You know, this really doesn't say anything.
It is like saying that baseball puts the fun up front and center, and basketball is hung up on bouncing a ball and throwing it through a hoop. Therefore, baseball is more focused on fun than basketball.
Obviously, 4E touches on *something* that is more fun *to you*. But without providing any data whatsoever on what constitutes "fun", you haven't made a complete statement.
That's a great response to what I posted, thanks. Let me elaborate:
What I mean is that I really like the mechanics of 4e, even if I can see why people have problems justifying them in terms of description.
A good example is the Come and Get It Power. I totally understand why people dislike the idea that a Fighter can just pull people next to him without having to make a roll, particularly if they are, say, a huge Dragon or Beholder, or Vecna or something. I get that.
On the other hand, as a mechanical power, it utterly rocks. It makes the Fighter feel like a total bad-ass, it feels great as a player and I love the concept.
That's what I'm talking about when I say the fun is up front and centre, and the fluff and description comes afterwards.
Other things I like:
Daily/encounter/at-will powers for all classes. Puts everyone on an equal footing and gives everyone options all the time.
Minions & eiltes. Really helps differentiate monsters from each other.
Monsters aren't the same as characters.
Warlock pacts - love the idea, but need to spend some more time developing the in-game details with my Warlock player.
Character roles - it's brilliant as a DM to know that a certain mix of characters will "work" as a party, even if it's not immediately obvious how.
Monster roles - makes plotting encounters easy.
Character builder - hours of fun.
Healing surges & milestones - help the character to continue to adventure