AbdulAlhazred
Legend
AbdulAlhazred, while I agree that the issues you've raised are "issues", in that they are design choices which can be debated as right or wrong, I don't seem them in any way invalidating 4e such that a 5e is required (either in the short term or the long term).
Well, required... there could be a number of reasons why a version roll could be required, OTOH 4e is obviously a playable game and I am not at all trying to suggest it HAS to be changed (or really even that it should be or will be) just that it COULD be and there are some things to be gained in some sense from doing so.
Indeed, just because a person might disagree with a particular design decision (such as scaling attack bonuses) doesn't mean that such a design decision dooms 4e. Indeed, given that other people actively support that design element, it could as easily be argued that a system which "fixes" these issues is just as doomed.
Right, which is why a discussion of the pros and cons is interesting. I don't think I necessarily would even say I 'disagree' with scaling attack bonus. It is easy enough to see what motivated its inclusion in the game, and it is often very difficult when designing any complex system to see the ramifications of various decisions ahead of time. I'd expect nobody even thought of the possibility of a flat to-hit, it is rather out in left field.
Instead, IMHO, the design elements that might eventually require a new edition are likely NOT those that cause the much debated inelligancies with the rules (feat taxes, etc.), but those which lead to 4e failing as a business endeavor. Because, lets face it, WotC will keep putting out 4e stuff until it either ceases to make a level of profit acceptable to it for 4e material and/or it feels it could make more profit with a new edition. Or it goes out of business/loses the lisence.
So, really, the design elements that I see as possibly dooming 4e are:
1. Options bloat - the more options you have, the less desire one has for more, especially if one cannot "turn off" options one doesn't want to look at - and can lead to not buying new product specifically because one doesn't want more options to sift through;
Less options is the answer to bloat, but where do many of those options originate from? They exist because it is necessary to maintain the sliding scale of attacks, or 'fix the math' in places where the scale didn't work as it should have. Certainly that isn't the only contributor to bloat, but every little bit adds up. You can't loose 50 pounds except one pound at a time, and you only lose by subtracting things. So the obvious strategy is to look for things to subtract. IMHO I found one.
2. Rules complexity - with exception based rules, one can eventually get too many exceptions to the exceptions such as to render play too complicated to be easily enjoyed (a threshold, of course, which differs from person to person - though I personally think that stealth is underutilized due to its rules complexity)
Yes, and again many of the additions and complexifications actually trace themselves back to the scaling to-hit bonus. I know this isn't clear until you really examine the game closely, but it actually is the case (again IMHO). There are all sorts of feats and other 'glue' elements of the game that exist simply to deal with odd corner cases where scaling fails or where people want to build characters that are not quite what the devs envisaged and fall off the scaling bandwagon (like for instance the ranged warlord build which only has to exist because every class can only viably use one stat for to-hit bonuses). The feats needed to make a bow using cleric, special items like Euphonic Bows, weaplements, and quite a lot of other such dross which actually adds very little to the game conceptually but has to exist simply so that you can acquire the right scaling. In fact pretty much every time a new concept comes along it has to be attached to a whole slew of mechanical baggage who's only real purpose is to provide the correct scaling. Thus scaling is responsible for a LARGE amount of the build-side complexity of the game.
3. A view of "core" vs. "non-core". Players/DMs are less likely to options that they see as peripheral to the game unless it matches their particular interest - the phenomenon that causes more PH1s to be sold than PH2s, and PH2s than Psionic Powers. This is also likely why the shift from the "power" books to the Heroes of the Shadow type books.
Now, with DDI, they may be able to reduce the negative effect of some of these, while possibly also increasing it (and indeed, for the same factor - for example, Character Builder makes one more aware of options bloat (as it puts all of the options directly in front of you) but can/could also ease it through how it organises those options.
As I say though, complexity, feature bloat, etc really (again IMHO) is right at the very core of what 'ails' 4e. It is a hugely heavyweight system with masses of 'glue' features who's main purpose is to deal with scaling. Why do primal classes all require special class features so they can wear light armor, AND added feats that (actually fail to) help fix the situation when even the class features didn't cut it?
I will totally agree that jettisoning scaling isn't going to magically cut out all the bloat, by any means, but it would vastly simplify class design, do away with a lot of cruft that has no other basic purpose except to fix something that doesn't need to exist, etc. You have to start somewhere, and without making some tweaks to the engine of 4e my contention is you could scrap every single class, item, pp, ed, feat, power, etc and start over and you'd still inevitably end up pretty much right back where you are now eventually.
Eh, anyway, I've hogged enough of this thread. Maybe I'll put one up somewhere where we can talk about it if people are interested. I'm sure there is plenty more that could be said on the subject.