- Players can be meaningful heroes at lvl 1
- Points of Light means that being a hero is now meaningful, instead of an occupation
- Fighters getting special abilities with all weapons. Big big win!
- Healing abilities for all classes (and non-reliance on clerics)
- Less Christmas tree magic items from the Big 6 arms race
- Social combat rules in core (hopefully!). I loves my RP and this will give players that don’t RP very well a chance to still participate in these kinds of interactions.
- Combat against more opponents at once. This creates more action and a more heroic feel. The players feel more capable.
- New magic system. Thank. God.
- Abilities for all classes. Even fighters can do cool stuff now besides swing that sword.
- Simplified rules ah la grapple
- Streamlined stat-blocks and less rigid rules for making monsters.
- Monster have unique abilities instead of huge lists of wizard spells. It’s more interesting and less work all at the same time.
- Choice of race is going to be meaningful at all levels. The races are more distinct and will have flavorful abilities at all lvls. Race now means more than just RP, which will inject racial flavor regardless of the amount of RP at the table. This is a big win!
- Elemental planes (and other exotic locations) that are now reasonable to adventure in.
- Demons and Devils that aren’t clones of each other. Real reasons for the distinction in creature type between the two.
- Sanctioned PDF versions of my books online. With updated errata!!

- Classes that are distinct and meaningful.
- Defining of roles to make things clearer to some players, but at the same time removing the need and reliance on having a role-filled party. Woot for 3 wizards and a rogue! Our last big game went to lvl 28 without a cleric or a wizard, so I know how much of a headache roles were in 3e.
- Unified numbers on class progression. This means less tables, less space in my books, and less confusion. Also less high lvl disparity. Since my last big campaign started at lvl 1 and went all the way up to lvl 28, I can vastly appreciate this unified progression.
- Simplified magic item pricing
- WotC taking a stand on not including classes unless they are quality. Bards are probably my favorite class and I love to include them in my games… but I would much rather wait and have them done right than have another half-baked version released.
- Epic levels are built into the core. This should avoid much of the bizarre nature of epic level play.
- Alignment revisions. Most creatures should be unaligned and fewer mechanics should rely on this. A very very positive change.
- Rogues can sneak attack undead and other such opponents. Crits work too! Woot!
- Necromancers and Illusionists becoming their own classes. This is huge. I can’t begin to express my joy. These needed their own mechanics badly.
- Paladins can smite
anyone! I play more realistic games where not all opponents are evil (and many are neutral built into the system anyways). My paladin player was always frustrated that she couldn’t smite so often. I like this change.
- Warlord class. Whether you like the name or not, it’s good to have a melee based class that is built on inspiration and leadership. This is far more iconic in fiction than the bard (and I love the bard) so it is a more flexible archetype for new players to latch onto.