I decided to throw my hat into the 5E rules discussion.
One of the things that is starting to bother me about Monte's articles is that he doesn't seem to be that familiar with 4E and he is discussing a lot of things that do not appear to need fixing.
So, I decided to ask the community what they think needs fixing.
To start off with, I'll throw the excessive bookkeeping of conditions into the mix.
IMO, conditions last for too short of a duration. Our group is constantly putting little tokens on the miniatures for dazed, bloodied, marked, grants combat advantage, is at +2 to all attacks, etc. Now, not all groups put out tokens for everything, but the game does encourage it.
So, I'd like 5E to have:
1) Have "save ends" only durations for short term adverse conditions.
2) Have "until the end of the user's next turn" only durations for short term advantageous conditions.
3) Get rid of "until the start of the user's next turn", "until the end of the target's next turn", and the rest of the special corner case short term durations.
It would make it easier to remember if all of these were consistent.
4) Increase the number of different PC condition auras (e.g. like the Cavalier Defender Aura). At least in my experience, players can remember an effect like an aura a lot more than which foe that they hit with a condition.
5) With regard to long term conditions, it makes sense to have more of these in the game. Making a foe -1 to defenses for the entire encounter is preferable to constantly placing tokens on and off the miniature (or on a white board, whatever).
Can people think of other aspects of 4E that could or needs to be improved?
Agreed, start to finish.
A note on #5- having certain conditions last longer would, IMHO, further increase teamwork and design synergies. Example: my Starlock has 2 powers that target Will. Our thief has a few as well. However, mine also reduce Will temporarily. If the condition of having a reduced Will lasted longer, both of our PCs would be more effective individually and in tandem.
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To the list, I'll add:
1) More feats that added powers to your PC as opposed to just the MC Feats. This will add to character flexibility in both design and play.
2) Allowing MC characters to learn & retrain powers without power-swap feats. I'm planning on using them for my Starlock|Psion because it fits the concept, but mechanically, I hate it. If I'm a mamber of 2 classes, I should simply be able to learn powers from both.