It took me a while to come around to it, but -despite what some of my posts might indicate- I actually do like a lot of what 4E does/did. However, the handful of things which bothered me are things which matter to me a lot when it comes to playing a rpg; I will mention them below. However, before I get into that, I would like to mention some of the things I liked about 4E so as to not make this post completely negative.
Things I liked about 4E
For the most part, I vastly preferred the 4E cosmology. There were a few things I didn't like, but -overall, I preferred it over The Great Wheel.
I found the lessened power curve between levels to be refreshing. It was nice to be able to run a story line and not need to drastically change elements of it simply because the PCs gained a level or two. In fact, I enjoyed this so much that when I decided to experiment with games outside of D&D, I settled on a game (GURPS) which doesn't have levels at all.
I may be in the minority here, but I felt that both Dragonborn (as a race) and Warlord (as a class) were excellent. A lot of people seem to take issue with those two options being in the PHB, but I preferred them. I found Dragonborn to be far more interesting than I ever found Gnomes to be, so I welcomed the swap there. I enjoyed the Warlord because it was nice to be able to play a melee type who wasn't required to suck when it came to doing anything outside of fighting; the charismatic leader who shouts commands and verbally berates his enemies while beating them down is a fun class to play.
I vastly preferred the encounter design philosophy that 4E embraced; that being that there should be a lot of moving pieces in an encounter. While I do have some problems with how encounters turned out in actual play, a lot of the ideals they were built upon are things I felt were an improvement. I felt it was more fun to have a group of PCs against a group of monsters than it was to have a group of PCs against a smaller group of creatures.
There are a few others, but I'll move on for now.
Things about 4E which bothered me
1) What made sense for me to do given a situation was often not what would make sense according to how the game worked.
I've mentioned this in a lot of other threads already, and this is one area where the labeling of 4E as a 'tactical' game doesn't make sense to me. It seems to make sense to everyone but me, so I suppose I have a different idea of what tactics mean.
Basically, the problem I had was that there were too many situations in which what I felt I would do or what my character would do given the layout of a situation was trumped by what the game said I should do based upon how the pieces of the game worked. For a lack of better words, I felt that I had to learn a second set of reality and work under the assumption of that when playing D&D. Most of the time, it made more sense for me (and I got better results) if I viewed my PC as a piece on a game board rather than a character inside of a world. There are 'tactics' in 4E which would not work anywhere outside of 4E; some of the things that are considered good tactics given the assumptions of 4E would be terrible tactics in virtually any other environment that I'm familiar with; they would get you killed. Likewise, there are tactics which would be excellent tactics anywhere outside of 4E, but turn out to be poor tactics inside of 4E.
2) Tieflings
In contrast to what I said about Dragonborn, Tieflings fell completely flat for me. I didn't find their story particularly interesting, and I didn't find them mechanically very interesting either. Just... I dunno... something about their presentation rubbed me the wrong way, and I didn't like the 4E version of them at all.
3) The PCs were above the world they lived in; not part of it
This isn't exactly a bad thing in and of itself. I feel the PCs should be better than average. However, I found the PCs to be so good compared to the world around them that it create problems both with encounter design and with making sense of some of the fluff assumptions.
When it comes to encounter design and monsters, I applaud that 4E had monsters follow different rules. They didn't need a full character sheet. However, I would have preferred that there was more common ground between the numbers the monsters could generate compared to the numbers the world was built upon and the numbers PCs could generate compared to the world around them. This isn't even something I would normally think about so deeply if it wasn't for the problem being so in my face during a few campaigns. Aside from the PCs regularly squashing the monsters with barely any effort pre-MM3, and still doing so, but with some effort post-MM3, there were also times in which the PCs could too easily literally break the world around them while the monsters (some of whom were described as being massively strong and powerful) would struggle to even batter down some doors.
On obvious example of where this becomes a problem is in the first DM's guide which suggests having a trap skill challenge as part of a combat encounter. Why the heck would the party decide to have a member of the party not participate in fighting the enemy for 3-4 rounds only for the chance to disarm a trap when they could simply break the trap? In a game where using terrain to make encounters more interesting is a common point of advice, this can turn into a problem.
This also lead to some of the setting assumptions being somewhat hard to swallow. The Points of Light concept didn't make a whole lot of sense in a world where the PCs existed. Powerful demon lords were laid low with nary an effort; dragons were stun-locked and killed before they could even move; even some Gods struggled to match power with the PCs. I understand that 4E was built with the idea that the PCs should succeed most of the time, but I think the implementation of that idea was (whether on purpose or by accident) taken way too far. As I said, I understand building monsters different than the PCs, but I still believe there should be some consistency between how the two sides of the monster/PC divide interact with the world they are part of.
4) I honestly started to miss 3E's grapple rules.
Grab just didn't cut it for me. From the PC side of the table, I often like to use grappling. While later 4E options made it better, 4E's Grab was very often a terrible tactic. Other than disallowing my opponent to move using mundane means, it had little effect.
From the DM/monster side of the table, Grab often wasn't very good for monsters either. Some time ago, I remember having a conversation in a previous thread about monsters who had special grab attacks. Even considering the auto-damage that some of them did, it still turned out to be less effective than using other options. In some cases, the was less effective enough that the PCs would intentionally try to get Grabbed (this ties in with #1) because it was better for the party.
In short, Grab was often terrible regardless of what side of the DM screen you were sitting on.
5) I felt there was a poor relationship between the crunch of the game and the fluff of the game.
I'm someone who believes that mechanics do matter; they do have a feel to them. I can take the same story and tell it with two different systems, and, while most of the story might feel exactly the same, there are going to be things that feel different because of how the mechanical parts of those two systems differ.
There were many times when I wanted to tell a story in 4E, but I felt as though I had to bend my vision too much to cater to the 4E system, and it would lose the feel I wanted. Honestly, I learned to live with that, but what bothered me the most was that (in my opinion) 4E didn't tell the 4E story very well either. What I took away from books like
Worlds and Monsters and the descriptions of the PoL setting was completely different from how things felt to me in actual play. As a player, it was hard for me to take seriously.
As a DM, I had the most success in 4E when I completely ditched the 4E setting assumptions and fluff. The last game I ran would be best described as some kind of weird mix between sci-fi and fantasy. I completely embraced the over-the-top and somewhat gonzo nature of encounter powers and built a world which was informed by them rather than one which they stood apart from. I had Battle Toads style hover bikes, magic wands that were described as Star Wars style blasters, Drow who lived underground to escape magical radiation from a nuke which was set off years ago, and etc. The game was fantastic, and the players all expressed they had highly enjoyed it. As a DM, it felt good to me to run something people had so highly enjoyed, but it also seemed strange to me that I had the most success using D&D to run a game which wasn't very much like D&D at all. I can't consider this completely negative because it lead to one of the most fun games I ever ran as a DM, but it did take me a while to get there because "ze game will remain ze same" turned out to (imo) not be true at all.
note: Link provided for those who may not be familiar with Battle Toads.
http://www.youtube.com/watch?v=mhUC-oa3LzY