dtgreene: Basically, in 4e they radically changed the way the game works. […]
* 3.x: D&D evolved further, though feats add more complexity, and some don't like the possibility of taking one or two leels in lots of classes (which is viable for fighter builds, but not caster builds).
* 4e: Basically a different game that lacks some of the issues of other editions, but also plays very differently; it doesn't really play like D&D, to my understanding.
* 5e: More like older editions, but incorporates a few design elements of 4e while still playing like D&D.
(I am intentionally trying to not make a value judgement of 4e; some players like it, others do not. I have not actually tried 4e and 5e, and I don't know the rules for them that well, but I do know some things about these editions.)
Thank you for the summary. :)
(I haven't played PnP since release 2, so your notes are very informative.)
You make a good case for a separate domain for the 4th edition. I see why they did what they did, since all the corrections are aimed at weaknesses in the game (opportunities for players to metagame instead of roleplay) and some of the solutions [attempt to] fix some of what I found irritating in the earlier releases.
For instance, hitpoints are, realistically, the only effective way to introduce random outcomes (otherwise you would have predetermined outcomes, as for
Amber) but they are also very silly at high levels. (As any victor will admit, candidly, luck plays a factor in all success —— martial or otherwise.) Instead, perhaps, a better process would be to increase damage resistance, rather than total hitpoints, for higher skill / more experienced player characters. After all, ever human has a very similar capacity to absorb damage, but better experience in martial pursuits grants some people the ability to avoid the worst damage in an encounter. (Certainly add some small amount to the hitpoint total: this seems trivially sensible; but multiples of a base die implies higher level characters have geometric increases in fighting skills, which seems less sensible.)
For instance, the
Shadowrun methodology heals the last wound when a fight ends. If hitpoints are some sort of measure of the fatigue and duress of a particular encounter, then this seems a good compromise, also considering there exist medical items that heal a set amount (varying by the skill of the character who applies it).
I wonder what 4e plays like? Such a large diversion from the core assumptions would no doubt create a lot of unintended problems, so it sounds like 5e might be far superior to the third edition, which I find better (though more complex, which is irrelevant since the computer does all the calculations in a video game) than the second edition. (I would place 3.5 as incrementally better than 3, and 3 better than 2, if I had to rank them for my own satisfaction.)