Hmmm. Interesting point.
It's not that 4E-ism is bad, it's that it's not D&D.
Right, I mean, other people have pointed this out, you're totally NOT trolling for an edition war. You're just stating your opinion like it's fact because it's not and therefore you're right?
1) When I used to play Champions years ago (1E through 5E), nothing bad ever happened to the PCs as a general rule. They took a ton of STUN damage, but rarely took BODY damage. There were really no game mechanics for anything worse than BODY damage, so the PCs felt protected. Yes, they could and did lose fights, but nothing even close to temporary ever happened to them. This emulates the comic books quite closely in that superheroes as a general rule have problems in their personal lives, but they rarely have debilitating problems from combat itself (unless designed into the PC).
I've played Deadlands, probably the only TTRPG that really emphasizes "bad stuff happens to you! it's cool!" and frankly I loved it. At no point was I terrified for my life because I might lose a limb. Comic books are anything but safe, I don't know when the last time you read one was, but comic books haven't been safe for a good 30 years. Do the main-characters often come back from the dead? Sure they do. Is losing a limb common? No but it does happen.
2) When playing 1E and 2E, and somewhat with 3E, semi-permanent bad things could happen to PCs. PCs could lose ability score points. PCs could get level drained. PCs could get diseased or cursed or poisoned. The gaming environment, unlike the Champions world, felt more threatening and the PCs felt heroic, but not superheroic. PCs could walk into a burrow mound and the players knowing that undead in there could level drain their PCs were extremely apprehensive and cautious. It wasn't another simple encounter where powers were spammed, it was a careful search and quite frankly (like Sunday's superbowl), a bit nail biting where anything could happen.
So you basically set up encounters where normally powerful PCs would get level-drained into oblivion and then beat to death by zombies. This is why noone likes level-drain, it's obnoxious and really only utilized so that DM can laugh at the players.
3) 4E doesn't feel anything near 1E through 3E, hence, it doesn't feel like D&D, even though many of the terms are the same. It feels like Champions, not like D&D. The 4E game designers wanted to bring new and preferably young people into the game. A laudable goal, but the implementation was somewhat misguided. Very few bad things can happen to PCs because one of the design goals of 4E was to remove things that bugged some players in earlier versions of the game and add in shiny new things. Player entitlement (which I'll talk about later) was added to the game. There are many examples, but I'll give a few:
You know, honestly I've never played an edition where "bad things" happen to the PCs on a regular basis. Unless you rules-monkey it to make "bad things" cool such as Deadlands did(and the general western-dark-sci-fantasy-steampunk setting often does).
a) Level Drain, temporary and permanent. This was deemed bad, so it was removed. It was one of the most dreaded aspects of something bad that could happen to a PC, so it was removed.
It was also one of D&D's dumbest features. Nobody liked it. It was only ever used as a heavily punishing mechanic. I mean who wants to play for months and work hard to get to level 5, only to get hit with some permanent level drain and have to do it all over from lvl 3? I'm going to come out and say it: that just ain't fun.
b) Disarm. Obviously, PCs cannot fight without their absolute best magic stuff, so it too was removed.
Sarcasm, delicious. Disarm exists in 4e, though it's limited to certain powers now instead of being a general skill or feat.
c) Poison. It used to last beyond just a single encounter, now it can be gone by the very next round in many cases. Huh?
If you don't like the way the mechanics work, house-rule it to work otherwise. I don't know why people insist on acting like this is impossible in 4e. I did it all the time. ALL THE TIME. Not to mention poison as a mechanical feature does a solid 5-10 points of damage PER ROUND. If poison of that potency lasted, you could kill an entire party with it in under a day. Sure, let bad things happen to players. But wantonly killing your party just isn't fun.
d) Curses. These are not even part of the core rules. Mummy's Rot is called a curse, but it's a disease. There are a few minorly cursed magic items that eventually showed up, but for the most part, curses are mostly a no show in 4E. There is a Remove Affliction ritual, but it is hardly ever used.
Alright...you liked curses. I can't blame you, I liked curses too. Problem is they were incredibly complicated and took an awful lot of effort to deal with. This isn't a "don't have bad things happen to players", this is a "this was an obnoxious and overly-complex mechanic that few people utilized so we did away with it".
e) Grabs. Grabbing in 4E is, quite frankly, a bit of a joke. It doesn't really matter too much if many PCs are grabbed or not, most can still attack normally with no penalties and with any weapon. And grabs are really easy to get out of. The many tentacled monster is embarrassed as most PCs casually get out of its mighty grab, some of them spell casters and they didn't even need magic.
I pity the foo who thinks he can't houserule. No really, USE IT. Just because the box says A doesn't mean you can't do Z. Don't like that PCs can attack while grabbed? House-rule it so they can't. Don't like the fact that this particular TYPE of grab wasn't included in the game? Well oh well, that doesn't mean the game isn't D&D, it just mean you didn't like it. Your opinion is not a fact.
f) Fear, confusion, insanity, polymorph, and petrification almost never occur in 4E. If someone is feared, they shake it off in a round or two and the main result of fear is a little bit of forced movement. The 3E versions of Shakened and Feared are watered down to practically nothing.
I'm not sure what version of D&D you're really getting at here as being the "true" D&D, and I'll admit I've never played anything before 3.x, but in my experience, these things rarely lasted longer unless they were done by some incredibly dangerous high-level monster.
g) In earlier versions, some bad things that happened to PC lasted for days or weeks and sometimes even months. Now, many bad things like poison are shaken off in a round or two. Bad things in earlier versions required powerful magic to counteract them. Even diseases can be negated by 4E PCs, often with a single extended rest.
"So I want a system that makes my players suck for extended periods of time." That's really what you're saying. These things were removed because they were annoying and un-fun.
h) Maneuvers. PC maneuvers were rolled into the powers. I cannot trip a foe just because humans in real life can trip, instead, I need a power that knocks the foe down.
Honestly in all the non-4e games I've ever played, I've seen people use trip oh...about twice. If players aren't using a feature enough to warrant it's continued existence, there's really no need to keep it.
a) Let's start off with hit points. Any PC can recover all of his or her hit points without any magic at all during a short rest.
NO. They can only do so during an extended rest. They can recover SOME hit-points during a "short rest" through burning healing surges, but they won't get those back until they take an extended rest. It makes them more vulnerable in the next fight if they do this as you can ONLY be healed though the use of healing surges.
Honestly if you don't actually know how 4e works, please don't complain about it.
They can also self heal during combat and sometimes even if the PC is unconscious.
Assuming a 4e character is not stupid high, the only "self heal" a player has is "Second Wind", or an ability that allows them to use a healing surge. Times when an unconscious PC can heal are limited to rolling a nat20 on a death-saving throw.
Physical damage is gone from the game and has been replaced with the equivalent of Champions STUN. This is a level of entitlement, not asked for by players, but handed out by the 4E design team. Now, it's a major part of our D&D gaming community. Pro-4E proponents get very defensive about this, but even this core portion of the game system has been nerfed.
It isn't anything like that. You clearly lack knowledge of the 4e system.
b) Powers. The game designers even called them powers, just like out of any comic book or Champions-like RPG. They could have called them abilities or something else, but they called them powers. Could they have been any more blatant about it? In Champions, players spam a few superpowers over and over again in combat. In 4E, players spama few powers over and over again in combat. In many ways, 4E feels closer to Champions than it does D&D.
Oh no! They're called freedom fries instead of french fries! Whatever shall we do?!
c) Balance. While balance is a laudable goal, 4E took it out of the realm of mostly differing game mechanics for different classes and into the world of cookie cutter everyone seems the same. Everyone has their powers, everyone has the same number and levels of powers (until Essentials), and the designers tried to make the powers balanced with regard to how often they could be used. Balance became one of the new gods of 4E to the exclusion of much of what makes D&D, D&D.
This reeks of the same garbage I hear on MMO forums whenever anyone tries to balance out caster classes. "Oh no, I have to actually fight fair! But I shouldn't have to play by the rules!" Really this just shows you ignorance of 4e. Having the same number and same relative scale of powers hardly makes for cookie-cutter builds. Wizards just realized what everyone know about abilities, spells, and such from earlier editions: 90% of them were absolutely useless in most situations.
d) Effects. Many effects that were D&D-like (fear, confusion, polymorph) were replaced by things like Forced Movement that most PCs have access to. Also, effects are handed out like candy so much that every encounter has multiple effects on the board on nearly every round (with the extra bookkeeping that this resulted in).
What's that, everyone gets to do fun things instead of only one class? QQ moar plz. I feed on your tears. You complain that they remove effects, then complain that they're used too often? Make up your mind. This stinks heavily of "I don't like 4e so it isn't D&D!!!!" once again: your opinion is NOT FACT.
e) Action Points. Darn, I rolled bad. Let me try that again. Again, a level of entitlement was handed to the players on a silver platter.
You get 1 action point per extended rest and they can only be used once per encounter. It does not magically make you hit, it lets you TRY AGAIN. You clearly have no idea how 4e actually works and are just badmouthing what you've heard other people say 'cause you think you're "too cool" for a new edition.
Getting on the entitlement issue
An issue that doesn't exist. The only entitlement in this room is YOU, who wants to run around claiming that only YOU know what is or is not D&D.
4E is SO different from earlier versions of the game that players in droves fled back to 3.5, to Pathfinder, and to other game systems. 4E backfired on WotC in many ways. Yes, it did also bring in new players, but at a cost. Many players of D&D did see issues with 3E that needed correcting, but they didn't want a game of superheros with powers flung around the board like monkeys throwing poo where they would have to do a lot of bookkeeping of the vast plethora of superpower effects on a grid where the game is nearly impossible to play without the grid and without the bookkeeping.
replace everything you said about 4e and use 3.x instead. You know how many people said that? A whole bloody lot.
And putting one's head in the sand and denying that D&D 4E no longer feels like D&D for many players doesn't change the fact that 5E is attempting to bring D&D feel back to D&D. It's such a major issue for such a large portion of the D&D community that the game designers even see where they foobared.
Calling me an ignorant idiot does not in any way improve your pathetic argument.
So, it's not that the players of 4E are playing the game wrong, it's that WotC turned D&D in a superhero game with a lot of heavy duty PC protection and entitlement built directly into the game system. It's not that the game system isn't gritty, it's that it cannot even be slightly gritty without house rules.
You mean, sometimes a Gm has to think outside the box and do things their own way? Well who's talking about entitlement now?
And btw, this is not an attempt at an edition war. It's an attempt to explain why the entitlement and superhero type of terminology has entered our D&D gaming culture concerning 4E. It's a matter of lack of D&D feel to the game.
Except it is. It bold-faced is and you know it. You're just trying to hide it behind "Well, you're not doing it wrong, Wizards did it wrong." When the truth of the matter is you have NO CLUE how 4e works.