Let's examine a few of these, shall we?
1. The redefinition of “Core.”
In terms of marking, this was brilliant. Since many 3e players gamed with the assumption that they could use pretty much anything in the Core books, those 3e players that decided to convert to 4e would still be under that mindset. “Fair game usually not requiring special DM approval” translates to “more sales.” (Compare the number of 3e games that used the XPH to the number of 3e games that were “Core only.”)
However, “brilliant marketing” does not preclude the descriptor of “intellectual dishonesty.” Rebranding something so that it is more palatable (from “splatbooks” to “Core rulebooks”) does not change what it is—a dialectical sleight-of-hand that could be likened to changing “extremely bad” to “doubleplusungood.”
This is easy to see when one examines the underlying system of NPC generation in 4e. For the sake of ease, the 4e devs chose to make NPCs out of arbitrarium, where their numbers are based off of a chart in the book rather than basing them off of the PC creation system. While this has its merits, it also has its downsides, as evidenced by the massive failure of the 4e devs.
Monsters in 4e have their stats scale by level, so a monster might have a Fortitude defense bonus of 14 + level and an attack bonus of 6 + level. PCs, on the other hand, have their stats scale by half level, so a PC might have a Fortitude defense bonus of 14 + half level and an attack bonus of 6 + half level. You can see the problem here—at level 30, that monster will have a Fortitude defense of 44 and an attack bonus of 36 while the PC will have a Fortitude defense bonus of 29 and an attack bonus of 21. To rectify this issue, PCs have magical items and stat boosts to up increase their numbers. The problem? The 4e devs are incompetent.
Assuming that the average PC boosts his attack stat every chance he gets and grabs a +6 weapon/implement, he will have a total of +8 to his stat (so a +4 bonus) and a +6 bonus on attack rolls. That gives him a grand total of +10 plus half his level to his attack bonus, for a whopping total of +25. That sounds okay, right?
Wrong. Monsters get +30. That means that the PC has decreased in effectiveness by 25% over the course of his 30 levels. If he had a 65% chance to hit a monster at level 1, he has a 40% chance to hit a similar monster at level 30.
This also ignores the fact that he might not be increasing his defense stat each time he levels up. Suppose that a wizard neglects his Constitution and Strength scores as he levels up. He gets a +6 item and a total of +4 from stat increases (+2 bonus), meaning he has only a +23 to his Fortitude defense score from leveling. A monster with an attack bonus of 6 + level has a +36 bonus on his attacks at level 30. The poor wizard has his Fortitude defense at a meager 33 + base Strength or Constitution modifier. Even if he started out with a +5 Strength or Constitution, he has a Fortitude defense of 38. Auto-hits, here we come.
That is to say, the 4e devs screwed the pooch.
But wait! Aren't there attack and defense boosts in the game? There certainly are. Righteous Brand is an excellent example of this. A cleric in 4e can toss out a +9 power bonus on attack rolls like candy (assuming he can hit in the first place). Thus, the fighter whose attack bonus has fallen behind at level 30 (to +28 or so against a monster's defense score of 44-ish) can suddenly function with a +37 bonus on attack rolls.
Too bad that's terrible, terrible game design. Relying on your ally to successfully hit an enemy so that you, the guy whose job it is to hit things with your sword, can make a successful attack on an enemy is ridiculous. A sudden 45% increase in your attack efficacy means that the game is screwed in one of two ways.
1.You're on the RNG from that huge boost, which means that you're off the RNG without it.
2.You're off the RNG from that huge boost, which means that you're on the RNG without it.
There is no middle ground with an increase that large.
The second scenario is preferable because it means that characters can function without one particular class/build, and DMs could nerf Righteous Brand to good-but-not-overpowered status. The 4e devs, in a typical bumblefuck, managed to take option #1 and run with it, making the Battle Captain a paragon path.
I'll give you some examples of characters I could play in 3e with just the Core books that I can't play in 4e with the PHB, DMG, and MM:
Necromancer, summoner, enchanter. A guy with an animal companion. A druid, bard, barbarian, sorcerer, and monk. A guy with a familiar. A fighter with abilities outside of "stand in the front and get beat up." A divine spellcaster with the capability of using a ranged weapon to good effect. A gish. A character with a useful mount. A martial character with weak divine spellcasting, nature-oriented abilities, and the iconic "favored enemy" class feature.
Of course, 4e introduces a few new options to the game, including “guy who yells at people to heal them” and “magical enchantment fighter.” However, compared to the wealth of options available to 3e characters—even if those options weren't good options—4e has a paltry sum of nothing.
I'll quote Josh on this issue:
Josh Kablack wrote:Josh: Okay, so at the start of my turn I take 5 poison damage, I regen from Longtooth Shifting, I heal from Consecrated Ground, I spend an action point to use Astral Seal
Mike: Wait, I'm within 5 of you, you get to add my Int mod to the attack roll
Josh: Okay so I Astral seal at +5, it hits, that Gnoll takes -2 to all defenses until the end of my next turn. Now that I've lowered it's defenses, I hit it with Font of Tears so it's dazed (save ends) and at -2 to attack until the end of it's next turn.
Mike: My turn, I use Commanders Strike, Brian have your minotaur make a basic attack
Brian: Sweet. I hit the gnoll with a basic attack,
Josh: Remember that it's dazed and at -2 to defenses on top of that
brian: Okay I hit
Josh: Gain a bunch of HP, and did you remember to gain your HP from Consecrated Ground?
Brian: No, was that at the start of my turn?
Mike: It's not your turn, I had other stuff to do. I use Inspiring Word on Leon's character and I move back 5 squares.
DM: Okay, gnoll's turn
Josh: It takes consecrated ground damage
Aaron: And I had set it on fire - it takes continuing damage. Plus every time it takes fire damage it takes an extra 5
DM: Okay, Aaron, are you done? Because it's Brian's turn next
Leon: Wait, did I get skipped here?
DM: Oh sorry, my bad, this is all on the Gnoll's turn. He takes damage. He's dazed so he goes to attack the cleric
Brian: Sweet, I had marked him with the basic attack, so that triggers combat challenge, If I hit him, and his attack fails.
DM: Okay, Brian, are you done, because it's Aaron's turn next
Leon: wait, you're skipping me again
Brian: No, he's skipping me, I go after the Gnoll
Leon: but you just went twice in a row.
Brian: I roll a 1, so he gets to attack Josh.
Josh: He's dazed and at -2 from font of tears
DM: Okay, with the -2 he misses, his turn's over, he rolls to save against being on fire he fails, he rolls another one against the daze, he makes that one. Anything else he needs to save against? Going once? going twice. gone.
Brian: I remember to heal from the consecrate, I shift around to flank
Josh: To flank you need to move more than one, you can't shift
Brian: fine, I'll take the OA.
DM: He just hits you
Brian: Was that counting the -2 from Josh's daily?
Josh (looking it up) No, that ended at the end of his turn, when he saved against the daze.
Brain: Okay I take some damage. "That the best you can do?" I'll show you real pain!!!"
Brian: I rolled crappy. I think I miss if the -2 went away already.
Josh: No, he's still -2 to defenses that's until the end of *my*next turn, just the -2 to attack went away at the end of his turn.
Brian: Then I hit!
Furthermore, for the non-casters, there is little difference between an at-will power and a standard attack in 3e. Considering that you spend a good amount of time spamming at-will attacks in 4e—especially at higher levels, when combat really turns into a grindfest—you aren't actually doing anything differently than in 3e. The 4e memes claim that you're doing something different than in 3e, but you're really just doing the same thing. Allow me to demonstrate by quoting myself:
1 square movement? Big whoop. Your basic attacks are almost as good.3e
Player: I swing with my longsword. Does a 17 hit?
DM: Yes.
Player: Sweet, 1d8 + 6 damage.
Player: I attempt to bull rush him. I rolled a 17.
DM: He rolled a 5.
Player: Sweet, I move him three squares.
4e
Player: I use Tide of Iron. Does a 17 hit?
DM: Yes.
Player: Sweet, 1d8 + 6 damage, and I move him one square.
Now, let us return to encounter/daily powers. Encounter and daily powers as “more options” are also based on falsehoods. Many 4e powers are based on the illusion of options.
See, going from “2[W] + Strength damage, and you push the target 1 square” to “3[W] + Strength damage, and you push the target 2 squares” isn't actually a new option. It's an upgrade to an old option. Most folks are fooled by this, though, especially when they see that their power has a shiny new name and slightly different fluff attached to it.
Cleave in 3e lets you make an additional attack against an enemy within reach whenever you drop an enemy, but you can only do this once per round. Great Cleave lets you do this infinity times per round. Is Great Cleave an entirely new version of Cleave? Nope, it sure isn't. Likewise, compare Warlord's Favor and Lead the Attack.
Warlord's Favor is an encounter power, Strength vs. AC. 2[W] + Strength damage. On a hit, one ally within 5 squares gains a +2 power bonus on attack rolls against that opponent. (1 + Intelligence mod if you're a Taclord.)
Lead the Attack is a daily power, Strength vs. AC. 3[W] + Strength damage. On a hit, you and each ally within 5 squares gain a +2 power bonus on attack rolls against the target. (1 + Intelligence mod if you're a Taclord.)
These are not different powers. Lead the Attack is just Warlord's Favor +1, usable once per day.
4e has nine magical item slots. (Clarification: I'm counting "rings," "weapon," etc. as a single magic item slot. Technically, there are more magical item slots if you count rings as two, weapons as two, and so on.) If I recall correctly, 3e had eleven. You know what reducing magical item dependency would actually do? First, they would nix all item bonuses to AC, NADs, and attack rolls. Then they would give everyone like three magical item slots to work with. Instead, the developers claimed they were reducing magical item dependency and then did just the opposite. You know why? In 3e, you could still hit a level-appropriate opponent with your non-magical sword a fair portion of the time because that's just how screwed up the RNG was. In 4e? You can't.
And yet people still buy it. It boggles the mind.
4e plays nothing like 3e. 3e plays a lot like 2e, which plays a lot like 1e.
Here are a few of the differences. (Note that even if you support these changes, it changes the game from "playing the same.")
--Fixed HP per level; no more HD. As much as one might not have liked rolling for HP, it is just one of those things that is part of D&D.
--Saving throws have been changed to static defense scores. The "saving throw" mechanic has nothing to do with actual saving throws in past editions (save for the name).
--Vancian casting and spell levels are gone. Non-casters use the same system as spellcasters, and everyone has encounter powers. On top of this, spellcasters make attack rolls for their spells.
--Everyone can heal himself, and non-casters can heal others. There's also the "wait six hours and call me in the morning" trauma inn healing system.
--Everyone advances at the same rate. This might work with the RNG, but older editions of D&D had differing save tables based on what the writers thought "made sense" for the classes. It also lead to player strategy in probing for weaknesses in enemies. (For instance, golems were immune to magic. The wizard would have to change his tactics to deal with them.)
--Magical items have largely been reduced to combat items. No more instant fortresses or lyres of building or anything that had a cool, non-combat use that could meaningfully affect the gameworld.
--A focus on gamism. As much as D&D failed to create a realistic world, 3e at least gave a nod to simulationism. 4e strips any attempt to simulate a fantasy world, instead filling the game with minions and enemies that don't use ranged weapons. Add into that mix a huge number of powers that make no sense (such as Come and Get It and Bloody Path) without metagaming, and you have something that doesn't resemble D&D in the least.