GnomeWorks said:
Everybody just feels the same. Every power (for the most part) deals damage; most have a side-effect. Your turn is pretty much always going to be "use power, maybe move, maybe sustain something."
This was different in 3e how?
3e: "I move, I take a standard action to attack (attack being cast a spell or use a weapon)." Combat spells did damage, non combat (read: Utility or ritual spells) spells were used out of combat, or before combat to buff.
You're right, there's no subsystems. All classes
follow the same general rules. But they are not mechanically the same, they can do
different things. Rogues are far, far more mobile than Fighters or Paladins, and do more damage than wizards. Warlords move people around or grant them extra attacks, and can heal and attack in the same round. Wizards attack a lot of people in an area, and are the king of status effects.
I don't understand how that
isn't different. If it's merely a matter that "Well, there's no complexity and subsystems", well I don't know what to tell you. I personally feel that's a
boon because now you don't have people using three different subsystems in the same party, and the DM doesn't have to juggle three mini-rulesets.
You want complexity? Get on the battlemap and apply tactics. What works with those orcs isn't going to work with those kobolds, who can make 5' steps twice, which won't work against the next group of monsters.