KarinsDad said:
One concern I have is a combination of two things:
1) Every PC gets a new abillity at each level. While this has historically been fine for players who want to play complex PCs, it's going to be difficult for some people like my wife whose 10th level PC right now has about 5 main abilities and she sometimes even gets confused over those. Not every player is as comfortable with the game system as most of the readers of ENWorld. She plays to socialize, not to remember 600 pages of PHB and DMG rules (granted, spell casters have fewer combat spells in 4E, but rogues and fighters have more abilities).
2) The synergies of all of these different abilities. In the past, a handful of spells would be cast each combat and the group had to take into account a half dozen or so synergies from them. With the new edition and virtually every class having ways to throw multiple synergies into the mix every combat, it might become a bookkeeping nightmare. What really concerned me was the article that showed that it was easy to put a bunch of tokens and pins on the board to represent all of these different new conditions.
As one example, there have been hundreds of threads discussing the 3E Dodge and the fact that it was so difficult to remember to use it every round and to remember which target the Dodge was against and DMs houseruled it right and left.
4E came up with Marks which are similar mechanically. The player will have to remember to use his Mark and remember which NPC his Mark affects.
I cannot believe WotC did not take into account the pages and pages of complaints about Dodge from 3E and used virtually the same mechanic for 4E Mark. It seems like they totally missed the boat here.
I believe the total number of powers, even at level 30, will not be too large to manage. Later powers will replace earlier ones.
The bookkeeping for conditions may be overwhelming at first, but it has to be better than tracking 5 or so different durations per character. I think groups will adapt with poker chips under minis and such.
The mark thing...yeah, that's not something I thought D&D needed. I think someone liked their hunter in WoW a little too much. You can use a token for that of course, but it brings back painful memories of Dodge. It's weird too that they made listen, spot, and searching for traps all passive, yet are making players declare marks every round. I already think I will tell players to assume you are marking an enemy if it is not sitting behind another enemy. Is there any reason they would not do so or their characters would forget? I really doubt it.
My concerns are--
1) There was no general public playtest. I managed to see the problem with the Paladin's mark in the first moment I read about it. We have heard from "celebrity" playtesters after the NDA was lowered, but where is everyone else? Also, the RPGA players are not in any way typical from my experience, nor are playgroups centered around Wizards employees. I predict my group will find a dozen exploitable rules with the first few games. If Wizards' track record holds, only a few of those holes will ever be acknowledged before fifth edition.
2) The designers at Wizards belong to the Japanese school of language acquisition--it doesn't matter if you use a word correctly as long as it sounds cool. From warlord to chain mail, from exploits to feats, from misused real world mythology to goofy power names, Wizards loves to bungle the common understanding of words. I wish there was an old school newspaper editor on their staff who could cross out these things and tell them, "I think you mean to use this word instead." It's not game killing, but these things forever grate and it sucks bringing in new people and have them wrinkle their noses when trying to explain D&D-isms.
I started out with the "white box" edition, but I love the evolution of the game and was thrilled at the announcement of 4th. However, I am starting to see how the grand schemes are not going to live up to my expectations.