AbdulAlhazred
Legend
As boring as this sounds, I don't particularly like cinematic action in my games, either as a player or DM. It doesn't feel real to me, as silly as that sounds. I like a much more somber game. Combat should be avoided, not encouraged, and crazy stunts frowned upon.
I'm also not sure I agree with your 1e assessment since my experience with the system was the opposite. Players were always doing crazy stuff, which is probably why I resist it as much as I do (cinematic not 1e). There were no limitations do taking actions in 1e, you were pretty much free to do anything you liked. You could easily kill a higher level monster with a torch and a pint of oil, if you didn't leap in and try to do crazy stuff. Again, everyone's experience with any particular edition is going to be different, and that's okay.
I rarely play a fighter, since I prefer support characters, but when I do, it's because all I pretty much want to do is swing my sword and draw the attention of the baddies (as much support as a fighter can provide).
I'm not going to analyze the why of anything, I just wanted to point out that cinematic is not for everyone and the system needs to support that somber approach, which I feel it could easily do in the core rules and expand upon in modular/optional way without either type getting the shaft.
That's fine. Honestly stance and meta-game and in fact all the other stuff is really somewhat independent of 'tone'. In other words you could play a super realistic sort of low key 'gritty' fantasy (which actually 1e will do fine, just have the DM rule harshly against stunts, taking a very literal real-world slant to it, you won't have any sort of acrobatics in fights, oil won't work for squat, etc). However, you could do that in a 1e sort of pure sim type of way, or you could do it in a purely narrative kind of setup where the player and the DM decide based on some sort of story telling mechanics how the characters highly realistic only slightly fantastical stories go. The players may have to work harder to make their plot coupons fit the narrative, but there's always coincidence, luck, serendipity, and just plain assumption of authorial power that will still work fine, even if magic and favor of the gods are right out.
