You're saying this based on what? Your own play experience using page 42? A scientific survey? Or are you just making things up?Page 42 is nonsense and that's why it's rarely used.
I also wonder what your basis is for this claim, given that by your own account you didn't see any creativity in your 4e play.Those "creative" uses of powers break 4e
Are you familiar with the 4e ritual rules? - the limits are based on reagents (and hence ultimately money) only.Only one casting of a particular spell at a certain spell level....eeesh. I could never cast Fly on three people, three times during one day. Half of the cool things I've done as a spellcaster in other editions are literally impossible in 4e.
I don't see any reason why this couldn't be done in 4e - triangulate their course (using Consult Mystic Sages or something similar, or just observation), use flying Phantom Steeds or some other flight ritual to fly above them, use some sort of illusion or weather control to conceal your presence, then drop down and kill people.what I came up with triangulating their navigation, on an intercept course, flying up, invisible (with the fighters carrying me and the other unarmored people, so we could all fly with my limited uses), and in an area of invisibility we just floated and waited for the other ship to fly to us instead of trying to catch it. We landed, killed the guys on the roof, and did all sorts of interesting things thereafter.
Fireball in Moldvay Basic says "targets creatures", and fireball in Chainmail talks only about destroying creatures, yet players the world over realised that A GREAT HONKING BALL OF FLAME might set flammable material alight. I haven't found 4e any different in this respect. (Targets enemies is more interesting - exactly how much control does it give over targetting? I require a skill check for fine control of the damage to surrounding objects from such spells.)If a power says "target = enemies" vs "target = creatures", can you not see that allowing the player to house rule that on the fly would be a DMing nightmare?
I mean, if you're that worried about GMing nightmares and breaking games, how do you cope with creative play in other editions?