Dr. Awkward said:
You're confusing complexity and difficulty of use. You can make a very complex game that's easy to use, and part of that comes from focusing on the metadesign issue of "how to get results into the user's hands with minimum user interaction with the rules". This is important to computer software, and it's important to game design.
Yes, and 3e is a stunning success at this. It could use a few nips and tucks, but that's quite obviously at least not what WotC wants us to think they're doing and probably isn't what they're actually doing either. Considering they're bragging about ripping out entire sections of fairly good 3e rules and replacing them with nothing, WotC is clearly not aiming for ease of use. They're not giving us magic item creation rules, for example. The system we have been promised there is "make it up".
You've tried to claim that there's nothing wrong with the rules if some of us find them to be too much time and effort to use, and implied that there's something wrong with those using the rules instead. You can't hide behind "oh, it's just a matter of taste" at this point.
There will always be people who do not have the time to use the rules, no matter how simple they are. I'm not one of them, so to be honest I care not one bit. The only question at all here is where the line of time commitment should be drawn, which is an issue of personal preference.
Which would mean something if I made the same characters all the time using the same races, classes and templates. But I like to keep things fresh.
So you go out of your way to make things harder on yourself.
Also, what Hong said about system mastery is bang on. I don't want to have to master a system in order to use it.
Really? You don't want to know how a system works? Learning that a high roll is always good is at least rudimentary rules mastery. Why don't you just play freeform and diceless? You don't need a system if you don't want a system. Every system will invariably include rules mastery. Then going out of one's way with design choices to punish it is perverse.
A good game should come to me with my desired results on a silver platter alongside a couple ounces of scotch and some dark chocolate. I shouldn't have to wrestle a system to the ground to get it to function.
Do you want someone from WotC to come to your home every week and dandle you on their knee while they run the game for you too?
Constructing mid- to high-level NPCs from races, classes, and templates. Ad-hoc encounter balance. Anything that forces me to do research in order to implement it.
With your demands, the only system that can possibly satisfy you is no system at all. I don't have to go back under the hood again and again to design high-level NPCs from any number of races, classes, or templates. I do it once and it's done. It's all basic math. When you're doing something ad hoc you must accept that you're winging it and the consequences thereof.
But your objection seems to be that you have to crack a book to do something. This is unavoidable for a system of the complexity you have said you want. You will never be able to memorize all the rules.
Whatever. I give up. You've told me at least three mutually-inconsistent sets of expectations. 4e is being designed with some of them in mind, and good for you. Have fun with it. It's being designed with almost none of my gaming needs in mind, and in fact repudiates several. Or as Monte put it: "the designers currently working on the game have very different opinions than I do regarding game play."