There is a mechanical difference – or rather, making it different creates a mechanical difference. It is usually pretty easy to get a few points of attack bonus from things like Combat Advantage or Bless, or Inspiration in 5e. It is significantly harder to give opponents save penalties and/or increase one's save DC. Whether that's a good or a bad thing is a matter of taste, but it is a thing.1: Attacker always rolls - Out of all the things that we lost in 5th, this is the one that really angered me the most. I understand most of the other changes in 5th are a matter of personal opinion, so those I don't get mad at, but attackers always roll is just an objectively better way to do things. I compare it directly to the Thac0 to BAB change. Both basically leave the math completely unchanged, while making them easier to understand, use, and teach. It's a small thing to focus on, but that's also part of why I'm so mad at it going away. For what reason did the designers go back to the old way? Did attackers always role just have too much 4th stink on it? It's the only reason I can think of. Okay, Okay, that will be the last angry thing I'll say, I'll keep the rest of my post focused just on what I love about 4th. I just had to get that off my chest.

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