They won't leave you to do that in the first place, thus the reason they have opportunity attacks. If this is how you justify tumble, then so be it.
And very often they miss those attack, thanks to stuff like Artful Dodgers AC bonus vs OAs, or Mobility. Or just because you are that damn dextrous. (What do you think you get that Dex bonus to AC for? Standing still?)
I know, you don't like it, but there are many ways to achieve the same result. A Rogue that doesn't want to be hit thanks to his tumbling will have Tumble, be an Artful Dodger, and enjoy his Dex Bonus to AC. All 3 achieve the same in-game result - the enemy has a hard time hitting the Rogue.
This is what you're not understanding. Yes, I can do that. But it is artificial.
Me, I immerse myself in DMing. I think of the enemy as intelligent and I think of them as acting in an intelligent group of creatures. That means giving the players no rest once the fight is set off.
I don't get all these recommendations just to handwave or create artificial encounters that "simulate" what I want to do.
This is in essence the problem I have with 4E. That everything is simulated, artificial, and a bunch of handwaving. It takes me out of the game.
Telling me to design an encounter from a metagame standpoint to simulate what I want to do isn't going to make me feel better. Why do you think that it is?
My biggest problem with 4E is all the handwaving and assumption you are talking about. Did I not convey well enough that I want things to work and work all the time?
For example, let's say I have a recurring villain who has fought the character before in the same adventure. In your example for Tumble, then why wouldn't he be able to stop me from tumbling again since he knows I will do it? But he can't because I can do it once per encounter regardless of what the other characters do.
Just because you met someone before doesn't mean you can negate all his combat tricks. The Villain in question might adapt differently- he will not rely on hitting you OAs (assuming he had a in-gameworld concept of it). He might instead catch you with a net or immobilize you with magic, knowing that this negates a lot of your abilities.
So why wouldn't I be able to do it all the time? what about against a stupid undead zombie who wouldn't have the intelligence to stop me from tumbling all around. Do I need contrive a different excuse for such dumb creatures as to why I can't tumble more than once every five minutes?
Sometimes it's not enough to trick the monster. You can't break the world record on 100m every time.
As a DM that truly likes to immerse myself into the monsters I play to the point where I alter my voice around the table and think about the personality of the creature, that recharge roll is a big old immersion destroyer.
More so then counting the seconds (rounds) between recharges? Think about what's different here - 1d4+1 x 6 seconds is a very specific way to describe a "recharge" time. How do you calculate this into your role-playing or immersing yourself into the Dragon? Does he count these rounds in his head? Does he know beforehand that he will be able to breath in that time?
The fact that a monster won't do his job as controller or leader because he was unlucky on the recharge roll doesn't sit well with me. Never will.
What if he is unable to do his job as controller or leader because he keeps rolling bad on his attacks?
I was told to use this excuse for 3E as well.
I could use it. And it would be funny as heck to run a lvl 30 Archmage wizard and wonder why he couldn't level lvl 6 Skirmishers with his "awsome" power.
Even a high level wizard only gets 2d6 for his scorching blast. Levels may make a significant different for defenses, but damage is so depressed in 4E that his damage boost wouldn't be all that much save perhaps when he critted.
But your DM wouldn't send you level 6 Skirmishers. They are not appropriate challenges for you. He would send you level 26 Minions. And you'd kill them easily.
If a Jedi doesn't play like a Jedi, I wouldn't like that game either. Jedi are the strongest in the game bar none, whether it is a 30 lvl jedi versus a 30 lvl smuggler. If the game doesn't have that feel, I wouldn't play. Thus why I never played Star Wars the MMORPG or RPG. I want my games to feel like storybooks, not egalitarian environments where we can all be equal.
I always hated those Starwars Games (basically every SW game before Saga) that made Jedi uber.
Once again you are bringing up the artificial nature of 4E. That is what I was getting at. It is all artificial, a bunch of smoke and mirrors. That lvl 20 demon minion you are fighting isn't really powerful, he just a puffed up smoke and mirror creature for the DM to throw at you.
You want to know what phrase comes up in my mind for 4E over and over again, one that keeps getting confirmed arguments like the one you used above.
"All style, no substance."
That is 4E in a nutshell. It looks great on the suface, but dig a little deeper and you find fluffy cotton in your monsters and balloons filled with air that pop when when you hit with them a +6 greatsword or poke with a finger.
It is always all smokes and mirrors. There is neither real magic, nor do d20 resolution rolls, levels or hit points represent anything meaningful in the real world. Sure, we say there are "abstractions", but we can say that about every game element!
The "simulating" smokes of mirrors appeal to some, but they are still smokes and mirrors. And sometimes, they are also hoops you have to jump through to get to the point where you have fun or the actual game experience you want.
But I don't want to repeat myself:
http://www.enworld.org/forum/showpost.php?p=4442798&postcount=48
Ultimately, yes, I know what you are talking about. But I think there are also some serious flaws to the simulation approach, and if you focus on it too much, you lessen the game experience.
Especially once we are discussing about stuff like "suspension of disbelief". Is suspending my disbelief to let those smokes and mirrors work on me mentally harder for me to do then consistently going through all the tedious work of the simulation that bogs down game speed, that keeps me thinking about game math instead of story, or sometimes needs fudging to get to the real story I wanted to tell or experience?
Isn't it more sensible to just tighten (or loosen?) your 'disbelief suspenders' and go with the smokes and mirrors?
Or does that make me a lesser person, a lazy role-player, no longer true to the cause of RPGs?
I get meaningful character choices. I can tell and experience a story line. I kill monsters and take their stuff. I get exciting combat. What am I
really missing with the smokes and mirrors?
True enough. But no, I don't think there is anything wrong with games that aren't perfectly balanced.
I think that there is something wrong with such
games. Imbalance means inherent unfairness, and I do not think that is a feature of games, it's a bug. I
might accept imbalances if the game system tells me: "You can play a Fighter, which can be fun, but the Wizard will eventually be far more powerful than you". but that alone isn't really enough. It needs to give me more. Maybe if I, as the player, get more narrative control - maybe I am allowed to not only play a Fighter, but also two of his allies, or I can make up some NPCs that help the party, then it might get "fairer" in some sense.
But ultimiately, that's still just striving for balance, and it is a very unstable kind of balance...