That was the analogy used and claimed - and I'm asking why it's a good thing.
In 5e I feel
significantly less empowered than I am in 4e.
I'm lacking the kinaesthetics that allow me to have ogres slam fighters into walls and have it not feel out of nowhere. And the kinaesthetics that make interesting environments come to life. Without forced movement encouraging and forcing people to engage with the environment it feels like acting against a green screen.
I'm lacking the benchmarks that mean I know my homebrew monsters will be interesting and fun challenges for the players and challenging them about as much as I intend. I'm getting better at this - but running 4e was like having a six month head start and a double XP booster.
I'm lacking the improvised PC plan tools which means when my PCs come up with ridiculous plans out of nowhere 5e gives me nothing but the pass/fail skill checks, leaving things like the pacing all up to me. (
@Garthanos just put this in the "figuring out what the bloody hell a skill check might accomplish" category). Actually I'm not missing this - I just bring in the 4e rules because they aren't there in 5e.
I'm lacking the near effortless teamwork and interest produced from the 4e encounter building guidelines, making each one a separate and interesting challenge rather than an excercise in getting monster hit points down to zero.
Which wouldn't be so much of an issue
if I was given anything back for it. I get none of that in Apocalypse World - but Apocalypse World gives me a vast amount of its own stuff.
And that's just off the top of my head.