Fallen Seraph said:
"Take the Indiana Jones movies. That would be a in my eyes a very good inspiration for D&D. You have a smart hero who do not posses any superpowers yet still manages to be heroic by taking calculated risks when exploring dungeons or stopping BBEGs from aquiring artifacts."
Thing is though with Indiana Jones, if he rolled a one while running any of the dungeon gambit in Raiders he would be dead. In 4e, there is a better chance to survive a trap as well as more variety in getting passed them, that scene would be a amazing thing to recreate using a combination of chase-mechanics and the trap-combat system.
But Indiana Jones, in all the movies, never gets the equivalent of a rolled 1 that ends his life. Does this imply he is just "lucky", or that the (not actually existing, but let's pretend it does) rules contain enough wiggle room so that there is no single "1" that can lead to certain death?
The dangerous traps in Indiana Jones make us believe that they should be modelled as "save or die" traps in D&D, but the fact Indy never fails any of his saves and checks (and dying from it) could also indicate that they actually are not, and are better modelled by a different, more forgiving mechanic.
Off course, a movie character isn't really following any game rules, but if there were some, they would certainly be giving several options to avoid dying (at least if you're the hero, and we're not talking about some dark tragedy where everybody dies and never achieves his goals)
The question is what does the game aim to model, which story does it tell? Does it model situations in where you survive if you're lucky, and die if not? Or does it model situations in where you will probably survive, unless you make too many or too big errors?
4E leans to the latter. That's exactly what I want. But people that have grown up with (or in?) Tome of Horrors and the previous D&D editions might have different expectations (and prefer them, too.)