AeroDm
First Post
This is true; it really comes down to what you are trying to do with your overall feel. As you know, my inclination is towards focusing on only ten "fattened" levels; where even at high level, you don't get into the real wahoo wuxia style of 3e/4e. As such, I view zones as an option alongside of traditional battlemap/minis play rather than a complete replacement. I think if the duality of this is hardcoded into the rules, you have a greater chance of balancing things. [By the way, did you see my 4 responses to zonestorming here?]
One of the primary issues with 3e is the disparity between casters and non-casters. One of my biggest issues with 4e was how they dealt with this disparity. I see a greater role and importance placed in initiative as one of several ways of balancing the ledger.
I actually decided to try a little experiment with that post. I wanted to see if I didn't chime in if it would foster more discussion. It sort of worked, I guess. I find it hard to not respond, so I intentionally haven't read them yet. I plan to respond in a couple days when I get back to working on zones.
I can sympathize about the 3e vs 4e casters. Some of the magic (heh) was definitely lost in standardizing the mechanics. Of course, the gripes about high level casters overshadowing other classes are equally valid and true, so it is a tough part of the game. My own plans are to try and sort of bridge the two. I think casters need some formalized attacks that feel magical but also let them interact in the same way as other classes. But the spirit of the game basically demands, in my opinion, that casters also have powers that let them be creative and do unforeseen things during combat. We'll see if it works.