All my IRL friends who dig 4e are not tactical players. The game appeals to them because every single player option has lore, the game runs smoothly, they can read their abilities and know what to expect, etc. Not because it's tactical.
Those descriptors sound tactical to me...?
What? How?
How is "running smoothly" tactical? How is "the game does about what you explect it to do" tactical?
How in the 9 hells is "every player option has lore" remotely tactical!?
Well, the built-in lore thing less so (though that is true of any edition of D&D, from my reading?), but the rest sounds more like loaded language for "I like the tactical game" which is fine.
Honest, don't see how those aspects you mentioned could relate to anything *but* combat tactics...?
Well, you listed elements that sounded like they were grounded in tactical situations, like "reliable abilities"?
My response to this exchange was the same as doctorbadwolf's: I don't see how the game running smoothly, or abilities being reliable, has anything to do with tactical combat.
A player declares that his/her PC wants to speak a prayer to the Raven Queen to help in a fight against a wight. Wants to win a court case concerning the legaility of a leasehold issued by the baron's corrupt advisor. Wants to evade hobgoblin wyvern riders while racing to town on a flying carpet. Wants to possess a gate guard and read his mind to learn the password.
4e makes resolving all these things completely straightforward, because it has a default DC chart, a damage-by-level chart, and a skill challenge framework that allows for finality in non-combat resolution just as the hit point mechanic produces finality in combat resolution.
Well, it works more reliably...for heavy tactical combat, but it is hard to avoid that.. Other than that, eh, any edition is about the same?
The whole skill challenge system was interesting, but in terms of "reliability" I wouldn't put it above or below the other editions: it was more systematized, maybe, but that's about it.
It produces finality. That's completely different from anything found in 3E, or most of AD&D (a few checks in AD&D have a no re-tries rule, but they're single checks, not scene-resolution systems).
Classic D&D had some interesting little sub-systems, like the wilderness evasion rules or the morale rules, but (i) they didn't generalise, and (ii) later editions have dropped them.
But the beauty of the system is that it allows the DM to set everything up and make common sense calls: pick a DC off the screen and roll. Easy as pumpkin pie. No muss, no fuss.
This doesn't seem a special virtue of a system - as you describe it, every system from classic D&D (with its stat checks) through RQ to 5e allows for this.
I am seeing people playing martial PCs in 5E stunting like crazy, just narrating the results of the die rolls creatively: 4E is more...narrow...in dictating the stunting, from my experience?
Whether colourful narration counts as stunting is, I think, very much up for grabs - I think a lot of people, by "stunting", have in mind something where the fiction will actually affect the resolution.
It's certainly true that 4e tends to eschew mere colour for fiction-driven resolution.
Parmandur;7033624D&D combat is not terribly realistic said:
Been reading Howard's Conan lately; Conan is a bit absurd himself, but the combat is accurately super swingy and deadly.
Most of the fights take a sentence or two, and the other guy is dead because Conan cut him in half, or stabbed the giant in the unmentionables: it moves quicker than any edition of D&D combat, and isn't super stunt heavy.
As someone else posted, combat in Conan isn't very swingy at all: Conan tends to kill everything he strikes at with a single blow.
I don't think classic D&D emulates that particularly well at all, because eg werehyneas will tend to have at least 2 or 3 HD, and hence not be liable to be killed by a single punch from Conan's fist. 4e's minion rules actually come closer to this feel.