Wow, lotta negatives on 4E. Personally, I thought it sounded pretty awful when word first started coming out.
Now that I’ve read the PHB, I’m grudgingly optimistic.
Yes, it does do its damnedest to be like World of Warcraft. Yes it does omit the Monk, Druid, Bard, Barbarian and Sorcerer classes. Yes it does make characters somewhat similar to one another in ability and combat effectiveness. Yes, it does drop half-orcs and gnomes from the standard racial inventory and substitutes in fanboy-centric crap like “Dragonborn” and “Tieflings.” (Well, I happen to be a Tiefling fanboy, but I still think it’s dumb to make them a core race.)
However, none of those things really outweigh the fact that it also:
[ul]
[li]Removes spell memorization, and thus makes low-level spellcasters less of a bore to play, because they no longer run out of spells after a single fight and have to be carried through the rest of the game day til they can memorize spells again.[/li][li]Makes fighters less of a bore to play.[/li][li]Implements party leadership and tactics in ways that previous editions utterly failed to do (yes, by blatantly stealing from World of Warcraft, but still)[/li][li]Implements Turn Undead in one concise entry, about 120 words long (as opposed to 3E’s one-and-a-half-page entry that nobody could remember from one encounter to the next).[/li][li]Gets rid of the “meet all these weird prerequisites so you can take levels in this prestige class” crap, so you don’t have to take a level of Bard to become a Shadowdancer or something like that, replacing it with the ability to choose the equivalent of a prestige class at level 11.[/li][li]Gets rid of “spell levels,” so that a level 19 spell is one that you can (surprise!) learn at 19th level, as opposed to 3.5’s learning of third level spells at fifth level which has been an irritating semantics issue since the birth of D&D.[/li][li]Lays out all the information for a given class, including spells, abilities, etc, in a single place. You don’t read up on your class, then go to a different chapter to read up on spells, and then a different chapter to read up on turning undead and then a different chapter on how to level up, or how to take a paragon class, or whatever.[/li][li]Implements attack rolls and defenses more equitably.[/li][li]Lets characters who don’t happen to be rogues, rangers or bards actually have some skills.[/li][li]Makes taking an alignment optional for most characters.[/li][li]Doesn’t restrict a paladin to the Lawful Good alignment.[/li][li]Doesn’t gimp non-fighters with a ridiculously crappy Base Attack Bonus.[/li][/ul]
It’s not the greatest Pencil & Paper RPG I’ve ever read, but I think that the vast majority of the changes promote more fun game sessions and more streamlined play without sacrificing too much in the way of flavor.
True, the replay value of the game may suffer when you realize that most characters of a given class and level are going to be very similar, but it really doesn’t seem as bad as people seem to want it to be.