Praeden
Explorer
1. More transparency in the maths, plus useful discussion of ways that the rules can be modified to suit your gaming style. Possibly the single most important thing that 4E brings to the table, I would say, since a lot of groups end up house-ruling regardless of edition.
2. Less dependency on magic items, without reducing the enjoyment of acquiring and using said items.
3. Pre-buffing no longer a key part of combat strategy (I always felt that this one only became a problem in 3E).
4. Survivable 1st level PCs, and a flattened power curve.
5. Wizards can finally wear armour and cast spells normally, without resorting to prestige classes or other obscure mechanics.
6. More mechanical differentiators between races with increasing levels.
7. Smaller stat blocks. I've never liked the format of 3E adventures, and it's mainly down to the fact that in a lot of cases, about 50% of the adventure is taken up by stat blocks. Compared to AD&D and OD&D adventures, I always felt I was geting less per page.
8. The prospect of more flavourful and distinct wizard specialists (might not be coming straight away, but I am looking forward to necromancers, illusionists, conjurers etc being treated as distinct classes).
9. Integration of AC and saves into a unified mechanic - defences (though I'm really not sure I like the fact that all the ability scores can be used to provide bonuses).
Last but not least....
10. Invisibility, fly, teleport, raise dead and other potential game-breakers become available much later in a character's career. I can't tell you how much this one means to me. I've been waiting for this change for more than 2 decades...
2. Less dependency on magic items, without reducing the enjoyment of acquiring and using said items.
3. Pre-buffing no longer a key part of combat strategy (I always felt that this one only became a problem in 3E).
4. Survivable 1st level PCs, and a flattened power curve.
5. Wizards can finally wear armour and cast spells normally, without resorting to prestige classes or other obscure mechanics.
6. More mechanical differentiators between races with increasing levels.
7. Smaller stat blocks. I've never liked the format of 3E adventures, and it's mainly down to the fact that in a lot of cases, about 50% of the adventure is taken up by stat blocks. Compared to AD&D and OD&D adventures, I always felt I was geting less per page.
8. The prospect of more flavourful and distinct wizard specialists (might not be coming straight away, but I am looking forward to necromancers, illusionists, conjurers etc being treated as distinct classes).
9. Integration of AC and saves into a unified mechanic - defences (though I'm really not sure I like the fact that all the ability scores can be used to provide bonuses).
Last but not least....
10. Invisibility, fly, teleport, raise dead and other potential game-breakers become available much later in a character's career. I can't tell you how much this one means to me. I've been waiting for this change for more than 2 decades...