Alaxk Knight of Galt
First Post
A new edition of DnD will come out one day. Answers these three questions about that edition 
1. What one thing introduced in 4th Edition would you like to be included in the next edition of the game?
2. What one thing introduced in 4th Edition would you like to be excluded in the next edition of the game?
3. What one thing left out of 4th Edition would you like to see returned in the next edition of the game?
For me
Included: Healing Surges - I really like the healing surge mechanic of the game. It removes the need for a hundred types of curse spells (light, moderate, serious, critical, etc) and instead makes healing scale perfectly with level. Personally, I don't think enough was done with using healing surges as another character resource.
Excluded: Don't be slave to the Math - 4E tries to micromanage the numbers in the game so every attack has a 55% chance of success. This ties in with so many issues, everything from attribute generation (the assumed 18 in the primary stat) to +X magic items being required to make the math work at any given level. The goal is to make sweet spot that last from 1 to 30. I say, don't try.
Instead, trust the GM to make appropriate challenges and embrace that random things can and will happen in the game (from character creation to retirement at level 30). Sometimes the best results / memories are those epic failures or stunning successes.
Returned: 3rd Edition Multiclass Rules - By making most offensive spells require an attack by the caster rather then a saving through from the target, you've taken a huge step in eliminating trap choices (such as a fighter taking a level in a caster class).

1. What one thing introduced in 4th Edition would you like to be included in the next edition of the game?
2. What one thing introduced in 4th Edition would you like to be excluded in the next edition of the game?
3. What one thing left out of 4th Edition would you like to see returned in the next edition of the game?
For me
Included: Healing Surges - I really like the healing surge mechanic of the game. It removes the need for a hundred types of curse spells (light, moderate, serious, critical, etc) and instead makes healing scale perfectly with level. Personally, I don't think enough was done with using healing surges as another character resource.
Excluded: Don't be slave to the Math - 4E tries to micromanage the numbers in the game so every attack has a 55% chance of success. This ties in with so many issues, everything from attribute generation (the assumed 18 in the primary stat) to +X magic items being required to make the math work at any given level. The goal is to make sweet spot that last from 1 to 30. I say, don't try.
Instead, trust the GM to make appropriate challenges and embrace that random things can and will happen in the game (from character creation to retirement at level 30). Sometimes the best results / memories are those epic failures or stunning successes.
Returned: 3rd Edition Multiclass Rules - By making most offensive spells require an attack by the caster rather then a saving through from the target, you've taken a huge step in eliminating trap choices (such as a fighter taking a level in a caster class).