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Likes
1) While not perfect (there are a lot of features I find unappealing or just not worth it), I do like the multiclass system, especially with regards to being able to gain high level spells in a magical subclass if one is willing to make the investment.
2) I like the different archetypes for each class (I'm specifically referring to things like totems or the druid orders, not the multiclass section). It allows decent variety, especially if there are features some players aren't that fond of for their specific character concept.
3) Hero points are okay. I think DM's should have a little more leeway in how they're given out, especially since one of them is almost a bribe, but I welcome the idea as a whole. Although I'd probably just rearrange which Hero Power is activated for each Hero Point spent (like moving cheating death from the cheapest to the most expensive of the three).
Dislikes
1) The rulebook is incredibly convoluted and requires jumping between several sections to resolve some issues that may come up during play. I get that cutting down on words or avoiding redundancy is a thing. However, I'd rather it be redundant and appear in every appropriate section rather than having to flip through several different sections of the book to figure out how things like dispelling or animal companions function.
2) Touch AC was fairly disappointing during the Playtest. It didn't seem much different than regular AC, especially for casters that leave A LOT to be desired in the damage department as it is with how spells scale and interact with the action economy.
3) Handling Animals and Animal Companions seemed a little clunky to me. Not a fan of either.
Honorable Mention) The DM that ran the Playtest for me mentioned that he disliked how Dispelling worked in that you could potentially dispel an effect without knowing what it was. Not really sure how to feel about this personally, although I do feel like having to reserve Dispel at different spell levels to even have a chance to counteract certain opposing spells to be a little punishing (granted, I'd rather have it be based on Spell Levels if the alternative is based on Caster Modifiers since I felt like the monsters had some pretty insane bonuses as it was).
Honorable Mention 2) I was okay with the Resonance Update. I wasn't okay with the item system bandaid that was Focus overlapping with Power Points (Clerics' Domain Powers, Monks' Ki Powers, etc). I feel like the two should be separate, otherwise the Powers seem less like a class feature and more like the character is getting punished for trying to use a magic item, whereas classes like Fighter and Rogue that don't get Powers in the first place seem to just get a random benefit in using magic items over these other classes. I also didn't like that the Focus bandaid was keyed of Cha (if you're adamant on combining them, at least have it keyed off the original modifier; the obsession with making Cha a useful stat here is a little mind-boggling).
Houserules
1) I don't particularly care that Clerics are better at healing than every other class (I may even prefer it considering they don't seem to be very good at much else, although this feels like a discussion best left for a different thread). However, I would have their Domain Powers and Channel Energy consume points from the same pool.
2) I don't like the -4 penalty (or really any penalty at all) to Untrained Skill Checks. I'd remove the penalties AND the proficiency modifier to all Untrained Skills and abilities (essentially making the total Proficiency modifier a flat 0 at all levels). And then I'd have the Trained condition grant a the Proficiency Modifier to whatever it is modifying. This would resolve my conflict with how a high level character that isn't even trained in an ability to be more proficient at something than a low level character that is actually TRAINED in that ability or skill.
3) I would have Players win initiative ties. The game should be about the Players anyway. Not really sure why this system is so intent in balancing itself against the Players. If a competent DM really wanted to kill the players, I'm sure they could find a way to do it without the system doing it for them.