So, what are some of the major new features of 4.0? I started with 3.0, but did most of my DMing with 3.5 because it was what was available when I started getting serious.
I'm on staff for the understaffed game room, so I won't have time to participate, unfortunately.
It's a little complicated to explain because the system as a whole got revamped, but to give you an idea.
The first big change is Powers. All classes have various powers that range from At-will (usable when you want to), to encounter (usable once per fight), to Daily (usable once per day). These powers each do something different and can provide extra damage, knock an opponent down, or provide you or an ally with a bonus. Each class has their own list of powers.
Example: 3.5 - Fighters: "I attack (roll dice).... full attack (roll dice)" I've seen this a lot... it's gone.
4.0 - Fighters: "I use Tide of Iron - which moves the opponent", "I'll use Sure Strike, it does less damage but increase my chance to hit!"
Another big change is progression. In 3.5 each class had their own Base Attack Progression, Wizards having the slowest and Fighters having the highest. In 4.0 all class progress at the same rate, this is evened out by there powers. Fighters usually fight against AC, but Wizards can fight against Fort, Reflex, or Will.
Last big change I'm going to mention is smoothness of game play, the old system was good but sometimes bogged down in rules. 4.0 rules are based on three points...
Simple rules many exceptions
Specific beats General
Always round down
I'll be happy to discuss more of this before or after the today's meeting, I'll probably have a D&D Player's Handbook with me.
Oh and Tofu, if you have a time you are not working we can try and plan a demo group then if you'd like?
If you are new to D&D and didn't understand any of this, try catching me at the meeting.