Bouv wrote:3. Variety of "standard" monsters. Instead of just getting a goblin, goblin chieftan and goblin shaman, we get a lot of different types of goblins to challenge the players. This helped mix things up and challenge those players that like to"memorize" the monster manual.
That and the minion rule were greatest additions to the game IMHO.
also Disease Track that was inspired idea
at will, encounter, per rest powers for EVERYONE
I love playing wizards or psionicists, but it's not right that fighters etc should be reduced to boring "whack a rat stand there and smack smack"....BORING!
so 4th ed giving fighters like everyone else, dynamic useful abilities was superb
real fights are all about MOVEMENT, this simply wasn't much in the rules until 3rd and even then it was a pain and not really part of NORMAL combat, only grapples/bullrushes
in 4th ed, many melee or archer powers caused opponents to fall, be moved etc
making large numbers of opponents, or ships/vehicles and complex things like swarms, into simpler single stat block "creatures"
that was a huge improvement just like minions were
you can turn a spelljammer ship into one "creature" with multiple attacks, low AC but a TON of hit points
some of the attacks can be magic (from crew memebers)
the simple notation and system for RECHARGE OF POWERS!
just using six sided dice as the symbol on page and way to see if a power has "recharged" for an NPC each round is brilliant
tracking spell kists/uses/times is a pain for a DM, a simple dice roll helps hugely
over all I thought 4th ed was the best "mechanic" advance ever for D&D
it just lacked variety, fluff and "Ooomph!"