LostSoul
Adventurer
I really like 4E; I think it's a slick and elegant engine. I do have a few issues with it, though.
This is probably my biggest issue with 4E, discovered after playing for some time. (That's why I called my hack "Fiction First".) The way I look at it is: If you can always come up with some colour to justify why this power works in this situation, it means that "this situation" isn't really important. What's important is the power and the rules, not the colour around it.
In other words, the situation in the game world doesn't affect resolution (of the situation in the game world, it's strange).
What gets resolved are the numbers on the sheet - HP, XP, attack bonuses, skill modifiers, defences. You have to take the time and effort to give those meaning; but the game doesn't push you that way, it doesn't give you a reason to apply that meaning. It doesn't point to that blank space and say, "Hey, look, what goes here, guys playing the game?"
It makes it easy to ignore the game world, even if you'd like to focus on it. The game is complex and there are a lot of things going on at any one point, and when one thing isn't related to anything else (i.e. the game world), it's the first to go.
However, the elegance of the system is such that it makes it easy to put the game world back in if you strip out some of the other elements. What's more, the system has some nice numbers to it, and it's still D&D with elves and dwarves and orcs and gnolls - that's why I've stuck with it and hacked it into something more of my liking.
The authors explicitly expect the players to make up their own interpretation of how the mechanical actions are explained in terms of the game world. So for instance each power has a line of 'fluff' that you CAN use to describe it, but the fluff doesn't explain how the effect works or imply anything. Now and then the players may find themselves wondering how to describe a mechanical effect in a given situation, but given that its a magical world there's always SOME way to do it. For instance you can knock an ooze prone with a power. Obviously it can't fall on its back, but you can always describe it as being hit in a vital spot or something and so 'prone' in that context can mechanically represent "the ooze is hurting and has to get its act together". 95% of the time you can just take the default fluff and go with it though.
This is probably my biggest issue with 4E, discovered after playing for some time. (That's why I called my hack "Fiction First".) The way I look at it is: If you can always come up with some colour to justify why this power works in this situation, it means that "this situation" isn't really important. What's important is the power and the rules, not the colour around it.
In other words, the situation in the game world doesn't affect resolution (of the situation in the game world, it's strange).
What gets resolved are the numbers on the sheet - HP, XP, attack bonuses, skill modifiers, defences. You have to take the time and effort to give those meaning; but the game doesn't push you that way, it doesn't give you a reason to apply that meaning. It doesn't point to that blank space and say, "Hey, look, what goes here, guys playing the game?"
It makes it easy to ignore the game world, even if you'd like to focus on it. The game is complex and there are a lot of things going on at any one point, and when one thing isn't related to anything else (i.e. the game world), it's the first to go.
However, the elegance of the system is such that it makes it easy to put the game world back in if you strip out some of the other elements. What's more, the system has some nice numbers to it, and it's still D&D with elves and dwarves and orcs and gnolls - that's why I've stuck with it and hacked it into something more of my liking.