Neonchameleon
Legend
That's a good thing for me! That's what great sci-fi is all about -- imagining how technology transforms society. Most D&D did a bad job of it, but the potential was there and it could be fun to explore.
It could be. But that only gives you an extremely limited number of worlds. In fact the only published one I can think of that did that was Eberron. Many of the other D&D worlds (Dark Sun and Planescape being obvious cases) really had to fight hard against the ruleset.
How does 4E handle this -- because it seems to me, and correct me if I'm wrong -- that spells only work in a certain way in the heat of combat, and then are either undefined or don't work at all outside of combat, which still leaves the DMs and players at loss to figure out how that fits into worldbuilding.
Saying spells only work a certain way in the heat of combat to me says about as much as saying guns only work a certain way in the heat of combat. Which is true - and most RPG stats cover guns for combat purposes. The spells that aren't barely controlled displays of raw magical force, designed to be set off in only a few seconds and allowing the wizard to keep an eye on the people trying to stab him are mostly rituals. Rituals take a minute or more to cast, some financial cost as well, and are open to anyone with the right feat (which certain classes like Wizards get for free). It's normally the dribbly candles and incense approach and it's entirely possible for the party fighter to be as good at rituals as the party wizard (unlikely, but possible).
And rituals can be brought into world building without being as overwhelming as 3e magic.