Before getting to the rest of what I say here, I want to be honest and say that I very likely missed 20-30 pages of the conversation. I responded a while back and a few people asked me questions, but I just now got around to addressing some of my thoughts. So, I apologize if any of what is found below turns out to be a rehash.
Somewhere in this thread, I mentioned that my favorite thing about 4E was the cosmology and some of the background info. In many cases, I highly enjoyed the 'story' (for a lack of better words) behind the elements of 4E. My two favorite 4E books are the preview books.
For me personally, where 4E sometimes fell flat was when trying to match that story and the picture it painted in my head to the mechanics of the game. I'm not suggesting the mechanics were 'bad.' In some cases, they were good, but -for me personally- they didn't always map well to the story. There were very often times when the crunchy part of the game and the fluffy part of the game seemed to be telling my brain two very different stories about what was going on. In my opinion, the most successful job of DMing 4th I ever pulled off was when I ran a game in a homebrew world which looked nothing at all like the typical D&D setting. (It's also worth mentioning that I somewhat heavily modified Encounter XP budgets, how Elites & Solos were built, and Skill Challenges.) While they were changes that the players couldn't often see, I feel that I -as the DM- could see changes in the enjoyment level of the players, and I myself enjoyed running the game far more.
I don't want to give the impression that I dislike 4th Edition. I will openly admit to there having been a time when I'd go so far as to say I learned to hate the game, and my dislike was such that I credit 4th with finally pushing me across the threshold of trying different systems outside of the d20 family. However, it was through trying those other systems and learning that (in my opinion) different systems often (whether intentionally or unintentionally) lend themselves towards different aspects of play either better or worse that I learned to appreciate what I felt 4E did well. Once I learned that, I re-learned how to use the game to produce better results. I believe a big problem with 4E was the marketing. The whole 'ze game will remain ze same' push put an idea in my head about how to run the game which I feel was flawed because it was based on assumptions and ideologies about game design which were at odds with the ones 4th was built upon.
...it's also worth mentioning that 3rd Edition was my first exposure to D&D, so, at times, I've had to consider whether some of my fond memories were based upon ignorance concerning how else something might be handled or done. That's not in any way a knock against 3rd. I'm simply expressing that the person and player I am today has had a much greater variety of experience with rpgs than the person I was when I first started playing tabletop rpgs. As well, through having different experiences, I feel that I've come to better understand what my own likes and dislikes are.
If I recall correctly, the previous response I had to this thread mentioned that I had wanted 4E to turn out more like sword & sorcery than mythic fantasy. I have no problem with mythic fantasy; it is something I can (and often do) enjoy, but it's not what I wanted nor was it what I imagined in my mind when thinking upon the early previews of the 'Points of Light' concept.
I believe someone asked me what setup I believe would have turned out more like what I expected. I'm honestly not entirely sure. I can point out a few things that I think may have made a difference; I can point out a few of the areas which somewhat broke my mind, but I cannot say exactly. The reason I feel I cannot say exactly is because I believe some of the changes I would personally make would break some of the things which define D&D as D&D, and I don't see that as being valuable input for a conversation about D&D. Still, I will do my best to express some of my opinion.
I think the biggest stumbling block for me was how laughable and pathetic the monsters and adversaries seemed to be in 4E. In time this is something which was somewhat fixed by changing how monsters were built, but that didn't fix all of the issues. Where it was most highlighted for me was in how Monster Math interacted with Game World Math compared to how PC Math compared to Game World Math. In some scenarios, it's trivial for a PC to leap over small buildings; smash through a gate of hell, or enduring a long arduous journey through a desert, or do enough damage to blow through a brick wall with a power. Meanwhile, there are times when some of the creatures which the story of the game paints as being the most feared struggle to perform simple physical tasks. Without going into a ton of detail (because I have several times before in older threads,) I'll mention that there are three experiences which stick out in my head when I consider this: 1) The party I was in at the time killing Strahd so easily that I don't believe he ever got to do anything beyond moving a few squares; 2) DMing an encounter in which the PCs literally broke an encounter by dealing damage to the surrounding structure; 3) The first campaign to 30 ending when the party was so lopsidedly crushing Orcus that the DM felt it was actually reasonable that he'd surrender to an intimidation check mid-combat.
Of those three, it's actually the second one which bothered me the most because it was the hardest to fix. The other two got better after some of the monster math improved and after I made a few changes to how I build monsters. Figuring out how to change the numbers that the game world was built upon was tougher, and I got to a point where it required too much work for me to feel it was worth it. I was fine with monsters and pcs being built differently; that made sense to me in many ways. However, it was odd to me that PCs seemed to be so far advanced beyond the game world while monsters struggled against it. So, as I reach the end of this thought, I think I would have enjoyed 4th more had the PCs felt like they were part of the game world rather than being so far above it. I'm fine with PCs being heroes, and I'm fine with PCs being able to do things which others can't, but there were times in my 4E experience where the PCs seemed so far removed from the world that it was hard to buy into why they would care about it or why they would take some threats seriously.
That being said, I then have to look back at 3rd and realize that the same problem also existed there -even if it existed in different ways. I was often someone who wanted to take the Leadership feat and do things like building a castle and having followers. It was a bit of a buzzkill when I came to realize that it was virtually impossible for any number of my followers in 3rd to be able to contribute to anything which would be a challenge at my level. In fact, at higher levels, my 3rd Edition characters could reasonably fight the armies of nations and win. This realization lead to unusual manners of play in which it was better to take something like the Leadership feat and use it to have an 'army' of craftsmen and artisans to make equipment for my character. At that point, I was no longer playing a fantasy game; I was being the D&D equivilent of Bruce Wayne or Tony Stark with a company full of people building gadgets for me. While I find both characters entertaining, that's not what I was going for.
Simply put: I'd rather see breadth of play. I'd like to see a game of more of an ability to expand my options horizontally rather than the repeated stacking of numbers upon numbers in a vertical manner. I'd like to see high level heroes leading armies rather than fighting them; even Conan needed help sometimes.
In many ways, I feel that 4th was actually an improvement here because there was less of a power curve between levels, but monsters and PCs seemed to be too often worlds apart in what their capabilities were when compared to the world they lived in.
I would have liked to see the disease track mechanic used for a lot more things in 4th. I feel it could have covered a lot more situations and it could have added a level of granularity to 4th -making the system appear a bit more grounded- without adding much more in the way of bookkeeping. For example, instead of saves being so much of a binary thing (pass/fail,) saves could have been handled using a track. This would give room for a variety of options beyond just pass/fail, and, really, there are already many things in 4E which work in a similar manner by saying things along the lines of "after the first failed save..." From a story and drama perspective, I believe it would have made things more dramatic as well. Imagine the holy paladin locked in a struggle; his faith bolstering him against the ongoing effects of an evil lich's curse rather than one roll and done. From a mechanics perspective, I also believe it would have fixed a lot of problems by not having saves be so binary in nature; in particular, the orb wizard ability from PHB1 wouldn't have been so problematic.
I believe the disease track idea could have been used for things such as crafting too. Say you have a broken sword. This could be treated as a 'disease' for the item. Success by a certain amount on the track (which would require a roll against an appropriate skill and money/resources) would move you toward the repaired end of the track; a roll that doesn't meet the target number keeps things the same; a roll that fails by a certain amount means you somehow messed it up and made the condition worse. That might be a pretty lame example, but my point is that some of the mechanics which were already part of the 4E system could have been used in different ways to provide a different experience. I'm a little unsure of why some of the mechanics of the game were used so little. On a side note, I also would have liked this because it would have felt a little bit like a mini skill challenge; I feel like that would have gone a long way toward not making skill challenges seem like some kind of separate mini-game; often, the transition from 'regular mode' to 'skill challenge mode' felt awkward.
That brings me to the next part of 4E which sometimes felt off. I often hear people talk about grind when discussing 4E, but, for me, skill challenges were more often a source of grind than combat. Most often, it seemed as though the party would realize they were in a skill challenge and then discuss among themselves which party member was best suited for each part of the task. At that point, it turned into just a bunch of rolling. Thankfully, the group I typically play in has a DM who is a pretty gifted story teller, so he'd put effort into painting the scene and making it seem less tedious. On a personal level, my technique was to simply not openly tell the party they were in a skill challenge. So, I did find ways to make this better, but there were still times when the transition into a skill challenge was a bit jarring. I think skill challenges were a good idea, but, much like other things I already mentioned, I felt they were too binary. As I became more experienced with 4th Edition, I started to design skill challenges in a different way.
Toward the end of 4E, I very rarely followed the official advice for skill challenges. I stopped thinking in terms of X successes before Y failures. In some cases, my design for a skill challenge was such that I had a certain number of rolls allowed in mind. For an easy example, let's say I decided upon 10 rolls. Barring some kind of catastrophic failure or some action which prevented the PCs from continuing to try, there was no failure limit. Instead, the amount of success and amount of failure would be considered against the desired outcome. 10 successes would be the best result; 10 failures would be the worst result, and there would be a variety of other results in between. All things considered, I suppose this is pretty similar to how the disease track works, but the method of determining the result was a bit different. It's also an idea I came up with after playing GURPS and being exposed to the ideas of 'margin of success' and 'margin of failure.'
In a few other cases, it didn't make sense for me to have a set number of rolls in mind. There was no limit to how many times someone could try other than how much failure they could withstand or how much time was available. An example of this was an encounter I designed in which the party was trying to infiltrate the lair of an evil wizard. There was a particular series of rooms which needed to be gone through in a certain order or else you'd essentially be walking in circles; similar to a tesseract I suppose, but it would be more accurate to say the idea was loosely based upon Bowser's Castle from Super Mario 1. There was no time limit in this case, but the catch was that various failures would set off traps and other ill effects, and those effects did not reset. So, later times travelling through the same area were more hazardous due to the actions (failures) of the party activating more of the traps and various other defense mechanisms.
...it seems to me that I'm again getting off track. I suppose my point is that there are a lot of elements of 4E that I like. I just didn't always like the way those parts were put together, and there are times when it was confusing to me why some mechanics were used and others weren't. I think a lot of the same parts could have been used to produce a very different game had only the mentality behind the design of the game been different. In no way am I intending to say how things turned out were 'wrong.' I simply found that there were often times when the mentality behind the design of the game and the mentality behind the stories I wanted to tell were in conflict, but, the even more noticeable thing that was jarring to me was that the mentality behind the stories of D&D started to seem at odds with the mentality behind how D&D worked. Many people say mechanics don't matter; I personally believe they do in much the same way that choice of medium matters when producing art. The Last Supper is a great piece of art regardless, but I dare to wager that it would evoke a different feeling if made with crayon. Likewise, I believe Bambi would have been a far different experience as a child had Michael Bay directed it.
I still enjoy 4th Edition. It's not always my game of choice, but there are a lot of things I like about it. I honestly believe there are a lot of things that 4th did well enough that it made me almost unable to play 3rd (or Pathfinder.) Still, there are aspects of it that are at odds with what I typically want. I don't have one concrete answer for how to change that. When D&D was my primary game and 4th was the current edition, I did some work on my own to adjust things, and the results seemed to be good, but I eventually learned to accept some aspects of the game for what they were; picking up other games for when I wanted something different.
To answer the thread, the story of 4th was my favorite aspect of 4th Edition. As far all of this other stuff... I think I've actually confused myself as to what I was trying to say, and I'm not even sure any of it adds to the conversation, but what's here contains some of my thoughts toward 4th. Maybe it's worth something; maybe it isn't.