Cadfan said:Yes. This is a perfect analogy. The REAL game of D&D is about skill point allocation for monsters. If that's already done for you, or there's no difficulty or challenge in doing that, you might as well not even play. D&D is about meticulous DM prep work. The game itself, you know, the part with the players? You remember those guys, they're the real people without statblocks? Pointless. Don't know why I bother.
If you'll excuse me, I have to go refine salt from seawater and grind wheat into flour so that I can bake bread, which I will then throw away.
Have you tried diceless roleplaying? Sounds like it's what you're looking for. (And a lot of other people posting on this thread. I mean, if you don't LIKE high-crunch systems, why play D&D? It's hardly the only game out there. )
The player/GM dynamic is pretty much system-independant; it feels the same in every game I've played, and I've played a LOT. It's rote by this point.
I enjoy building things for games. Sue me. I should show you my Traveller notebooks from college.

From what I can tell, though, the "unit of interest" in 4e isn't the monster, it's the encounter. An individual 4e monster doesn't have enough fiddly bits, in and of itself, to interest me. But if you consider that a monster is now 1/5th of an encounter (usually), then the total level of customization for *the entire encounter* is enough to look like it might be fun to play with. I can see a lot of fun in setting up the complex interactions and synergies of an entire encounter 'group', fiddling with swapping in an elite for two normals, or adding in minions, etc. Solo creatures (which I don't think we've seen yet) should be pretty rare beasts.