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

I like the relevance of weapon in some basic mechanic.. if a power says 3[w], the weapon ou are wielding matters.

Nevertheless, it's funny see how some people consider "did right" things that were already in 3.5, like rituals.
 

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These are the things I've ported backwards into 3.5:

1. Defenses. Everyone must make attack rolls and you don't need two rolls to determine an effect (minus saving throws). I like the combination of Reflex Defenses and Armor Class because they really are the same thing.

2. Armor. Armor matters at all levels and not just at certain levels. Though I eliminate the minimum enchantment bonus.

3. Options. Fighters aren't sidelined in combat at high level.

4. Higher hit points at 1st level. About 2.5 hit dice worth (except for wizards)

5. Minions, Elites, and Solos. I have also used them in 3.5 and it makes combat fun, if a bit long. Minions are great for a fighter with Cleave, Whirlwind Attack, and Great Cleave.

6. Dragonborn and Tieflings. I find it hard not to want to use them in a 3.5 campaign.
 

My list:

1. Removing Level Drain
2. Removing XP Costs to create items or cast certian spells
3. Toning down spellcasters
4. Removing most non-biological aspects of race and making them feats (I wanted something like this for 3e)
5. Heroic Tier Multiclassing
6. Saving Throw Progression
7. Con bonus not added per level
8. More starting hit points
9. Spellcaster at-Wills
10. Healing and Dying (I still prefer the 3e UA version)
11. Skill Challenges (in theory)
12. Giving fighters more cool things to do (I still prefer Book of Iron Might though)
13. Feywild
 

* The idea of skill challenges, but not the execution.
* Terrain influencing combat even more than previously.
* At-wills for casters.
* Expanded in-combat choices for fighters.
* Monster design based on coolness
* Character builder

I'd say the idea of minions, but really I considered Chris Youngs's (ne Thomasson) mob and swarm rules, first appearing in the 3.x DMG2 IIRC, an awesome leap forward for D&D on the minion front. Those were great rules for mooks, I thought.
 
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there isn't much i like about 4e, but the things that i do like, i REALLY like:

1. at-will powers/spells. the idea of a wizard running out of spells and resorting to using a crossbow makes me cry.

2. fixed hit points, although not the specific amounts. the idea of a fighter gaining one hit point on a level-up makes me cry.


messy
 

5. Minions, Elites, and Solos. I have also used them in 3.5 and it makes combat fun, if a bit long. Minions are great for a fighter with Cleave, Whirlwind Attack, and Great Cleave.

Easy rules for 3.x/Pathfinder: minions get 2 hp/HD; elites get 3/4 max hit points and solos get 1.5 max hit points plus a swift action attack or extraordinary ability.
 


Sadly, there isn't much I like about 4E, but...

I like rituals (at least in concept).
I like the idea of racial abilities that scale with level.
I like at-will spells for casters.

(I am perplexed by those who cite "terrain matters" as some kind of 4E thing, since terrain is a regular and important feature of my 3.5 games. YMMV, I guess.)
 

I like a lot of 4e, and I currently DM and play it, but I am pretty critical about some aspects of it. The single thing that keeps winning me over is this:

No Buffs to Track.

The debuffs can get a bit out of control, but not having to do some pre-battle calculus to run a dragon is a huge win in my book.
 


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