I also want to add that I'm not incapable of enjoying unrealistic things. Looking back over my posts, I started to think that I may be viewed as someone who can only enjoy a certain type of game. That's not true; nobody implied it was; I was just wanted to say so. There are a lot of things I enjoy which are highly unrealistic. I also understand that there are times when the needs of the game to be playable outweigh the wants of a designer to be plausible.
That being said, I do have a general range which I tend to like. It's not an unbendable nor unbreakable range. Depending on what I'm sitting down to do (watch a movie, play a game, etc,) the range may slide one way or the other; there may be more things I'm willing to accept from one thing before I get outside of my comfortable range than there are things I'm willing to accept from something else.
An example which comes to mind would be the Transporter movies(starring Jason Statham). I highly enjoyed the first movie. There were many elements of the movie which were unbelievable, but there was at least a token effort to try to add a sense of at least some amount of bare bones plausibility to those elements. The scene in which he fights a group of enemies would be an example of that; he coats the floor in oil and then finds a way to fight with an advantage while they're stuck trying to retain footing on the oil during the fight.
Then we get to the second movie. I hated it. Granted, part of the reason is probably because I found the story of the second movie to be pretty cheesy --even for the standards of an action movie, but what really killed it for me was how over the top some of the stunts were. Even considering the protagonist's skill at driving, ...well, let's just say this scene speaks for itself: [ame=http://www.youtube.com/watch?v=a7BJ74aeKpM&feature=related]YouTube - transport 2[/ame]
The first movie --even while being unrealistic-- set a tone; a set of expectations concerning what could happen and what couldn't. Going into the second movie, I still expected that, but what it delivered violated (quite severely) the range of things I was willing to accept and still be able to enjoy it.
I highly enjoy Conan. I am capable of enjoying 4th Edition. However, if someone were to tell me they were running a Conan game, I think I would go into it with expectations which the 4th Edition structure would violate in a similar way that Transporter 2 violated the ideas I had about the world those movies were supposed to be taking place in.
Getting back to Superman and your response to my post...
Yes, it has been my experience there is not often a reasonable possibility of defeat for the 4th Edition characters I've played.
It could be that I play with a group which works together better than the average group. I don't think so, and I do not want to come across as riding a high horse. I only dare making that comment to consider the possibility due to the large discrepancy between my anecdotal experience in playing the game and the experiences that are reported here on EnWorld as well as some of the other fora I peruse.
Typically, when I've made similar comments in other threads (here and elsewhere,) I tend to get the response of 'well, defeat can mean different things than death or injury.' I totally agree with that; however, that brings me back to Superman once again with what I call the Superman problem.
Superman is so powerful that one of two things is usually required by the story. 1) There continually needs to be new characters created who can match his power or 2) the people he cares about need to be put in danger. The second is what I'm mainly looking at here with this response.
Superman loves Lois Lane. Superman is virtually impossible to defeat. As such, the story demands that Lois is the clumsiest and most trouble causing person on the face of the planet (or so it would seem by watching some of the newer cartoons.)
Now, I do highly support the idea of giving a character attachments to the world. That is very good; I highly support it. However; maybe it's just me, but, if I were Superman, it would get old needing to save Lois all the time. It's a cool plot hook sometimes, but when it becomes the only plot hook, it gets really old.
"Haha Superman, I finally have my doomsday weapon complete!"
"Not so fast..."
"Superman, help! I broke a nail."
"Sorry world, Lois needs me."
If we translate this into rpgs, I can imagine that plot hook getting old. Every time I'd want to do something with my character, I would need to rush back to my home village instead because it was in danger. From my character's point of view, I'm eventually going to decide that I can't afford to adventure because something bad happens every time I leave, or my character is going to dump his NPC girlfriend because it's not worth the trouble.
None of that even touches upon the other problem with using that plot too much. The problem of the character who doesn't care. "Pfft, I'm evil, why do I care if the Tarrasque Swarm eats the shopkeeper's daughter?"
I will say that Dark Sun seems to be a little rougher though. I haven't experienced much of it yet, but one of the other games the same group is playing (there are two separate games going on; different days) has used some of the material from Dark Sun, and the creatures do seem to fair better. The guy DMing that game also tends to build a lot of his own monsters from scratch.
I will also say that I will agree that the MM3 guidelines help, but only to an extent. While the monsters have gotten a little tougher, so have the PCs; some of the new PC options are undeniably better than what came before.
PHB1 feats ---> Expertise ----> Versatile Expertise (which was like 2 expertise feats in one) ----> the new Expertise feats in Essentials (now with extra bonuses!)
Also, part of the new monster design math means that, while some creatures hit harder, some also have lower defenses. A dead MM3 monster does just as much damage as a dead MM1 monster. This is not the case in all of the new monsters though; mostly Solos and Elites from what I can tell at a glance.
Unfortunately, I never had the chance to play AD&D. Growing up in a small rural town during the 'D&D is satanic' boom wasn't exactly helpful to a kid who had an interest in roleplaying games. I've heard a lot of people say that 4th Edition returns to older roots. While I've not played AD&D, I have read some of the material for AD&D that one of my friends has. Mentally, I have a hard time imagining the same style of play, so I am unsure what is meant when people say that. Not having actually played AD&D myself, maybe you could shed some light on any similarities or differences the two versions of D&D might have.