You probably don't mean "I don't care about numbers" in an extreme and literal way, but for the sake of discussion:I want to address this here, just as an example, and perhaps something of an explanation for why I don't "care" about the numbers. The way I view the game and milieu, there is no requirement for "a" fighter to be the best at fighting. See, the definition of the fighter is not "the best at fighting" but rather "the guy who straps on steel to face down monsters and magic for fortune and glory." There is no requirement for him to be the best at fighting so long as he fulfills his descriptive or "fluff" role. more to the point, the player is choosing a fighter because he wants to be the guy that straps on steel to take on magic and monsters for fortune and glory. If the player wants to be the best at fighting, that player may well choose a fighter, but also might choose a barbarian or warlock or whatever else to get there. But even "best at fighting" -- again, IMO -- is a descriptive term for the character in the world, not the sheet on the table. The PC may well seek to be, or believe him/herself to be, the very best fighter of them all, but only by pitting steel against all comers would the PC ever really prove to be The Best.
Well that's just it. Define complete crap? I can roll an OD&D character 3d6 in order AND play whatever class I want regardless of the stats. If someone rolls a better stat than I do for a class prime requisite then they might get a bonus to earned XP and level up a bit faster ( OH NOES!!!)
It certainly does. What the numbers are in contrast, don't have to mean much at all.
3E, 3.5E, 4E
I call these the keeping up with the Jones' editions. If you do not allocate your stats/choose your powers & feats, "correctly" you will suck next to someone who does their due diligence on the numbers.
Why?
Because the systems themselves reward such analysis via escalating DCs and defenses. It is simply because the systems are designed to challenge the construct building abilities of the player over any other. 4E lessened the traps and made the path broad and easier to follow but the underlying theme was still there. This along with the attitude toward action resolution which was, if there isn't a die roll then nothing is really happening produced a game that was less interesting for me.
Again, I don't think you meant "I don't care about numbers" absolutely, so you probably do care about them. Just not as much as some of us.![]()
Your claim that was a "if there isn't a die roll then nothing really happened attitude" is straight-up untrue. That's not supported by 4E in the least, and I don't think it's really true of 3.5E, either. You want to make an ultra-extreme claim like that, you need to back it up, or pack it up.
No, this is just edition-warring trash talk on your part, here. If you have a highly optimized 4E PC and you play him like a moron, you will fail, hard. If you have a normally-built 4E PC, and you play him extremely well, you will succeed, very seriously.
You can pretend that the decision you make in-game don't matter, but they do not, and it's a really silly kind of make-believe that only rationalize a dislike of certain games on your part.
Specifically, in very linear adventures, especially most organized play like scenarios, "what do you do now?" is almost irrelevant. There's only one thing to do; the question is moot. Therefore, "What's you modifier" is the only question that really matters. But, again, that can be true regardless if you are playing OD&D, 4E, Shadowrun or any other traditional RPG.
Because the systems themselves reward such analysis via escalating DCs and defenses. It is simply because the systems are designed to challenge the construct building abilities of the player over any other. 4E lessened the traps and made the path broad and easier to follow but the underlying theme was still there.
This along with the attitude toward action resolution which was, if there isn't a die roll then nothing is really happening produced a game that was less interesting for me.
This definitely happens, but it has less to do with the game being played than the context, I think. Specifically, in very linear adventures, especially most organized play like scenarios, "what do you do now?" is almost irrelevant. There's only one thing to do; the question is moot. Therefore, "What's you modifier" is the only question that really matters. But, again, that can be true regardless if you are playing OD&D, 4E, Shadowrun or any other traditional RPG.

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