I was being sarcastic.
Sorry, I missed the sarcasm. It seems that you're saying (and still saying) that surges are just a way of increasing damage-absorption capacity. I've tried in multiple posts to explain how they're more than that - in particular, they're a combat pacing device.No matter how you spin it, surges are just a way of ramping up the amount of damage a character can absorb each day.
I'm surprised you haven't noticed this in your 4e play.
I haven't found that 4e has any great trouble with tangents. It's true that the system rewards prep, especially of combat encounters, but improvisation is far from impossible.I don't think copying the structure of movies as making the campaign "fun." I see it as stripping it down to its most essential scenes (encounters), because that's what happens to stories that are made into movies. Movies don't have the luxury of their story going off on unrelated tangents because the characters got a wild hair. Nor do novels. That's why it's more fun to play DnD than just read a novel--you have control over narrative flow.
As for stripping down to essential scenes, I'm a fan.
In the games I GM, time matters and noncombat spells - rituals, in 4e - matter. The other things on your list - roughly, elements of operational/survivalist play - haven't mattered much in any game I've GMed, be it AD&D, Rolemaster or 4e, since about 1986. Heck, in my 4e game one early item the party was gifted (by some elves they helped) was a basket of Everasting Provisions. And the solution to encumbrance worries is "the dwarf carries it". Me and the friends I play with just don't enjoy spending time on this sort of record-keeping. I'm not sure that this means that we're doing it wrong, or failing to roleplay.I align more closely with Gygax, that the game was intended to be a lot more than just the combat. Gygax's invention was about exploration, wandering monsters, randomness and uncertainty, all setting the stage for combat--all that "small stuff" that's getting tossed aside in this thread.
Encumbrance matters.
Food matters.
Water matters.
Shelter matters.
Party watch matters.
Wandering monsters matter.
Travel details matter.
Mapping matters.
Timekeeping matters.
Noncombat spells matter.
What used to be half of the major challenges in the game is now tossed aside as "small stuff," undiscernable from quibbling over menu selections.
As for exploration in the game, I have posted an actual play report of an exploration scenario run in 4e. I found that the 4e mechanics actually supported the exploration scenario very well.