Tatterdemalion wrote:
countbuggula wrote:
4e just isn't a game for role-players.
crosswiredmind wrote:
i simply cannot agree with this...
I agree (with CWM) -- very strongly.
For the sake of discussion, I think D&D has changed its tone a bit. Play balance, a fundamental and almost overriding design priority in 4e, means balance in combat. More thought has gone into what characters can and cannot do in combat than ever before; perhaps more than I'd like. Even seemingly peripheral things show this thinking -- the Delve format is designed (IMO) solely around its utility in playing out combat situations.
There's plenty of good to this. High-level combat, in particular, was badly broken -- 4e offers streamlining that was desperately needed (I'd argue this was 3.5's biggest failing, by far and away).
But to say 4e isn't a game for RPers is exceptionally unfair. In some ways it has demonstrably improved some roleplaying-focused rules. In fact, I think you could more easily make the accusation to 3.5 -- which I often said read like miniatures rules.
As always, IMHO (though I'm not that humble) ;)
Good thing we're all entitled to our own opinion, and now have different products we can purchase to cater to our own tastes! Because to me, I read the 4th edition rules and think they read like miniature rules. I'm not saying you're wrong, we just each perceive it differently.
Personally, I liked the way 3rd edition forced groups to rely on teamwork more. In my eyes, excessive self healing (second wind, etc) and a huge negative HP pool diminishes the role and importance of a cleric in the group. Granted spellcasters were very powerful offensively in 3.x, but they were weak enough defensively that they relied on heavily armored friends to protect them, and had limited use before they ran out of spells. The heavies in turn could do slightly less dmg (though still impressive) but had the advantage of lasting indefinitely. Each class had its own unique and individual flavor, and there was a large emphasis on group tactics and working together (and playing smart).
4th edition, in comparison, dumbs classes down to identical templates using different powers. A fighter now casts spells that are called combat feats and use a martial power source instead of divine or arcane. Flat BAB and Saving throws across the board destroys individuality. In an effort to balance and simplify they've destroyed the uniqueness that made different classes excel at what they did - now everyone's exactly as mediocre as everyone else. Yay.