Why would a narrative RPG help with understanding fighter daily powers?
So Korgoth, are you saying that the difference for you simply comes down to how they are asking you to buy the product? Where before you felt slighted or ignored now you feel honored and noticed, so you'll buy the stuff?
That's definitely part of it.
It's not the whole of it... for example, I finally found someone who runs 4E in a way that makes it an enjoyable game for me. So now I know that's even possible. And I like some of the decisions they're making with Essentials, and I like the format, etc.
But I don't like to give my "fun money" to people who appear to hold me in contempt. As with many things in life, sometimes it all just comes down to how nicely you ask.
To put it another way, if Essentials is really drawing back lapsed players that didn't want to play 4E then WotC has successfully pulled the wool over said peoples' eyes.
I think that part of the formatting is the integration of the flavor- and I think that has a LOT to do with the game having a different tone really.
For many, without that flavor the game just feels like a bunch of numbers, and geared towards combat, and those numbers. Adding a bit more flavor, makes the books "can readable," and gets more people's imagination going about the game.
Added to this is how they've also integrated the flavor into the rest of the rules as well- which helps explain how say, a power fits into the world, and not just the game.
My point was that WotC gambled that lapsed players - both disgruntled 3.xists and Gen X Target-shopping dads who haven't played since the 80s - might be attracted to the Red Box and pick it up on a whim. We shall see if this worked.
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2) Martial characters without daily (and encounter?) powers.

Well, I always understood what the concept was. Although, I admit that it seemed like a pain to constantly have to reprepare spells. But we bought the line at the time that it was the balancing factor. It wasn't until a couple of years after 3e came out that I starting realizing that it wasn't really a balancing factor at all.You know... when I was young (8) and playing AD&D, I was always unhappy with daily spells, and how magic worked. Re-memorizing spells every morning... bah! It was one of many reasons why I looked at other game systems.
It made no sense to me. So... adding more of it (Martial Dailies) wasn't a leap for me.
And I agree. That's how I think of it as well. I can easily divorce the rules of the game from what actually happens in the game, however. I've realized due to some discussions here that is not the case for everyone.I prefer to think of the powers, in kind of a retro coolness fashion. i.e. I attacked, and THIS happened. Cool! There is no doubt that the fights 4e are cinematic and oozing with fun.
I do feel that there are other issues with 4e that players of previous editions will have problems with, and are simply being side stepped for now. For instance, combat is re-calibrated for 5 on 5, there is less 'realism' in 4e, etc. The expectation of magic augmentation. All of that stuff is still a leap... for them.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.