@BryonD
Can we please
talk about games rather than
talking about how to talk about games?
I gave you (well, everyone) a very detailed combat scenario above with an embedded non-combat conflict and a clear loss condition (the NPC dies due to being unable to free them from the machine before the beginning of round 4). Can you envision the likely decision-tree faced by any character archetype that you like (or pick a character out of the two groups of 4)? Talk about how that decision-tree, the actions taken, how you envision the combat evolving as a result of those actions taken, and how you see the subsequent decision-trees and actions taken working out such that the experience of it feels "samey" to you.
That would help me immensely understand what (exactly it is) you're feeling and why (the machinery) you're feeling it and why you don't feel it when you play other games.
I had a Magic The Gathering conversation in another thread and a poster helped me understand why he felt "sameyness" through the prism of Magic deck-building. That was helpful (for me at least).
Related to my other post, above, I think that magic the gathering feels "samey" for some people for exactly the same reason 4e does, even though there is an incredible amount of difference in what the things actually do while you are playing the game.
A person stares at the choices, and reads them all, and tries to understand them all, and the math that underpins them, and for many people doing this for a certain threshold of powers or cards leads to an "eyes glaze over and I don't care anymore" effect, where it
might as well be all the same. Most people don't self-evaluate all that much, so
might as well be and
is aren't easily distinguished.
They experience "sameyness", even though the powers and cards are actually very, very, different from one another.
Give them 2-5 choices, or even a dozen choices that they'll only usually be considering half of at a time, and even if those choices are more similar, they can easily
seem less similar, because the "overwhelmed by too many options that each require some review to understand" effect doesn't kick in. The rogue and fighter are vastly more different in 4e than in any other edition. Two rogues are more different from eachother in 4e than in any other edition. But that doesn't matter to someoen who has hit that wall. In 5e, they look at the rogue, they know that they get a handful of stuff early on, and they can choose between 3-12+ (depending on PHB only vs all sourcebooks) archetypes that will also give them a few things early on. It's...grokable, for people who don't thrive on huge numbers of options and in depth customization.
5e also puts it's depth of customization behind a screen, and walks you through a little maze where most times you make a choice the last choice and the next choice are both out of sight. You're very rarely choosing between dozens of things that fill the same category at once, unless you're choosing spells.
IME, people who experience sameyness in 4e, or MtG, or indeed in GURPS, don't love being told it's a perception of sameyness, not actual sameyness, but...it is. It's caused by the countertintuitive fact that many humans stop seeing distinctions between the options in front of them when there are too many options in front of them.