Personally I like "Mearlicious"Doug McCrae said:Good word. I'm going to start using that one.
Mostly sums it up for me. Although I might elaborate on #5: I'm looking forward to simple and quick monster and NPC design. Perhaps even "on-the-fly" design, once I get my head around the rules.FireLance said:1. Cool powers
2. Cool per encounter powers
3. Cool per encounter powers for all classes
4. More explicit underlying math
5. Easier to houserule because of the more explicit underlying math
6. Underlying math that (I expect) will give most characters a nontrivial chance of success and a nontrivial chance of failure.
7. Generalization of key functions, e.g. anyone can heal, anyone can deal with traps
8. Rules that allow the player to act even if the character does not, e.g. saving throws to remove ongoing effects
9. More focused classes - less baggage picked up if you just want a specific ability
10. More flexible characters - better able to mix and match various classes and abilities to get the character you want
Steely Dan said:I've kept all my books from all editions (basic through 3rd).
It's nice for reference:
'See; this was a particularly crap edition…'
Piratecat said:I'll play whichever game turns out to be the most fun. I won't know how 4e qualifies until I try it, of course, so we'll put it through its paces and see how it feels. Based on the opinions of people I trust, I expect to be favorbly impressed.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.