I'm A Banana
Potassium-Rich
Shroomy said:I think the player is referring to the ability to snuff out an "fearsome" opponent in 1-2 rounds.
I think it's more the ability to do things far and above the human norm, to change the world with a casual action, to shape reality by your very will, to fullfill those power fantasies that every semi-impotent human has, to control their own fate.
It's a very appealing side of many fantasy games, but it is not so very present in 4e.
Part of this can be solved with the DM. Give them chances to change the world through narrative. They are Heroes, after all. They can turn back time, change fate, raise the dead, slay the monster no one else can slay...you just need to put that in the game from the DM's side, rather than letting the players tell you when they do that.
You could also just put that back in. Make Wish a ritual. Give them wings of flying. Screw balance, the game is supposed to be about fun. The DM will have to pay a little more attention to everything to make sure it's still a challenge, but that's how you fix it.
For the most part, though, 4e delivers a lot less on this than previous editions. He's right to miss it. You can kind of fix it, but if it's not worth it to fix it, you could always go back to 3e/Pathfinder.
