Li Shenron
Legend
Whenever I see something like this (that you can do 'powers' without a power system), I always want to mention this:
Suppose you have a decent basic D&D game, but one where the GM says "no" when you make a suggestion about doing an attack that's not just a simple basic attack. Or even better, they say "no" where you make a suggestion that you do the same maneuver they're allowed more than once a session. Or take your power and make an arbitrary rule that makes it far less effective than just making a basic attack.
That's what D&D was like for many, many people before the power system. That was the entire point of the system: you can do interesting things that the GM agrees will work reliably without having to get their permission.
Imagine if I was playing an AD&D fighter and said "I just dropped a foe, so I'm going to take an extra blow as the attack cleaves into the adjacent foe." How many GMs would allow that? And how many would allow it every time, instead of eventually saying "you're just trying to get away with something, cut it out!"
And yet when you're using the 3X combat rules, you can do exactly that, all the time, with cleave. The 4E power system lets you choose between dozens of effects just like that. The GM approves the power, and you know it's going to actually be available and work for you. No negotiating, no "the circumstances don't work this time," no "you've done that too often, your foe counters it."
I don't understand how it's hard to see that idea as a bad thing. If you do see it as bad, what would you suggest if your players wanted to be as creative as you can be with the powers system on the fly, every combat? If you say "great! I'd love it!" then why would actually putting some rule mechanics behind it be a bad thing?
Either I don't understand this, or it makes no sense to me...
What do you mean, to be creative?
If you mean that you can freely come up with a new combat trick anytime you want, this is not what you can do in 3ed and it is also not what you can do with 4ed powers. In 3ed there's a bunch of non-standard combat options available to everyone, some of which however are penalized; to remove the penalty and make them good, and also for more combat tricks, you need to gain your feats. In 4ed you need to gain your powers. There's no difference between the editions in terms of "creativity", because you must have picked up those class features before you can use those combat tricks, you can't just come up and ask the DM to let you do something that feats or powers do if you didn't get them when levelling up.
I think the only problem with 3ed feats system, is that the books did not provide enough interesting feats (and compared to spellcasters, there were still too few combat feats/tricks). Also, I think the concept of "feats chains" was theoretically a good idea, but ultimated restricted the creativity in character design.
So that's the only thing they need to do: design many more feats that grant combat tricks compared to the 3ed amount, and grant more per character.
The only potential problem with that, is what to do with players who do not want a complex fighter-type PC, because they'll get the same amount of feats. You can make feats that just give a flat bonus to something, but they you end up with too many bonuses which in turns make the low-complexity fighter stronger than the high-complexity fighter. Unfortunately you cannot split bonuses to fractional values, to make flat-bonus feats less valuable. Perhaps you can bundle combat tricks in multiple per feats? Or maybe trade between 1 flat-bonus feat and 2/3 combat tricks?