Don't forget things like the Dhampyr/Spellscarred 'Template Emulation' functions.I really think that the multi-classing mechanics are one of the best innovations in 4e..
Don't forget things like the Dhampyr/Spellscarred 'Template Emulation' functions.I really think that the multi-classing mechanics are one of the best innovations in 4e..
Previous responders (especially TwinBahamut) have listed the big improvements. I might also add:I'll be running an intro game for possibly a large group of people on the weekend. Many of them are trialing 4th ed to see if they want to convert. . . .
I'm looking for a top ten list of improvements from 3.5 to 4th. Eg. no save or die. . . .
This is also true for saving throws (nka 'Defenses'). In 3E, especially at higher levels, your good saving throw starts to get closer to 'automatic' (barring rolling a 1), and your other saves you generally are going to fail. 4E evens this out quite a bit, so the variance in saves is no where nearly as dramatic, and you have a decent chance to succeed on any defense.1. Cleaned up the "math". Probably better stated as smoothed out level progressions so, unlike 3E where the Fighters and Wizards start with nearly the same chance of hitting on an attack roll and end up with Fighters being guaranteed to hit with an attack roll and Wizards pretty much can't, in 4E there is a constant difference between them so Fighters always have a good chance, and Wizards always have a slightly lower but still very real chance. This also applies just as much to skill checks and trained/untrained skills.
Eh. There aren't many "only succeed on a 20, only fail on a 1" situations anymore, but with the way the stat increases work, PCs tend to end up with a pretty big variance on defenses. Attacking a Wizard's Fort, for example, is usually a pretty safe bet. Ditto with a Barb's Reflex. And a DM should probably think twice about attacking a Paladin's AC, even with Divine Challenge factored in. Though it is better than it used to be, I suppose.This is also true for saving throws (nka 'Defenses'). In 3E, especially at higher levels, your good saving throw starts to get closer to 'automatic' (barring rolling a 1), and your other saves you generally are going to fail. 4E evens this out quite a bit, so the variance in saves is no where nearly as dramatic, and you have a decent chance to succeed on any defense.
Just remember that not everyone will share your views about what is an improvement or not. You may not even want to call them improvements, but rather changes to the system that you like. Calling something an improvement implies that there was something wrong with the previous version. If any of your players like/liked an aspect that you think has been "improved" you might end up going down the wrong road if you even tangentially imply that what they like is bad/wrong. Stick with calling things just changes and let your enthusiasm during play speak for itself.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.