You don't play 4E, but what did they get RIGHT?

  1. The front loading at lower levels.
  2. Healing and Dying mechanics. (Especially "rests")
  3. Skill Challenges!
  4. Minions, Minions, Minions!
:D
 

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Race options beyond simply giving benefits at level 1.

The ideals behind encounter design; masses of enemies being the norm.

More gradual power curve between levels

IMO, a more mythical feeling cosmology.

I liked the points of light idea too; unfortunately, not much of that (as presented in the previews) made it into the final product.

Essentials... I like what I see of this so far, and it's too bad this isn't what 4E was from the start.
 


Action points (though I prefer "use 'em if you need to" to "use 'em if you got 'em")
No iterative attacks
More durability at 1st level
The rest system


Luckily all that stuff is in Trailblazer, making it easy to incorperate into my PF game. And my buddy might soon start a 4e game, so it's all good!
 

The one thing I've heard about 4E that I liked is the concept of "unaligned" characters & creatures.

While I love the 9 alignments of 1E, 2E, and 3.x D&D, I also would like the 10th option of being unaligned for non-divine and non-alignment-specific classes and some "monsters" (such as animals).
 


Fixed hp
Fixed stats or point buy as the default, rolling as the undeniable "I hate my players" variant
Five person party as the default instead of 4
Official credence to the "wish list" method of determining treasure (I don't think there should be actual wish lists, but just pushing the idea of putting in loot useful to the PCs. Even if many 3E DMs like me did that, the offical rule was random table rolls.)

That's all I can think of right now. Basically, I just like the parts where they removed randomness from factors that have long-term impact on a character. The rest of the edition I hate.
 
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I like:
*Evening the power curve between character archetypes.
*Reducing the impact of encounters per day on play style.

I just don't like how they did it.
*You are a unique butterfly, just like everyone else.
*irrationally limited encounter powers.
 

I'm trudging through 4E, but the things I do like

* replacing neutral with unaligned (but not the rest of the alignment changes)
* minions
* easy method for building monsters and encounters
* the idea of rituals (but not implementation)
* Race matters beyond 1st level (though I wish it mattered more)
* page 42 - in the fact it is explained and put forward for all to see, rather than keeping the math and concepts hidden.
* the character builder and other tools

Unfortunately, I've got an issues list with 4E as long as my arm, but I'll not discuss here.
 

Yes, I genuinely don't play 4E and in fact never have. I've only read it. I'd LIKE to play it to be able to give it a proper assessment but have no desire whatsoever to run it. That said for every element that I think has a good idea behind it I dislike its actual implementation. It's probably a perfectly decent RPG to play but just not what I think D&D should be.
 

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