Many people here probably know me as 4E hater and while I am so far pretty anti 4E is am not, like what most people probably think, fanatical meaning there are things which can change my opinion of 4E and I invite everyone else, no matter if he belongs to the pro, anti or wait and see camp, to also post what part of 4E will likely change their opinion of 4E (for good or worse) when it is done well or bad.
For me the primary thing is rituals. In my view they symbolize how combat focused 4E will be. If rituals are diverse, accessible for players and monsters alike, statted out as opposed to another reference to rule 0 "do whatever you want" and most importantly idependant from combat balance then I will likely change my opinion of 4E to "quite ok".
Another, but less important thing is how the game handles out of combat things. Here I don't want a abstract set of skill checks to solve any problem but rules how to handle common situations (and suggestions how to handle uncommon ones) but nothing more. The PCs and DM should decide when to use which rule and how the world reacts to what the PCs do.
The Escape from Sembia preview is exactly what I don't want (abstract rules of "making X rolls to succeed") but depending on how the final rules look like it can still become something I am neutral or only slightly negative about.
So as you see its very unlikely that I will become a big "pro 4E" guy, but depending on how the above rules will look I might play 4E regulary instead of buying the core books out of interest and then searching for another RPG to play.
So, what are your "critical rules" which will change your opinion 180° or will just tip you from "wait and see" into the pro or anti camp?.
For me the primary thing is rituals. In my view they symbolize how combat focused 4E will be. If rituals are diverse, accessible for players and monsters alike, statted out as opposed to another reference to rule 0 "do whatever you want" and most importantly idependant from combat balance then I will likely change my opinion of 4E to "quite ok".
Another, but less important thing is how the game handles out of combat things. Here I don't want a abstract set of skill checks to solve any problem but rules how to handle common situations (and suggestions how to handle uncommon ones) but nothing more. The PCs and DM should decide when to use which rule and how the world reacts to what the PCs do.
The Escape from Sembia preview is exactly what I don't want (abstract rules of "making X rolls to succeed") but depending on how the final rules look like it can still become something I am neutral or only slightly negative about.
So as you see its very unlikely that I will become a big "pro 4E" guy, but depending on how the above rules will look I might play 4E regulary instead of buying the core books out of interest and then searching for another RPG to play.
So, what are your "critical rules" which will change your opinion 180° or will just tip you from "wait and see" into the pro or anti camp?.