Hooray for Fewer Options! (long post)

Retreater

Legend
I was DMing a session of D&D 4E Lair Assault this weekend and noticed how ridiculous one of the combats turned. One of the characters was pushing and knocking prone every enemy that started a turn within three squares, another causing 5 ongoing damage if he was within two squares of him, another who was immobilizing, etc. While I am aware that the game was Lair Assault and the name of the game is to min/max to survive a deadly encounter, I am noticing a similar trend in my other two regular 4E games (one 4th the other 7th level).
There are simply too many powers causing too many conditions with too many options that – as the DM – I can’t even establish a set of working tactics for my monsters to follow. Even at these relatively low levels (4, 7, and 8), I’m having difficulty keeping up with my players. Each player has at least a half dozen different powers taken from numerous sources that I have no hope of learning the workings of each one. I am put in the unenviable position of being a DM that simply has to trust what his players’ understanding of their powers while being unable to provide any oversight in the process or even serving as a real rules arbitrator. (Instead, I’m simply the controller of the monsters.)
These experiences occurred close to the same time as two others ­- the announcement of the “new iteration” of D&D and my obtaining the Pathfinder Beginner Box - both framing my experience with 4E.
I think that my group has experienced an unprecedented level and expedience of rules bloat with 4E due to the “everything is core” mentality and the Character Builder’s ease of access to every resource (including online articles from Dragon magazine).
As DM, I could easily state “we’re using only Player’s Handbook 1” or “make an Essentials character” and limit the options. For example in 3.x edition, I would typically limit my players to only core rulebook classes and races – or depending on the setting add something with a little flavor – such as psionic classes. However, I’m finding that the mindset of the two different groups I DM is that they want to have access to all of the resources – which is fine since they’ve paid for them – but it does get unwieldy, especially since Wizards of the Coast’s mantra has been that DMs should allow all resources in their game.
So now the WotC designers are talking about getting us back to the “core D&D experience” with the new iteration. Likely this means they are cutting out the unusual races such as Shardmind and classes such as the Avenger. Not to say that the Shardmind is a bad race or that the Avenger is a bad class, but when we want a simpler, more streamlined D&D, will we pick the Shardmind or the elf; the rogue or the Avenger? Old school seems to win these debates every time.
Looking at the Pathfinder Beginner Box, I can see a streamlined “iteration” of Pathfinder with three races, four classes, greatly reduced spell and feat selections, fewer monsters, etc. It is a distilled version of the game. In addition to the great production values, I argue that it is also this distillation that has earned a lot of the praise I’ve encountered.
I am now considering that richness in a game system should not come from a large number of rule books and player options. Instead, the DM should provide that richness with choices characters can make during the game through roleplaying interaction and exploration of the campaign world.
For my next game, I am considering running Chris Perkins’ reimagining of “The Steading of the Hill Giant Chieftain,” allowing only Essentials characters and utilizing inherent bonuses. This should allow a more “classic D&D” feel to fit the origins of the adventure and have the added effect of limiting options to the players.
Do you think that fewer options that better fit a unifying theme can improve a player’s experience with the game? Do you find yourself, like me, wanting to go back to the basics of the game and have fewer options?
 

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While we stand on different islands, the reasons you got to yours is the reason I never left mine. (I am avoiding edition discussion here so will not state what I play currently) I still have a good memory during the 2e concerning what was official and what wasn't, back during this era it seemed like every time you turned around was something in an adventure or dragon issue that players want to use.

I currently enjoy the fact I control my table and all of the players know what I allow and do not allow, what comes out does not change or sway things anymore until I have proven to myself that it makes the game experience better vs my players want it now.

So a thumbs up for getting back to the game experience and not the game rules :)
 

I do want to get back to basics. I thought that was what was going to happen when 4e came out. I was mistaken. Things got to be much as you described them. In my case it took about 12 months from release date.
 

There are simply too many powers causing too many conditions with too many options that – as the DM – I can’t even establish a set of working tactics for my monsters to follow.


I can completely understand.

Its almost as if D&D has become A GAME OF CONFUSION

(Hit it!)

I must've marked a thousand drones
Been haunted by a million groans
But I can hear the marching feet
They're moving into the street

Now did you read the news today
They say the lunacy's gone away
But I can see the option's still alight
There burning by Silverlight.

There's too many rules, too many players
Making too many problems
And not much fun to go round
Can't you see this is a game of confusion?

Well this is the world we play in
And these are the rules we're given
Use them and let's start trying
To make it a place worth playing in

Ooh, Dave & Gary where are you now?
When everything's gone wrong somehow?
The men of WOTC, the men of power
Are losing control by the hour

This is the time, this is the place
So we look for the future
But there's not much fun to go round
Tell me why, this is a game of confusion

This is the world we play in
And these are the rules we're given
Use them and let's start trying
To make it a place worth playing in

I remember long ago when the dice were rolling
Yes, and the Dew flowed alright all through the night
And the sound of your laughter as you slew that sprite, so long ago

I won't be coming home tonight
My new design team will put it right
We're not just making promises
That we know, we'll never keep

Too many rules, there's too many players
Making too many problems
And not much fun to go round
Can't you see, this is a game of confusion?

Now this is the world we play in
And these are the rules we're given
Use them and let's start trying
To make it a game worth fighting for

This is the world we play in
This is the world we play in
And these are the rules we're given
Stand up and let's start showing
Just where our games are going to
 



You should restrict which books they can use, and ban the Character Builder.
+1 for restricting splat books. You have to trim the fat in ANY game otherwise it gets too unweildy. If you play with the same people week in and week out then just sit down for a few minutes one day and go through which books/cards you guys find essential and which ones can be left out. If you play with acquaintences and strangers? Just cut the books/cards you haven't read and move on. You also shouldn't be obligated to go beyond Core if it becomes a headache for you to run a game.

It's also important to remember that any game is going to bloat with supplements given time. This is so certain it should almost be one of Newton's Laws.
 
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