You're correct that most of the advantages that tend to be described are from the DM side. I wouldn't conclude yet that it's less fun from the players side (of course this might be your experience, I would just hesitate to generalize it yet.)
Oh no, I was just referring to the trend in this thread and a couple of others that I've read. I have no doubt that there's plenty of players enjoying the game... they're just not the ones posting regularly in these threads.
1) No Combat Matrix. As a player, I often had to write up several variations of my full attack routine (attacks + damage), depending on the buffs that I gained. The math was not "hard" (it's just addition or subtraction), but it still felt very tedious. And how often do we forget one or two modifiers?
You're still doing this. But you probably print them out on separate cards and call them powers. I actually find it's MORE of a combat matrix now than before. I used to get away with 2 or 3 lines for most of my attacks (1 or 2 melee, 1 or 2 ranged). Now I need at least 4 just for 'basic' attacks, plus half a dozen others, all of which differ from each other in the tiniest way.
2) Less frustrations. The game often included frustrating moments - rolling terribly bad against a save or death/sit ...
From my limited experience of 4E, this hasn't changed. There's still tonnes of frustrating moments. They're just different moments to before.
3) A nice balance of complexity. This is not to everyones liking,
Agreed. Not to my liking for example.
HAH! I can't count how many times I've heard 'sly flourish' from our rogue. If that's not power spamming I don't know what is. Sure it's not fireball or some other big boom-y power, but we're only level 1. I can think of... maybe two rounds where that wasn't the power used by the rogue. I'm sick of hearing it already. Partly this is due to the name though. Sly flourish sounds to me like something that should happen when you're about to beat the pants off of someone, not something you do every 6 seconds. It's how I'd describe the swashbuckler's finishing move, or his posing move prior to the actual combat, not every attack he makes.
5) Think during the game, not at home.
I never had this problem anyway, so YMMV.
That means that I don't have to sit through an entire game session with a bad choice I made at home.
Really? Hmmm. Funny, I was thinking that during my last session of 4E. I'll be trading out one of my two almost identical powers next level so that I can actually have a power that lets me do something in future.
Of course, if I screw up in the game, I am still screwed - but that's something I expect and wouldn't want to make impossible by the system. (I, not the system, should be responsible for not screwing up during play.

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Nothing new here.
Henry said:
I have to disagree that this was uncommon prior to 3E; I recall the Encyclopedia Magica from TSR, released circa 1995 or so. It consisted of THOUSANDS of magic items released in the twenty prior years of D&D, and the majority of them were specialized items that had unique powers.
Oh, sorry, I should clarify. I was talking about how often they were handed out, not how many existed in books. Particularly when you look at weapons that added extra dice of damage to every attack, or items that altered your primary attributes (str etc), I did not see those being handed out on any sort of regular basis. Then again, this could be unique to my play group?
Celtavian said:
I have to admit, I like the new magic items as well. What they did with artifacts was pretty cool. You can now make a great adventure around an artifact and have a nice, simple ruleset for doing so.
I like having a magic item with power, though I'm hoping they give a few of the higher level magic items besides artifacts some multipower abilities for a little diversity. They already have in place an inherent limit for magic item use per day, there isn't much need to limit high level items to one power given the existing limitation.
So I hope they get a little more creative and expansive with high level items. Players don't like having swords that do one thing over and over again. Players like choice and variety in their uber magic weapons.
I find that it lacks elegance, and leads to an increase of the combat matrix Mustrum_Ridcully was referring to earlier. I continually forget how many dice of each type I need to roll, and what damage type they all correspond to.