
Originally Posted by
adembroski
My fervent hope is that the entire powers system was the first thing on the chopping block. That was one of the things that most turned me off about 4E.
The idea that a warrior can attempt a leg sweep once per encounter, and from that point forward for whatever reason his leg simply wont perform that action for him again until the next time he runs into a monster (be that 3 days or 15 seconds after the last monster died) makes positively zero sense to me. This is the thing most indicative of the WoW mentality that went into 4E design.
I was never bothered so much by the loss non-combat skills. I have no problem re-importing them. The powers system really hamstrung the system as far as giving it an RPG feel to me rather than a more modern Chainmail with a nod to role playing as an aside.
I honestly thought the design, overall, of 4th edition was very elegant and well done. It just never felt like an RPG to me.
Yup. Not only the powers should go on the chopping block; but the total number of options should be drastically reduced (be they power or whatever they choose to adopt.) In a recent Legends & Lore column Rich Baker admitted that 4e was at least a factor of 2 (in terms of numbers of powers) more complex than what they aimed for.
Personally, I have started experimenting of late with the 4e NPC rules also applied to PCs. This has drastically reduced the number of options, making the game much faster. I also re-introduced a sort of hit dice both for monsters and PCs, which has effectively reduced the amount to one half or less of the original. Again, huge saves. Finally, I removed the feats (since for the most part in 4e they don't provide special abilities), and gave the characters a +1 to defenses, attacks and damage per 5 levels.
With these changes, the game takes a completely different aspect.
I will admit that I am not bothered by the "encounter, daily" structure. It can all be framed in terms of opportunities. Sort of "authorial power" in the hands of the players.
It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you [...] YOU ARE CREATOR AND FINAL ARBITER.
E. G. Gygax, Dungeon Masters Guide, 1979.