But most of the changes they made are two-edged...and this was them being conservative.So what? Back in, oh, 2000, there was this company that radically redesigned the most popular RPG ever. Many people said that it was no longer the game they knew... oh wait, that's D&D and Wizards.
For example...I remember one of the designers of NWN complaining that skills didn't map to levels any more, so it was difficult to predict how tough to make an open lock CR on a chest. Feats and skills have encumbered NPC character creation to such a degree that computer utilities were even recommended by one of the designers. New players needed reference to a site called ENWorld in order to make sense of an arcane new set of rules involving "attacks of opportunity" and "move-equivalent actions" that arguably slowed the game down more and caused more conflict than they were worth. The core monster tome was given a questionable selection of critters because rules needs were put before whether the monster concepts were any good. And the rules were more tightly integrated than ever before, and therefore the least easily customisable ruleset D&D had ever had.
The designers have said more than once that if they'd known it would be so well received, they'd have changed more. After seeing the encumberance on the game of what did get through, and the misfires for rules additions that are the psionics and epic rulesets, I'm not certain that WotC "taking the gloves off" is going to be a good thing. That conservatism might have done more for them than you or they acknowledge.
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