AbdulAlhazred
Legend
Success is not a bad option but I don't want to sit down to a game that is geared more towards winning or success. I don't play to win or even succeed, I play the game and whatever happens whether I succeed or I don't I accept it. Success and failure need to be equal options unless I go the extra mile and work more towards my success.
Don't guarantee me success or a happy ending. If my first character doesn't make it through then I accept he wasn't meant to. Some people have trouble with that concept and I don't want a game that is built around that default assumption. I don't need the rules to hold my hand. I'm not that one guy who can only come up with one character concept her game who wants to be reassured that his character will make it to the end.
First of all, ALL that 4e did was make a reliable dial on which it was possible to measure how likely success was, at least for the DM. If you believe that it is some sort of easy-peasy game come on over and join our online Saturday evening game, and you'll rapidly discover just how easy it is to get into a horrible situation which kills characters. Nor do I have to do any sort of hacking on the system to get that. So that's one problem that I see, you're just not realistically contrasting the options. When you characaturize one option it really becomes in essence a straw man sort of thing, and frankly I'm not here to prove points anyway.
Secondly though, there's no logical reason whatsoever that "Success and failure need to be equal options", that's not only not something you've demonstrated, it has been shown to be objectively less likely to please most people. There's a sweet spot, and it is generally somewhere in the 60/40 to 80/20 success/fail range as I understand it. There was plenty of discussion on this topic several years ago when 4e came out. I see no reason to believe this has changed.