Being able to adjust say a teleportation ritual by use of the Arcana skill in 4e should not have been well something to be leary about
Not sure what you mean, it has been to long since I played 4e. However, what I mean is magic can do anything, so how do I apply the limits? I understand the limits of the human body and generally reality, so it is easier to improve those things I truly understand.
That assumed understanding usually from my experience with DMs results in characters less able than football players and archery contestants when the wizards are warping reality
Crazy things ends up being jump 12 feet when their strength says 8 and the like instead of anything like the legendary characters whom the casters are already MORE powerful than because that is what the rules say.
Every group is different. My guys were big into Conan, Kung Fu and Ninja movies in the 80s so that was a lot of inspiration. Things like "cloud of daggers" were a thing in our games before they were a power in 4e. They also try a lot things like bouncing of walls to climb or get around foes, swing on things, ricochet shots and throws, cleaving, pushing, shoving, even throwing creatures. We had one giant character that loved to use his enemies as weapons.
I will say the warlord (4e) idea was new to us, but of course no one ever took that class so I didn't get to see it in action.
I do not even trust me to balance improvisationally against the huge number of spells and talents of magical characters (unless i have a base line starting point that is not what the football player does)... I have poked around on here and dm DC selection for common trope behaviors in fiction ranges from impossible to easy based on a very minor difference in assumed timing by the DMs involved.
DMG 42 helps in 4e and 5e actually has even better resources in the DMG, but they are more spread out. But it obviously varies from table to table.
To me a game that fails to provide a common ground wrt these things is failing part of its job. That is why flavor text about 10x as difficult is an important thing. That is it trying to set that assumption.
I don't understand what your saying, sorry!
I agree a common ground makes things easier for some. The issue is how to add all of the tactical rules you want and leave them out for those that don't want them. If I can get my 5e Immortals rules finished, and no one has done it yet, I do plan to make a tactical 5e supplement. I just haven't decided how much surgery I want to do yet.