What is 4E about?

Looking back at the heated reactions back in 2000/2001 - and I was among the "2e grognards" back then - IMO you'd have to assign the label of polarization to 3e, too.
There was certainly polarization at 3E.
IMO it wasn't nearly enough in terms of quantity to be in the same breath as current. If the standard of polarizarion is "was there any that can be pointed at", then the term becomes meaningless.

One of the complaints often fired at D20 was how much it dominated the market for a while creating both a "glut" and squeezing out devepment in other gaming systems. Yes, there was certainly polarization, but over unification was a much bigger complaint, so it is hard for me to see polarization as meeting the level of being a fitting label for 3E.
 

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Well, with a slight twist on the format, for me...

  • OD&D is about adventures
  • 1E is about expansion (FR, DL); BECMI D&D is about pick-up-&-play
  • 2E is about consistency, while continuing expansion (DS, PS, SJ, etc.)
  • 3.XE is about clarification, while continuing consistency (d20) & expansion (Eberron, OGL)
  • 4E is about unity, while continuing clarification, consistency, & expansion, and regaining the pick-up-&-play format

I had to include OD&D & BECMI D&D since they played a significant role in gaming as well.

IMO, OD&D laid the conceptual foundations: a band of adventurers exploring the unknown and fighting monsters.

BECMI D&D & 1E expanded on that basis; BECMI more or less kept things down to a minimum (3 ALs, simple equipment list, race & class combined into class, etc.), while 1E expanded considerably (9 ALs, seperation of race & class, % scores, new settings, etc.).

2E took the framework of 1E and made things consistent, yet familiar. It really wasn't a big leap from 1E to 2E at all, though it unified some systems (rather than, IMO, be a hodge-podge of slapped-together mechanics held together by duct tape; they were welded together now).

3.XE upped the consistency factor moreso ala d20: dice rolls had a direct, visible result instead of a conditional result (and not the "roll low = good in some cases, roll high = good in other cases" of previous editions). A clear system for magic item creation that players may be willing to use was introduced (instead of the harsh sacrifice of previous editions). Building things (monsters, NPCs, etc.) had a clear system instead of being a random jumble of numbers. And it really took the first steps of "play whatever you want" for players: no more class restrictions & level limits based on race, a single XP progression chart, etc.

All of the prior editions, IMHO, tried to claim/maintain some degree of realism with its fantasy element: those "save or die" effects, the weapon modifiers against certain types of armor, etc.

4E, as far as I can tell, continues 3E's trend, but regains the pick-up-&-play feel of older editions (esp. for me, the feel of BECMI D&D). And, I think one of the ways it does this is by embracing the arbitrary aspect of the game, and getting away from trying to replicate realism: no more "save or die", no more slow progression of healing, etc.

And, 4E evens the playing field when it comes to characters. In previous editions, fighters were the realm of beginning players—rather straightforward, and no concerns about how your abilities work. Magic use, and to a certain degree skill use, was a bit more "advanced" level of play (because it needed a certain level of awareness of those options during game play—no good playing a thief if you didn't think to check for traps, sneak, or the like). The good old fighter was the "kiddie table" of the classes, if you will.

Now all classes are the same level of ability to play (though the psion class threatens to change that, from what I can tell). No more "kiddie table classes."
 

I think 4E is about getting back to the team/social gathering concept where 3E was more about "solo" characters/building, and with solid reason. When 3E came out MMORPGs and even probably CCGs weren't as big. There's a personal disconnect there that table top RPGs can now take advantage of that wasn't so prevalent before. It's just adjusting the niche.
 

IMHO,
OD&D is about survival and adventure in a Pulp Fantasy world.
Classic D&D is about the struggle for power and immortality in the world of Medieval Romances.
1st Edition AD&D is about exploration and treasure seeking in a Swords & Sorcery world.
2nd Edition is about character development in worlds of Epic Fantasy.
3rd Edition is about developing personal powers in a world of Fantasy Super-Heroes.
4th Edition is about combat in a world of Hong Kong Action Movies.

This.

Also:

1e is about creating adventures
2e is about creating setting
3e is about creating characters
4e is about creating battlefields (as is Iron Heroes, not surprisingly)


RC
 

1E and 2E where editions I didn't play.
3E was about making characters in a open, plausible world.
4E is about making balanced characters for combat.
 

The most telling part about this thread is the treatment which certain participants afford 4th Edition. I find it very interesting that the people who enjoy (and have experience) playing 4e think it's about more than just combat, while the people who dislike 4e keep trying to push the idea that it's all about combat. Very interesting.
 
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