Before beginning this, I would like to state up front I am not pro or con on 4e, I am not pro or con on any edition of the game, I play a mix of editions when I play D&D, and likely will pull some things from 4e into my personal play. I use materials from OD&D, BECMI, 1e, 2e (even skills and powers), and 3e now.
ferratus said:
[1]The reorganization of the planes and monsters is too much of a departure from D&D's established continuity (and/or my personal campaign setting).
I think this is just one of those "this would be cool" moments all people who create things hit upon, it's an early stage thing, they gotta do something to make their mark, which usually means screwing things up. Luckily, I make my own world, their new cosmology can go rot if I don't like it, and I can steal what I do like of it.
ferratus said:
[2]Dragonborn & Tieflings are not traditional races, and are too monstrous to integrate with other races believably.
See comments dealing with point 1, this is just more of the same, doing cool stuff just to do cool stuff, no need to think it through, most people playing a fantasy game want to play the archetypal fantasy characters and races.
ferratus said:
[3]I will not get to play the race/class combinations that I have been traditionally allowed to play in prior editions.
I can see this to a degree, it will be difficult to play your favorite gnome illusionist right out the books, since neither of them exists in the core, I think the removal of the illusionist from core had something to do with the removal of the gnome as well. It will require a great deal of work to play many characters we have grown used to playing now. Some will decide if they have to make that substantial a change, going to some other game system might not be too hard.
ferratus said:
[4]D&D has embraced wargaming elements too much, making it a tactical wargame instead of a roleplaying game.
I'll ignore this one as failure to see the past, the same comments were made about 3e when it came out, as well as the whole MMORPG elements argument. D&D evolved from a wargame, it has and always will have wargaming elements. MMORPG's are a source of BIG revenue, WOTC would be idiots to ignore that.
ferratus said:
[5]Giving martial characters superhuman ability is too cinematic/cartoonish, making the traditional setting of the medieval world with magic and monsters "less gritty" where ordinary people confront supernatural menaces.
I'll buy that, from what I have seen and read 4e is more like an anime than a "classic" fantasy novel. I am waiting to cast "Giga Slave" myself, that is probably one of those 30th level spells, wonder if WOTC has arranged to license the Slayer's world?
ferratus said:
[6]Healing Surges and the loss of Vancian magic takes away resource management aspect of the game, and may make characters invincible. (Unless of course you fight in several encounters in a row. Instead of calling it the end of the 15 minute workday, they should have called it the end of the 4 easy challenges and 1 difficult challenge workday.)
The reduction in options will make the game easier to play for casual players, assuming they have pregen characters. I have a feeling making a character might be a beast though. This is pretty ironic actually, the most heard argument in the past about D&D being better than GURPS (or Hero), was the fact that you could sit down and make characters in a few minutes and get playing, where with the other systems, it took a while to make characters, even if play itself was faster.
ferratus said:
[7]Using healing surges to recover from wounds may be a good way to simulate an action hero shrugging off broken ribs or deep cuts, but I want a serious wound to cripple or kill my characters.
Depends on style of play, are we playing an action hero cinematic game now?
ferratus said:
[8]1st level characters can't be killed with one blow anymore
[9]There are too many abilities granted to 1st level characters, which means that 1st level heroes are professionals instead of apprentices.
This comes in with granularity and poor design, Hero system had the same issues, it could define mid and high level characters well, "normals" were not so good. This is probably my major concern with the system, something this glaring shows a lack of design ability, and hopefully it does not permeate the rest of the system.
Overall, 4e will likely be something I have to learn for convention play, but will only take a few pieces from for my home game, which is likely to remain a heavily modified 3e game, I already have addressed many of the "issues" people had with 3e with my own set of rules modifications, almost to a whole new system, but much closer to D&D in flavor than 4e is.