I really like 4e, so there's not all that much I would change. I disagree with some of what has been suggested, specifically this:
Paragon paths are also horrible offenders of this. Every power is locked in and some PPs lose out in effectiveness/desirability simply because you have an unusably bad power that you can't replace in one (or three) levels. Yuck. Part of this is the need for each power to be unique, and the more powers you have make up, the more likely you will make ones that aren't worth it.
Making powers that resonate with a domain or PP is a great idea, but forcing a domain or PP to have said power isn't. It will make having more that 7 domains feasible, and make PP creation simpler, etc.
An important point about the design element "Prestige Class" is exactly that it
is all fixed together. This allows PP designs with one really powerful Power (Maw of Chaos, I think is an example) that is balanced by having another Power/Powers/Ability that is pretty "meh". Allow swapsies, here, and either balance goes out the window or you need to rebalance several Powers to be "just the same as the others at the same level". The way it is now is, I think, less boring.
I do. Treasure is pretty boring now. This game used to be about killing things and taking their stuff - heck, it used to be about taking their stuff and you only killed them if you couldn't get it any other way!
I'd love to see magic items become interesting again.
So use Artifacts and Inherent Bonuses. I keep saying this, but no-one seems to be listening. I really like the (original) idea that "magic items" are group PC design elements (i.e. like character feats and Powers, but they can be shared around the party) and
Artifacts are the "DM's candy box and store of stuff to make the world interesting and drive the story". In terms of "4.5E", returning to the original magic item system is one of the first things I'd do (if I had ever left it, in the games that I run...)
Other changes:
- Getting rid of "obsoleted" elements is an obvious step.
- I would probably use "Residuum" or the equivalent to separate Magic Items from money, per se. Rituals and Consumables would still use money, but Residuum would become an "indestructible" commodity that was essential for making Magic Items. I.e. every item requires its full value
in Residuum, and the "Disenchant" ritual returns the item's full value in Residuum. Recipies for items and/or the ritual itself may cost extra
in money.
- Go through all "EoNT" powers and (a) make all that work on the target alone end at the end of
their next turn, and (b) make those that work by giving a benefit to the attacker on their next attack/turn work by giving the attacker a "token" that can be used to get the bonus, working a bit like a striker's "curse" or "quarry".
- Go through all untyped bonuses and consider really hard making them typed.
Maybe also rationalise on types (e.g. merge "item" and "enhancement").
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Maybe add damage threshholds to minions.
- Lots more explanation on how to use Skill Challenges. Actually, ideally, extend "combat" style rules to social and exploration scenarios, but that would be a major undertaking...
I think that's about it - can't think of anything else right now.