The game is so tightly focused that every character must know exactly how his character functions in order for the game to work properly. As far as I can surmise, damage values in 4e assume that characters will be burning healing surges and falling unconscious in combat. If the players aren't prepared to deal with this--either by not understanding how their characters work or refusing to work as a team--that the game sort of falls apart without them.
In some ways, this is a boon, as it creates a game that works exactly as intended, but, in some ways, this is negative, as it creates a game that can be disrupted if players aren't playing according to the game's expectations.
Correct.I suppose this brings up a valid point of 4e:
The game is so tightly focused that every character must know exactly how his character functions in order for the game to work properly.
Absolutely. Actually, with good play and management of healing you can often avoid the "falling unconcsious" bit - by preempting it via healing, and therefore not suffering the action economy downside. But if the players don't have any conception of how they're going to handle this, the game will break.As far as I can surmise, damage values in 4e assume that characters will be burning healing surges and falling unconscious in combat. If the players aren't prepared to deal with this--either by not understanding how their characters work or refusing to work as a team--that the game sort of falls apart without them.
Because I play with players some of whom are rules geeks, and all of whom are happy to learn and work with the rules, for me it is a boon.In some ways, this is a boon, as it creates a game that works exactly as intended, but, in some ways, this is negative, as it creates a game that can be disrupted if players aren't playing according to the game's expectations.

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