Theoclymenus: First of all, sorry for replying to you directly and thereby "spamming" you ...
Not at all! To be honest, I wasn't aware that the use of the "reply" function was frowned on in the etiquette of this forum (I'll confess that I'm not enormously active here), and the notification doesn't bother me at all (I presume that the notification is what you mean by "spamming"). ^_^
Theoclymenus: The idea that D&D rules (2nd edition in particular) can be simplified without pretty much destroying the gameplay of those games which used them is usually based on the opinions of gamers who never took the trouble to understood the rules properly in the first place because they were either too lazy or found it too difficult to do so.
... You realise that you just called me either stupid or lazy, right? :P
In all fairness, I've had relatively limited experience with D&D outside of video games; I think that I once signed up for a forum-RP that used D&D, but our DM disappeared and the game died.
I also haven't played any of the Icewind Dale games: from what I've read, they focus more heavily on combat than even Baldur's Gate and Neverwinter Nights do, and remove the party dynamics (that is to say, the various personalities and their interactions); since the story and party dynamics (even within the two-person party of the original (that is, the original 3D) Neverwinter Nights) are two of my favourite aspects of those RPGs, Icewind Dale looks like a significant step down to me.
Theoclymenus: In respect of the IE games, which use D&D rules, I strongly believe that most people who didn't enjoy them never really understood how to play them in the first place.
I think that I understood the rules well enough (at least those that weren't run entirely in the background), and yet I still enjoyed the games
in spite of their use of the D&D ruleset, rather than because of it.
(I had a similar experience--albeit for different reasons--with Anachronox: as a matter of personal preference, I simply don't much enjoy the style of combat that they used there, but the rest of the game made it worth playing through that.)
Ultimately, that's the thing: it's a matter of preference. I don't think that I like the D&D ruleset less than you because I don't understand it, but simply because it's not as congenial to me as it is to you: our minds are different, our preferences are different, and so how we respond to various systems may differ.
Note that I'm not against complexity in and of itself: a deep, interesting system can be enjoyable. But what makes a system enjoyable to me might make it poor to you, and vice versa.
Theoclymenus: It is worth putting a bit of extra effort into learning the game mechanics of more complex game systems.
Is it? What about someone who simply dislikes complexity in a game? Or a game the mechanics of which are more complex than there's good reason for them to be?
For an example of the latter, let's imagine a simple game (I'm keeping it simple to make the point more clearly); an on-rails shooter should do. It's on PC, so a simple version of the gameplay might be "click on a character to shoot them; when you run out of bullets, click on a section of the bottom of the screen to reload; shoot enemies, avoid shooting hostages".
Now, what if shooting involved the following: first, click on a gun icon at the top-left to bring up your gun. Then place the cursor over the hammer, and click-and-drag the hammer back. Press the right mouse button to fire: this brings up a dialogue that prompts you for the coefficients to the trajectory equation of your bullet (allowing you to specify direction and distance). Double-click the "done" button when you've entered the appropriate values.
That's rather more complex--is it worth learning how to do that in order to play an on-rails shooter? The original might well be improved by
some addition of complexity--a powerup system and more than one weapon, perhaps--but I do think that what I described just above went somewhat overboard.