And yet... much of what is in D&DN is directly because of things enjoyed in 4E.
Fighters have Maneuvers. Combat abilities they can use during fights that are more than just attack/damage. Directly a result of 4E exploits.
Hit dice? Directly a result of 4E healing surges.
At-will spells? Directly a result of 4E casting.
But of course... we also have a lot of 4Eisms that we need to remember just haven't been created YET... not that they aren't going to be in AT ALL. Like all the tactical miniatures gridded play? Not yet implemented (but pretty easy to see how it can and will be).
The reason why 4E players have not seen "their game" yet is quite simple-- "their game" ISN'T. Isn't simple. At all. It's the most tactically complex combat system (with miniatures and grids and movement etc. etc.) that D&D had ever seen. So why the heck would any of you think any of that stuff would appear in the beginning / first half of the playtest? You've all been waiting for advanced modules to show up before the basic and standard modules have even been completed. That's just silly.
Why not take the reasonable approach and think to yourself that perhaps it might be... oh, I don't know... after all the races and classes get finished before you might start seeing some of the advanced modules start to show up for testing? Call me crazy... but wanting a playable replica of 4E before we've even got the stupid RANGER to playtest is kinda putting the cart before the horse, don'tcha think?
This is a very salient point, DEFCON, at least as far as the playtest itself is concerned.
I think there's two parallel conversations going on in the thread at the moment: 1) what, exactly,
should Mearls be trying to communicate in his L&L articles about the design process of 5e, and 2) how much of what he
actually is communicating has relevance to the current state of the 5e rules? To be honest, I think Mike would do well to address those questions at some point as plainly as he can. It would help us, his prospective customers, to feel a greater sense of engagement. My post earlier in this thread was merely commenting on why his articles have been getting criticism. It had no bearing on what's in the current playtest, other than to express skepticism about just how much of Mearl's comments can be applied to 5e gameplay. I followed much of the 4e pre-release commentary, and most of it ended up being "cheerleading" for the changes ("It's great! You'll like it! We've fixed sooooo many of your problems with this!").
I haven't even looked at a playtest packet since the October one, since I realized that my group had no interest in playtesting at that point, and I had no interest in trying to parse through the rules updates until I had a more coherent vision of the whole. In the vein of DEFCON's comment, I'd like to see a playtest with the "BIG 8" classes all in the same place (Fighter, Rogue, Wizard, Cleric, Barbarian, Ranger, Bard, Monk OR Paladin) before really making any "definitive" (as definitive as can be with an "alpha" product) conclusions about the direction of 5e.