...Except that in 4e it is still something that everyone can do. It is one of the "Default Attack Powers" that "Any creature can use". (RC p.215)
Your second point makes no sense. That's all pushing a creature has ever done. And you can still push someone out a window, over a ledge, etc. It doesn't even require a DM call (Forced Movement, RC p.211-212).
It's fine to argue that you don't like 4e. It's a matter of preference, and I respect that. That said, if you're going to argue about the rules, it helps to have read them.
I'm unfamiliar with RC, it has something to do with not buying MORE books for a system I dislike. I refer to buying MORE, because I DO have the PHB, MM and DMG. I never realized what I SHOULD have spent my money on was the Rules Compendium. (Well, what I should have spent my money on was Pathfinder but whatever.)
My point A was that by default, in the PHB for example - not the RC, you can't bull rush someone anymore. Anything you don't have a rule for, or has to be made up, is suddenly impossible. Not hard, not difficult, but impossible. Unless of course you make something up - which happens to be a main gripe I have with 4e.
My point B was that EVERYONE gets a "pushback" power of some sort or stripe, like everyone gets a teleport-like ability and everyone can hit for about equal damage, unno cus the edition is "balanced". If EVERYONE can do it, and they can do it
at least once a day, with little or no difficulty, then it becomes less special. My Point B also comes up a little later when I reply to Jerome (see below).
Well, this specifically is not a huge problem for me either way. Long before 3E was launched, I was consciously using vertical space and other location elements to create more "action movie" scenes in my gaming. But this was hardly limited to pushing people off of ledges or out of windows. We were more interested in things such as rolling the barrels of lamp oil down the ramp, off the ledge, and tossing torches after them. (Or with Arcana Evolved, conjured fire monkeys. Man, I loved that little guy!) So "bull rush"--however conceived, is not that critical in and of itself.
I'm glad you do, I don't see what either edition has to do with this? 3e did it differently than 4e, that is all. Either way, someone who has abilities can do it better than someone without. In 4e however if you DON'T have the ability you can't do it at all, whereas in 3e it was just more difficult.
But on the math and who can do what, I'd say that you are not taking page 42 into account. Nor is this limited to my preferences for how action resolution is conceived or approached. In Fantasy Hero, it is a mix of simulation techniques, with a few other things thrown in, but pushing someone off a ledge is a combo or reasonable abilities that everyone has, which can be enhanced by a specialist. It got used well by the specialists and some by everyone else. In 4E, the same results held, though the means are signficantly different--"stunts" are required for just anyone to do it in spectacular fashion. In 3E, in contrast, the problem is that the non-specialist who is remotely aware of the results has no interest in doing this whatsoever, while the specialist is too interested in doing it all the time (aka the tripping expert).
I don't take page 42 into account anymore than I take Rule 0 into account with 3e. I DO very much and heavily agree that in BOTH editions if you have the ability to do it (or do it well) then you want to do it as much as possible. That is a failing for BOTH editions, not just 3e. (Nemesis, read this part)
If you approach D&D from the mindset of, "the fighter can stop people getting past me to smack the wizard because it says in the description of my class that I can do that"--such that you can ignore the plain fact of the mechanics not in any way really supporting that--then "bull rush" will work for you more or less in any system, as long as you name it right and give the people that ability that you think should have it. OTOH, if you want "action hero" results, and are willing to sacrifice a bit of the tyranny between direct cause and effect, then the first approach will not satisfy you. In that case, the game doesn't do what it says it does on the tin.
If I approach the game with the mindset that the rules are made of jell-o I can do a number of extraordinary things with jell-o too. I don't see your point here.
Why is it tyranny to want a system that describes events in a way resembling reality, instead of one resembling a cartoon? (Note I didn't say realistic or realism.) Yes, in real life, it is tricky knocking someone over, or out a window, and I think there should be a certain amount of difficult to do it in the game too. (Here too Nemesis.)
In 4e however your choices are:
1. Have the power, do it, success. Don't have the power, can't do it.
2. Make something up.
In 3e it was:
1. Have the feats, do it (well), success. Don't have the feats, maybe still do it.
2. Don't have to make something up. Still CAN if something isn't working for you, but don't HAVE TO.
The downside with both is that if you have the power/feats you are going to want to do it it whenever the opportunity arises, I'll certainly agree with Crazy Jerome on that.