Is 4E worth trying? Like for someone who shares your opinion on rules inconsistency and such? Or is it just "slightly better, yet a bit dusty"?
The rules are a lot clearer and the fluff-crunch ratio is also a lot better.
There were
some good general changes in 5th Edition, especially for Combat Situations - The new (old) Initiative System, Interrupt Actions, buffing melee, streamlined defense rolls, only one Attack per IP, nerfing direct Combat spells (they were ridicolous in 4th Edition)... It took me some time to see the flaws hidden behind the good stuff. F.i. Limits seemed like an interesting idea at first glance, but on a closer look, itīs an inherently
unfun mechanic that adds an unnecessary layer of complexity to the core gameplay mechanics and lured freelancers into handing out superfluous Limit modificators for your perks instead of "real" dice pool bonuses. And since itīs already too engrained in the system, you canīt just easily ignore it.
If you just take the core rules, the pros and cons of both Editions kinda cancel each other out, though. Itīs the supplements where the flaws of Catalysts "design concept" really start to show. 4th Editions supplements were crunchy af, and they didnīt hold back the most interesting bits to milk the players with a second supplement (Catalyst is just greedy here, as much as I can understand it from a business perspective). Most important, the new crunch only added a managable amount of complexity and wordsalad while still generating
more playable options (both for players and GMS) than 5E does.
To give an example: In 5E, you get a new bunch of Combat spells in every other supplement. Most are just tweaked versions of the existing spells, some are incredibly useless niche spells and some are blatantly overpowered in comparison to the rest. Asides from the last category, these spells add hardly anything new,
but they manage to rack up the word count. At least higher than in 4E, because in 4E, there was a toolbox to craft your own combat spells. Iīm not joking here: You combined a bunch of properties (direct/indirect, AOE etc.) and elemental/secondary effects (including stuff like sonic, sand, ice or metal splinters), calculated a drain code and boom: With the GMīs approval, you had a new spell at your hand. Burning Sand Bomb? Check. Metal Splinter Fist? Check. Wall of Sound? Check. And the whole thing fitted on 2 pages. Unthinkable in 5E. Why add hundreds of possible different spells on two pages when you can bolster up 20+ pages with a hand-picked fraction of them? Itīs a mass-over-class mentality that pays here.
So why does nobody start refactoring? Other people said, there's a very active community and such. I dont mean to sound sarcastic, I just try to make sense of the different things people say in here.
Because it pays better to ignore it and add more semi-coherent supplements to the pile, which will be bought by the remaining players that are still hooked enough to scrape the tiny bits of usable crunch out of every new book. Also, if you start to fix a problem, you have to acknowledge it was there in the first place
Thereīs an Errata team on it, but as far as I understood they are all(?) unpaid volunteers and they still seem to have trouble to get the right "blessings" for the more impactfull (read: actually important) clarifications. Also, the more you add to a wonky system, the wonkier it gets. And a lot was added since 5E came out, with minimal official Errata in the same time.
Last but not least: The Errata team also gets a lot of undeserved salt thrown at them, either because they are mistaken for the culprits of the gameīs current ills or because some people (I
might be not that innocent here as well

) sperg out over miniscule Errata decisions that goes against their personal preferences. Thatīs not a great motiviator, especially for volunteers. With that being said: Nothing but respect for you people