I actually like combat. Is it bad that I liked combat? Sometimes it feels like you're not supposed to enjoy DnD combat, that's it bad and gauche to enjoy bashing the monsters: you should love the social play and the ROLEPLAYING not the ROLLPLAYING (augh)... but I really enjoy a GOOD cinematic fight in an interesting environment, on either side of the screen.
I just see peope complaining about long fights, but if they're well done it doesn't rally matter that much if they last an hour.
This. To me, the essence of D&D-style heroic fantasy (see eg the Foreword from Moldvay Basic that I posted upthread; or most Conan stories) is that interpersonal violence is the utlimate mode of conflict resolution. 4e D&D gives effect to this from the bottom of the heroic tier (fighting kobolds and goblins) right up to the top of Epic (see eg
@Raith5's post upthread about killing Orcus).
This is not the only way to play D&D - it contrasts with dungeon-crawl-type attrition-oriented play, for which 4e is in my view and given my skill-set not all that good a fit (although I know there are people on these boards who made that work).
But it clearly
is a way, and 4e was good at it.
That's not to say that it's all combat, or even that it's
about combat. But I think it is about conflict - by default if you use the 4e setting material, cosmologically-driven conflict. And ultimately that conflict will lead to fighting - otherwise a lot of real estate on the PC sheet is wasted.
My 4e campaign had some of the most complex social resolution I'd done in my RPGing up to that point (see eg
this post), supported by the skill challenge framework which I think is a pretty robust mechanical system. But if I wanted to run a game in which combat was not a key site of character and story development, then I would choose a system other than 4e!
most of the fun comes from the risks of failures. Without failures, no stress, no expectation and no feeling of reward for beating the odds. A sense of accomplishment is necessary to keep your player entertain. When they do something that they feel was risky and that the lives of their characters were at stake, they get a rush that is hard to forget. Talking for hours without going anywhere is not the cup of tea of everyone. Once in a while, it is quite ok (and dare I say expected) as the Roleplay aspect is necessary. But it is not the end of all thing in an RPG. Both aspects must come into play. This brings up a much more balanced and fun game.
There are different forms the risk of failure can take.
In low-level B/X or AD&D, the risk of failure mostly rrom luck - ie a few bad rolls can lead to PC death or even TPK.
In 4e, there are so many rolls, plus - especially by mid-Heroic - ways of modifying or undoing bad rolls, that bad luck becomes less of a source of risk. The risk results from the need for decision-making. Which, to me, links back to
@Undrave;s point - I think 4e is more satisfying if the combat provides meaningful decision-points even though this makes it take a bit longer, than if it's quick but nothing but dice-rolling.
On the "Roleplay aspect" - I'm not a big fan of talking for hours without going anywhere. One reason I like skill challenges (and similar scene-based resolution frameworks in other RPGs) is that they ensure that meomentum is maintained. It's not just talking - it's resolution of social conflict!