Tony Vargas
Legend
Absolutely. They're presented as such.Couldn't your experiences also be lumped into the 'anecdotal evidence' category? Or anyones for that matter?
True. 4e does provide some incentives to 'press on' - you accumulate action points, magic item daily uses, and perhaps 'unlock' a better power of an item as you gain milestones - but they are pretty minor incentives compared to getting your healing surges and dailies back.The 15 minute workday applies to 4e as well. Your dudes could go in blow their dailies rest and do it again. There is nothing in the rules preventing them from doing so and it would provide a huge tactical advantage.
The big difference is that everyone has dailies, so while the DM might have to adjust encounters a bit if his style or his groups strategies push the campaign toward 5-minute workdays, the classes at least remain balanced with eachother. In 4e, the 5-minute workday is a conceptual problem, in earlier eds it was a serious balance issue.
Possibly because you're a big fat jerk? Or, maybe because you were just chasing a concept, and it got out of hand.One of the things that I loved about older editions is that casters and melee were different, sure if you are going to push it to the max or try and hog the limelight you can do it easier with a caster, but why would you want to do that in a game designed around group play?
I don't like systems that are imbalanced by total lack of choices any more than I like those that are imbalanced by a dearth of viable choices. In a badly balanced system where there's one choice (or, as in 3.x, 3 'tier 1' choices) that's obviously the best, everyone (who matters) is largely the same. In a badly balanced system with no (or vanishingly little) choice, everyone is largely the same. In a well-balanced system, there are many viable choices, few badly under-powered 'trap' choices, few noticeably overpowered choices, and no overwhelming 'must have' choices - and characters are thus widely varied, but all playable & contributing.I would rather deal with problem players when they come up than have a system where everything for everyone is largely the same.