You know what is great about the 4E rules for D&D? They made it easy, and fun, for NEW PLAYERS to get into the game. They simplified and streamlined a lot of the nit-picky stuff (which, granted, some people love), and made it easier to just jump into the game.
What this means is that I can start an impromptu game with my little sisters, and actually keep and HOLD their attention all the way through an entire gaming session of about 2 hours. That is AMAZING! They have always liked the game, and the fun of the dice rolls, etc. What they DIDN'T like, was dying (or being knocked unconscious), limited spell use, confusing power rules, and almost no low level party members being able to to HEAL!
With 4E, EVERYONE can heal with the new "healing surge" abilities. I don't know about anyone else, but my parties generally ALWAYS suffered from healing problems in their lower levels. Either because nobody was playing a cleric, or there weren't enough healing potions to go around. Mages/wizards can now cast spells whenever they please (only being able to cast magic missile once per day/rest cycle is a real bummer to a little girl who wants to play a magic casting bad-arse as her character!), and all of the powers quickly and easily divided up into "at will," "once per encounter," and, "daily" powers. Given the almost unlimited choices available in 3E and 3.5E, they would get confused, overwhelmed, and stop wanting to play. Most little girls do not want to sit down and do homework to "play."
I am a 3E and 3.5E rule set owning DM, and I am here to say that 4E is not for everyone! But, if you are like me, and are trying to get new people into D&D, give 4E a try. I am fairly certain you will enjoy running a game for those people using 4E rules. I am switching over entirely to 4E for all new games I will be running hereafter. I will be hanging on to my 3E and 3.5E books, but those will be used for campaigns for D&D veterans. ;-)
Enjoy!
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