humble minion
Legend
In general I don't like 4e, and I haven't played enough of it to really get a feel for the nitty-gritty of how the numbers work, but conceptually I like...
- healing surges
- reduction of the need for the 'big six' items, and therefore less of a cookie-cutter feel to PCs
- less multi-layer buffing
- simplified maths & easier npc/monster creation
- minions, elites etc - quicky template-like ways to modify creatures to fit their desired roles in a given encounter
- the disease track
- the artifact rules (in concept, not sure of the execution)
- the existence of 'rituals', though (emphatically) not the implementation
- increased use of the Fey
- the new/expanded/improved pantheon
- healing surges
- reduction of the need for the 'big six' items, and therefore less of a cookie-cutter feel to PCs
- less multi-layer buffing
- simplified maths & easier npc/monster creation
- minions, elites etc - quicky template-like ways to modify creatures to fit their desired roles in a given encounter
- the disease track
- the artifact rules (in concept, not sure of the execution)
- the existence of 'rituals', though (emphatically) not the implementation
- increased use of the Fey
- the new/expanded/improved pantheon