I don't mind that the default starting strength is higher than in the past, but making that newer, more-competent starting point "first level" causes some problems. There's no good option for playing in the older style.Brother MacLaren said:1st-level PCs are too far above "Normal Man" -- 3E is the maximum I can tolerate for D&D, and even that's pushing it.
Good point.Brother MacLaren said:Too many temporary bonuses and modifiers (again, not necessarily any worse than 3E, but nowhere near as good as BECMI)
I don't see how you can not have "expected wealth by level" -- your choice is either to make it explicit or to keep it implicit.Brother MacLaren said:The very existence of "expected wealth by level" and the ability to buy magic items, regardless of how these flaws may have been tweaked
The real problem is fungible magic items in a liquid market. There's a huge difference between having exactly the mix of magic items you want, optimized for your build, and having the same "market value" of magic items, picked randomly from treasure hoards.
What is 4E's approach to balancing magic against mundane abilities?Brother MacLaren said:Finally, one of the most important game design elements of any fantasy RPG is how to balance magic against mundane abilities, particularly in terms of the versatility that magic allows. I dislike 4E's approach and will not be switching.