Ability Scores
For 30 years, ability scores never seemed to serve any real purpose. The modifiers always mattered, but the scores just seemed to be bits of complication held back from the early days. I felt that getting rid of ability scores and focusing on the bonuses was the obvious evolution of the game. Other game systems embraced that idea. One might even go further and remove ability scores completely, focusing instead on attack and defense scores.
But ability scores are core to D&D. Everyone knows them. T-shirts make fun of them. Ability scores are a part of our culture, you can’t get rid of them.
And the D&D designers didn’t. Instead, they made ability scores actually matter. As discussed in the skills and abilities seminar, ability scores now act as a sort-of passive skill check. If you want to open a barred door and that door’s DC is 13. If you have a strength ability score of 15, you don’t even have to roll. You kick in the door. It’s elegant, simple, easy to understand, and uses the whole score instead of the ability bonus. There are still bonuses for abilities, but now the score itself means something to the game and that meaning actually makes everything else much faster.
The focus on ability scores means that the core of your character is represented by those six scores. Everything else is mainly a modifier of those scores. Every tweak to your character simply tweaks those scores. As stated by Monte Cook, everything else about your character grows out from these core ability scores.
Essa coisa que eu estou sentindo... esse... calor no meu peito... isso é o que vocês chamam de alegria? Eu não sei... mas é bom.
Flattening Power Progression
In earlier editions of D&D, and particularly in D&D 4e, character power progression scaled linearly. In 4e, between feats, magic items, and level bonuses, you gained roughly +1 to attacks, defenses, and skills. Since this bonus modifies a d20, you can say that every level you gain roughly equates to a 5% greater chance to succeed at something. In 4e, when you’re fighting a creature five levels higher than you, it becomes 25% harder to hit and hits you 25% more often.
As described in the charting the course seminar, D&D’s new math is flatter. This means that these 5% bonuses might be farther and fewer across levels. Now lower level monsters can still hit you and you might miss them. It means that skill checks no longer seem impossible at lower levels and stupid easy at higher levels.
Lindo isso, porque é exatamente o que a Blizzard vai fazer no WoW na próxima expansão. É bom ver o D&D saindo na frente...

Sobre os combates, pela descrição dele me pareceu que o combate deixou de ser a carne e ossos do jogo, ocupando 90% do tempo da aventura, e se tornou apenas um dos elementos principais, dividindo espaço com a exploração do ambiente e interação entre os jogadores e deles com os NPC. Pra quem acompanha todas minhas rants sobre detestar o fato da 4e se resumir em combate... sim, tive um orgasmo. Pequenininho.
Claro, isso me deixa com muita raiva porque já estou bem ressabiado com o hype que precedeu a 4e e a decepção que isso me trouxe.