Ruin Explorer
Legend
I'll fourth here. (HA!) I even printed Page 42 out for my players and GAVE them a copy, and they still ended up "Encounter, Encounter, At-Will x infinity, OH $#!+ Daily!" nearly every combat. Additionally, Early Skill Challenges also meant "pick your highest skill and spam it until successful, if your highest skill isn't applicable, aid another".
Response from the group. "Don't do that! We need your +2 to hit from Lance of Faith! Now I just missed my Encounter power! You're the cleric, stay back and heal us so we don't die!"
So he got off (well, was thrown off; the dice weren't agreeing with anyone that game). But that moment sticks out in my mind as to how much a group of awesome players got mired up in the numbers/stacking/powers system.
Problem exists between table and chair, as it were!

By the way, did the group disenjoy the encounter you described, or just you? Or did no-one disenjoy it?
I have the same experience as Sadras here. The guidelines on page 42 could be summarized as "don't do this, it sucks", and there was a very strong implications that any free-form "stunt" you did could not approach an official power in strength. I once had a rogue player protest when a bard tried to do with Acrobatics something a lot less impressive than the rogue could do with an encounter power. Niche protection was strong, and enforced through powers.
So the 4E rules might not explicitly say stunts are restricted to obscurity, but this is still an emergent quality of the rules that both I and Sadras noted.
Wow. This is just so much silly business in such a small space. Page 42 absolutely cannot be reasonably or fairly summarized that way, there are no such implications whatsoever (seriously, quote them or cite them if you are going to insist on that), and that is not an "emergent quality" of 4E, and frankly, saying that it is as a fact, which you are, strikes me as edition-warring.
Niche protection was strong I agree - it's extremely strong in 5E, so I'm not exactly sure what your argument is there. I cannot, for example, in 5E, just decide to be an awesome healer, if I am the Fighter - or indeed if I am any non-caster (as of October). Why? Because that's a niche, which as been protected. By the rules. Using powers.

Your example problem, too, shows bad player behaviour, not bad rules, so I'm not sure what you think that proves.
Lets just take 4e for example...and these are preferences for style of play which assist in play immersion
1. Our group prefers the ol' Vancian style of spell casting (house rule made)
Once you begin messing with rate of powers, it starts affecting balance, which is a critical component of 4e (more house rules)
2. Our group prefers the cleric as the actual healer (house rule made)
Now you start having problems with screaming people to a state of awake and healthy, other "healing" related powers need to be looked at. (more house rules)
3. Optimisation (of ability scores) is almost a necessary evil, it wasnt too our liking (house rule made)
Again you messing with a core element of the system - its affects monsters, DC checks....(more house rules)
the list goes on...
I agree that if you don't want to play 4E, you shouldn't play 4E, which is what you seem to be saying here. Yeah, if you hate all that, 4E is not for you. The thing is, if you dislike all that, right now, it looks like 5E is not for you, because right now, 5E is pretty hard to house-rule back into anything resembling 4E - you'd basically have to re-write the entire game from the ground up. Personally, I don't need that, but it's the same logic you're using - you want to completely change how the game plays - you need to basically re-write it, well, yes...
Further, Mistwell certainly shares my 3E experience, as did many others, so...
Thing is, making house rules for style of play preferrences in 4e wasnt as easy as it was in 3.x or as it is in 5e, because 4e was a tight working complete system, pull one cog out here and you affect a myriad of other components. That was our experience with it, its great that you didnt feel the need to make house rules, but for those that did because they didnt want to be forced into a magic-everything world, it was a pain.
Magic-everything world? What? 4E is the only D&D edition, ever, that doesn't have to feature a "magic-everything" world - where you could have a party consisting solely of non-magic users, and not be kind of screwed. You could have a Warlord, a Controller Ranger, a Fighter, a Rogue and you'd have all the roles covered (and covered well) without magic. That objection literally makes no sense to me.
I wasn't previously talking extensive, class-changing house rules, though, so you've changed the subject, to be clear.
I was talking at-the-table play, stunts, and so on. For me and many others, 4E brought that back. Not so for some others, and that's sad, but I don't believe it crushed them any more than 3E.
According to you, using page 42 - the wizard, rogue and leprechaun characters could do the same thing multiple times, but the Fighter, using the rules, could only use that power once in an encounter. Hell and then you tack on other "conditions" with those moves and combat goes wild. It certainly would have been more fun, I grant you that![]()
??? I literally have no idea what you are on about, but I'm glad that it would have been more fun!

Anyway, I'm not going to argue this further, because it feels like some people want to have edition war and claim 4E was the devil or something, that bewitched their players into evil (or at least boredom!). The cold fact of it is, that no-one has cited anything which actually says that niche protection had to be enforced when doing Page 42 stuff (and frankly, it makes no sense for it to be), and indeed no-one has cited any actual, real, 4E rules as problematic, per se (except Skill Challenges, which weren't the topic of discussion, but yes, they sucked), rather than player reactions to their character sheets. Niche protection exists in every edition of D&D, and 4E enforced it differently to, but no more harshly than any other edition. I'm not negating anyone's experiences, note, I'm sure that all happened, but the reasons stated for some of them are seriously sketchy.
NB: One thing Mistwell mentioned was power cards - and this is interesting - I think much of the problem was the fact that people often had power cards and the like, and the physical nature of these made them think very much inside the box, like a wargame. I've seen the same thing as far back as 2E - when we had spell cards, the mages pretty much thought entirely of those spells, and often just shuffled through them looking for a solution to their problem - rather than thinking about their character as an actual character. So I've seen that - but that's not rules - that's presentation.