| Hikash Vinzalf |
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What I love
- 3 Action system. Wonderful setup to provide endless feats to combine various actions into activities.
- Skill Feats potential. I can see this becoming great, they are a bit limited right now though.
- Weapon/potency design. I love how choosing your weapon is more than picking the 18-20/x2 option. Could be better, as the d4-d6 weapons are fairly useless, but its much improved.
What I hate
- UTEML difference in skill level. I'm OK with +level, provided it only works while trained. Expert should give +2, Master +5, Legendary +8. As it is, whatever you keep maxed out seems to result in a 50% chance of success.
- Certain classes don't feel fleshed out. Ranger seems to run out of meaningful feats at 10. Sorcerer seems like a wonderful multiclass base, purely due to having nearly no feats you want to take.
- Armor. Heavy armor feels like such a tax to ignore dex. Its hard not to try to get 16 dex to avoid the penalties of medium/heavy armor. On top of that, dex is a useful stat for nearly anyone anyways. So far one guy tried heavy armor in Pale Mt and felt like he was slowing the group down tremendously.
What I'd houserule
I've avoided houseruling anything yet, so none of these have actually been tested yet.
- Multiclass feats being available at level -2(maybe -4, testing would be required). 1/2 level feels too restrictive, opens up more options and getting a third class doesn't feel as bad.
- I despise goblins as a playable race in most campaigns. They occasionally have a place, but in general they are a fun monster, not a player. Especially since their stat layout makes them the best at odd things. Goblin Paladin shouldn't be a thing.
- Demoralize bonus to things higher level/larger than you (or possibly immune to critical success). I feel like it's silly that a character can glare at a Manticore that is pelting you with spikes and make it run away. That thing could kill you in 1 round if it focused you.