That was part of the easy to DM featureTo add to my own post - a trait that defined it from the preceding edition was that Monsters were exception based instead of built like characters.
That was part of the easy to DM feature
Nothing truly problematic, in some fashion I was pointing out a connection between yours and others points. Additionally based on the design goals of 4e that element was not a goal just a method... Along with many perhaps subtler others including mathematic transparency.My post was a single sentence starting with "To add to my own post", which is a clue that I am only adding onto the defining traits I had listed. It contained nothing about being easy to DM, so that part could not have been "part of" it.
Now, others may have mentioned "easy to DM", but the post you are quoting is explicitly not referencing anything except my own definition. Which did not include that.
To me, the essence of 4e is really the structure of character powers, and the universal application of that structure to *all* characters.
Is a unified power structure enough for you to say that a game is like 4E?I was going to say "at will, encounter and daily powers, for *everyone*" but Umbran said it first - and better.
It's not essential, but it's very possible to make complementary builds that synergise very well and can massively improve a party's performance. It's some time since I last played 4e, but I played through a campaign from 1st to 30th level, and a lot of our level-up decisions were about which powers would best let the characters support each other. My bravura warlord and the dragonborn barbarian were a particular powerhouse as I recall, with my character being able to grant extra attacks and options, and the barbarian having lots of abilities to generate additional attacks based off their own actions. I forget how many attacks per round we'd string together on average, but the record was somewhere in the teens or twenties.I've heard this once before, and I had never considered it before then. Do you consider it to be a core aspect of 4E that your character build choices should be made in consideration of what works best for the party?
It certainly sounds that way to me. 4e characters don't typically have distinct wellsprings of power, but the structure of their abilities is pretty unified across the board. Fighters have the same mix of at-will, somewhat-limited and very-limited abilities as spellcasters or any other archetype. The only thing that fundamentally distinguishes a wizard's spell from a fighter's combat maneuver is the name.Is a unified power structure enough for you to say that a game is like 4E?
The RPG genre of video games went through a rapid evolution during the nineties, but one of the standards that they settled on was to simply treat martial maneuvers exactly like spells - i.e. they cost MP, and if you had a gish-style character, then it drew from the exact same pool of MP whether you were casting Fireball or using Power Strike.
If someone translated that model to the tabletop, would it strike you as very 4E-like?
I was having a discussion with someone else on another forum, concerning the topic of Pathfinder 2 (Electric Boogaloo), and a comparison came up between that game and D&D 4E. It was suggested that the two appear quite similar in many ways, because combat is very tactical (Theater-of-the-Mind being neither practical nor encouraged), and every character has a new choice to make at every single level. It was subsequently countered that making a choice at every level, in order to create an extremely customized character, was not considered one of the core defining traits of that edition.
Following that premise, then, what is the core defining trait of 4E? Is it the choices? The grid? The unified resource structure? What do you consider to be the essence of 4E, such that you would recognize a game as being 4E-derived if it shared such an element?
4e was literally D&D Minis where you could build your own token... and with a skill system tacked on. (And, boy, was the 4e skill system tacked on.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.