Can you explain this to me? I don't get it.
I'm planning a new campaign for 4e and I don't feel my storytelling options are reduced in any way from previous editions. What am I missing?
Your storytelling options are not reduced in any way. What you're missing is the point of my post, because I didn't explain very well. I will try again.
To me (and of course your opinion may differ), DnD is about telling interesting stories, that I and the players will recount for years to come. I find that the best type of rules to have for this, are the type that are there to model, or simulate the action. That is, you/wotc describe what you're trying to do, and then pick a mechanic that models this to a reasonable level of accuracy, and believability, while maintaining a reasonable level of game balance.
4E does not do this. 4E focuses on balance and smooth scaling across levels. The rules are not there to model the action, the rules are there to be 'fair', and to ensure that the numbers are always about the same. i.e. always having a ~50-60% chance to hit is a 4E-ism.
An example of how rules are made:
Character 'Bob' wants to jump across a pit.
3E references the real world (albeit not with a great level of accuracy) to determine a suitable mechanic for jumping.
4E says, your chance of reaching the other side should be x%, and will use the same mechanic as every other challenge.
Yes I know jumping is a bad example. The important part of this example is NOT JUMP. The important part is the method by which the resulting rules are determined.
A better example, again, focusing on the different method used to determine the mechanic:
Fred wants to pick the lock on the treasure chest.
3E says the lock is a good lock. Good locks are hard to pick (IRL). Mechanically it would be about
this hard to pick (DC). Roll a lock pick attempt against that DC.
4E says you should succeed x% of the time. Roll against that %. Oh incidentally this is a good lock, but because you're Y level, the numbers have been adjusted to ensure you still need x%.
I find the 3E method superior, as it lends itself to a greater level of real life simulation, which makes the game easier to believe. A game that is easier to believe is better at suspending my disbelief. Of course it is important to maintain a level of balance so that everyone gets a roughly equal share of the fun. Balance comes more or less as an afterthought.
I dislike the 4E method because it enforces balance as the be all and end all. The design philosophy appears to be that a game is only fun if it is perfectly balanced. This is the basic premise behind board games. Everyone must have exactly the same chance of winning in a board game or a card game, therefore balance is everything. (And skill kicks in at that point).
Computer games generally follow this same ideal - either because their based on board games, or because they're played competitively (usually online) and in competitive play balance is highly important.
Do you see where I'm going with this?
DnD is about telling stories. The rules should assist in the story telling.
Board/computer games are about winning. The rules should be balanced.
DnD is not about winning. Balance is nice, but it is less important than helping to make a good story.
Herschel said:
Fixed that for you. 3E was FAR more rules-intensive than 4E and virtually everything had a roll based on specific skills or tables.
No, you broke it. 3E was far more rules-intensive. I agree with you on that. That was not the point I was talking about. Again, I didn't explain terribly well (and I should really learn not to post when I'm that tired!)
3E rules are there to model the story. 4E rules are there to enforce balance.
I've been playing 4E for about 8 sessions. In nearly every session I've had to remind someone that "It's 4E, it doesn't have to make sense". I never had this issue in 3E because the rules always complemented the action - they always made sense, because they were modeled on a believable level of reality first, and balanced second.
Of course there were more rules in 3E, that was the design philosophy of 3E in particular. A rule for everything. Plus it's older, and has many more books to contain those rules. 4E will look a lot more complex in a few years!
Having a rules for everything wasn't necessarily a great solution, but it worked better for people like me than 4E does. It shouldn't be necessary for us to dig into the examples of tripping gelatinous cubes, or the so called Schroedinger's wounding to make people see what I'm getting at here. The rules of 4E do not attempt to model (fantasy) reality at all. They are rules of a balanced game, not guidelines for telling stories. The balance consistently trumps logic and believability, and this makes 4E a terrible game, FOR ME.
You can tell a story without any rules at all. But you can't play a game without rules. 4E has turned DnD into
more of a game, and thus moved away from the story telling experience.
Let me summarize this:
Assuming you know what Hero Quest is, which game rules are closer to hero quest? 3E? or 4E?
You could tell just as much of a story in Hero Quest as in 3E, if you really wanted to. But that is not what the rules were designed for. I'm sure it's possible to tell a story using the rules of poker or backgammon if you tried hard enough, but I'd still find it easier to use 3E.