Mercule
Adventurer
This sounds a bit like me. I dropped D&D in the early-mid 1990s. It was the announcement of 3e that got me to pick it up again. I loved 3.5 for a couple of years and defended it against criticism from others in my group. But, after about 4-5 years, the shine really started wearing off. As a player, I started finding the need to maximize my character for simple tasks (try running a stealth-focused party in modules) to be a chore. As a DM, I found it a pain to tweak any default assumptions without breaking things -- which has never been an issue for me in any other game.I was hugely excited about 3e. When I first read the books, I thought: “This is the D&D I would’ve designed.” Yet, in practice, I struggled with it. I wasn’t really happy with it. Which lead me to exploring a lot of other systems, reëxploring a lot of systems, and eventually developing a new appreciation for the older editions.
Still, my players had come to a point where they liked the system enough to prefer it to learning something new. So I stuck it out until the end of last year, even playing in a couple of other 3e games. Maybe I'll be able to play 3.5 again, someday, but I'm very much in the "started positive, currently negative" camp on that one.
As far as 4e, I've enjoyed it so far. It's much easier to build encounters for and to scale things. There are still enough things I haven't totally warmed to that leave me uncertain. I don't like the unified system for all sources -- I don't think all classes play the same, but I'd like more differentiation of flavor in the mechanics. The magic items, even in the Vault, are painfully bland and balanced to the point of stagnation. I absolutely hate the summoning and ally rules, but I've always run summoned critters and animal companions as NPCs rather than leaving them under player control, so I never had a problem with "too many actions".