QUOTE (ravensmuse @ Dec 27 2012, 04:00 PM)

Despite the poo-poo'ing of the older, established fanbase, 4e did quite well for itself.
That's why they had to bring the old crew, push a half-baked .5 edition, and then drop it altogether.
QUOTE (ravensmuse @ Dec 27 2012, 04:00 PM)

It also achieved all of its design goals: it streamlined the system for both players and GMs, it brought in new fans to the hobby (always a good thing), it made non-magical characters fun to play, it made all three tiers of play experience fun and easy to do...the real flaw was that they spent so much time on the combat system that they kind of dropped the ball on the stuff outside of combat.
It's more like it made all the classes bland and uninteresting to play, and instead of focusing on original abilities that'd make them unique it chose the combat system with dozens of status effects and maneuvers that make absolutely no sense.
QUOTE (ravensmuse @ Dec 27 2012, 04:00 PM)

Your quote above? I could remove "people happier playing MMOs..." and replace it with a general "video games" and throw it back in time to any other edition change-over and have it resemble exactly what the established playerbase was saying at the time. In other words? Your shit isn't new. Get used to change.
In doesn't take a genius to notice that there is positive change and negative one. Using the natural animosity to change as a proof that every change is positive is a very weak argument.
QUOTE (ravensmuse @ Dec 27 2012, 04:00 PM)

I'm suggesting streamlining and simplifying the very many rolls that can happen in this game for no good reason. Here's some links to Shadowrun hacks the Story Games crowd have come up with Shadowrun.
Again, the question is not whether the system should be streamlined - it obviously should, or at least some comprehensive rules should be written instead of the horror 4e has for quite a few subsystems. Existing simplified versions prove nothing - for all it's worth, I can create Shadowrun Diceless in a single sentence ("Let GM be the final arbiter what the characters should be able to do; if you have a conflict you need to resolve, play rock-paper-scissors until the GM wins twice or the player wins once"). The existence of simple variations says nothing when it comes to what rules subsystems should be changed in which way.
QUOTE (ravensmuse @ Dec 27 2012, 04:00 PM)

My problem being that it's buried in with other junk that makes it's message unclear. It also doesn't explain the game's purpose - its "focus" - which needs to be right there, clear as day. The game needs to talk about it's themes, what it sets out to do, what it expects from both players and GMs. The message isn't clear in the tiny blurb they give it in SR4a.
It's the very first page after the usual "what is roleplaying" bit. How can it be hard to find or to read?
QUOTE (ravensmuse @ Dec 27 2012, 04:00 PM)

Yes. Short / Medium / Long / Extreme [range], with an escalating penalty. For an example, look at the new FFG Star Wars book, for their concept of "rings".
With the same ranges for each category? Glorious. I'm sure it'll be fun to play a game where light pistols have the same range gaps as sniper rifles.
Let's look instead at FFG DH system family. Each individual weapon has its effective range in its stats there, and it works okay.
QUOTE (ravensmuse @ Dec 27 2012, 04:00 PM)

Who cares? It's a flat -2 to penalty that you can negate if you're wearing the right equipment.
Because heavy rain is as difficult to see through as a thermal smoke grenade.
QUOTE (ravensmuse @ Dec 27 2012, 04:00 PM)

Here's the problem: gamer's seem to equate "simplification" with "dumbing down". And gamers fear "dumbing down", because to some degree it makes it a little less arcane and a little bit easier for other folks to join their inner circle.
That line is indeed quite, well, far from being polite of fair. You take upon yourself to determine others' intentions and beliefs without any kind of solid basis for your argument.
If you want to play with newbie players, there are rules-light systems, quick-start rules and the rest of the usual tools. Dumbing down rulesets isn't bad because it somehow makes the people who're capable of reading thirty pages of the core book less elite, it's bad because it removes the simulation of detail from the game. See the example above: sure, both rain and thermal smoke grenade are visibility modifiers, but arguing that both should give the same penalty is removing a layer of detail from the game for no reason at all (except maybe for the benefit of the people too lazy to look the visibility modifiers up; but that isn't a problem for them because they can just agree to use a plain modifier for all cases).