So then when we consider 5e, and I see a game that is once again built around a chaotic jumble of class mechanics, and presumably if we are to believe comments made here and there 3e-style MCing, then how would anyone expect that it won't crumble under its own weight just like 3e did?
I am not going to debate you on this. But I deinitely disagree with your assesment, and I think a lot of gamers are split on this issue. It is far from settled and a lot more complex and nuanced than either side usually admits. And to me, 4E style parity and symmetry is not a good solution to those percived issues
My experience with hacking and playing games says to me that the strength of 4e is the direct result of the regularity of the mechanics, not something you can add to a different type of implementation by any amount of analysis. Sure, you can try to analyze all the options that are built using highly divergent mechanical underpinnings, but you'll never achieve even 1/100th of the ingenuity that will be applied to prying it apart in the first week by charops. I mean charops broke 4e all the time, but the point was that the very nature of the design was a firewall. You could break a power, or you could combine and pile on certain types of options to an excess and you could produce a character that did exorbitant amounts of damage or whatever, but it wasn't a deep breakage. It wasn't like the 3e Cleric where unless you actively avoided all the decent options like the plague you just outstripped fighters hands down every time, and the number of permutations of things that would produce wonky results was a number theoretically dauntingly large sum. You could plug holes in 3e all day and not even make measurable progress because of the design, not because of some lack of care at making the elements which used that design.That's interesting because when I look at D&DN, I see character gen mechanics in the style of 3e with the design discipline of 4e. Right now, it looks like they are working on a single spell casting mechanic shared by the spell casting classes and a single fighting mechanic shared by the weapon using classes. Yes, there are also special class abilities (the "chaotic jumble", as it were), but it looks like they are starting with a core sense of the baseline effectiveness of a front-line weapon user and the baseline effectiveness of primary spell caster and then modifying the classes from there. The objective here (which I see progress towards, but is by no means complete) is a class system that allows the unique mechanical feel of 3e classes with the underlying balanced mechanics learned from their experience with 4e.
Maybe that's an organized jumble, but the very act of trying to rebuild a system in the style of 3.x (with the lessons of having built 4e) has the potential to solve many of the problems that 3.x had built-in from the beginning.
And, to your earlier point, I think the early discussions about D&DN allowing BECMI, 3.x and 4e style games were widely misinterpreted. All "4e-style" means in this context is that (1) the character generation system will have a lot of optional customization, (2) you'll be able to play 4e / Delve style tactical combat with a battlemap, (3) there will be rules support for the most important 4e-isms like Dragonborn and (4) with the right rules modules, you'll be able to get some kind of encounter-based refreshing of some character abilities. I'm sure reasonable people could disagree, but that looks like "enabling 4e-style games" to me, and it looks like a perfectly achievable goal.
-KS
I know people often resist re-examining their fundamental positions on this kind of topic. There will be a whole bunch of "that's bunk, we know exactly why we do and don't like X!" but really do we generally have that much insight into our preferences? I don't think you'll find very much evidence that humans are that introspective.
Who says I am following it? I used to be, when I thought it was going to offer me something I wanted. Every packet and every L&L drives the point home that it is not in fact, something I am interested in.IMO it's a pretty empty threat to say you won't have the patience to wait around for your preferred modules/options when you're following DDN right now, like a year and a half from release.
Well, there are a LOT of us, for instance see the "Will there be a game called DDN?" thread or the "Pemertonian Scene Framing" thread(s) where we have put forward a very coherent explanation of how and why DDN is drastically different from 4e in fundamental ways. The things that you mention are no doubt what Mike means, but they are superficial and trivial and a game designer of Mike's caliber must fully understand that DDN will deliver game play that is NOTHING like what 4e delivers for at least a very substantial fraction of 4e fans. In other words what WE consider a '4e style game' is not enabled at all, and the goal appears to be unattainable at this time within the timeframe and within the parameters outlined by Mr Mearls. I guess that's "reasonable people can disagree". I hope it illustrates something of where I'm coming from when I find DDN's design and very goals inadequate from my perspective.
My experience with hacking and playing games says to me that the strength of 4e is the direct result of the regularity of the mechanics, not something you can add to a different type of implementation by any amount of analysis. Sure, you can try to analyze all the options that are built using highly divergent mechanical underpinnings, but you'll never achieve even 1/100th of the ingenuity that will be applied to prying it apart in the first week by charops. I mean charops broke 4e all the time, but the point was that the very nature of the design was a firewall. You could break a power, or you could combine and pile on certain types of options to an excess and you could produce a character that did exorbitant amounts of damage or whatever, but it wasn't a deep breakage. It wasn't like the 3e Cleric where unless you actively avoided all the decent options like the plague you just outstripped fighters hands down every time, and the number of permutations of things that would produce wonky results was a number theoretically dauntingly large sum. You could plug holes in 3e all day and not even make measurable progress because of the design, not because of some lack of care at making the elements which used that design.
Well, there are a LOT of us, for instance see the "Will there be a game called DDN?" thread or the "Pemertonian Scene Framing" thread(s) where we have put forward a very coherent explanation of how and why DDN is drastically different from 4e in fundamental ways. The things that you mention are no doubt what Mike means, but they are superficial and trivial and a game designer of Mike's caliber must fully understand that DDN will deliver game play that is NOTHING like what 4e delivers for at least a very substantial fraction of 4e fans. In other words what WE consider a '4e style game' is not enabled at all, and the goal appears to be unattainable at this time within the timeframe and within the parameters outlined by Mr Mearls. I guess that's "reasonable people can disagree". I hope it illustrates something of where I'm coming from when I find DDN's design and very goals inadequate from my perspective.

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