Originally Posted by
Torq
As some of you may know I've been ranting a bit about the changes to the OGL and the "selling out" of small third party publishers, many of whose ideas are now clearly printed in the 4e Players Handbook, and I'm still a bit bleak about that aspect, but I DMed my first game the other day and I think the game is fantastic.
When 3.5 was at its height the most commonly levelled criticism was that the game was so technical, particualrly at higher levels, that noone had time to roleplay. Now everyone's shouting thats it too simple and they feel like they are being babied. My experience has been that the simplifications do one thing and one thing alone. They increase the pace. The powers provide a quick "in" to the roleplaying aspect with their descrpitions and are simple to use and understand. Single mechanic is a godsend too.
The other complaint was that as your character got to higher levels s/he became defined by the magical items they carried. Now you can have a hugely powerful 30th level character without a single magical item. I think thats excellent as I have a penchant for gritty low-magic settings and games. The same people who are now complaining that the powers at high level are cartoonish felt there was nothing cartoonish about a +6 Defender weapon dancing in the air to protect its weilder.
I think if your game is defined by the Rules as written in the books, then your 4e game will be simpler. But if your game uses the rules as a starting point, this version gives you a far wider field for high octane adventure and deeper role-playing.
At the end of the day I have been amazed at the level and ferocity of some of the criticism I have read on the net about 4e. I believe that much of it comes from the simple fact that people fear change and fear that their monopoly on the knowledge and detail that they built up for 3.5 is being challenged. IMHO.
Torq