I was going to post this in the Oakhurst thread but I didn't want it to get lost. So, here are some quick thoughts on what I like about 4e:
1. Healing Surges. Great idea, a little wonky in the fan made PHB, but the concept is very cool. I like healing being in the hands of the character. More healing during an encounter would make them even cooler, but I suspect the full rules will have something about that.
2. Minions and Mobs: I love, love, love mook rules. The minion rules are very cool, and I like how the waves come out without overpowering PC's.
3. New CR system: I don't know the real name, but I love how easy it is to throw an encounter together. PC's are worth Y experience points, monsters are equal to that number. Nice, simple, easy.
4. Hearty PCs: I like how sturdy 1st level PCs are.
5. Saving Throws: Not having to track durations is cool. I'm not 100% sold on the roll 10 or higher bit, (does a 1st level spell have the same save for both a 20th level and 1st level character? I have no idea but I hope not.) but I like how clean and simple it is.
6. A cool basic attack: Eldritch blast, Lance of Faith, Cleave, etc. are cool abilities. I'm not a fan of At Will/Encounter/Daily, but I like the underlying idea.
7. 1-1-1 Movement: It's Faaaabbuuulous!
8. Monster Recharge Powers: It's simple and it works. It's part of the less tracking is good bit.
9. Bloodied Abilities: It's a neat idea, especially with the black dragon breath weapon. It's flavorful and simple, two cool things.
10. Racial abilities: Not really part of the playtest, but I like the idea of ditching ECL and replacing it with a racial ability every X levels.
Now... None of this would be hard to port into 3.x, and probably help it significantly. Anyway, just some thoughts.
Hyrum.
1. Healing Surges. Great idea, a little wonky in the fan made PHB, but the concept is very cool. I like healing being in the hands of the character. More healing during an encounter would make them even cooler, but I suspect the full rules will have something about that.
2. Minions and Mobs: I love, love, love mook rules. The minion rules are very cool, and I like how the waves come out without overpowering PC's.
3. New CR system: I don't know the real name, but I love how easy it is to throw an encounter together. PC's are worth Y experience points, monsters are equal to that number. Nice, simple, easy.
4. Hearty PCs: I like how sturdy 1st level PCs are.
5. Saving Throws: Not having to track durations is cool. I'm not 100% sold on the roll 10 or higher bit, (does a 1st level spell have the same save for both a 20th level and 1st level character? I have no idea but I hope not.) but I like how clean and simple it is.
6. A cool basic attack: Eldritch blast, Lance of Faith, Cleave, etc. are cool abilities. I'm not a fan of At Will/Encounter/Daily, but I like the underlying idea.
7. 1-1-1 Movement: It's Faaaabbuuulous!
8. Monster Recharge Powers: It's simple and it works. It's part of the less tracking is good bit.
9. Bloodied Abilities: It's a neat idea, especially with the black dragon breath weapon. It's flavorful and simple, two cool things.
10. Racial abilities: Not really part of the playtest, but I like the idea of ditching ECL and replacing it with a racial ability every X levels.
Now... None of this would be hard to port into 3.x, and probably help it significantly. Anyway, just some thoughts.
Hyrum.