Are you arguing that 4e is not influenced by indie design? If so, then I disagree - Rob Heinsoo expressly referred to the influence of indie design in a pre-release interview, and he would know. Not to mention it is obvious in any event.unlike in 4e, this decision is left up to the individual DM.
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are you arguing the refined math happened because of indie design?
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But the idea and proto-mechanic for it were already in D&D, this idea of challenges consistent with level has been around since before 4e. It wasn't something indie design brought to D&D.
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Again the math of the tools has been refined but the tools themselves have been there since before 4e.
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You do realize the original action points which, while different from those in 4e, were still FitM mechanics started in 3.x right, with the Eberron campaign setting? Optional of course
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In fact there were quite a few FiTM mechanics that were left as optional because doing so gave the game a wider appeal as opposed to forcing them and the campaign feel they created on people, but they were there.
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So we're moving goalposts... so that unless earlier editions had the exact same non-combat task resolution as 4e... well then it had to be indie design. How about refinement and evolution in a certain direction say from ability checks->non-weapon proficiencies->skill checks->extended skill checks->skill challenges. In other words you can change the wording to make it as specific as you like but the fact remains that D&D has almost always had a mechanical way of resolving non-combat actions it's just been refined and built upon as time passed.
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I don't see how the Nentir Vale is any more conflict-laden than the default setting of 3.x (which was Greyhawk). have you read over either of the Greyhawk Gazetteers that came out?
Are you imputing to me the view that there is no connection between 4e and earlier D&D design? When did I ever say that? And what makes you think that indie designers are not influenced by D&D? Luke Crane, for instance, lists AD&D 2nd ed as an influence on the 1st ed of BW, and lists 4e as an influence on the Adventure Burner.
But the question you actually asked me is why I think 4e is better for indie play. I answered. The fact that you think proto-versions of some of the relevant features are present in earlier editions is neither here nor there. A proto-hammer is not as good a tool as a hammer. A proto-encounter building system is not as good as a working and workable system.
As for Greyhawk - I know it very well, having GMed a Greyhawk campaign for around 10 years and having a shelf full of Greyhawk material. If you think that it has any resemblance to the conflict-laden backstory of 4e you've read a very different version of Greyhawk from mine! And if you look at the classic fan descriptions of Greyhawk - such as "The Grey in Greyhawk?" - they are all about the absence of mythic, overwrought conflict for which the political and geographic details are just backdrop.
And for clarity - in talking about the 4e backstory I'm not talking about the Nentir Vale, which is confined to a chapter of the DMG and is a bog-standard fantasy RPG setting. I'm talking about the mythic history that is found in the PHB race and power descriptions, in the DMG's account of the world, planes, and gods, and in the MM monster descriptions.
Finally, it puzzles me why you so vehemently feel the need to tell me that I'm wrong about 4e and indie play. You don't like 4e. And you don't like indie play. So why do you care whether someone else whom you apparently don't like thinks that one is well-suited to the other?