression, etc.
So what you are saying is that I won't have a character that will be the envy of the Character Optimisation forum? Feat progression is limited - 4e isn't 3e where most of the good feats have pre-requisites of other feats. And power progression really isn't an issue. Just pick a power that fits at each level from the good list. And the character in question is my Warlord - a slightly off-beat build (a cold blooded bravura warlord who waits before acting) and if not the most powerful PC in the party, he's close and the most powerful is a nice custom crafted hybrid with an absurd static damage modifier (and as strong as anything on the Character Optimisation forums).
I mean basically you have a pre-gen.
Are you trying to be insulting? If he was a pregen it was only in that I didn't count the time to write his background down.
I am relatively certain the equivalent code in the 4e CB is around 100x bigger than that.
Almost certainly. But this doesn't mean that the parts someone needs to interface with are any bigger. In 1e/2e with splatbooks, you have a massive number of first level wizard spells. In 4e you have many more first level powers - but fewer first level
wizard powers. And what they do is much more transparent. Even if there were the same number, the categorisation reduces the overload.
I'm not bashing 4e at all, but I think that they came up with a great core design and then they messed up in a few relatively small areas. Unfortunately those areas have a big impact on the appeal of the game.
I think what you forget is how clunky, unwieldy, and downright bloated 1e itself was. I can do all a 4e character's defensive numbers in my head. 1e, you ducked my challenge. Do a 1e character's saving throws without the book. For any class. And the level of the thief's starting skills.
There are simply WAY too many feats and powers in 4e. They should have been MUCH more careful about minimizing the numbers of slight variations of things and designing each one so it had maximum utility for the most use cases vs making 10 very similar things.
Feats, yes. Particularly the fool conditional damage modifiers.
Powers should have stuck with a much smaller set of variations of buffs and debuffs and such and been more individually distinct.
Powers should have less variation but be more distinct...
I mean, it is great to have options of all kinds. The problem is at a certain point option bloat just kills your system for the players. Nobody can really comprehend all of what is available now in CB and no group in 100 years of play could even come close to using the vast majority of it.
So? Enough people will want enough parts of it.
THAT more than any other thing IMHO is the reason for the existence of Essentials. It is a great idea. Put out a bounded subset of the system that will never grow out of control because it is always just basically 5 small books.
And this is a good plan.
Most groups never need more. They will be happy with that.
The popularity of
Advanced Dungeons and Dragons tells me that people will want all the options possible. What was wrong with D&D that you needed
AD&D?