Lyxen
Great Old One
But it's modeling an actual tactical consideration.
Yes, but purely tactical. Not roleplaying, not storytelling, not anything that you can consistently explain in terms of the way things work in the world.
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.
A board, tokens on the board, power "cards" and precise tactical rules.
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.
Again, it's not a question of being kind or experienced, it's ONLY in the attitude. 4e specifies first and foremost a referee, there to apply the rules of the game. Other editions insist more on the (lead) storyteller part. Nothing prevents the reverse, it's just that it's consistent with the design of the game and its rules.
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.
They are only linked because some players seem to be scared of the DM's power and the way a DM could "sabotage" them, so they feel the need to litigate. Do you realise how adversarial this attitude is on the part of the players ?
Take a DM and players with the right (and yes, I'm sorry, but in this there is right and wrong) attitude of full collaboration and there is no need to limit the DM's power, as the players know that it will only be used for their own benefit, i.e. their fun.
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).
That is because the more rules you have, the more you need to invent. Take it from the other direction, which is that there are almost no rules, and people will start playing in the game world rather than through the rules. I really recommend playing a few much more free form games to see the other side of the coin.
I don't think they really limit anything, to be honest. Like, the rulebook has rules for improvising things and such.
No, it has rules for improvising damage (where, strangely, you find that a simple torch fire in a chimney does more damage when in high level game than a low level one

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.
See above how extremely limited those are. But the main reason for which 4e limits actions is the segmenting of the game. It's impossible to blend social, exploration and combat in a smooth way, because as soon as there is a hint of a power use, you need to go tactical, pull out a grid and count squares. We've tried it for years, medium+ level intrigue where people sneak in using stealth or social powers and spells is impossible, it's either extremely long rituals, or combat powers on a grid, or a ritualised skill challenge because 4e insists on codifying everything.
Of course, you can drop all that as some people say they do on these forums, but then what's the point of having all these formal trappings ? You might as well play a much more free form edition.
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
But only within the system, and that is all that I need.
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.
Actually it does, because there is no DC per level (bounded accuracy), it's the same chart whatever the level. Which is sort of normal, if you ask me, I don't see why climbing a ladder should be harder at level 30 than at level 1...

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.
This just shows that you have not really read the 5e rules. DCs (adn "world damage") are not dependent on level and, in terms of monster damage, there are clear guidelines about the damage that a monster of a certain DC does.
It's a much simpler game in terms of rules, much less tactical in terms of fights (but I can run a very exciting fight in 30 minutes max, leaving a lot of time in an evening for social, exploration and other fights, and actually blending that fight with all the other aspects of the game) - as this is clearly a strength of 4e - but most of the elements are there and a DM is encouraged to build on this rather than discouraged by a very large and closed ruleset which in turn encourages players to follow it rather than building on their imagination and view of the world.
Different game for different players if you wish, just wanted to point out that this very simple ruleset is one of the major factors of the success of 5e outside of the usual "fans/specialists/geeks" circles of historical D&D. But that's another topic.