And my problem with it that it's not been designed that way (as a proof, once more, there is nothing that describes how it works other than purely technically), it's a pure technical mechanic - indeed adding to the tactical game - that is never explained in terms of the game world, with interpretations that are purely personal and that I find extremely weak as they don't model anything in the genre except a lineage in MMOs.
But it's modeling an actual tactical consideration. I feel like it's obvious as to what it's meant to be, just as it is with the Bear Totem power. But also by not being explicit, it allows other people to flavor it as they like. Also you don't answer why that makes it like a board game.
Technically and tactically only.
But really, "technically and tactically only" compared to...?
And that is the problem of attitude generated by thinking that the DM is not only there to tell a great story with you, that's all I'm saying. Why would the DM sabotage you ? Why would the player be afraid of being sabotaged ?
Because not every GM they played with is like me, just as I suspect your players will have played with other GMs who are not like you. Having ways the players can have agency beyond what the GM grants them is nice when they have a GM who is less kind, or perhaps just not as experienced.
You are confusing power with the way it is used.
I'm not, the two are related and I'm talking on both subjects. Giving the players more power and agency makes arbitrary power usage by the GM less of a concern. The two are linked, which is my point.
It's the old (and unsolvable) debate as to whether constraints foster creativity or strangle it. For me (and for the 5e designers, as clearly written in the SAC), the very strict codification is contrary to the principle of an open game where you are only limited by the shared imagination of what can happen in the game world.
Yeah, I thought that for a while, too... and honestly I've come around to the other side of it. Watching my players self-limit because they aren't sure what they can do with skills got me to write up a whole list of skill usages (taken directly from 4E, in fact) so that they had a real idea of what each of their skills could do, building a foundation for them to try and expand on it. I feel like giving structure to the player experience helps foster choice with the player because they feel more empowered rather than playing the "May I" game (something I'm fairly sure
@EzekielRaiden has mentioned to me before, if on another board).
Because the codification of 4e is so strong, and the limitations so blatant, it creates a restricted environment, and one which is not restricted by the game world but by the way the rules restrict it. Again, the SAC: "An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of D&D."
On the good side (and for some people), these restrictions allow a very tactical and balanced combat, a very structured resolution of situations. On the other side (and for other people), these restrictions prevent them from telling the story that they want. And some mix and match while others prefer to use the edition that better matches what they want to play. It's not a question of value, just personal preferences.
I don't think they really limit
anything, to be honest. Like, the rulebook has rules for improvising things and such. SAC can talk about how things would "severely limit what the characters can do", but be a starting fighter with only one attack and tell me how that's better than what 4E allows. Note that any sort of improvisation with the environment can also be done in 4E, and that there are more guidelines to integrate such things.
I think the problem here is that, like a lot of people, you think codified rules limit people. I disagree: to me, they give people an outline of how to do things within the system rather than only having a vague idea of what they can or can't do. 4E is a "Yes and..." system, but the difference is they give you a better idea of how to structure and design the "and" part of that phrase. An example would be improvised checks: 4E gives a chart that covers 30 character levels, with example DCs for Easy, Medium, and Hard along with corresponding damage rates. That's great and limits no one, instead acting to inform the GM of how to set a difficulty and damage that will be challenging. 5E... does not do any of that. It's haphazard and you gotta eyeball that stuff. That's fine if that's your deal, but I don't think
not being informed of what the designers think the proper damage progression is somehow gives one more freedom. To me, it's just more work.