DaedalusX51
Explorer
Balance in 4e, particularly class balance, was different, it was robust and designed-in from the ground up. You didn't have to stick to a specific pacing to keep a semblance of class balance, and encounter difficulty swung much more on level than relative numbers or day length. In one sense, you could play in many more styles, because you could vary pacing/challenge/emphasis without wrecking class balance - in another sense, more central to the D&D experience, you couldn't, because there are hallowed styles that require radical class imbalance, and very high impact from resource management and rest timing.
4e was unique that way, resulting in the edition war, and 5e was a reaction to that, so couldn't treat balance the same way.
I think it's a shame that most things were abandoned from 4E. While I wasn't a fan of homogenization in order to achieve class balance or a Gamism first style of design, it had many features worth keeping.
Balanced classes that all used the same resting mechanisms, the Warlord, Fighters that did cool stuff, classes feeling complete from the beginning, the bloodied condition, returning to full HP after each battle, healing surges and daily powers as an attrition based resource, levels 21-30 in the base game, Paragon Paths, Epic Destinies, etc...
I just wish they would have divorced class from role, tied powers to power sources instead of class, matched flavor to mechanics, and used 5E like magic items, feats, and bounded accuracy.
To me 5E is almost that game, but then I also feel like it took a few steps back as well.
Maybe 6E will finally get it.

Edit: I think they could have still done things like powerful fireballs in a 4E type game while keeping class balance. You would just have to make spells take two turns to cast and deal double damage. Then with interruption mechanics it's a risk reward scenario like old school magic users.
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