Consider this: 3.5 is more of the 'old guard,' where it's
normal to have ambiguous rules up for debate, where it's
normal to see oneupmanship and gentleman's agreements, and where it's
normal to have likely nonsensical throwbacks to previous editions for whatever reason.
Why did 3.x succeed? It provided enough of what the audience wanted. They wanted D&D. To them, 'D&D' meant
imbalance and simulationist gameplay.
D&D 3.5 provided so many
weird things (and just
look at all the source material there is!) because balance wasn't the #1 concern: 'Fun,' simulation, or wackiness was. (I'm speaking from a designer's perspective.)
D&D 3.5 was still meant very much for the 'in-club' of people who were into tabletop games, who attended conventions, and who could laugh at the stuff in the
Munchkin game for being able to relate to it.
4.x was a game that admitted it was a game, and people knew it. WotC knew it. They may have said in tears, "They
cried for balance, and we
gave them balance! They
cried for ease of use, and we
gave them ease of use! Why don't they
love it?" In short, 4.0 was a
very different game. It turned away from (and debatably was a slap to the face of) previous editions. It was a tabletop RPG that focused on combat and felt like
World of Warcraft on paper.
My character options were now limited to whatever the book said I could do, instead of being able to use my imagination as a player to solve problems. (That's the feeling I got when I heard that flour wouldn't let me find nor track invisible foes in 4E.) It was very simple. Very streamlined. And to my veteran senses,
very gutted.
I was no longer playing in a logical, plausible world. I was playing a tabletop version of
Final Fantasy or
Dragon Quest or some other JRPG. (On a good day, it may feel like an
Elder Scrolls game or other WRPG.) The simulationism, the plausible world, the logical reactions were all gone. Now, it was a video game on paper.
Why?3.5 ran the gamut in terms of power level from
ineffective to
omnipotent. It's a lot of GM and
player effort to determine what's most comfortable at a given time. An all-Commoner game can work, and I've seen it done. An all-'I wanna be God and not in the Batman Wizard sort of way' game can work, and I saw the startings of it. Being able to
solo a 3.5 game meant for a balanced party of 4 tells me that 3.5 is
far more versatile than 4.x will ever be.
Yes, I fully admit 3.x is nowhere near balanced out of the box, considering the 100+ books available. Core isn't even balanced! But if you consider the notion of what 3.x was going for, a simulation of a fantasy world,
it succeeded. Just don't look too closely at the seams of the world (NPCs, I'm lookin' at
you) and you'll be fine. Besides, 4.x doesn't let me exercise my power fantasies of controlling maxsive Undead or extraplanar hordes of creatures, nor of seeing how far I can get on a single spell loadout.
In short, 3.5 gives you a lot of options and has you sort them out. 4.x knows what it does and warns against straying from the 'one true path.'
This may soon turn into a 3.x vs. 4.x thread. I don't mean to incur anyone's ire.