TheSpiffman wrote:
Quote:
Also a party shouldnt go "Clericless" - everyone knows the perfect party is a Warrior, a Mage, a theif, and a Cleric.
Perhaps, but a group shouldn't be forced into that straight jacket of a role. What If you were aiming for a more knights of the round table feel? Or an Asian wuxia sort of theme? A group shouldn't always have to have a Cleric. The speedy recovery allows for much more varied party structures.
Believe me, you could get by without a Cleric before. Natural healing wasn't too bad before the rules change in the first place, and it gave more of an edge to things -- you wanted to be careful in the wilderness because you weren't guaranteed to be on top of your game until you got back to town for some additional healing. You had to decide if you drank your healing potions expecting trouble, or waited because you thought you'd be safe.
That said, D&D has always shown it's dungeon-crawler roots, and (especially in core mods) if you didn't have the "ideal group" (which is pretty similar to what Sage points out) the going might be tough. But that's the fault of the mod writers (mods are, in general, very poorly written and usually written to specifically address the mod writer's home group), not the game.
But I've long been of the anti-simplification crowd. The only simplification of an RPG I've approved of in ages was Matrix play in Shadowrun, and that's largely just so that you didn't effectively have two games going on all the time -- 'deckers and everybody else. The best way for varied play is to make sure that, no matter what your class, you have some way to contribute in the ways you want your characters to contribute in as many situations as possible. I've hated WotC's tendency to reduce skill lists (I've long joked that 4th ed would have four skills: doing things, thinking about things, sensing things, and talking about things). It sounds more and more like they're turning D&D into cookie-cutter characters, where it's harder and harder to differentiate between, say, two Fighters of equivalent level. And the "no critical hits against undead, constructs, et al." remains, IMHO, one of the stupidest things I've ever heard of in my life.
After Eberron (the D&D ruleset which seemed to be written to try to tempt me back into playing), I thought there would be hope, but from what I've heard about 4th Ed...It's not sounding promising.
From my experiences running and playing RPGs, there are two things which will consistently ruin the fun of your players. First is a lack of feeling challenged or in danger, this can partly be averted by a good GM, but what's the GM supposed to work with when the 150 hitpoint Fighter is going to heal completely at the end of the day no matter what? Keep them awake all the time? It won't take long before your players walk. The second is a feeling of uselessness (which is why I have trouble understanding why people even play half of White Wolf's games or Call of Cthulu). If the character can't do anything for a long period of real time (and a good fight will last over an hour), the player will get bored, frustrated, and ultimately disruptive. They also tend to get resentful, at either the GM or the rule system, for preventing them from having any fun. Any system that effectively removes characters from useful play is going to have a tough time keeping people playing it.