So if there were an in-narrative reason for an AEDU structure you would be more receptive to it?Please note I'm not here to get caught up in semantics and super sharp definitions, that is not my game here.
But generally speaking it represents predominantly players who do not enjoy player facing mechanics that do not have necessarily a strong tie to in-game fiction (Inspiration mechanic) and place a high value on internal consistency of the setting which they see tied to the established mechanics (i.e. very anti mechanics that break that mold - minion mechanic comes to mind).
And nothing above is meant to be disparaging, it is just highlighting preferences of a part of the roleplaying community and actually @Micah Sweet brought this up very early on in the thread (in fact your reply I quoted, is a reply to him where he mentioned sim).
Hence my response as I do not think you address his concern from a sim perspective.
Like a structure where it relied on not just expending nebulous "Spell Slots" but actual narrative 'energy' or 'power' that wound up resulting in a comparative weakening? Like, say, a Psion being limited in how fast they can spend Power Points before the nosebleed and headache shut them down?
Oh, I don't intend to call things "At Will" or "Encounter" just, y'know. You can use this ability twice in a fight or something similar. Or map it to exertion or spell slots or something similar.Because AEDU as presented is in-your-face gamist.
Tying your abilities to an exhaustion track makes it attractive in that it builds a "realistic" model for how abilities affect a character's exertion and their pool of reserves as opposed to the gamist term ENCOUNTER.
The way I look at AEDU without an exhaustion track is "here you have these playing cards every combat now lets play a mini-card game"
And this is not me picking on 4e only, 5e has the most stupidest rest system wherever everyone is refreshed at dawn. I mean what is that nonsense.
I forget the name of the Enworld user, he was pretty prevalent back in the day, where YEARS AGO he addressed the Rest issue as a massive 5e flaw in design that not even the AP's were adhering to (we didn't have to hear it from Mearls and Co 15 years later).
It became a 200-page thread where the Enworld collective provided 20+ options on possible different rest mechanics for 5e.
... what about a Recharge mechanic? If combats are supposed to last between 3 and 5 rounds, setting up a "Use it and lose it 'til you recover it" mechanic that goes for 5 rounds on your exertion with the idea that you've done something big and it takes a second to get your wind back. Would that work?