FrankTrollman wrote:Simplicity is the wrong word. Final Fantasy XI is actually quite complicated. The word we are looking for is inflexibility. 4e is made out of systems that are ridiculously rigid and systems that don't exist at all. If you want to leave the rails at all, you have to make things up off the top of your head.
As far as I can tell, you'd be better off just sticking to those parts and making things up out of whole cloth and not even referencing the books. Literally the best parts of 4th edition are just Magical Teaparty. I could just play magical teaparty. Sometimes I do.
Yeah pretty much, though the magic teaparty part allows alot of flexibility and creativity.
4E did one thing right and that's that it concentrated mostly on the players and less on straitjacketing the DM. The main priority of the rules is to make sure the PCs are playing characters of equivalent power. Everything after that is secondary.
4E gives you guidelines for what monsters should be doing, the damage level, the attack bonuses and so on. And you can go from there. That's actually not bad. I mean, 3Es system of monster design wasn't anything special. It was basically magic teaparty with a bunch of red tape. You still completely arbitrarily picked abilities and ability scores, you just had to get all your documents stamped to come up with a BaB and base saves for some reason. It didn't guarantee it would make a more balanced creature, no infact the 4E guidelines generate more balanced monsters.
3.5 monster abilities are magic teaparty as are 4E monsters, the only real difference is NPCs, but since the 3.5 classes aren't balanced that doesn't even help.