4e is, in fact, all about synergistic effects. Monsters with terrain that favors them. PCs who synergize well with other PCs in the party, or between their abilities.
If it weren't for synergistic effects, it would be a nerf to take power swap feats, or go hybrid, etc. The GM's role as gatekeeper and referee is important (particularly for arguable "infinities until the GMs slaps you," like the Arrdent's "wormhole plunge"), but it's also important that players be able to do stuff like lasting frost+wintertouched in order to build effective characters.
D&D4 (all versions of D&D, but 4e moreso) is as much as miniatures combat game as it is a roleplaying game, and both parts of this are important--if you're just interested in the roleplaying and story, you're better off using a system like Prime Time Adventure or FATE or Over the Edge, which are all about the story (and I do--when I don't want to let off steam by hitting things really hard
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If it weren't for synergistic effects, it would be a nerf to take power swap feats, or go hybrid, etc. The GM's role as gatekeeper and referee is important (particularly for arguable "infinities until the GMs slaps you," like the Arrdent's "wormhole plunge"), but it's also important that players be able to do stuff like lasting frost+wintertouched in order to build effective characters.
D&D4 (all versions of D&D, but 4e moreso) is as much as miniatures combat game as it is a roleplaying game, and both parts of this are important--if you're just interested in the roleplaying and story, you're better off using a system like Prime Time Adventure or FATE or Over the Edge, which are all about the story (and I do--when I don't want to let off steam by hitting things really hard
