4E being well-designed is true hilarity. Every class was almost indistinguishable from each other mechanically, which leads to more "balance" which leads Sawyer to say it is well-designed. The reason everything is so homogenous in 4E is that every asset in the system is built from the exact same template and even often consist of the variables. Want to make a new asset (a new class for example)? Simply but in whatever fluff you want in the template. Perhaps create an overall theme to the set of mechanics.
Ultimately though, every set of mechanics will play almost identically.
The man demonstrates once again that he has done the research but that his conclusions are oft-times laughable.
If you examine his sentence carefully, you'll notice that he's also saying that 4E was mechanically less interesting than 3E, even though it was more "well designed" (whatever that means).
Wrong. He says 3E is more mechanically interesting than 2E (well, duh).
His definition of well-designed is taken from one parameter - "equal opportunity" or a distinct usefulness for all assets of the system (obviously all assets of the system are useful: they're nearly identical, lol).
He takes a single aspect of system design, one that he personally deems important, and makes that aspect the be-all, end-all aspect of the entirety of system design. I.e. "balanced" = well-designed. What about mechanical diversity? What about tactical variety? What about depth in customization? Nope, those are details. This is akin to the average Codexer who will claim that "combat is all that matters" in the vein of a true Mondblutian or that "RPGs are all about choice" a la Vault Dweller. I.e. take whatever aspect of something you like the most and turn it implicitly into the measurement used to determine whether something is "good."
Roguey said:
In 3E and 3.5 D&D, you can make characters and parties that are TERRIBLE and will fail at everything constantly. It is much, much more difficult to do that in 4th Ed. That doesn't mean you can't min-max 4th Ed. And it also doesn't mean that you can't have variety in 4th Ed. characters. My Earthstrength Warden looks very different from many other Earthstrength Wardens and is better/worse at a variety of things.
No it isn't. It is
marginally better/worse. Maybe it can push someone a single square more. Maybe under a certain condition it can deal 1d6 more damage. Maybe it deals a different type of damage. It doesn't function differently in any meaningful way however. Dealing marginally more damage to undead than elements or being able to push someone 3 squares instead of pulling them 2 isn't mechanical diversity, it's minor variety in variables.
Just because there is some form of variety it doesn't mean there is a true mechanical difference. And there isn't. Fundamentally, every class works in the same way and plays in the same way in 4th Edition. Within each class especially, there is almost 0 room for diversification.
Roguey said:
Even at low levels, my warden and my bard felt very different from each other and very different from the other PCs.
How so, Josh? Both have the potential to do most exactly the same things. True, your bard can buff and heal a bit better and your warden can probably tank a bit better... but ultimately the variables and values attached to your characters are extremely similar, not to mention that the actual mechanics you use to do these things (tank, buff, whatever) are exactly identical. You have roughly the same amount of HP, the potential to deal roughly the same amount of damage per turn, roughly the same defensive statistics.
If someone calculated the differences in percent - Warden HP as a function of Bard HP and so on and so forth for all class traits - the differences would be nearly non-existant compared to other systems. Balance is quite easy to achieve when everyone is identical.
4th Edition would work for a cRPG because there wouldn't really be anything that bad about having the same mechanics for the whole party - you're playing all six characters so what do you care?
But for six different players trying to contribute different things, the mechanical similarity was a real killer in 4th.