Well, it's not artificial in the real world - it's part of game balance. And it's not artificial in the gameworld - the explanation for 1x/encounter in the gameworld has nothing to do with the metagame constraints of the rules, but some ingame explanation. So provided that one keeps game and metagame separate it's not artificial.What I'm complaining about is the artificiality of saying that I can only do those things once an encounter or once a day.
I shouldn't have to say, "Well, my character has been attempting this all through the fight but here's the one time where she actually pulls it off". I shouldn't have to justify why things are the way they are. However, with 4e, it seems like I either have to do that in order to keep my suspension of disbelief and desired immersion level or else I just have to stop thinking of it as an RPG and just play it as a glorified minis/board game or something.
From these comments it sounds like you don't enjoy keeping game and metagame separate. So 4e probably won't work for you.I guess the thing is that I want a game that allows me to immerse myself in the narrative as it is happening, not one that requires me to wait until after the fact. With 4e, I just don't feel like I can get that kind of gameplay. With 4e, I can't forget that I'm playing a game.
Right. This is the RQ/RM/3E approach. It has the advantage that it doesn't lead to game/metagame separation. It has the disadvantage that it can be hard to get game balance right, it can sometime lead to tedium (I think this is Mustrum Ridcully's point), and most of all it means the player can never guarantee that the narrative turns out in such a way as to make his/her PC look cool rather than hopeless - which means the game inevitably tends in the direction of grim and gritty rather than cinematic (RQ or RM moreso than 3E, but only because 3E helps itself to rules like hit points that are hard to reconcile with its more simulationist aspects).There should always be a DC, whether it's one that's been predetermined by the rules or one determined by the DM on the fly, and the player (if I had a dollar for every time I've seen someone use "PC" when they mean "player", I'd be filthy stinking rich) should be able to know if they've succeeded or failed once they've rolled the dice.
If you are looking for a fantasy RPG which doesn't force a game/metagame separation, and which has fairly straightforward mechanics with flexible character build and action resolution, but also has some features built in to try and keep it towards the cinematic rather than the gritty end of the spectrum, you might want to take a look at HARP.