I agree about the difference between broad-based balance and knife-edge balance, but I don't think that 4e is a racecar, or that it is as transparent as you think. The racer has been computer modeled to hell and back. 4e has been altered and errata-ed to hell and back. Transparency would not require so much errata.
I couldn't disagree more. Transparency is the very reason it
does have so much errata. Creating is a lot harder than criticising - and the transparency of 4e allows far, far easier than criticism.
You are making a lot of assumptions here about who is at the table, and what they want from a role-playing game.
Outstanding among those assumptions is that the DM is making changes "to no good purpose", and is involved in "petty quibbling".
I am making the assumption that at the table in the course of play the DM is arbitrarily deciding that snakes can not be knocked prone. 4e DMs can change whatever they want - but that is the example under discussion.
Can I hold you guys to this the next time a "Say Yes" discussion comes up, and it is claimed that it doesn't mean a DM can't say No to knocking a snake prone, playing a Warforged Ninja in a PotC setting, etc.?
A DM can say no. He just shouldn't without damn good reason. (And for the record I'd
probably say no to the Warforged Ninja in the PoTC setting - but if the player was sufficiently inventive to make it work then I'd say yes).
Neither "Say Yes" nor "Say No" should be the default.
The default should be: "Say what you think will make a better game".[/QUOTE]
Which is far more of a judgement call. And IMO what will make a better game is taking what's around and running with it (i.e. saying yes) 9 times out of 10.
The collective understanding of whom?
You are playing in a game where the DM is allowed to adjudicate the use of your powers, or anything else in the game. That's the collective understanding from where I sit. It has been since Holmes. AFAICT, the 4e rulebooks explicitly support that collective understanding.
Oh, the DM is still
allowed to. The DM is also allowed targetted metiorite strikes with no collateral damage or to turn characters into slugs with no chance of failure.
Then some wonky corner case shows up (blinding a bat, proning a snake, etc)
Blinding a bat is fine. They have blindsight in 4e (at least the only ones I found in the monster builder do). Now
deafening a bat is far more interesting.
and no one at the table blinks when it is adjudicate. Indeed, the DM seldom has to declare "you can't do that, it doesn't make sense to ME" because the players automatically self-adjudicate out of creating those wonky corner cases in the first place.
Indeed. Which is why when the DM
does adjudicate it's problematic. There's automatically at leas one person at the table who thinks you can.
Given lessons from improv drama and Indy games, I'd hardly call switching to the IMO superior default of "Say yes or roll the dice" arbitrary.
and uncollectively changing the understood social contract that I object to.
You mean that WoTC should take the attitude "As it was under Gygax, it is now and ever shall be, game without end"? Because there is no way you can ever have the social contact indicated by the rules for D&D changed if that is your criterion. (Polls of the entire D&D community being impossible). Part of the publisher of D&D's role is to keep the game current. And that includes taking account of the changing nature of the community and what is coming out of e.g. the Forge.
Moreover, while I am fine with you arbitrarily and uncollectively changing the understood social contract for your group, I very much challenge the notion that you -- or WotC -- or anyone else -- can do so for the rest of us.
All WoTC can do is change the default for groups. You can change yours straight back.
And I say I'm glad to, after all these years, see a version of the dominant RPG in existance that supports much of what I want to see in an RPG. Which includes a ruleset good enough that the DM can use it without often needing to overrule it.
We're talking about two ways to do this; I'm sure there are more. The first is the way 4E deals with it: allow the player to describe the outcome of his PC's action, but don't give that description any mechanical effect. The description of the action doesn't feed into the economy of the game. This maintains the challenge. We limit the methods the player has to achieve his goal ("success") to what the rules say his PC can do. By doing so, we give the player meaningful choices to make, because he's limited to a few choices that are balanced against each other.
This works well. The problem is that the description of the action doesn't have anything to do with why we are playing the game in the first place. Imagining the game world doesn't feed into our goals of play. There's no feedback loop.
I strongly disagree. The fiction determines what and how you can do, and secondly you change the fiction when you act. There is the feedback loop there. Movement and positioning are critical parts of the feedback loop. But unlike e.g. GURPS, 4e fiction is lose-grained. Positioning works in multiples of 5ft. Combat rounds are 6 seconds, and the system assumes that you are smart enough to pick your moments within those seconds to do things when they
are possible. There are monsters that are immune to being knocked prone in 4e - but they are those that are absolutely immune to prone, not just those you'd have to pick your moments for. The game encourages you to manipulate the gameworld - but the law is not concerned with trifles.
Do you want to focus on the imagined game world, or is that not that important?
I want them to. It's simply a matter of "Don't sweat the small stuff."
I daresay that your average gamer is not willing to trade one Saturday afternoon of useless boredom watching his friends do cool things for another Saturday afternoon where he feels totally awesome while his friends suffer through their own bout of useless boredom and watch him be cool for a day.
Everyone should feel like they have something significant and unique to contribute to every encounter. They don't have to be the star of the show every time, but they shouldn't feel like the cheer squad either.
This. (Can't currently give you XP). But everyone having something significant to contribute is good. (Although it may be part of why 4e combat is slower).