i think the thing that excites me so much is the potential for extremely challenging but not overwhelming encounters. I LOVE tactical combat, so I like the fact that it will reward players who are more skilled at PLAYING rather than at building characters. In 3.0/3.5 everything was either totally easy, or phenomenally difficult, because a 2-3 level difference could mean an exponential power difference, especially at low level. In every other edition level 1 health was basically binary "uninjured" or "dead", and it really appears to me that they may have done something to remedy the rather small sweet spot of "good gaming". While a part of me mourns the loss of ultimate power of wizards and CoDzilla, and i am sure that i will not like the shapeshifting of the new version compared to MOMF et al from the old version (freedom to use any form in the MM = rad). The reasonable part of me rejoices over the fact that encounter, in general, should be MUCH more enjoyable compared to the old choices
A. Plow the baddies if your properly optimized
B. Get plowed if your not
It also seems that it will require MUCH less work to create an enjoyable character (not including Bo9S, since it has much improved mechanics over the d&d melee standard, even if the "flavor" of it is not to some peoples liking) at any level, and it also seems as if it may do quite a bit to reign in the power differences between the optimizers versus the non-optimizers. There will likely never be an edition of D&D where the optimizers do not have a combat advantage over the non-optimizers, and I consider that a good thing. But it seems to me that the power difference in 4e will be more along the lines of 25-50% rather than the 100%+ of the other editions. (Much greater than 100% difference if you take class power levels into consideration a.k.a. optimized druid versus a unoptimized bard/monk would easily be a 200%+ power difference)
the potential for cool/useful "at-will" powers for the wizard partially negates the negative impact on their relative power and makes other party members more relevant.
All this said, what i am REALLY waiting for is the multi-classing rules and the full class power lists
/drool
Another BIG issue that makes me happy is the focus on the character over the items, for many classes (especially the fighter types) the characters equipment was more relevant than the character itself, the elimination of that d&d standard makes me ecstatic. Now magic items can be moved to useful/cool instead of ab-so-lutely mandatory in order to succeed past a certain level, and that can also allow relics/artifacts to be REAL treasures and something that could be a wonderful role playing tool. This is MUCH more representative of nearly every fantasy novel i have ever read.
basically it means that i will be able to focus more on playing the character than working to make sure that i am niether too powerful nor too weak. its a relief to me at least, i don't know about the rest of you.
A. Plow the baddies if your properly optimized
B. Get plowed if your not
It also seems that it will require MUCH less work to create an enjoyable character (not including Bo9S, since it has much improved mechanics over the d&d melee standard, even if the "flavor" of it is not to some peoples liking) at any level, and it also seems as if it may do quite a bit to reign in the power differences between the optimizers versus the non-optimizers. There will likely never be an edition of D&D where the optimizers do not have a combat advantage over the non-optimizers, and I consider that a good thing. But it seems to me that the power difference in 4e will be more along the lines of 25-50% rather than the 100%+ of the other editions. (Much greater than 100% difference if you take class power levels into consideration a.k.a. optimized druid versus a unoptimized bard/monk would easily be a 200%+ power difference)
the potential for cool/useful "at-will" powers for the wizard partially negates the negative impact on their relative power and makes other party members more relevant.
All this said, what i am REALLY waiting for is the multi-classing rules and the full class power lists
/drool
Another BIG issue that makes me happy is the focus on the character over the items, for many classes (especially the fighter types) the characters equipment was more relevant than the character itself, the elimination of that d&d standard makes me ecstatic. Now magic items can be moved to useful/cool instead of ab-so-lutely mandatory in order to succeed past a certain level, and that can also allow relics/artifacts to be REAL treasures and something that could be a wonderful role playing tool. This is MUCH more representative of nearly every fantasy novel i have ever read.
basically it means that i will be able to focus more on playing the character than working to make sure that i am niether too powerful nor too weak. its a relief to me at least, i don't know about the rest of you.