Libramarian
Adventurer
I think this stuff about narrative awesome is a red herring that is distorting this discussion. It's ideological faff that makes our tastes seem a lot more different than they are.So, any playstyle that doesn't match yours is badwrongfun? Just because you happen not to like it, doesn't make it "weaksauce". Could it be achieved through freeform? Possibly. But, in freeform, you control the success or failure of the action. In this system, you control the opportunity.
Thus, you keep the "Yahtzee" moment of that great roll, while rejecting the idea that it needs to be completely random.
If what people like about 4e combat is that it allows group narrative input, then logically what they would like even better is just narrating stuff into the scene without any formal rules. Need more structure to keep people from talking over each other? OK, then take turns going clockwise.
Surely the main appeal of 4e combat is the tactical aspect. Less randomness favors tactical play. The more information you have and the more reliable your options are, the more traction you have for tactical decisions. This is true, and a good design principle. This is the fertile ground for reworking the 4e combat system so that it appeals to fans of all editions. I think all D&D players, or at least the vast majority, enjoy tactical play as such. All editions feature it, in different ways.
All editions of D&D feature these two aspects: tactical play, and having the players "work up" to awesomeness as a reward. All editions agree to some extent with the sentiment that a reward earned is sweeter than one given for free. It's a fundamental tenet of D&D gamism.
So let's just drop the narrative aspect of the discussion. All it does is construct two competing narratives of the oldschool hardass who loves suffering and misery vs. newschool insipid player-pandering. It's pointless to compare editions on the basis of "awesome ratio" without considering the whole context of actual play.
While we're at it let's stop talking about DM judgement as if it were an objectively bad thing. It's a tool. It's good for some things, not so good for others. A game can decide reasonably to leave something to DM judgement. It's not necessarily indicative of stupidity or laziness in design.