Everyone had supernatural powers, without any reason given for why they could do that or why they had to wait a certain amount of time before using them again
Oddly enough that exists in 3.5 as well.
Though when I compare the point magic system (spells are cast using points) and the spell allotment system... I actually end up preferring the allotment system because it brings more variety to the game, even if it makes less sense.
Though here is how I like to think of them:
At wills take little-no effort to use. Encounters are tiring and require a short rest before you can use them again (once every 2-5 minutes). While Daily use up a large reservoir of your power and can only be used between every long period of rest (8 hour sleep).
Not that I personally think that will help. For martial characters (not EVERYONE has supernatural powers... only supernatural classes do) there really is no reason for it other then game logic.
Boring encounters. 4e likes big numbers
You could change this quite a bit through careful construction of your encounters to vary the encounter quite a bit. Including using terrain to put the party into a strategy kind of mood.
Yet even as I say this you are right. in 3.5 allowed interesting encounters to exist much more easily without so much work. You could select monsters at random and get drastically different results.
In 4e if you selected monsters at random... 90% of the time you would have a similar encounter.
Though if you DM 4e you need to look at monster roles. Each monster is good at doing one particular thing and knowing what their role is gives it away (Skirmishers for example are about freedom of movement). So if there is one thing 4e did better then 3.5 it is monster synergy (monsters work better with other monsters) without it simply being incidental. Monsters simply were designed to be with other monsters in 4e and you could instantly see how they work together.
2) Lack of class variation. All of the classes had a focus on damaging enemies, they just had different ways of going about it. Having highly varied classes, especially with support classes, adds a level of strategy, which is entertaining (even if your strategy is just figuring out how to maximize kills with your spell allotment.
Ohh it gets worse. The classes that DO manage to break this in 4e do so, so badly that they are pathetic.
4e manages to sidestep the problem in 3.5: In that many classes either do the exact same thing with no variation... Or they are pathetic outside their one role.
It could get absolutely boring playing support roles in 3.5 because you didn't do anything EVER if your role didn't come up... Or you just did things worse.
Sorry I notice it seems like I am defending 4e a lot... So let me state thus
When it comes to being dungeons and dragons, 3.5 does it so much better then 4e and that 4e should NEVER have become dungeons and dragons 4th edition, as a side series sure. Yet why I try to bring up the good points of 4e is because I recognize that even at "what it is trying to do" 3.5 isn't perfect.
4e does have a few great ideas that I am genuinely afraid will go unused because people dislike the system (though from what I here DND next does use the rest system... Great!).
Heck I loved the "No one hit kill" they came up with. One hit kill enemies and spells were terrible and their way around them was quite smart. Dnd Next however is not only including one hit kills but "SUPER" one hit kills (as in one hit kills where there is no save)
So you can tell my concern... Though I think I should stop posting in this topic.
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Also as for "lack of realism" I cannot believe none of you noticed that one of the bard's attacks is basically insulting the enemy... and it can kill them.
No not a magical insult... an ordinary insult.