Corinth said:
Abilities that are available at-will, or have a one-encounter/one-day cooldown, mirror the way that World of Warcraft has most class abilities either on short cooldowns (which, if translated from real-time to tabletop play, are effectively at-will) or on long cooldowns (which, likewise, translate to per-encounter or per-day) and are focused upon practical use in a tactical combat or adventuring situation. (Abilities that are, for all intents and purposes, intended for use during downtime are minimized.)
D&D has always had abilities that were at will (backstab, detect evil, turn undead), limited but with enough uses it was practically per encounter (3e wildshape, 3e turn undead, barbarian rage, smite evil) and abilities that were 1/day (most spells). These abilites had either no cool down (turn undead), short cool downs (winded after a rage) or long cool downs (rest 8 hours to recover spells).
Corinth said:
The skill list, likewise, is reduced to those that have an immediate application in the adventuring context while those used more or less during downtime are removed and instead rolled into general attribute checks.
What skills does that remove? Craft, Profession, a couple of knowledges, and Perform. In 2e, when you had nothing better to spend NWP's on, it made sense to be a tailor, cobbler, or fire-builder, but I can honestly say even in those days, I rarely saw those skills do anything other than fill up character sheet space. I spend my time playing D&D traveling through adventures, not making cobbling checks...
Corinth said:
The classes are designed to fill necessary roles in an adventuring party and have no need for justification outside of this concern, regardless of whatever label gets tied to them. Defenders are tanks, Strikers are either ranged or melee damage-per-second specialists, Controllers are crowd control specialists, and Leaders are healers; this is a better-communicated version of the Tank-Healer-DPS Trinity of World of Warcraft in that crowd control isn't necessarily recognized as a separate specialty, but instead is acknowledged as part of the DPS role.
Wizards have always had fireball, rogues have had sneak attack/backstab (though the latter WAS useless), clerics have had cure wounds spells, and fighters wore plate and had good attack bonuses. Most of the ranger's I've ever seen were archers or dual-wielders (mind you, I started in 2e), and we were calling our half-ogre fighter the "tank" since 2000 (literally, his name was Tank, since his ogre-name was nigh unpronounceable).
Though you are correct, there is a shift in some classes from "outside of combat " to "inside of combat" (rogue is the prime example) I think its something long overdue.
Corinth said:
The adventure design paradigm is one of a series of encounters, often linear in their design, that build up towards a master villain--the boss--and each encounter has one hostile NPC per PC in the group as a baseline. Elite NPCs count as two normal NPCs (much akin in concept, but different in execution, to how Elites work in World of Warcraft). These encounters are physical in nature, commonly done as combat, and the exceptions are quick-and-dirty interactions either with plot-device NPCs that aren't to be killed (for whatever reason) or with untouchable NPCs that may or may not persist across adventures.
You ever play a module? I highly recommend any Goodman Game's DCC, the Forge of Fury, Return to Temple of Elemental Evil or Sunless Citadel by WotC. Feeling Old-School? I like the Against the Giant's module trek myself. Oh course the Dragonlance module series is also a pretty good trek...
Corinth said:
For all intents and purposes, a game setting consists only of Adventure Sites (the World of Warcraft equivalent, usually, is a dungeon instance), friendly towns (to do downtime maintenance and upkeep) and the occasional random encounter. (This feels more like Guild Wars or Dungeon Runners than World of Warcraft, but still an MMO influence.)
And what else is D&D supposed to have? You have hostile settings (dungeons), relatively safe settings (towns) and the wilderness in between them. (random encounters). This is as old as Keep on the Borderlands, and is a formula rarely broken because it works.
Corinth said:
NPCs have set XP awards. Loot has level requirements, both to craft and to use.
Not sure what you mean by the first: every character in the game (be it NPC, monster, or PC) has a determined XP value determined by his HD (1st & 2nd) or CR (3rd). Unless you mean story awards, which were nothing more than guidelines (DMG 2e) or an ad-hoc award (25 per PC level, 3e) which the DM can apply at his leisure.
As for loot: well, there has ALWAYS been a level requirement to craft (9th for scrolls, 12th for others in 2e, minimum level requirements for item creation feats in 3e) and there has been gear that doesn't function for lower-level PCs in other editions (Instruments of the Bards, for example). While limiting rings (an entire category) is new, a 1st level 4e PC can pick up and use a vopral sword the same way his 1e, 2e, and 3e ancestors can (though how he got is is another topic)
Corinth said:
PCs, by default, have no meaningful influence upon their surroundings. They are passive participants in their society and its concerns, as their actions have no impact outside of what's scripted for them.
What D&D game are you playing in? Seriously?
My campaign world is CONSTANTLY influenced by the PCs actions. Bad-guys don't respawn. Loot doesn't return to treasure chests. The king doesn't ask the same quest over and over again, and you can't stand in the middle of the forest all night hunting an endless supply of orcs. I'm fairly certain fourth edition will not be forcing ANY of those things upon my game.
Corinth said:
All of this points to 4.0 being a great basis for translation to a console, PC or MMORPG, but it makes for a horrible tabletop RPG because electronic RPGs of all sorts are superior media for all such games. Those media are better capable of executing games of this sort due to technological benefits that makes it possible to handle all of the details involved in playing this sort of game a very easy thing to do- and thus take all of that load off of both the players and the GM.
NPC: You cannot go into the King's Hall.
PC: But I have important news to tell him about...
NPC: You cannot go into the King's Hall.
PC: There are orcs coming from the Nor...
NPC: You cannot go into the King's Hall.
PC: You can't say anything more than that, can you?
NPC: You cannot go into the King's Hall.
Sorry, but no currently consumer-level computer can create the elaborate scripts that account for every possible outcome a PC's actions can have.
Corinth said:
What tabletop RPGs do better than electronic RPGs, or board games for that matter, is not merely simulation of a fictional world. (Computers do that better also.) Neither is it addressing themes through narrative conventions. (Books, comics, film, radio and television are all far superior media for such purposes.) What tabletop RPGs do that no other popular media allows is the immersion of an individual into a secondary world for the sole purpose of living out a secondary, parallel, life in a position and perspective other than our own--and in a historical specificity and continuity other than our own--and thereby allow us to experience--to live through--things that otherwise are impossible to know, be it the experience of living through the tragedy of Troy or the experience of living as a merchant mariner on a free trader far into the future, or something else entirely, for the expressed purpose of developing the minds of the participants through such play. This is what D&D's design--what all tabletop RPG design--should focus upon, facilitate and encourage.
Um... No. D&D should allow from ALL manner of play, from immersing storytelling of epics, exploration of fictional worlds that only exist as a collaboration between player and referee, or as a fun romp through a piece of graph paper covered in plastic toys and resolved with candy-colored polyhedrals. To assume that only one manner of play: immersion, is correct is to declare many other types of valid play "badwrongfun" and strikes of elitism. While D&D DOES have the advantage over WoW in immersion play (due to its non-static nature and abiltiy for a referee to adapt it) it is not the only, or correct, way to play.