4e has, for better or worse, given a lot more narrative control to each individual player, at least in the context of combat.
One method, which Wik seems to look on in disfavor, is to provide quite a few immediate interrupt/reaction powers - If x happens then my character can do y (and in the case of interrupts often actually negate x). This allows for players to play the "oh no you don't" card which is quite jarring for DMs that are not used to it (at least it was for me). I think this is essentially a personal taste thing, some DMs will adjust and like it, some will never like the large change in flow.
Another is to give players larger guns when they need them. The fighter need to do more damage? Blow an encounter. Even more damage? Use a daily. I personally have no problem with this mechanic as I see it as just another exercise of narrative control - a limited scope of the player to dictate how much damage his character is capable of doing (or to do an effect like knock prone near automatically as opposed to relying on p. 42 or DM fiat), just like fate chips etc. in other games (after all, most non-mage powers are just extensions of what the character can do anyway, like split the tree (juiced twin strike)). Again though, it's quite an adjustment, and not necessarily for everyone.
As for the stun, lockdown an encounter (particularly a solo) into near uselessness: that is a result of the designers not properly taking into account economy of actions in their early monster (particularly solo) design. The monster has massive hitpoints and a big attack? Means nothing if the swordmage marks him (to reduce damage significantly) and the strikers then flank him and beat into submission etc. Even excluding this, early solo monsters tend to be quite static and boring. Designers have recognized this in later monster design (as mentioned up thread), MM3 apparently has particularly good solo monster design.
All that said, it's never a bad idea to change things up and do a different game (or 2 or three) when the current one is getting stale - for whatever reason.
Too bad about moving to darksun without the 4e though, it's actually the best implementation of dark sun I've seen yet (certainly mechanically, and even good conceptually). Though, E6 also seems like the perfect system to capture the grittiness, yet heroic nature, of Dark Sun (hope you post how that goes; I'm quite curious).
One method, which Wik seems to look on in disfavor, is to provide quite a few immediate interrupt/reaction powers - If x happens then my character can do y (and in the case of interrupts often actually negate x). This allows for players to play the "oh no you don't" card which is quite jarring for DMs that are not used to it (at least it was for me). I think this is essentially a personal taste thing, some DMs will adjust and like it, some will never like the large change in flow.
Another is to give players larger guns when they need them. The fighter need to do more damage? Blow an encounter. Even more damage? Use a daily. I personally have no problem with this mechanic as I see it as just another exercise of narrative control - a limited scope of the player to dictate how much damage his character is capable of doing (or to do an effect like knock prone near automatically as opposed to relying on p. 42 or DM fiat), just like fate chips etc. in other games (after all, most non-mage powers are just extensions of what the character can do anyway, like split the tree (juiced twin strike)). Again though, it's quite an adjustment, and not necessarily for everyone.
As for the stun, lockdown an encounter (particularly a solo) into near uselessness: that is a result of the designers not properly taking into account economy of actions in their early monster (particularly solo) design. The monster has massive hitpoints and a big attack? Means nothing if the swordmage marks him (to reduce damage significantly) and the strikers then flank him and beat into submission etc. Even excluding this, early solo monsters tend to be quite static and boring. Designers have recognized this in later monster design (as mentioned up thread), MM3 apparently has particularly good solo monster design.
All that said, it's never a bad idea to change things up and do a different game (or 2 or three) when the current one is getting stale - for whatever reason.
Too bad about moving to darksun without the 4e though, it's actually the best implementation of dark sun I've seen yet (certainly mechanically, and even good conceptually). Though, E6 also seems like the perfect system to capture the grittiness, yet heroic nature, of Dark Sun (hope you post how that goes; I'm quite curious).