Fantastic review, and I agree with a lot of what you've said. I played 3.5 somewhat casually, but really love the new 4.0 system
QUOTE(mrxak @ Jul 6 2008, 04:13 PM)

This same half-finished content is apparent in the Player Handbook as well. PHB2 is hopefully around the corner to fill out some of the missing classes and perhaps races as well. I rather miss half-orcs, but at least the MM has the gnome, still. Druids, Barbarians, and Bards are all missing. In some ways, the Warlord is the new Bard, but not really. There's also some other 3.5 classes from various other books that I hope make a reappearance soon. Sorcerers are also gone, but what I should say is that Wizards are gone, and have been replaced by the Sorcerer of 3.5, because...
Yea, the manual is definitely not even close to finished. One thing I really wished they made simpler about the monster manual was adding a more built in way of leveling up or down other creatures. I can't really speak for DMing differences, but it sure does seem to take way less prep to set up a 3.5 game (but that might just be our DM having more experience at doing it in the first place)
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Wizards no longer feel like wizards. That they have to rip pages out of their spell book every time they get new powers starting at level 15 is really dumb. Rituals probably make up for the vast lack of spells in 4.0, and I do like the way they can cast magic missile all day long, but generally I find wizards much weaker than in 3.5. Yes, in 3.5 you would end up needing to sleep fairly often in your early levels, but that's better than having one or two kinda decent spells that will probably miss, and then being weaker than any other class for the rest of the encounter or day. Maybe I just suck at rolling, but with 19 int (+4 on my attacks) I'm still missing a lot of the time, and that means I'm missing my encounter spell pretty much always, with no hope for partial effect. I feel it was better being able to have really strong attacks that might be halved by a save than this. I was really looking forward to playing a wizard, my favored 3.5 class, thinking that they were going to be improved in a few important ways, but having actually played it, I think I won't be rolling another wizard for a long time, at least not in the kind of role I enjoy.
First of all, spec wand if you want to be a war wizard, you should easily have +4 +3 (dex) as an encounter power, so you can, obviously, synchronize that wiht your dailies and encounters.
Second of all, they SEVERLY nerfed wizards since 3.5, but I think it was entirely warranted. Wizards used to be glass cannons, but since there was no such thing as tanking, they had to have magical forms of AC bonuses and the such, so they had both the most offense and defense.
Now, the focus of wizards is not so much face melting (indeed, if you want to roll a war wizard, chose a Warlock instead, likewise, if you want to roll a ... CHA base lock, (whatever they are called), I'd probably suggest rolling a control wizard instead. These are the more native rolls of each class (but, I mean, feel free to go for flavor)).
The AoE and CC abilities control wizards have really shine, and the burst 3 At-Will is pretty sexy. The biggest issue there is it forces you to cast from melee range, which is... a pretty bad idea.
Orb Spec+Sleep is a great CC at low levels, the only thing I think they need to look into is, similar to WoW, making "elite" mobs immune to certain flavors of CC, as it does allow some encounters to be cheezed a little.
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Which brings me to my next point, about movement. Combat now is much more fluid and large. While you can still do encounters where your players fight one or two mobs at a time, and generally nobody's moving except in some initial set-up, 4.0 combat is all about moving around blowing up a bunch of guys at a time. I'm reminded of the Khazad Dum fight in Fellowship of the Ring. The minions rush in, get one-shot by everybody while the brute comes in and starts smacking people around. Skirmishers and lurkers shift around all over the place trying to get combat advantages, and many of the monsters in the MM have special abilities related to shifting around. Your characters are moving around a lot more too. Since there are so many more creatures in an encounter, things get pretty mixed up as everyone's trying to flank everyone else, etc., and many of the classes have powers that cause themselves or allies to shift. Hopefully players in your group will work much closer together to get advantages. Instead of the fighter tanking the giant while the rogue sneaks around to get his sneak attacks, and the wizard and ranger are shooting ranged attacks to burn the enemy down, as was in 3.5, you should have much more involvement and communication between your characters to set things up for each other.
Yes, I think the biggest thing they fixed about combat was removal of the full, iterative attacks. Ironically, we house-ruled that back in as a subtle option. (This goes back to your earlier accuracy issue, which is definitely valid).
As a base, melee gets STR[or DEX] (+3 or 4] plus expertise [+2 or 3] while casters only get their single native stat, so all melee attack rolls have an extra 15% chance to hit that spells don't. We devised a rebalancing where, if you sacrifice your minor action and your move action [except your shift], you could take a +2 to casting rolls. This seems to compensate for some of the wizard issues without unbalancing anything, but again, our sample size is not huge enough to decide if this is a valid change.
(Warlords are amazing, but I don't have anything to add to that, except that I'm proud that melee is fun to play now)
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Oh, one last thing. Prestige classes are gone, but they're replaced with Paragon Paths and Epic Destinies.
You missed one very very important addition: Cross classing is now Amazing(ly overpowered, but the devs have said they wanted as much).
I play a Cleric Cross-classed as a wizard for an extra daily spell, plus I get Thunderwave, which has a secondary effect based on my already stacked WIS. This, mixed with the existing AoE close range Cleric spells make my cleric very interesting to play, as I often have to dance in and out of the thick of combat to be fully effective.
Almost every class can stand to gain something, especially at level 11, from multiclassing, and you never sacrifice caster levels like you used to.
My biggest issue so far is that there seems to be like 2 or three good caster feats, and you get them every even level +level 1 + human, so... It's hard to decide what to do with them, I hope they release an expanded list soon.
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As an aside, we all think grids are ugly and awkward for diagonal movement (even if they are more accurate for your average "fortress"). So we replaced the square grid with a hex map. The biggest issue here is, now only 6 people can be adjacent to one person instead of 8, and AoE effects are similarly smaller, burst 3 goes from 9 to 7 and burst 5 goes from 25 to 19, but maybe this isn't such a big deal in terms of game balance. I was wondering if you had any thoughts on that)