Have you ever watched a group of children tell stories? A group of scientists? A group of soldiers? Creating a compelling narrative is not inherently difficult at all. The interactive part is a little harder, but certainly not out of reach for most people.Freeform interactive storytelling isn't as easy as you think.
I probably would be too, I just think it's important to remember that the character building and combat and advancement are addons, not the starting point.If this was all I wanted from D&D I'd be playing Dread, 3:16, Wushu, or something else very rules light - or something like Dogs in the Vineyard, FATE, or something Cortex based (not Firefly) that adds to the narrative by tagging and aspecting.
You want incoherent and balanced?I play D&D precisely because, to use Ron Edwards' terminology, it is incoherent. And therefore many people can get different things out of it at the same time (unlike Ron Edwards, I consider at least some level of incoherence actively helps campaign play).
That's not what WotC's marketing pitch for 4e would have us believe!If Core 4e is 0% of what you want and core 3e is 30% of what you want, I wonder just what you do want. The games are very alike in most ways.
A strange perspective. I think houserules almost invariably make the game better by virtue of being created for a table rather than for a mass market. Your perspective would lead me to believe that either you think that at least 96% of published rules are bad (not impossible), or that you think that people who play rpgs are remarkably inept. I suspect you may not be defining houserules as broadly as I do; I say any time you go off the book it's a houserule.I think that the core problem is that 95% of house rules are simply bad
Being easy to customize is encouraging, I'm sure. But, a balanced system doesn't /need/ to be customized to work. I think the kernel of the idea is that a broken system that needs to be fixed /forces/ you to do some customization work. Once you've done that work, you're more inclined to do it again. Conversely, if you have a system that works, and how it works is obvious, then how customization might break it is also obvious. While that means your hack is going to be easier and less likely to be broken, it could also be intimidating and discourage you from trying in the first place.And, I'm still baffled by the idea that 4e isn't easy to customize. How can it not be? The math is RIGHT THERE. You know exactly what's going to happen (or at the very least, you have some very good pointers) if you change something and, if you want to achieve a particular end, it's generally ludicrously simple. That's the beauty of a balanced, transparent system. It's very, very easy to customize.
Well, I do expect to take an active role in action resolution (through circumstance modifiers and other similar moment-to-moment rulings), but really, balance is created by the DM deciding what actions there are to be resolved (which is probably more about world-building and scene-framing). That's kind of hard to get around.
For example, if a DM designs a closed dungeon adventure with a lair guarded exclusively by golems, the casters are likely to be rather "unbalanced" due to lack of opportunity. If he designs a political adventure where combat is discouraged, the fighter is likely to feel rather "unbalanced", but the bard might suddenly feel overpowered. These kinds of things outweigh the basic action resolution mechanics.
And, I'm still baffled by the idea that 4e isn't easy to customize. How can it not be? The math is RIGHT THERE. You know exactly what's going to happen (or at the very least, you have some very good pointers) if you change something and, if you want to achieve a particular end, it's generally ludicrously simple. That's the beauty of a balanced, transparent system. It's very, very easy to customize.
I mean, look at Essentials. They take the core 4e engine and strip off very, very large chunks, and you can still run it alongside core 4e. Imagine, for a second, trying to do that in 3e. We're going to strip out Vancian casting, entirely, and then try to run those characters alongside Vancian casters. Good luck.
How much customization do you want?
For example, if a DM designs a closed dungeon adventure with a lair guarded exclusively by golems, the casters are likely to be rather "unbalanced" due to lack of opportunity.
I hear what you say. But in that adventure, the wizard is still powerful. He just picks a partly different spell loadout. The fighter on the other hand sucks even harder than he did against the Golems.If he designs a political adventure where combat is discouraged, the fighter is likely to feel rather "unbalanced", but the bard might suddenly feel overpowered. These kinds of things outweigh the basic action resolution mechanics.
That's one of the fundamental design flaws right there.... only specialist evokers (already the weakest mages) ...
If the blast mage has been pushed aside by the utility mage that's kinda sad; utility types are fine, but boring to play; blast mages are way more fun!![]()
If the blast mage has been pushed aside by the utility mage that's kinda sad; utility types are fine, but boring to play; blast mages are way more fun!![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.