Rel
Liquid Awesome
I'm not sure I feel as strongly about it as the OP but I do think there is a bit of something to this argument.
My gaming evolution, in very broad terms, went from playing AD&D to Rolemaster precisely for the reasons specified above. RM was more open, contained skills, allowed a bigger number and wider variety of spells and there was nothing saying that your wizard couldn't wear armor or swing a sword, provided that he spent enough points on the right skills. We played RM almost exclusively for a dozen years (toward the end of that myself and a friend of mine were writing books for RMSS).
Ultimately however it became too much of a good thing. The list of skills got ridiculously huge and specific. The number of spells being big wasn't a problem but inevitably there were some spell lists that were weak and some that were overpowered and that became obvious. The added complexity of the combat system, once a major draw, caused our fights to be really slow and we began avoiding combat as part of our playstyle.
Then 3e showed up and we tried it on a lark. Never looked back. It seemed that it had captured a lot of what was great in RM and distilled it into a sweet spot of speed and intricacy that was right where we wanted to be at the time. I think we have Monte Cook to thank for a lot of that.
I think that what bugs a lot of folks about 4e is that it is hard to pigeonhole. It has many features that I consider to be somewhat "retro" compared to 3e (like a return to stronger class archetypes). But it has a ton of bells and whistles that remind me of MMO games. Ultimately I like it on its own merits. I don't think it is more of a spiritual successor to OD&D or AD&D than 3e is. I think they are both very different from each other and their ancestors.
I feel fortunate that I've had more laughs and fun than I can count with ALL of these systems!
My gaming evolution, in very broad terms, went from playing AD&D to Rolemaster precisely for the reasons specified above. RM was more open, contained skills, allowed a bigger number and wider variety of spells and there was nothing saying that your wizard couldn't wear armor or swing a sword, provided that he spent enough points on the right skills. We played RM almost exclusively for a dozen years (toward the end of that myself and a friend of mine were writing books for RMSS).
Ultimately however it became too much of a good thing. The list of skills got ridiculously huge and specific. The number of spells being big wasn't a problem but inevitably there were some spell lists that were weak and some that were overpowered and that became obvious. The added complexity of the combat system, once a major draw, caused our fights to be really slow and we began avoiding combat as part of our playstyle.
Then 3e showed up and we tried it on a lark. Never looked back. It seemed that it had captured a lot of what was great in RM and distilled it into a sweet spot of speed and intricacy that was right where we wanted to be at the time. I think we have Monte Cook to thank for a lot of that.
I think that what bugs a lot of folks about 4e is that it is hard to pigeonhole. It has many features that I consider to be somewhat "retro" compared to 3e (like a return to stronger class archetypes). But it has a ton of bells and whistles that remind me of MMO games. Ultimately I like it on its own merits. I don't think it is more of a spiritual successor to OD&D or AD&D than 3e is. I think they are both very different from each other and their ancestors.
I feel fortunate that I've had more laughs and fun than I can count with ALL of these systems!