And I'm differentiating the combat from the combat rules. 4e IMO starts with simpler rules than previous editions and uses them to build a complex game. The only part that the rules are harder is round healing surges (for which there is no equivalent) - but you can make some very fiddly characters out of simple building blocks. I also don't think the fiddliest are as fiddly as the fiddliest in previous editions (which is one of my points) but the baseline characters have more things that are included actually mattering.
We aren't actually disagreeing here as far as I can tell.
There's quibbles, but I think we're pretty much on the same page as long as you agree that I can find 4e combats more fiddly than previous e combats and not be disingenuous or insulting.
And this is two interesting questions. How much hacking can you do before D&D stops being D&D? And is playing D&D for its sake a good thing when there are better games to get the effect you want?
I think this kind of interfaces with branding and how people tie up intimately with "D&D" in a way that they don't with other brands, but I don't see any reason we need external gatekeepers to tell us when "D&D" ends and when some other game begins. Is d20 Call of Cthulu D&D? How about [notranslate]Pathfinder[/notranslate]? OSRIC? Mutants and Masterminds? Gamma World? Birthright? Adventurer Conqueror King? For me, the answer to that is: "Well, is it D&D
to you? Then it's D&D. Even if it's Star Wars d6."
I don't think anyone needs to cut down strict dividing lines. In a lot of ways, it's like putting down strict dividing lines in genre. Is Star Wars space opera? Sci fi? Science-Fantasy? Is this kind of music post-punk, post-rock, indie, noise-fusion, instrumental, or experimental? Well, it's a subjective, academic distinction that has no real authority outside of an individual's understanding.
The way to design a game to be tinkered with is to isolate parts of it. Which leads to clunky rather than elegant rules because they are all bolted on and can be almost trivially removed so there's less of a sense of a coherent whole.
Elegance is overrated, IMO. If you want an elegant game mechanic, flip a coin. The way to capture attention and to initiate flow is to have complexity with significance in areas that you're interested in, and to have the game constantly turning you back to those areas. Since different people are interested in different areas, there's no one-size-fits-all solution. Some folks are interested when combats are quick and deadly. Some folks are interested when combats are cinematic and tactical. Some folks want one for one game and one for the other. There doesn't need to be an authority pronouncing one or the other to be What D&D Is. It can be up to the individual table.
CroBob said:
While there's wiggle room, everything that happens is basically a combination of the same variables with different values, which was not true in older editions, especially pre-3E.
Aye, that's true. At the same time, some folks like those unified mechanics, others don't.
CroBob said:
However, at the same time, there doesn't need to be a book on the topic in order for someone to change the game in the way they want it changed. It's not like they need permission from publishers to play the game with house-rules or variations on the game's innate rules, or something. The only thing these options being printed really does is offer suggestions as to how to do it. I don't see how major changes being done by yourself would take much longer than poring through a bunch of OGL products/online references to figure out how other people did it, except with the disadvantage of the work's results being less directly proportional to how much effort you put into it, but rather depending on how much work other people already did on that particular thing.
I think it's a feature of there being different kinds of players with different needs. I'm a homebrew machine, you can't STOP me from tinkering with rules. But not everyone is. Some folks would rather get a book on roleplaying in fantasy Africa than to have to research African myths and legends and compose unique classes and abilities themselves. Personally, I'd rather pay someone who is already smart about those things to make game rules for me than have to make them myself, just as I'd rather pay someone to make me a chair than go harvest and chop and sand the wood myself and make a chair.
CroBob said:
So would you advocate churning out a very basic game, with very core mechanics, providing very little flavor or specific functionality, and then pumping out books which are more specific to particular genres? Frankly, I wouldn't mind that at all. It could be called "D20 Core", or something, and then pump out a bunch of D&D products for it, or even things labelled something entirely different, but which still functions on those very basic mechanics. I'd go so far as to call it a good idea.
Kinda. I'd probably package it a little differently, but that's what it'd be.
I'd
package it as a basic fantasy game for anyone who wants to pretend to be an elf for a few hours on a Saturday afternoon (ie: include a simple skeleton of rules that is stripped-down, basic D&D: fighter/wizard/cleric/dwarf/elf/human, GO), combined with a bunch of pages of extra options (ie: include the most common additions that people will want: halflings, gnomes, dragonborn, paladins, thieves, warlocks), and maybe even some more advanced options just to see what's possible (tweaking hp, tweaking how common magic items are, tweaking the magic system) in the DM's guide.
And in that book would be the basic core rules and math that any DM could use to tweak their games for their own tables...and, ideally, that any potential publisher could use to make their rule systems for others to gather up if they choose.