The 3.5 rules for the spell fireball describe explicitely what kind of sound the fireball creates, that it creates no pressure, what the hand movement of the wizard looks like, that it starts out as a pea-sized bead and then stretches out, etc., that you have to make a touch attack in certain situations and on and on.Narration of the game has always existed, but limitations are good too, instead of reskinning something beyond what was intended. If something doesn't work then Rule 0 it. That hasn't changed in any edition. 3e provided a firmer framework on how things, in the game world, should act. 4e went in the opposite direction, in favour of balanced mechanic, saying that you get to make up whatever you want. They go so far as to say DM's CAN allow paper to burn in that fiery burst spell, not saying that paper does burn but that DM's can choose to allow it. Either way, the DM can say if it does but I don't understand why a logical explanation in the form of a rule is so feared in this regard.
Oh, and it says that unattended objects will burn. If an attended object is concerned, I guess we have to look up a different rule in a different book.
Do you really think all of this is neccessary, that a rule like that for a spell is somehow better than the 4E version, which states the raw numbers and then presents us with a flavor text as a basic guideline?
Why not let the players (or the GM, which I think is the default) narrate what the smell, the sound, the gestures are? And fall back on a basic guideline for all powers when a specific question pops up, such as: does the fireball burn the paper in the room?
As somebody else upthread has already mentioned, 4E requires less books at the table because it was designed that way. Less talk about rules, even less time spent searching for a specific rule.
Using the word "excelled" makes it sound so positive when in my experience it was certainly not. Because what a rule like the 3.5 fireball spell does is take away room for an individual narrative because it sets a more in depth default line from which it is harder to part. Want a louder version than a "low roar"? Want more pressure? Want a different hand movement? In 3e you cannot just "reflavour", because all these things are set into a rule that is part of the crunch of the spell description. And then you might end up with more talk at the table, because you just cannot change the crunch, can you? It is hard for some people to change that because it is crunch. In 4E on the other hand, it is flavor to begin with, and that is easy to change.No, that's not really what I'm trying to say. I'm trying to say the rules should cover how an effect works, then when people have differing tastes they can feel free to use them and ignore or follow the rules as much as they want. I think my game should give me all the tools, as well as the rationale of how they got there, for the situation. I think that 3e excelled at this and 4e is ignores it entirely.
The basic setup of 4E is that there are general rules, which are overruled by specific rules that you find in the power description. And a lot of times the rules say: you decide on how to play this in the situation when this comes up. Page 42 sets a clear example for this: basic, but very enjoyable and playable rules that can apply to a certain narrative. I do not recall something like this in 3e. THIS is what 4E excels at.
I think it is a good thing that you can have the powers on cards (like Magic), because that makes the game at my table easier for everybody. You know, read what is on the card and then discard it after you used the power. It makes the game easier. I like the fact that there are general rules in one rules compendium and specific rules for individual powers on these cards (like Magic). Other than that, two seperate games.I think they are similar in the fact they are produced by the same company. I think they are similar in the way they are both games with clear design goals as far as construction of said rules.
What does balance have to do with this? The question of how much narrative is prescribed in a rule text is not about balance. A more narrative game can just be as unbalanced as 3e was and still is.In 4e I wouldn't have minded seeing a modular system with a solid CORE ruleset and several optional subset expansions. The problem is that this is nowhere near what we ended up with. We got 16 different books with 16 mildly different (reflavoured?) things in them, which provide a balanced approach to combat.
But to leave those things out that obviously can be subject to different narratives for different people in different groups, even in small ways, and to focus on what is really important for a power to work in which way, which is numbers and keywords and a basic description, empowers the players to fit the power to what kind of narrative they like to play with.