CoDzilla isn't an outcome of d20 as such, though - it's an outcome of pre-d20 remnants (mostly AD&D spells and spell-by-level charts). I think those parts of 4e often criticised for "blandness" - AEDU, monster build rules, magic items etc - are more in the spirit of d20 than CoDzilla, as they further move away from the crazy AD&D lists and in the direction of technical consistency characteristic of d20.I don't think anyone can argue against the idea that D20 makes things fiddly and technical (of course, there are other systems even more so). Consistent?....perhaps, I would say less from PC build choices and more from unified DC charts and resolution mechanics. Balanced?...the system that gave us terms like CoDzilla? Diplomancer? I don't think so. 4e manages something close to balance, but does so by wrapping the D20 core with the AEDU system and Skill Challenges that create a mathematical "corral" by which they restrained the earlier system in order to contain its natural imbalance tendencies!
I think that 4e shows, in general terms, the limits of taking d20 in a more story/narrativist direction - how can that be done, whilst staying true to the technical fiddliness of the underlying engine. Reading 13th Age, I think it relies more on non-d20 elements (eg OUT, icons) to achieve that goal - though the escalation die is an interesting technical device for injecting pacing into d20.
I can't comment on 3E, but I don't think this is an entirely fair contrast for 4e.the permissions-based remainder works against it. The naive "I want to <heroic stunt>!" is so often met with "You can't until/unless you have <a feat, spell, magic item, power, class ability, racial ability, sufficient skill ranks, etc.>" 4e (I think) tries to ameliorate this a bit with p42, but it still seems a bit like "permission-with-an-escape-clause." I contrast this with games like FATE or MHRP, which aren't so much about permission as they are about definition/description (IMO).
In MHRP, genre/character constraints on framing are in place - so permissible declarations are limited by those considerations. But with XP gain, and adding new powers or specialties, that can change.
In 4e, the parameters of the fiction change with level-up - things become more gonzo - but the constraints at lower-level are in my view better seen as occupying the same space as genre constraints in a free-descriptor game like HeroWars/Quest or MHRP, than as occupying the "permissions" space that they would in a rules-tight version of AD&D.
Agreed. Every PC is at roughly the same degree of "gonzo-osity". I think that as long as you have non-abstract resolution (in d20, I'm thinking of combat) you can't achieve rough balance of effectiveness across players while allowing variations of gonzo-osity across PCs.The tight conflation of power and concept makes it "unfair" for a GM to allow Player A to have more build units (character points, levels etc.) than Player B.
Overall, I would say that the issues you see in d20 are some of the reasons that 3E doesn't appeal to me, but I think I see a much bigger difference between 3E and 4e than you do - similar fiddly techniques, but deployed to quite different ends.