thewaever said:
The thing that makes me laugh about Pathfinder is that every single problem I have ever heard leveled against 4E was said against 3E. That being said I much, much, MUCH prefer 4E to 3E (in whatever form you want to put it in).
That's not to say that I don't have my problems with 4E, especially this most recent wave of books. But, let me put it to you this way: 4E makes for fun games, while 3E was so bad it inspired me to quit playing D&D altogether & write my own gaming system. Which I did. And it was fun. And we played the homebrew for 10 years.
Here's my 3E/4E experience in a nutshell:
-3E-
Me: I want to {insert any action here}
DM: Ok, let's check the book & see what penalties you get.
Not only did I get penalties for doing something that my character was designed to do, but the DMs (this was multiple, independent DMs playing in multiple, independent games on multiple, independent continents, btw) didn't even know what kind of penalties to expect & so had to waste time looking them up each time.
Meanwhile...
-4E-
Me: I want to {insert any action here}, & I get bonuses just because the game system is pure awesome!
DM: Nice!
Pretty much. 3.5 is just cluttered with so many damn rules. I feel that 4E allows for a lot more improv without having to sift through books just to find out whether or not I can use my pants as a makesshift weapon for example.
In the end, though; the playing experience has a lot more to do with who you play with rather than what you play. I run 4E DnD games, and I always make it clear that the core combat rules are the most important part to maintain, anything else isn't set it stone. Custom classes, custom spells, abilities and even a few custom races come together to give us a unique experience.
Spell weaving is one thing I've been working on. When a caster reaches a certain level of arcane acuity, he or she may weave new spells on the fly. I haven't laid down the specific rules yet, but the first roll is a roll to determine if the spell is even casted. Another roll to determine whether it hits, and the last to determine damage. Overall, the rolls receive penalties depending on how powerful (read: difficult to cast) the spell is. Once the spell is cast, the caster remembers it, and the next cast only receives a small penalty in damage. Subsequent casts after the 3rd do not receive any penalties. Casters can only weave one spell per day. (Having him weave them all night would take forever, after all.

)