I've actually been playing some version or other of the venerable system since college. However, I'm not really the target demographic of the next edition as I'm not that into fantasy and quite like non-combat mechanics, and D&D Next aims to be the arch-typical version of the system rather than moving in a new direction. There will doubtless be modules of interest to me, but this seems like a good time to say my goodbyes. The points below are meant to be my favorite parts of the edition, not the best in any objective sense.
Special powers that can be used freely (encounter powers and at-wills): 4th edition made fairly heavy use of powers that could be used at will or once per scene. If I'm playing in an environment where supernatural abilities are in play, I like to be able to use them freely. The once per scene (or encounter to use the technical term) powers did this particularly well, because they could be substantial without being game breaking. This combined well with 4th edition's encouragement to freely reflavor things: the mechanical effect may be defined but it is easy enough to ascribe the source to anything you desire.
Mechanically meaningful non-attack powers (utility powers and themes): As I mentioned above, I'm not quite a stereotypical story gamer. While I enjoy challenge and conflict, I'm just more interested in confrontations that aren't violent, let alone lethal. 4th edition D&D offered two notable new sources for such abilities: utility powers, which came along every few levels, and themes, which help define how a character starts out. Good flavor and mechanical matches particularly matter here and D&D delivers with powers like allowing rangers to keep someone from falling over a ledge by catching them with an arrow or allowing those skilled in the ways of magic to use technobabble to help get them out of a social problem once a scene. This is a mechanical space that could in theory be filled by feats, a game element that sometimes involves prerequisite but is typically chosen from a vast list. The selection of utility powers is more limited; you have to qualify for them via class, theme, or skill. This encourages them to be more defined, easier to balance, and makes their numbers less overwhelming. Also critically, neither utility powers nor themes are charged with doing the heavy lifting of making a character effective, which gives more room for flavorful selections.
Digital tools: I think the character builder and online rules compendium has been rather game changing. I've paid the subscription fee happily and haven't even minded that much when the character builder went from desktop client to web tool.
Design that draws from a wide range of games: This is sometime mentioned as a knock against 4th edition, particularly in reference to video games. However, I'd say that video games and board games have both advanced greatly over the past decades. Not all changes have been for the best, but I think we have a much better idea of what it means to get the underlying math right. This matters to me as a player, because knowing that I've checked the box when it comes to effectiveness gives me freedom to be playful. This matters far more as a GM, as getting a solid balanced system should be one of the big perks of going to larger companies for games. Playtesting, R&D shops, and system updates all take hard work and are well worth paying for.
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