That's a chain of primacy that leads back to games neither of us want to play, but...yes? That isn't exactly a novel criticism, we see "4e resolved this problem in X way" all the time, and you don't ever get "you simply don't understand 5e" as the response. Instead the argument tends to be that 4e's underlying design philosophy isn't desirable making the solution untenable, and then there's a proxy discussion about the assorted games' book sales/popularity.
Uh, people do say that all the time, they just don't say it in that direct a way, just like most people here aren't being like that. People tell us what 5E was designed for all the time compared to the critiques it gets.
But also I find that to be a
terrible comparison, because that doesn't match what is being shown: you can say that 4E solved something that might be a problem in 5E while still engaging with it, just like you could do the reverse. If I say that 4E solved their martial problem by given them at-wills and 5E should do that, that doesn't really conflict with the design constraints of 5E, especially given some of the playtest stuff we've seen.
But that's not what is happening: instead, people are trying to apply some sort of "logic" to the thing that doesn't work because it's built on different principles. Complaining about how something is "illogical" because in trying to narrow down how something works
does miss the design of 4E removing barriers to be less restraining in its powers. This isn't about using one to critique the other, but rather the specific critique and how you approach it.
You can't have both. Either it's different enough it requires engagement on its own terms, or it is similar enough it can be judged for failing to meet the existing audience's expectation. If we're going to treat all the versions of D&D as distinct games, that's certainly one thing, but if we're holding them in conversation with each other, then it isn't incumbent on existing D&D players, either now or in 2008 to evaluate 4e without their preexisting norms.
This is a false dichotomy: just because something is a continuation doesn't suddenly mean you can disengage from new design and only look at it through the lens of the previous edition. We can do both to different degrees as required, thus we can look at it as D&D given that it has a bunch of aesthetic and even mechanical continuations while still engaging with what it's trying to do that's new. I don't see why this is so hard, yet I feel like people want to find some way to avoid actually talking about the mechanics on their own merits.
That's sort of exactly backwards. It's not on me to be sold on the new game that was replacing the thing I liked, it was on the thing to sell itself. Plus, there's nothing "reflexive" about the judgements in question, especially 15 years on. 4e certainly sharpened my tastes to a finer point, in that I had to spend a lot of time articulating and trying to grasp at what precisely about this new thing undermined the experience I was going for, and certainly broadened my horizons in realizing a great many things I'd taken as background norms for the D&D experience were no such thing.
I don't really see how it's backwards. Just because it's 15 years on doesn't mean the judgements weren't reflexive; we can see people trying to argue the logic of a game using the design principles of a different edition. Just because it's 15 years on doesn't mean it's not reflexive, either; it just mean it's a hardened reflex at this point, where people go to the same arguments.
If you have broadened your horizons, cool, but I guess I'm not really addressing you, I'm addressing someone who is making arguments that have been largely repeated for the last 15 years about how things are "illogical" because they don't follow the previous conventions.