You mean like: "I attack". "I attack". "I full attack". "I full attack"? That kind of button pressing?
If you read the rest of my post you wouldn't even have written that.
Well I'm glad fireball and a host of other spells didn't do damage regardless.
I never said they did. In previous editions, there was 99% of the time an attack roll required or a saving throw that was allowed.
Some spells like Prayer and Magic Missile didn't have saves, but the easiest (and cheapest) defense against magic missile has always been a brooch of shielding where it protected you automatically against MM damage (in 1e/2e, it protected you against X number of missiles, not X amount of damage from the missiles). And, in most games I played in, Prayer was often countered by a Prayer from the opposing team. And many groups spread out quickly at the beginning of combat so incoming Prayers (and Fireballs, Ice Storms, etc.) were limited to hitting roughly half the group or less.
Yes marking is an immediate effect without saves it is nice flavour for the Fighter
Nice flavor maybe, but when it comes to the crunch of it, its as messed up as anything else wrong with 4e. There is no reason for not having an "escape" from that power especially when it is such a cheesy one to begin with. There should be a Will save for it, or an escape clause of some sort. An enemy Fighter would have the same skill as the PC and thus wouldn't be distracted or restricted by the PC's mark, especially if he was a better fighter (higher level).
This was a perfect example of video-gamey-ness. Whether you agree or not doesn't matter. Press a button, it happens, nothing the enemy can do about it, that's pretty video-gamey.
but don't worry they fixed that one.
I've read the books, I know that. I wouldn't be here just wasting keystrokes if I didn't know what I was writing about. However, I'll disagree with you quite strongly that the 4e Magic Missile is a "fix".
The fighters at will trip was acquired with a feat, one feat to make it usable, what was not repeatable about that? trip trip trip attack attack attack.
In 3e, there is no "at will" tripping feat. Oh, you mean, the Improved Trip feat? Well, that's not an at will power, its a feat. If a 3e fighter chooses to use it every chance he gets, that's just poor tactics on his part as even a novice DM will get tired of that and adjust enemy tactics--and even that fighter's friends will get tired of it too and probably ridicule him to the point of doing it far less often.
Feats are different from powers. Not in 4e you may argue? Well, yes. Power Attack and Cleave may have become powers, but they are still basically feats that are just called powers because the designers ran out of "powers" to give the fighter and decided to change a couple of feats into powers to cover that up.
Besides whats wrong with players having interesting things to do all the time something which differentiates a fighter using a basic attack from a wizard or cleric doing a basic attack.
I've never had my players have a shortage of interesting things to do. However, handing them "press button" powers is not the solution. That is more of a creativity killer than the fighter you cite that uses Improved Trip ad nauseum.
"Here, you can have this neat at will power that you can use as often as you want so you don't have to use a basic attack as often as you want". --Yeah, good idea there! That really solves the problem!
As a DM, I've never had a player tell me, "You know, I'm getting tired of just swinging my weapon and killing stuff. Could you give me something more interesting to do in battle?"
D&D games have and always will be as viable as the DM who is creating them, this goes for solo as well as anything else.
Maybe. But what the heck does that statement have to do with the quote of mine you followed it up with? That's as vague a response as me saying 4e is a great game and you replying, "well, the sun is yellow".
Think of battle grids and minis as an interpretation of the rules to simulate whats going on in your story, just because your fighter had to role a dice to hit with his sword that didn't take out the imagination did it?
Battlegrids and minis were never required until 3e when the rules came out that relied upon them. Sure, you could ignore AoOs and such, but with so many rules relying upon them, it required even more house ruling to fix the feats and such.
Rolling dice to see if your attack connects was always a baseline game mechanic, so no, that never suspended imagination. And they (battlegrids and minis) don't simulate what's going on in the game as much as they are a visualization of extra (unnecessary, IMO) rules that has made D&D less D&D and more Warhammer. If I need to "see" exactly where my character is in relation to someone else and my DM can't describe it to me accurately enough, I'll play Warhammer or spend my time on WoW (I'm really more of an EQ person when it comes to those games).
and on the terms of "balance" what do you mean by that? if you think all characters are equal in 4th they aren't they can all do different stuff but contribute just as much as each other.
I don't have to explain "balance" to you or anyone else here. That term has been thrown around these forums enough for everyone to know what I'm referring to. Don't try to sideline my explanation of the topic by asking for an explanation to what is essentially common knowledge around here.
All characters in 4e ARE basically equal. Yes, they can do different things, but they all get X number of powers and X number of feats, X BAB, X saving throws. The differences beyond that are all a matter of flavor--do you want to fight up front in the guy's face, at a distance, behind his back? Do you want to have your power in the form of a spell or an attack with a weapon? Do you want a good Fort or would you rather have a better Reflex or Will? Do you want to be better at fighting with weapons or would you rather have access to rituals? The format, basically, now is the same for everyone its just a matter of how the player wants to dress it up.
The execution of the powers is different, but the relative power level is the same. And it is in the execution of those powers that my points are supported as the powers are designed to work with other powers, not on their own--which practically forces players to work in a group and follow certain roles.
Ok I'm no sure how you view balance but lets put it like this (this may not be a good arguement I just like the analogy
Actually, lets not. That's not a good argument and its definitely not a good analogy. That's a far too simple over-generalization that neither supports your point nor weakens mine.