Another 18 months of testing and tweaking really ought to be enough time to give you what you're looking for, I wouldn't be too pessimistic already!
I guess I'm still waiting for the stuff they talked about in their preview articles. Which is modularity that would allow multiple groups to get something different out of the game. Given the goal of uniting the editions, the fact that they didn't lead with that makes me wonder if they've done any real work on it yet.
I'm not entirely sure you're right - as Hautamaki says, there's time for stuff to happen - but I think what you say is plausible, and in any event the broader point you make about design and badly-designed punting-to-the-GM is a good one.
If anyone still thinks rules don't matter and that a GM can make any game work any way, then 4E should show them otherwise. 4E was excellently focused on producing a type of play and is a pretty clear demonstration that rules impact the play that is produced (even if I've played the game enough to now be sick of it).
If "modularity" ends up only being covered by a 90s style Rule 0, then I think a lot of people will be sorely disappointed.
Why do you continue to post when you're so obviously and blatantly against 5e. Everything you post is negative and puts down everything that comes out about 5e. Don't like it? Nobody is forcing you to read everything about it.
And thankful you can't force me to be quiet about it either. Do you have anything to say about rulings vs rules combined with a rules light framework like 0E vs rulings vs rules combiend with an extensive framework with ability checks, skills, traits, etc.,.?
If the end result is the same, and if the playstyle ends up being identical, does it really matter if it is due to a detailed, complex base of rules, a very loose set of guidelines, or something in between the two extremes??
If the rules produce the play and people are getting together for a game, they can all say "let's use the combat maneuvers module. And the extended background one. And how about the fate bound heroes one?" whereas if it's all just guidelines for the DM to enforce in a rulings vs rules format, I think we'll end up back at the place where different people will be coming to the table wanting different things and not all getting the same thing out of their games that they'd want to.
I think clear rules modularity can help form group concensus rapidly and efficiently whereas I've read enough horror stories about "the GM just makes it all work."
I also know that there are tons and tons of players out there that expect that when you sit down to play a game, you play the game and not set the rules aside as needed. It may be an approach contrary to what some ultra empowered DM proponents want, but I think it's out there. I think 3.x catered to it quite a bit.
A desired type of play is what 4E was all about. Leaving the DM some room to fine tune things means the game has a better chance of supporting multiple types of play.
Can't the multiple styles of play be better supported with rules modules that actually produce that type of play when they are used than hoping the GM rules the right thing at the right time?
I think [MENTION=83293]nnms[/MENTION] poses a very interesting question - How well does the 'rulings not rules' approach sit within a set of robust rules? - and I'm definitely not anti-5e.
I would like 5E to be all that they talked about in the time leading up to the playtest. Every article released makes me more and more doubtful that they can actually unite the editions, though. Now I get the impression they're more interested in creating sort of a 2.5E and hoping it just appeals to everyone.
I can see how, if play is heavily gamist, which 4e often is, the players may not like this approach, at least if the quick DC is higher than the DC in the rules. But, imo, 4e restricts its gamism to combat, leaving other aspects of the game fairly freeform, much like B/X, or OD&D, so I think it would work for most people.
Some players like the idea that things will be resolve in a way that everyone agrees to and see one person setting that aside as a form of unfairness.
Rulings not rules would not, imo sit easily with 3e as the rules set tries to be very thorough. It's totally the wrong set of rules, imho, for a freewheeling GM.
So does 5E go after the Pathfinder market share with this approach?
5E actually already has a fair bit of 3.x's thoroughness. The sections in skills about how far you jump, how far you climb and the like are still there, but moved into the movement section.
Old schoolers would say that the rules of OD&D and 1e are robust, because they are easy to houserule without breaking. Some might say that's because those rules were a mess to begin with, and can't be made any more disordered than they already are. You can't knock down a castle that's already in ruins type of thing. But that would be a separate argument, I think.
I'm going to cede to them at this point that whatever they like about an older edition is a good thing and not try to fight an old vs new fight. I like OSR games even if I don't like the DM setting rules aside at whim. Probably because they don't have to set the rules aside, but make judgements on situations the rules don't cover.
Rulings not rules - covers the situations the rules do not and leaves lots of space for such interpretation.
Rulings not rules + lots of rules = broken expectations, 90s Rule 0 play and frustration for people who don't make a lot of effort to get on the same page right away.