AbdulAlhazred
Legend
That's a dodge and a cop out.
I was able to make exciting battles with every previous edition of D&D as well. 4e did nothing to make that MORE possible, it just made the grind longer and shifted the importance of the game to combat.
Well, all I can say is it was vastly easier for me to set things up using 4e. If a fight used enough XP to be a level 5 fight then it was pretty much as advertised (a fairly easy but non-trivial challenge to a level 5 party, and a huge challenge to a level 1 party). The monster roles, the encounter templates, the terrain powers, traps, and terrain features all worked well. Skills and even Skill Challenges could be added into a fight in a cool and interesting way. Best of all, you only needed to set a DC for anything and it was ready to go. If someone wanted to collapse the mine shaft, great! I don't think that's a 'cop out' at all. I ran AD&D for years. While I don't think it was monumentally difficult to make a variety of encounters it was QUITE hard to make many others that are relatively trivial with 4e.
Nor do I have real 'grind' problems. Again, grind IME of running 4e a lot since it came out is that a fight that becomes grindy has a flaw. For instance I set up a fight where the party would enter into a big cavern that had some glowing fungi here and there providing a little light. Somewhere inside was an owlbear. I made the mistake of giving it a little side passage to lurk in, with no back exit. Sure as can be the party comes barging in, sees the side passage, and makes a beeline for it. The owlbear is stuck back there trying to bullrush its way out, and the characters are all around slugging on it. That got boggy and went several rounds without much really exciting happening, though the end of the fight was pretty tense with the owlbear ALMOST killing a couple PCs it wasn't a prize encounter. Live and learn. Its OK to have a minor combatant stuck back there in a blind ally, like a lurker or something, but next time I put a big monster in a tight space like that I'll provide an escape route or something else. The situation was just a bit too static.
[MENTION=42582]pemerton[/MENTION] I think the one area where you need to be careful is in terms of players that are not so invested in the story. Often they will try to do the most advantageous thing numerically vs the most dramatically appropriate. So for instance the fighter that will always try to push the huge monsters off the bridge or whatever even when he's got no idea of a way to do it just because there's no specific penalty. 3e fixes that with a fat penalty. IMHO the best way to do it in 4e is to just create serious consequences. "OK, you failed, the giant boots YOU off the cliff!" or something like that (that might be a bit heavy-handed). Fail forward will turn that into "the fighter is always living on the hairy edge, he's crazy" instead of "that guy is a munchkin", at least hopefully. I have some players that are competitive and like to 'win' but they like to RP too, so it hasn't been a major problem. Of course AD&D would generate a different set of issues, you'd get the "McGyver" types and such that would try to gain some big bonus in every situation.