In fairness, the way players at the time responded, their condescension wasn't unwarranted. People did, in fact, cheer at the announced removal of Vancian spellcasting at one point.
"We've moved on from these things that cause problems and trip up the offered gameplay experience" isn't a snooty message when your players cheer on the "sacred barbecue."
These were for others just things that people enjoyed. You kind of prove my point.
What's this fascination with level drain (and ability drain for that matter) anyway? You're not the only person I see lamenting the lack of this mechanic. What's so great about it? It feels like such a gamist concept to me because a level is just a game mechanic. What even IS a 'Level Drain' in universe? And why couldn't we just represent that in-universe effect with a more streamlined mechanic that doesn't involve recalculating tons of naughty word? Same for ability drain.
Sorry to burst this bubble but the level is not really THAT gamist. People gain hit dice, which has an in-universe effect, which is mostly resilience and power, a closeness to the divine if you will. A greater vigor and vital force. Etc
Level drain is brilliant because it perfectly represent the vital force draining ability that undead have. Additionally, since levels are very important for the
player, a level draining monster instills a true sense of dread that is well justified in-universe and at the table. Is an absolutely great mechanic that ties universe and gameplay.
And I found the same with much of the adventuring rules that are out there compared to AD&D, 3e, and 5e. The 4e ones always seem more fixated on encounter-level involvement than other editions. But that's 4e's particular myopia - it's THE edition focused most tightly on providing a particular combat encounter experience.
I think this nails it perfectly, and also nails the "blindspot" many 4e supporters have in the thread. The overall considering not important stuff people cared about and then dismissing their concerns, and THEN get mad they didn't join 4ed and accusing people of not "getting it" or the PH1 being "bad at presenting the game" or something. Which is offensive toward the 4e designers if you think about it.
That's a good point I'd never quite verbalized before. You can see this focus just in the fact that 4e has Encounter based recharge powers and 5e has Short Rest based recharge powers. We can quibble over the ideal length of a Short Rest, or point out that they're functionally fairly similar to each other, but the difference in how the two measure time is telling.
Point being, there is an abyss of difference between a per-encounter mechanic and a short rest one because a short rest is way easier to identify in-universe. Say you fight 3 orcs for 4 rounds, then 5 rounds nothing happen, then 6 goblins arrive. In 5e we know there is no short rest, there is no time. In 4e, is that a different encounter? If yes, would have been that different if the goblins arrived in the last minute of the orc fight? If so, what happened? What if there was only one round of rest, would that count as encounter separator? If that is enough to rest, would taking a breath during the figtht allow me to recharge my encounter powers? After all, I can Second Wind. And so on. Dissociated mechanic.
neither of these are the reasons why 4e failed, they did not help, sure, but 4e failed because of the 4e rules and how they were written. It was not a good game that failed due to circumstances outside of its control, it primarily failed because it did not deliver what people wanted from D&D.
In fact, many factors point to the fact that during a crisis cheaper goods sell better.
Yep. That's the core problem of modern, WotC-era D&D. In TSR-era D&D combat was deadly and best avoided. WotC centered combat in all of their editions but, as a result, could not make it deadly. Which they didn't figure out until after 3X.
3.X was infamous for a quick death due to a SoD spell or a greataxe crit. Or some stone-turning effect. Or level drain stacked up. More combat centric for sure, but call the combat not deadly seems odd to me.
After seeing the 3.5e stat blocks of Kyuss and Demogorgon in Dragon Magazine, I can understand the impulse to cut things down. Overcompensating seems to be the right description.
Those are end-game monsters. Monsters that both the DM and the players "earn" as a culmination of a long journey. 1st level encounters don't have such stat block.