# No long-term advance planning for PC character development. No longer do players have to worry how precisely to build their characters at first level when they want to take a specific prestige class twelve levels later. Now they can take character advancement one level at a time.
# Easier high-level PC creation. Creating high-level PCs - whether to replace an existing character or to start a campaign at a high level in the first place - is now simplicity in itself. You do no longer have to worry about what choices your character made at lower level - thanks to retraining, it's easy to justify the current character feats, powers, and skills. Similarly, picking magic items is easy - you start with three items with specific levels, and have some spare cash over to purchase weaker items.
# Fighters are now actually interesting. In 3.5, Fighters usually did little more than doing the same attacks over and over again, and their only real tactical choices involved which enemy to hit. No longer - they now have a variety of options as large as that of the other classes.
# Less-complex high-level spellcasters. Once your player characters hit double digits, deciding which spells your high-level wizards, clerics, and druids choose every day became a real chore, and it frequently held up the game while the players of these characters made up their mind. No longer - even wizards, who still can make some choices in that regard, now spend much less time on figuring out their daily spell lists.
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via 11 Reasons Why I Prefer D&D 4E - EN World D&D / RPG News.
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