One would think people would gravitate toward the rulesets that support their favoured playstyles.
Yeah. You would also think that a developer would design a game that would support as many playstyles as possible- to maximize the number of players. Unfortunately, it seems that neither designers or players make purely rational decisions.
Plus there are some incredibly generic systems out there.
Yeah...? We were talking about the subtle differences between 4e and previous editions. Other systems are irrelevant.
I guess years of experience showed them that combat is the part of the game most in need of detailed rules.
Probably due to how player investment can be botched by character death. If you played in a system where fame, infamy and social standing were how your character advanced, the functional equivalent of death would be defamation or dishonor. Combat rules are central to the function of D&D because combat statistics are central to how progress is determined.
Do you call this subtlety?
That was never my argument, but thanks for pointing this out. Using nonstandard definitions for a word can still be subtle- if you only define the word once in a remote block of text and never mention the colloquialism again.
If that's all you want it to be, then go ahead. Nobody's forcing you to handwave anything.
4e is what it is. What it is, is a pretty good combat engine.
Your logic is poor:
1. Adventures contain encounters.
No. That's not what the PHB says. It says adventures are a series of encounters. Please don't try to pass off your own position as the default.
2. Exploration is not a type of encounter.
Therefore, exploration is not a type of adventure.
Yes, this is my logic. It's logically sound. 4e defines adventure explicitly- as being a series of encounters. The other stuff is irrelevant.
Your conclusion only holds if 'adventures only contain encounters'. But they don't.
Although they can, if that's how you want to play.
But for most of us, adventures consists of encounters as well as the non-encounter elements that link them together.
No. I'm saying that "exploration" is not a subset of adventure. It's not even considered a technical form of adventure- just a side activity between. Just like cooking, eating, or sleeping are activities between encounters.
Yeah. I mean, if he hadn't invented D&D I can't imagine what I'd be doing with my time.
Why should my PC need a profession (blacksmith) skill? If I want my PC to make a set of horseshoes I'll just narrate it with the DM. Do I really need a chance of failure for something so banal?
It's banal to
you. Are other people you? No? Then your reasons for playing may not be the same. Whether or not profession is a reasonable or interesting addition to your character that you want to represent mechanically, is decision that players make for themselves. It should not be passively dictated to you.