Wow.
I didn't expect this thread to be so controversial, have such commentary and so little actual roleplaying descriptions. That's cool though.
The reason I posted this is that I prefer 3e to 4e, and one of the reasons is I feel that the game of 4e breaks the narrative too often (for me, obviously not for others).
So, I was attempting to "patch" what I saw was something that needed patching (again, for me, and not for all).
For me, fighter dailies are like spells. Someone mentioned using their martial powered uberdevice to blow up the world. So while they feel like spells, clearly they are, or should be different thematically. I'd like to have the cleanest story justification for my own personal immersion in my character.
Here's my biggest gripe with the 4e rules:
For me, 4e constantly jolts me out of my character when I do things that are clearly designed to be fun "battlemap game powers" with the fluff sort of cast to the side. Examples are fighter dailies, an immediate interrupt of teleporting across the board when someone swings at an ally, and other when x guy goes down you get this power (even if it isn't your turn) powers.
I don't think they're bad design or that they can't even be "adequately fluffed" to my liking. So I decided to tackle on of the most obvious and frequent ones, fighter dailies.
For me, while I can separate what I do as a player and what I do with my character, the less barrier that is there, the more I feel connected to my character and like I am playing a part rather than moving a piece. It's my favorite part of playing, actually.
So I hope that explains a bit of the rationale behind this thread, why I latched onto the subject (along with the limitations) from the other thread, and why I currently prefer 3e.
-Aberzanzorax