What do you love about 4e

Here is my list of why I love 4e

Fun and Easy to Learn or DM but has as much depth as previous editions of D&D

No silly video game or disney magic (like growth spells, animate or being easy to return from the dead at mortal levels).

Gritty meets high fantasy feel

Tactical game play

Focus on character backgrounds, quests, and role playing more than any previous edition

Lore and mechanics are tied together

Rituals!

Magic Items having story purpose and magical effects

Action Points are improved

Drag and drop rules that are house rules friendly
 

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Najo said:
No silly video game or disney magic (like growth spells, animate or being easy to return from the dead at mortal levels).
You mean, no silly video game or disney magic YET. :) There are n more 4E Players Handbooks on the way, and they will have to fill them with something.
 
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Since "everything" is sort of unhelpful:

:1: Martial classes aren't relegated into having the same attack for 20 levels, with only minor differences every 5 or so levels.

:2: Multiclassing isn't mandatory to have a decent character.

:3: Every class is useful alongside every other class/ the classes are balanced!

:4: New cosmology brings new life into the world! No more tired "Great Wheel"

:5: Alignment is done away with! I know it looks like it's there in the book, but really, it's done so thinly that I'm suprised they didn't just axe it and get it over with.

:6: Battles are fluid and don't devolve into the fighter and the troll throwing d20s at each other for half an hour while the wizard kills it.
 

The Raven Queen

The way the gods and goddesses in the pantheon is set up to be in really interesting conflicts with one another.

Unaligned

A Rogue with a dagger

Warlock's Pacts

Tieflings

Asmodeus, God-Tyrant of Hell (was that always his title?)

The way the combats really demand cooperation among their players.

The way the Dungeon Masters I have played at the table with all love how easy it is to whip up a combat encounter.

Skill Challenges

It feels to me like the first edition that isn't trying to be Moorcock, Howard, Leiber, Martin or Tolkien but its trying to be Dungeons and Dragons, which nowadays really is its own sub-genre of fantasy, that incorporates bits and pieces of all of the above and more.
 

I like to second what Paka said that for the first time the edition is Dungeons and Dragons instead of a hodge podge of everything else. It does feel like D&D is finally come into its own. It feels to me that they really thought through everything they included into the rules and made sure it all has a reason to be there other than well, it was in the last edition.
 

An operative Magic system that divides Utility, Ritual, and Flashy spells into their own silos instead of copy-pasting a do-it-all spell list in the back of the PHB.

Multiclassing: no longer a malformed 3-headed Chimera of Optimizers, Dabblers and Mashup/Gish. Dabblers can cast Featherfall or Raise Dead without dropping armor, Mashups are converted into the Power/Role concepts they always were, and optimization was never a necessary goal in a cooperative game in the first-place.

In-game rewards for tactical thought. "I run up and hit it" is the same lame breed of "I roll d20 Diplomacy". The System should challenge me with an output, not the rules.

Paragon Paths are PrCs without Levels of Suck or lvl 1 Plaguemaster problems. It follows that Tier-based power levels are a welcome uniter of system-assumptions.

Feats are unique traits and add-ons instead of Necessary Power Options.
 

Ease of use for new players. The game is a lot easier to pick up for new players. This is pretty rad for me.

Prep time change is awesome. Level-up/down monsters change from 3.5 is HUGE. Just awesome.
 


I'm enjoying the whole game minus some small, snaggy little points, but what I'm really digging *today* are the multi-classing rules. I'm loving how a character will be able to grow from the adventures he goes on, dabbling in other powers as they become appropriate to the character, his experience, and his goals, without diluting his early class choice. I see this as a major strength of the new system.
 

Najo said:
I would like to hear what it is you love about D&D 4e. Share what you feel are its best traits and why you love it so much.
I'm a big 4th edition fan but surely a comment like
"I would like to hear what it is you like about D&d 4e. Tell us what you think its best innovations/traits are?"

would be a bit more unbiast I think "and why you love it so much" could get peoples backs up.

Anywho what I like.

* all classes not being the same but all being able to contribute equally
* Tide of Iron!
* Healing being nicely spread out (Cleric Warlord and paladin in our group ;) ) and magical potions not being able to cure everything
* Wands and potions being redefined instead of being an extra store of spells
* The ease of setting up a combat encounter
* Role in combat having virtually no effect on role out of combat, I can play a defender role who knows about magic and stealth! I can play a Halfling rogue who knows as much about religion as a priest.
* Paladins not being LG
* New classes and races in the core
 

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