Bedrockgames
I post in the voice of Christopher Walken
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I agree with you in theory that the game can't just be data blocks and nothing else. It has to capture the imagination as well as giving rules and as I mentioned there are things the 4E books could do to improve upon their presentation. I just don't think longer texts lines is the way to do it, and in my personal experience when bringing new gamers into the fold (including trying to get my girl friend to play) it has not been the rules per say (which she picked up on very quickly) instead she was turned off by how long the descriptions of things were in my PHB (3.5 at the time) she thought because the book was so thick and had looong descriptions of things you had to be an engineer to play the game, so in my experience the long walls of text has not helpled.
my experience has been the complete opposite. I also think the 4e stat blocks have much more of an "engineering" feel than the longer prose of 3e, 2e or 1e. Honeslty 4e looks like it was designed by math or business majors, whereas previous editions have much more of a humanities feel to me. Personally I have a much easier time absorbing mechanics if they are woven into text than just being given a bunch of numbers and data.
I have no illusion about convincing you. But people who are enthralled with the 4E format should understand that adherence to it in 5e will likely mean the end of dungeons and dragons. Becuase the major critiques of 4e centered around:
1) its gamist design
2) restructuring of the game
3) specific mechanics that were problematic to immersion (healing surges, second winds, martial powers, etc)
4) the entry formats and the lack of flavor text
I may be missing something but in any thread where people are debating 4e, of you pay any attention to the anti-4e camp (whether you agree with them or not) these are the issues they normally raise. I wouldn't underestimate the power of number 4 to sink the mext edition.