5e does to some extent. Short rest cool downs were obviously taken from 4e. Before that point powers were limited by a number of uses per day or they weren’t. Nobody is saying it is identical to WoW they are saying it is influenced by it. It’s probably better to say inspired by MMORG be it WoW, Guild Wars or any of the others. I really don’t understand why it enrages fans of 4e. I’m not saying it makes it a worse game. Just not to everyone’s taste.
Because people used it over and over and over
and over and over and over and over and over and over and over and over and over as an insult, openly and intentionally. Dismissing anything anyone might enjoy from it because it's a computer game, so it's rigid, incapable of doing anything other than the one specific thing it is instructed to do; it's mindless, just a "grindfest" with no thought or creativity or responsiveness from the player; and because it's a
massively multiplayer game, it's cheap lowest-common-denominator drivel and trash, not engaging imaginative fantasy; etc., etc., etc.
That's why 4e fans react so negatively. We've dealt with literally 15 years of people using this as a wedge issue to "prove" that 4e could never have been D&D. To "prove" that 4e is mindless and stupid and antagonistic to creativity and (this is an exact quote) "impossible to roleplay". To "prove" that it's nothing more than button-mashing and user-interface and "paying a monthly sub" rather than being a REAL gamer who uses REAL creativity etc. etc.
Like, to put this into perspective: Imagine how Superman fans feel when, after decade upon decade of people deriding their favorite superhero as "boring" and "pointless" etc., they talk with a new person who has critical thoughts about (say) the DCAU Superman character, but they open with, "I know Superman is mostly not very interesting to watch, but..."
You're almost certainly going to push a berserk button. Even if you don't mean a single negative thing by it, you are explicitly using a phrase that was
and still is used ALL the time as a naked insult.
Perhaps this is related to your point on building blocks but when the wizard can use a power that can does 2d6 + Int in a 15’ cube, a fighter can do 2d6 + Str in a 15’ cube and a rogue can do 2d6 + Dex in a 15’ cube then folks are going to say powers are duplicated.
The problem with this is, you invented all of those powers. You didn't look them up. I guarantee that you didn't. Mostly because
there is no such Fighter power. Period. I can
guarantee you that no such Fighter power exists, despite not having an encyclopedic knowledge thereof. I will look it up myself after posting this to confirm, and if I find such a power, I will explicitly and directly apologize and concede this point, not just to you, but to anyone else who ever makes it. That's how supremely confident I am that you are simply, flatly
incorrect.
All this is to say. If you read my original post you will see that I said I’m sure 4e could fun when it isn’t being expected to carry the mantle of D&D. The argument was never that 4e wasn’t a well balanced, combat focused, board-game-like rpg. It was that it departed too far from what fans expectations of D&D were, on a whole host of issues.
Ah. yes.
This again.
I have no time nor patience for those who claim that 4e isn't D&D. I will not respond to this argument beyond these two sentences, because it's always been a trash argument from day 1, no matter how much you couch it in delicate phrasing.
You make very good points about why 4e failed. They might have been why the edition ended prematurely. I’m not sure most people got that deep Into it though. It’s simpler than that. In transplant terms the host rejected the edition for being too different.
It didn't fail, except by failing to meet utterly unreasonable production targets. But it's not hard to see why you would continue pushing this claim.
You’re point about introductory adventures, that is crucial, they are incredibly important. They’re the shop display window of the system. Our group bought all the books, created characters, played an adventure we bought and at the end of the eight hour session, basically said were never doing this again. Then we found Pathfinder.
On a side note, dire adventures is why Eberron never became as big as the forgotten realms. Great ideas but no way of demonstrating how cool they were in practice.
Yes. I put a
significant load of blame on those utterly craptacular, execrable adventures.
Guess who was a lead author on several of them?
Mike Mearls. I didn't specify it earlier, though I alluded to it. May as well spell it out now.
You can, I think, understand better why I have such a low opinion of his design acumen.