Yes, Kaelik, I did post a tirade. I hemmed and hawed about posting it, and then I posted it, and then I deleted it, and then I edited it, and I'm finally posting it again, and re-editing it. (It's a whole confusing process that halfway makes sense if you're a psionic construct.)
While I am thoroughly not-fond of Titanium Dragon and I am even less fond of 4e, I'm going to have to defend some of what he and mandrake saying. Why? Because they're right, and I hate intellectual dishonesty, and I'm burned out on anger over a stupid game.
First of all, skills absolutely do matter in 4e. They matter like they do in 3e, except they have fewer "awesome" applications because the players can't jack them up to ridiculous levels. (As in, no +180 Diplomacy checks.) When you have to jump over a pit, you're rolling a Jump check (or whatever the 4e equivalent is). In 3e, you might roll a Jump check, or you might just fly over the pit, or you might teleport over it. The fact that you can circumvent the skill check entirely demonstrates, in one way, how skills matter
more in 4e than in 3e: if you don't have your Jump skill or access to one of the extremely-limited ways of defeating the obstacle without making a Jump check, you're pretty much screwed. (Is that a good thing? Not in my book, but that's a matter of opinion.)
Second of all, that entire multipage run-around regarding wealth reimbursement was a classic example of Frank Trollman intellectual dishonesty:
1. Make a claim.
2. Avoid supporting the claim.
3. When people learn that your claim isn’t true, yell a lot.
Either Frank is a liar or he can’t understand that people who aren't inside his head can't hear his thoughts. I don't care which, but I'm sick of that nonsense.
Nowhere in 4e do the rules say "don't reimburse players for spending their money on rituals." That's horseshit, and anyone who lies like that deserves a kick to the crotch. An accurate claim would be, "The wealth distribution rules in 4e don't compensate players for spending their money on rituals." And no, that's not semantics--there's a world of difference between the claims, and you should feel embarrassed for lying in a debate
on the Internet.
Good grief.
Anyhow, Titanium Dragon is also correct in saying that the 4e audience is not the majority of the people on the The Gaming Den. He's right. I also do not care. We are criticizing 4e because 4e is flawed in several fundamental areas, and the areas that you, Titanium Dragon, are saying are improvements in 4e are largely subjective.
Now, before getting into this, I’m going to be blunt: I don’t want to hear any nonsense about how…
1. I’m wrong because I don’t understand game design.
2. My ideas are bad for the game.
3. 4e isn’t targeted at me so it doesn’t matter.
4. [Insert psychobabble here.]
That’s bullshit, and you know it. Even though I don’t like you and you don’t like me, I think we can treat each other with a modicum of civility and fairness. Dismissing anyone’s arguments with such sweeping statements is insulting and underhanded, and I’m pretty sure that you know that.
Now, let us continue...
As an example of your subjective claims, you stated that:
All people must be capable of contributing equally. When you make it so one character can solve 80% of the problems by themselves, the game sucks. And that is 3.x. That is why 3.x is a bad game.
Well, that's not really true. 3e was far from a bad game. In fact, you might say that
you're not the target audience for 3e. And that'd be a kick to the testicles, wouldn't it? But I'm not interested in spineless dodges; I'm interested in talking, so let's talk balance. Namely, how
balance only matters in a competitive game. And even then, it doesn't matter that much.
Were there some huge balance issues in 3e? You're damn right there were. Did many of the real game-breakers not make it into play? Yep, either via DM fiat or players not realizing the potential for breakage. However, there were plenty of people who liked playing Core fighters in 3e. Why? I don't know why, maybe they just liked having a lot of feats and swinging a sword without having to worry about spellcasting or smites or things of that nature.
The thing is, 4e almost seems designed as a competitive game, where it's almost as if the players are working to see who is the best at doing what--they're making tallies, keeping score, checking to make sure that the fighter is balanced against the wizard. In my current Pathfinder game, nobody feels gimped, even the bard or the cleric who uses all his spell slots on
cure spells. It's because we're not counting up all the damage we're doing and comparing numbers.
It's because we're having a good time. While I am inclined to analyze the game on a mechanical level, the bard just likes making speeches and riding around on her buffalo, the rogue likes stealing and sneak attacking, and the cleric likes healing people. There's no real concern about intraparty balance (except on the DM's side of things).
So, no, balance is not the end-all, be-all of game design. And to top it off, some people enjoy the challenge of making weak characters excel. (How many people like playing Bowser or Ganondorf in Smash Bros.? I sure do.)
(And I'm not saying that intraparty balance is
bad or that anyone who cares about intraparty balance is a crybaby who doesn't want the wizard to outperform him. There is a lot of merit to the complaints about balance in 3e, and balance is something I want in my games to some degree. I'm just saying that balance isn't some god we need to worship.)
As a final nail in the coffin of your "imbalance is bad for games" statement, I want you to consider Ultima Online, at least back in its glory years. Nobody with a rudimentary grasp of system mechanics could call that game balanced. Mages could teleport, open portals from one place to another, conjure elementals and demons, hurl fire and lightning, magically heal themselves and others, cure and inflict poison, and do all sorts of nifty things that the mundane characters could only sort-of do. (Sure, the fighter could heal himself with bandages, and he could have a poisoned weapon, but that's not the same as being able to do it on a whim.) Furthermore, the game had very few viable character builds, and character death was frequent.
And yet people loved it. It was the singularly most popular MMO prior to WoW, even making a world record for its success. People loved playing lumberjacks and miners and tinkers and chefs and all sorts of characters that would get destroyed once the reds got home from high school at 2:30 PM. Again, people
loved it.
It's not balance that counts. It's the people you play with. If you're playing in an extremely combat-heavy game, balance counts. I'll be the first to admit that never hitting in combat is frustrating. However, once you're out of minis-mode and back to role-playing, balance is put on the back burner. And what happens if you're playing in a game where you spend about half an hour every session doing combat? How much does it matter then if the wizard can end the fight in three rounds?
Face it: it doesn't matter much at all. It's the spotlight that counts. If the spotlight is on everyone fairly equally, then combat balance doesn't mean a damn thing.
Then let's move on to skill challenges. They're broken. Completely. Frank did an accurate analysis of them that highlights their flaws, one of them most crippling being that it encourages dice spam. The reasoning is simple: you have a pool of successes and failures. Every time someone fails, you grow closer to failing the entire skill challenge. That means that only the people who are likely to succeed are encouraged to participate, since anyone who screws up has the chance of screwing it up for the entire party.
You claim that it's better to have some rules than no rules, and I wholeheartedly agree: it's easier to modify rules than construct them from scratch. And that conveniently leads into another flaw of 4e: not including rules in the Core--I'm using the 3e definition--books for things like enchanters, summoners, necromancers, druids, shapechangers, familiars, and animal companions.
Yes, I expect my fantasy games to support all of those things; it's hardly unreasonable to do so. After all, D&D is all about creating your own stories that mimic legends, myths, and fantasy literature. Wizards that aren't about "blasting things" or "causing difficult terrain" are probably more prevalent in literature than the 4e definition. Were 3e wizards too powerful?
Absolutely, and they needed to be toned down. (No strawmen, please.) But that doesn't mean removing the ability to work with classic tropes.
The first thing I imagine that you're going to say is, "There wasn't room in the PHB for those things!" Perhaps. But perhaps the developers also could have used a smaller font (4e uses size 12 and 3e used size 10, I believe), added fewer page-spanning pictures, and created a better power design paradigm (as in, fewer powers that automatically scale rather 100 powers for each class).
And your second defense for the lack of rules is undoubtedly something along the lines of, "But the designers didn't have time to create those rules!" I call nonsense on this. Do you
honestly think it's that difficult to say, "Well, most monster summoning spells should be daily powers that take a full-round action to cast"? No! Absolutely not. It's darn simple to work out a fix for the most egregious balance-breakers in 3e (and then incorporate them into the system).
At this point, I'm sure you're about to segue into a rant about how "spells shouldn't be able to solve every problem" and "
charm person shouldn't exist."
Yes, you're right in saying that spells shouldn't be able to solve
every problem. That's pretty lame, and it breaks verisimilitude because then you wonder why anyone is starving in a world where a fifth-level cleric can summon enough food for a small hamlet. (A slight exaggeration, but bear with me.) However, you then take this point to its extreme and support the ritual system, which
punishes the wizard's pocketbook for using his class features to solve problems. That's backwards. Magic shouldn't be used constantly, but to make it an inconvenience that you
only use when you're completely stuck? I have no idea why you would want to do that. Take
knock, for instance. The 3e version was irritating because it replaced the rogue's ability to open doors. The 4e version is worthless because it takes 10 minutes to use and it chews into your wealth.
Let's say you changed the
knock spell so that it took a minute to cast and cost 0 gp. Would the game break down? No. No, not in the least. And if you think it would, then I'm afraid our ideas about game balance are so alien to one another that there's little more to discuss.
Then let's move on to
charm person. It's a cool, thematic spell for the spellcaster. What's wrong with its existence? Is it the fact that it circumvents the Diplomacy skill? I'm not seeing any real balance issues with it. The target likes you for 1 hour/level. The target won't kill itself, though, and you can't automatically make it do something it wouldn't normally do. As an example, consider that the PCs are talking to a mayor. They need him to do them a favor, but he doesn't trust them. The wizard whips out a
charm person and suddenly he's buddy-buddy with the mayor. Ignoring the fact that the mayor is going to realize what happened when the spell wears off, how is that really any different than a skill challenge, save for the number of dice rolls you're
not wasting time doing? Is not making a Diplomacy check five times a bad thing?
I guess I'm just not seeing what's so awful about spells like
charm person. (
Dominate spells, on the other hand, I can see being an issue.)
I guess I'm finished, then. I await your reply.
(Good grief, that was too long.)