Neonchameleon
Legend
I may not be the world's greatest expert on 4e, but I don't see anything in 4e's class design that facilitates plot-level deception, preparation, and trickery like the cited Odysseus regularly engaged in. Maybe one could argue that the skill challenge mechanic do, but I've seen more of that kind of behavior in older edition (AD&D) play than in either 3e or 4e and skill challenges aren't part of 4e class design. (I consider the question of why such behavior is, IME, abandoned for those editions to be open and personally confusing.)
I do think that 4e's system supported a much more "gonzo" style of fantasy "X's and O's" tactical play (which, I think is hardly controversial). However, I don't see that any class in 4e would have in its class design a Divert River power for playing Hercules. Whereas in a Dungeon World (or similar narrative-centered) game, such a thing would be trivial, and likely wouldn't even risk unbalancing the game.
Here Divert River is precisely the sort of thing a power shouldn't do. "Lift Heavy Stuff", yes. "Shatter Rock", yes. But a Divert River Power makes the same mistake as a lot of Gygaxo-Vancian spells and a number of 4e powers in replacing clever thinking with a pre-packaged solution.
And 3.X discouraged improvisation through both the magic system (with broken save DCs and far, far too much versatility) and a skill system that enforced incompetence outside your chosen field meaning that off the wall tricks were unlikely to be successful. 4e discouraged them with bad skill challenge guidelines and, more importantly, making the PCs strong enough to take their opposition on head-on and keep going while deprecating the effects of attrition about as much as the ability to craft or readily buy Wands of Cure Light Wounds did for 3.X (add the attrition back by restricting extended rests, and you get much much more clever play to avoid combat).