I enjoy the 4e core mechanics.
You keep saying this. But what are the "core mechanics" that you like about 4e that aren't in 3e or 3.5e?
I can summarize the changes from 3.5e to 4e:
-Rebalance the math around having one stat for all of your attacks. Make the math predictable by not allowing it vary much from character to character(all characters have between 16 and 20 as their attack stat for all their attacks).
-Change all the monsters to work with the new math. Give them easier to understand powers and less of them so they are easier to run.
-Remove skill ranks and instead use trained skills. Give everyone improving skills as they go up levels.
-Give all classes a combination of at-will, encounter, and daily powers that give you have something interesting to do every round that isn't as boring as "basic attack" while limiting more powerful abilities to less often. Also, use at-will powers to emphasis the "feel" of a class(class that casts spells, class that attacks in melee, and so on).
-Rebalance feats so they don't have more effect on your class than your class abilities and powers
If you remove all of these things, you have 3.5e. Your proposal removes 3 out of the 5 of them. If you make people use multiple stats, then it throws the math off. Throwing the math off makes all the monsters unbalanced. It removes the uniqueness of each class and makes everyone basic attack all the time.
It still does not touch that At-wills are limited sit in front of the TV brain dead attack that makes people turn off their creativity in favor of the designers creativity and only two tiny aspects of that.
I keep hearing that from people. I don't know what games you are playing where everyone is being super creative every round and their behavior is being rewarded by your DM. Plus, some people just aren't creative. I want them to play with me as well. But here's how my games from different editions went:
1/2e(they worked about the same):
DM: "Alright, I hate individual initiative. We go clockwise around the table. When I point at you, tell me what AC you hit and how much damage you do. There are 8 people in this group and I want this battle to be done this year."
P1: "I hit AC -2 for 10 damage"
DM: "Miss"
P2: "AC -5, 16 damage"
DM: "Good, next"
P3: "I don't want to waste my spells. This doesn't look that hard. I don't do anything."
DM: "Next"
P4: "Uhh, can I flip over the enemies head and surprise him with an attack from behind?"
DM: "No, you don't have that ability"
P4: "Come on"
DM: "Fine, Make a Dex check"
P4: "I failed by 2"
DM: "You fall on your head and take...14 damage and are laying on the ground. Next"
P5: "AC -6 for 17 damage"
DM: "The enemy dies"
P5: "Hah, shows you for trying to flip over someone's head. My attack killed him. You took 14 damage"
3e:
P1: "I move into melee with him, I attack. I hit AC 22 for 15 damage"
DM: "Alright, next"
P2: "I move into flank with him, I attack. I hit AC 25 for 13 damage"
P3: "I don't want to waste my spells. I think the melee guys have this, I delay"
...
(next round)
P1: "I full attack. First attack hits..."
P2: "I full attack. First attack hits..."
P3: "I delay again"
...
(next round)
P1: "Another full attack"
DM: "It dies"
P2: "Alright, I move to the next enemy and attack"
(This is leaving out a reminder every round by the cleric on what his 8 hour long buffs do every time someone attacks, since everyone forgets about them every round. It also leaves out the "5-ft step dance" that happens every round where the monster takes a 5 ft step then so does the Rogue and Fighter)
4e:
P1: "I move into melee with the enemy and then Cleave. I hit AC 19 for 12 damage and the minion over here takes 4 damage and dies"
P2: "I move, then use Deft Stike to move into the flank. I provoke.
DM: "He hits AC 19."
P2: "That would hit, but my Artful Dodger power makes my AC 20. I hit AC 22 for 25 damage"
P3: "I use a Magic Missile at caster looking one at the back. It'll be difficult for you guys to get around their frontliners to attack him. I hit Reflex 16 for 7 damage"
DM: "Enemy hits P1 and does 15 damage and Daze, save ends"
P4: "That's no good. We need you to be able to make OAs in order to protect the Rogue. I use Sacred Flame to give you a save"
Now, I don't think any of these descriptions is exactly "creative". However, out of all editions, I think 4e has the most "interesting" stuff going on. I've never understood why someone would think that basic attacking every round was somehow creative or interesting.
Stunts should be good, they should encourage to think creatively the game mechanics should encourage this. And they do. However if you are busy spamming two nifty mini-bonus powers your eyes will never open to that awesomeness.
I don't think that something out of the ordinary should be encouraged. Because when it is, then the out of the ordinary becomes the ordinary. I certainly don't want to make up rules on the fly for EACH person's turns for an entire combat. And every time someone tries something outside of the rules, that's what I have to do. I agree that page 42 makes this a lot easier. However, I still don't want to be using page 42 more often than I use the PHB.
I don't want the rules to encourage it either. Otherwise you end up with this:
Wizard: "I cut down the tapestry and let it fall on the enemy's head"
Fighter: "You have the ability to shoot magic out of your hands and you are cutting down a tapestry. Why?"
Wizard: "Because I'm going to do 2d6 damage from it falling on those 4 enemies and they aren't going to be able to attack anyone for at least a round as they have to try to break their way out of it. My Magic Missile is limited to 2d4+4 damage to one target and doesn't hinder them at all."
Fighter: "Why does anyone learn magic if tapestries can do so much damage?"
Wizard: "I'm not entirely sure. Been thinking of asking the DM to let me switch to Rogue. I can do more damage with Acrobatic Maneuvers and it's easier to blind people with bags of flour than it is with magic since the DM ruled that it was a Dex vs Ref attack to blind(save ends)."
Plus, improvised stunts are the bane of predictability in terms of encounter difficulty and strategy. It becomes nearly impossible as a player to figure out what you should do when you have nearly infinite options. If you reduce them to just 3 or 4, it becomes much easier.