Balesir
Adventurer
Loads of good stuff - much already covered here - but I have one rather more esoteric and central one:
- Keep the system focussed on defining what happens in the game, not on describing what happens in the world.
Earlier editions had rules that described the nature and effect of spells, items, monsters etc. in game world terms, with some guidance on what that might mean in 'system' terms (how many hit points damage done, etc.). 4E changed this to describing what the power/feat/whatever does in system terms and leaving the game-world description of what happens in the hands of the players at the table. At a stroke, this made the D&D world coherent and far more usable for several (but not all - which I don't think is even possible) foci of play. If one thing is kept, let it be this, please!
- Keep the system focussed on defining what happens in the game, not on describing what happens in the world.
Earlier editions had rules that described the nature and effect of spells, items, monsters etc. in game world terms, with some guidance on what that might mean in 'system' terms (how many hit points damage done, etc.). 4E changed this to describing what the power/feat/whatever does in system terms and leaving the game-world description of what happens in the hands of the players at the table. At a stroke, this made the D&D world coherent and far more usable for several (but not all - which I don't think is even possible) foci of play. If one thing is kept, let it be this, please!