Traycor
Explorer
This purpose of this thread is so that posters can express the things they like about 4e. So much debate goes back and forth, and minor dislikes are harped so heavily, that I think many people have forgotten what it is that they even like in 4e.
- 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)
- Compound abilities that allow for both needed and fun actions at the same time
- Less Christmas tree magic items from the Big 6 arms race
- The best elements of Star Wars Saga that many players love
- Reduced and consolidated skill lists
- 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.
- More combats in a day. Allowing players to continue battling as they wish creates a greater immersion and sense of heroism. In most novels, a hero will push on and on until they can’t go anymore because of their drive and passion. In previous editions it was hard to mirror this common heroic mentality without a TPK.
- 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.
- Tieflings and Dragonborn. They need not be in every game or setting, but if players want to be a planar being or a dragon, they now have a balanced, built in option in the core. These are commonly requested and I feel it was a brilliant move.
- Online tools that allow me to game with my old college buddies that have scattered to the winds.
- 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
- Multiclassing that really, truly works without gimping the character. Just from what little we’ve been shown it is vastly superior to the current format.
- 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.
- Wizard implements. While the specifics are still being tweaked on how this will work, the wizard class was in sore need of things to distinguish members of the class. It allows for means of customization closer to what melee classes have available, and it makes magic staves/wands more than disposable batteries.
- Epic levels are built into the core. This should avoid much of the bizarre nature of epic level play.
- Simplified math at epic levels. Anyone who’s played lvl 21+ can do naught but cry with joy at such news.
- Diety dump in the FR. I know this is a sore subject for some people, but FR had waaaay too many deities. You could practically expect the local king to assend to godhood if he had enough locals that praised him. The portfolios had gotten way too crowded. “I’m the god of malice. And I’m the god of hatred. And I’m the god of anger. And I’m the god of bad tempers. Hey guys, I’m the god of fury. Don’t forget me, the god of rage.”
- Alignment revisions. Most creatures should be unaligned and fewer mechanics should rely on this. A very very positive change.
- No confirming crits. Makes for more cheering moments on the part of the players.
- 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.
- Feats are having their focus narrowed. This will simplify the game, streamline the character abilities at higher levels, and avoid much of the feat related power creep all in one swift stroke.
- 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.
- Swordmage class. This is a personal pet peeve and I truly hope it is revised to make it into the PHB 1
- 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)
- Compound abilities that allow for both needed and fun actions at the same time
- Less Christmas tree magic items from the Big 6 arms race
- The best elements of Star Wars Saga that many players love
- Reduced and consolidated skill lists
- 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.
- More combats in a day. Allowing players to continue battling as they wish creates a greater immersion and sense of heroism. In most novels, a hero will push on and on until they can’t go anymore because of their drive and passion. In previous editions it was hard to mirror this common heroic mentality without a TPK.
- 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.
- Tieflings and Dragonborn. They need not be in every game or setting, but if players want to be a planar being or a dragon, they now have a balanced, built in option in the core. These are commonly requested and I feel it was a brilliant move.
- Online tools that allow me to game with my old college buddies that have scattered to the winds.
- 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
- Multiclassing that really, truly works without gimping the character. Just from what little we’ve been shown it is vastly superior to the current format.
- 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.
- Wizard implements. While the specifics are still being tweaked on how this will work, the wizard class was in sore need of things to distinguish members of the class. It allows for means of customization closer to what melee classes have available, and it makes magic staves/wands more than disposable batteries.
- Epic levels are built into the core. This should avoid much of the bizarre nature of epic level play.
- Simplified math at epic levels. Anyone who’s played lvl 21+ can do naught but cry with joy at such news.
- Diety dump in the FR. I know this is a sore subject for some people, but FR had waaaay too many deities. You could practically expect the local king to assend to godhood if he had enough locals that praised him. The portfolios had gotten way too crowded. “I’m the god of malice. And I’m the god of hatred. And I’m the god of anger. And I’m the god of bad tempers. Hey guys, I’m the god of fury. Don’t forget me, the god of rage.”
- Alignment revisions. Most creatures should be unaligned and fewer mechanics should rely on this. A very very positive change.
- No confirming crits. Makes for more cheering moments on the part of the players.
- 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.
- Feats are having their focus narrowed. This will simplify the game, streamline the character abilities at higher levels, and avoid much of the feat related power creep all in one swift stroke.
- 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.
- Swordmage class. This is a personal pet peeve and I truly hope it is revised to make it into the PHB 1