4e: coming back from the dead is automatic (I think) and costs ... what, other than some money*?
A debuff for a while. But point generally accurate.
A noticeable change for me from 3e to 4e was the feel that a computer could "run" the encounter. All game effects are specifically defined so as a computer could judge exactly what would happen.
Really? I find the monsters require far more intelligence to manage things like marks and defender auras than they ever did in 3e. And that's supported by the way that there are published computer games for every recent edition of D&D
except fourth.
You missed what is probably the biggest defining "difference" moments in D&D - what set 2e, 3e, and 4e all down the path they're on now. Someone else mentioned it, but it's worth examining further.
"Gold no longer gives 3x experience."
Boom. Suddenly the game isn't about collecting or stealing loot and gold. Wanna know where the whole "D&D is only about combat" thing got started? It wasn't 4e. It was here.
Absolutely!
And thus the fact that I ran a 4 hour session with one encounter in 4E makes sense, everything else was roleplaying.
I'll see you that and raise you two successive four hour sessions with an encounter between them

And IMO the best parts of 3e and 1e on the character sheet to support this.
This - balance was NEVER an issue prior to 3e.
Balderdash! I've heard very experienced DMs complaining that they could either challenge the min-maxer or the rest of the party in 2e games.
One of the things I love about 4E is how seldom the party looks to the wizard and cleric expecting them to solve all their problems. It happened far too much in 3.x
Yup! Where a choice you have is the choice whether to use an "I Win" button, it makes all other choices meaningless.
Well, and here is an interesting thing often overlooked about older editions. Just because there weren't rules for some combat manuver did not mean it didn't happen.
Indeed. It happened despite the rules rather than supported by them. It was clunky, messy, and different at different tables. But it happened. This is not to the credit of the system.
In which case then, either you weren't trying very hard as a player (utilizing your own magic where necessary - and not needing a thousand wizard buffs either) or your DM was giving no consideration to what your character-build was trying to do. I found this type of fighter a lot of fun to play. YMOV.
Some did. The thing is that the druid's animal companion could have replaced the fighter (if you somehow made it humanoid) and contributed the same things to the party.
Initially for me, it went way beyond roll a d20 and roll high. I'm talking about every class using the same at will/encounter/daily mechanic;
Now gone.
everyone who gets "poisoned" has the same chance of recovering from it regardless of anything (level, con, expertise etc.),
Depends on the poison. And the build. Most combat poisons need to overcome the fortitude defence - meaning that they have a much harder time affecting wizards than fighters. And the barbarian in my current campaign has 5 points of poison resistance due to a feat. It's not often useful but has really saved her neck from spiderlings.
all the different character's fort/reflex/will were basically the same three numbers shifted around depending upon not very much.
You mean they had similar numbers?
They were a generic character first,
A humanoid.
playing a role second and then third was their class which determined the particular flavour of their role.
A throwback to the 2e structure and subclasses. Hell, it was fighter/cleric/rogue/wizard there.
I will second that. I'm looking at my AD&D Monstrous Manual at the moment. Each page is completely dedicated to an individual monster. Just under 1/2 of the top of each page includes a stat block and a picture (both taking up the same amount of space). Every monster has a section on Habitat / Society and Ecology which takes up roughly 1/2 of the text area on the page. Combat is about 1/4 of that text area and the remaining quarter is descriptive text that includes what amount to roleplaying tips and physical descriptions.
Open any 3e monster manual and you're lucky to see a paragraph on physical description along with maybe very brief notes about the creature outside of combat. The biggest section is the "Combat" section and for many monster, the stat blocks are much larger than the flavor text.
The weird ones are the 4e monster manuals - largely statblock, but the statblock is far more evocative than the 3e one. It might not tell me about the monster's lair and habitat - but that's gameworld specific anyway. But what it tells me is how the monsters organise themselves, how they move, and how they think. With the light fluff text giving me the monster's common motivations and the picture being worth a thousand words on appearance. Completely different from the 2e ones and much more of an acquired taste.
That's like claiming that receivers suck because they need the quarterback to throw them the ball. Or that pair skaters suck because they need a partner in order to compete.
No. It's closer to the magician's assistant and the magician - or at least the relationship displayed on stage. The magician does the whole thing and the assistant is there to make the magician look good - but could be trivially replaced by another assistant or even a trained magician. Whereas the magician could only be replaced by another magician.