fafhrd said:
We've seen a small glimpse of the combat system. We've gotten some reports on the skills contest system. We know that there will be rituals to facilitate 'peace time' fantasy features. Everything else has always resided in the head space of the players. What are you hoping to see?
and
Kabol said:
Please someone explain to me how having a solid combat system has anything to do with every other part of the game ... Where you don't need rules. Or how having rules, where you need them - some how means that they don't care/want you do play the parts where .... again, you don't need rules.
Remember, I want rules when I play a game, and "Make Stuff Up" sucks as a rule. Leaving it all up to my head without any true effect in the game isn't satisfying to me.
So examples of what I'm looking for:
#1: How do I run an adventure where the PC's search for clues about a noble's murder?
#2: What rules help me achieve an atmosphere of "gothic horror" without save-or-flee or save-or-die or level-drain effects?
#3: Can magic items grow with a PC? What is the "market" like for magic items if a PC wants to get rid of them?
#4: In order to stop an evil vizier, a PC wants to run in a general election against him. How do I adjudicate this?
#5: How do I run an adventure where the PC's are stranded in a desert or adrift at sea, slowly starving to death, and fighting each other's competing ideas?
#6: How does PC crafting work? Wizards making magic items, priests making healing potions?
#7: How do I mechanically represent a Tiefling's struggle with his fiendish nature so that the PC doesn't loose control, but it feels like the character does?
#8: Villain design guidelines? How do I threaten the world with an apocalypse?
#9: Adventure pacing. What are the points that PC's should be allowed to have, what should be in between these points of rest?
#10: When a trickster-character's greatest goal is to rob the central bank of my campaign setting, how do I lead him up to that without letting him try it and get killed right away, leading to only a frustrated player?
#11: How can I use planned encounters to complement a theme without making the encounters feel too similar?
Some of these work better with a general system, some of these are guidelines-related issues, some won't be addressed in the PHB1, some are very basic. "Figure it out yourself!" is possible, but it would be tremendous weak sauce in 4e, because "Make Stuff Up" sucks as a rule.
And, for the umpteenth time: Other editions have nothing to do with it.