4th Edition D&D Overview
So, I've had the 4th edition D&D rules (the Player's Handbook, Dungeon Master's Guide, and Monster Manual) in my hands for a month or two now (no thanks to Amazon). All speculation has been laid to rest, but judging by the reactions on WotC's forums, not everybody is happy with how it turned out. Personally, I'm ecstatic. A quick review of the initial trinity:
The Player's Handbook
The fundamental rules of the game are presented-- how to roll the dice, how to make a character, equipment and combat rules, all the really essential mechanics of the game. In terms of organization, I'm really pleased that spells and powers are listed in the same section as the class that uses them, rather than in a separate appendix at the end. (In terms of the PDF copy, this means I can print out everything I need to play a rogue in one handy serving.) Also new for 4th edition, the magic items that used to be in the DMG are now in the PH right after the regular equipment lists. This reassignment may remove some of the mystery, but it sure beats having to remind players how their toys work if they lose the scrap of paper with +1 frostbrand scimitar written on it.
Content-wise, the changes are numerous, so I'll stick to the highlights. Character level plays a bigger part in deriving stats: attack bonus, AC and defenses, and skills are all 1/2 level (plus a few class-based modifiers), which I find speeds up the number crunching. Some of the classes are new (the warlock and warlord) or boast very new mechanics (the fighter's marking, the wizard's implements). It seems harder to pull off a one-character combat victory with a chain of powers, but much easier to pull off a multi-character combo. While the classes are a little more locked into their initial schtick (no more 3 or 4-class multiclassing), the rules offer PCs the chance to later pick up and use just about any tool or skill they want. Hit points are initially bigger but increase at a more predictable rate, with a smaller difference between wizards and fighters even at higher levels. I also like the hit point recovery mechanic (healing surges), which make it easier to start off each encounter fresh while still limiting just how much punishment a party can take over the course of a day.
The Dungeon Master's Guide
I was wondering what they'd find to put in the DMG if the magic items have been moved to the PH. The answer is: rules for structuring non-combat skill challenges, a "DM's toolkit" for creating or upgrading monsters and NPCs, rules for awarding XP and treasure, advice on worldbuilding and a sample starting town, and a whole lot of fundamental "how does it work?" information. And I don't mean tables for wandering monsters: they've got a section on how to houserule. Yeah, after 20 years of playing I already know how to do that, but it's comforting to see some actual text discussing how to gauge the impact of one. This DMG (and the rules in general) seems to aspire to greater transparency in how the game mechanics interact, and open discussion of what a group might want out of a D&D gaming session.
The Monster Manual
Monster stat blocks are leaner in 4th edition, largely because monsters no longer get the full slew of feats, skills, gear, and miscellaneous fiddly bits that full-fledged player characters get. Instead, monsters tend to be built around a distinguishing feature or two (goblins are hard to pin down, gnolls are vicious in groups, vampires hit bloodied foes harder), and multiple versions are presented with additional powers to clarify their role (goblin archers, goblin backstabbers, goblin spellslingers). The fluff is noticeably sparser in this edition, which may leave newer DMs wondering how to incorporate, say, gibbering mouthers into a campaign, but personally I like the implied freedom to plug a monster into the world where I need it. Two features stand out. First, 4th edition includes minions, which are like other games' mooks (monsters designed to attack en masse and go down relatively easily, like the Joker's henchman in the old Batman TV series). Second, gnomes appear here in the Monster Manual instead of the PH, and forget talking to burrowing mammals-- they can now turn invisible if they get hit. That's worth the relocation, in my opinion.