direheroics wrote:Foremost among these is that the game is set up to reward tactical play... that is to say miniatures and dungeons and multi-session dungeon crawls. Skills have been pared down to few, and only those affecting "active" uses (one of the designers actually makes a joke about campaigns that actually use the Profession skill not being fun). The core concept is that D&D is about killing monsters, finding treasure, etc. Action is fun.
On the topic of a limited skill set, I have to say that, as a game designer during the 3E era, I was originally thrilled to be able to reflect NPCs' noted noncombat talents -- such as Frantisek Markov's painting -- mechanically. That quickly --
very quickly -- transformed into frustration arising from the knowledge that in order to accurately stat these NPCs as they'd been depicted, I was going to have to, quite frankly, waste precious resources on "flavor" skills that would never,
ever, get a die rolled in their name. Knowledge skills were particularly painful in the early days when they really did
nothing. (Ah, who am I kidding? For most Knowledge skills, it wasn't until the very end of the 3E era that they actually had some kind of mechanical use within the game, and even then that was never applied universally.)
If 4E goes back to a system where the only skills that need to be expressed mechanically (and thus "paid for") are the ones that have direct and immediate uses in encounters with PCs -- and then on top of that you can just toss in as much "and he's an excellent artist and serves a mean soup to boot" as you want -- I'd be perfectly fine with that.
But that's just my take on the skill set. When it comes to 4E as a whole, I think Ravenloft would require some major conceptual reinvention to fit at all well. My take on 4E RL would be very, very different to my approach to 3E RL.
But to be honest, I'm about five years sober when it comes to RPGs, and I haven't really been following the 4E rumor buzz.