One of the greatest things 4th edition ever did in terms of making their game fun to play at the table, and one of the more balanced versions of D&D was to completely lift the veil on how things worked.
This was also one of the things that made it LOOK less like an RPG. The language of 4e was clear, mechanical, nearly-scientific, with the only things added for flavor was the flavor text like one would find on a magic card.
Now there is some benefit to this design. It's basically the design used in magic. And it's successful in magic. And in theory, 4e took all the things that were good about this style of formatting and ported them over. But as we can tell, it didn't work quite as well with D&D.
And this is because presentation matters. We can all look back on 3.5 and say, objectively, it was a pretty bad system. It was a clunky, unbalanced, un-weildy mess of a game that took all the wrong lessons from card games (as seen from Monte Cook's ideas about ivory tower game design). But the page of a 3.5 book, and now a 5e book, is made to look a certain way. In 3.5, some pages were made to look yellowed and worn from age, in 5e, all pages were. While in 4e, all pages were smooth and streamlined. The blocks for spells in 3.5 were just a list of entries, same with 5e. In 4e, they were clear, readable cards - color coded so that it was easy to tell which ones were which. 3.5 and 5e talked about feet and miles, while 4e mostly talked about squares.
But the worst thing about this: Wizards already understood this idea. There is a reason why cards in magic are called spells rather than cards. Because some level of mystification, some gravitas, lets the player immerse themselves a bit more.
What do you think, Veeky Forums?