A Veteran GM's Preview of the D&D Player's Handbook 2
Martin Ralya writes "I've had the Player's Handbook 2 for two weeks (it releases on the 17th), and I've written an in-depth preview of the book from a GM's perspective for Gnome Stew. It's billed as 'the most significant expansion' of D&D 4th Edition yet, and that's accurate. The short version: No power creep, no balance problems, and all of the new classes are excellent — even the bard. They'll become part of D&D's lore in nothing flat."
I learned to play on 2nd edition, and it was great, except for the fact that you had to check on each die roll whether you wanted a high result, or a low result.
Atk roll high
Skill Check, low
saving throw high
Turning undead???? I still can't remember
3rd edition simplified all of this, as well as initiative, Players ALWAYS want to roll high.
A higher AC is always better than a lower AC.
The to-hit thing sounds like an interesting point. I used Google to find this forum discussion of it.
Some people claim that hit rates aren't really that low (people are always trying to optimize, so few people really have "average" characters) and that team cooperation can more than make up for it.
I have no idea. The only contact I have with 4e has been the Penny Arcade podcasts.