sbarbe said:
Yep. I've already decided to continue with 3e/Pathfinder when it comes out.
That is great! I hope you will have many fun hours with this system. It is just not the right thing for me.
The problem is that they are calling it Dungeons and Dragons. I will be the first to admit that my dissatisfaction with the new rules comes largely from the goring of many of the sacred cows of previous D&D rulesets, but I also object to moving the entire focus of the rules to the lowest common denominator of tactical combat.
They own the right to that name, so they decide to call the continuation of their fantasy product line like the old one. That they might be different systems mechanically doesn't forbid them from doing so. In my opinion 4e is even more true to the beginnings of D&D, but that standpoint may vary.
That most of the rules focus on tactical combat is a good point in my eyes. Gone are the stupid "you can't do that, the rules say otherwise" days of roleplaying. I really don't need rules that tell me how to play my character in non-combat situations, but I want a fixed ruleset to use in combat resolution.
But that is entirely my preference of play, and if you desire other things, I can't speak against it. But I will ask you the same question I ask other people who have decided against 4e (for whatever reason): Why do you bother with discussing and arguing about a game system you won't use and that is not your style? I don't want to play DSA or Shadowrun again, yet I would never go around and tell other people that they are using a bad system. It is just not my style.
I have played a multitude of fighters, barbarians, paladins, rangers, rogues and almost any character you care to name, and the only times I have ever been bored have been when playing with bad GM's. One of the basic truths of Roleplaying is that a good GM can make a bad system fun and a bad GM can ruin even the best system. And if the Wizard is struggling with his possible options, he is not very good at playing a wizard and needs to put more time and effort into his preparation before the game instead of doing it at the table. One of the responsibilities that you take on when playing a spellcaster is doing the vast majority of your prep work out of game so that you don't take time away from the group for it. Playing a spellcaster is significantly more complex than playing a fighter, and it requires a correspondingly higher amount of time and level of effort to make sure that you are prepared.
(Emphasis mine)
I totally agree with you on the bold part.
The wizard issue: Sure. But I can't agree with you that this is the only way of doing things. 4e has taken another approach to this stuff. It is up to everyone to decide if it is for him or not.
It is mine and every other D&D players understanding of magic through 3 previous rulesets and countless novels, spinoff products and imitators for over 30 years, so I feel justified in considering it a common perception. I have always felt free to change anything I don't like in a ruleset, but I am not always a GM, so yes, it irks me when I might have to play in someone else's game where it would be enforced as written (or simply not possible). I can indeed look the other way on it, but it seems silly to have changed it, since the only real reason for it is that it is not really a tactical combat effect, which is all you really get out of powers.
Because powers are encounter based effects. Some powers are useful in non-combat encounters (which are still not roleplaying aspects, at least under the 4e definition of non-combat encounter); all other powers are meant to be used in combat situations.
This is the result of the design goal to clearly separate encounter options and all other forms of interaction. It is meant to provide more meaningful choices for a good encounter resolution system, but doesn't interfere with all other options.
Of course you can say "it always was so, so it can never change" but things change. You can adapt or you can continue to use the old things. Whatever suits you best. That is why people have the option of choice: To make choices.
I suppose my real point here is that I dislike the over-riding focus on tactical combat to the detriment of utility/misc spells and powers. I also feel that the only reason to abbreviate the selection of classes and spells available in the initial release is to cash in on the sale of more product in the future that contains things they should have included in the initial release, and I object to the profiteering nature of that. I've spent thousands of dollars on D&D products over the years, they don't need to shaft me in order to make money off of me, but apparently they are determined to do so.
Of course they are. It is a company, their foremost goal is to gain money. That their people are interested in providing a good or fun experience is just a side effect.