Josh M. wrote:
I still don't get why people make MMO comparisons in a negative fashion towards 4e, considering the actual D&D MMO was made with the previous edition's ruleset. MMO comparisons are what helped make 4e make more sense to me, I don't see why it's always used in such a negative fashion.
I will readily admit to making such comparisons myself, and would like to assure you that, at least in my case, it is not intended to be a negative comparison. I feel that the MMO comparison captures 4e's impression well, because of the mechanics. Everything has an established 'cooldown', which the players are encouraged to keep track of. I feel that it lends a sense of hovering your pointer finger over the 'lightning bolt' hotkey, in a way. Not a bad thing, just an apparently generalised feeling.
I will say, as well, that I am not particularly enamoured of the 4e system. It's not that there's anything wrong with it, My players and I just don't find the game's mechanics or presentation appealing to us or our style of play. We prefer to game in a high-immersion roleplaying style, and 4e simply has nothing to offer us in that department. The edition is more focused on catering to the function of combat, an issue which, again, doesn't have much bearing for us.
While I agree that the game is not combat-exclusive, the majority of the 'edition overhaul' has been an apparent effort to revolutionize the game mechanics in regard to combat. This has been an overall success; the party now finds it quite necessary to behave as a cohesive unit, and it fosters a sense of unity on the battlefield.
Story-wise, the books offer next to nothing, which isn't necessarily a bad thing; as pointed out above, the story has always come from the DM and the players, not from the books. 4th does, however, lack a bit of the class fluff which was present in previous editions. I've known many players over the years who needed a bit of prompting to get into the roleplaying groove. That's not to say that they weren't good roleplayers, but they needed a starting point for their character's story. This could be seen as a bonus in some ways; Wizards is not known for their fantastic storytelling. The concepts presented as a base, however, were interesting enough to spawn characters.
Balance-wise, 4e has done wonders, but I do feel that the balancing has omitted a lot of character. Sure, the powers are different, as mentioned above, but the classes are all mechanically the same. In essence, every character is hovering over the hotkeys. Their powers come at a similar rate, and provide similar enough benefits. I never felt that previous editions' class discrepancies were such an issue, particularly in the case of 'role dependency', as the DMs I played with were conscientious enough to consider the party's limits when building adventures.
Skill-wise, 4e has nothing that I found worth noting it for. The skill list was consolidated some, which was nice. But, I found no use whatsoever for skill challenges. I have seen skill challenges fill one of two functions;
First, Replacing Roleplaying encounters with more die-rolling. Why talk to the guard in character if you can win him over regardless with three successes before four failures? It's not as though we want to explore character depth in person, right? Maybe this has simply been used incorrectly in every campaign I've been in, but this system does not at all appeal to me when implemented thus.
Secondly, To add variety to an adventure by forcing the player characters to use skill checks to accomplish something, as opposed to resorting to combat. This was mentioned above, and I still don't see the attraction. This means the group has a primary interest in combat, meaning the system is being used to force the PCs to act in a way they'd rather not. Sounds Fun.
All in all, I found that while it's insisted by many that the book focus on combat and mechanics was a means of encouraging roleplaying, it simply didn't come across. I have watched 4e groups minimise the story in order to properly appreciate the combat, and I have watched groups minimise the mechanics in favor of creating a fun story. I've also watched the two halves be combined into a very good mix of story and mechanics; usually by people who enjoyed such games in previous editions. But the rules simply don't make this easy.
I can't personally recommend 4e except on principle; I like to maintain a 'Try it and find out' attitude toward gaming systems as a whole. I tried it, and didn't like it. I think OP has long since finished with this thread, but I like participating in places where 'Opinion' is not synonymous with 'Flame'.