| Kalaran |
hmmmm, let's see...
LOVE:
.) Backgrounds (easy to create new ones for homebrew campaigns, since the all follow the same model. I really like that)
.) Action Economy (at least on paper. in theory it makes the game easier and faster, in praxis, of course, battles are at least twice as long and since Run-Hit-Hit and Hit-Hit-Hit are often the best options, fights get really boring real quick)
.) Ancestries/Heritage (at least the concept. it's a nice idea to be able to make my dwarves dwarfier as they level up. unfortunately they're not dwarfy at all for the first 13 levels as it is right now, but that's fine tuning that might even happen in the final product)HATE:
.) Monsters/NPCs build differently to the PCs to a level that the GM has no idea how and where those numbers come from (especially odd since Goblins are a CRB ancestry now, but work very, very different compared to their Bestiary cousins who might as well be a totaly different creature)
.) +Level shennanigans (makes way more problems that it solves if it solves any problems at all. video gamey and not what I want to see in TTRPGs at all)
.) Skill system in general (even if +Level is eliminated, the proficiencies and +/-10 make the skill system inferior to the 3.x engine)HOUSERULE:
.) Exploration mode will be eliminated
.) If you're from a region that might be considered "exotic", wepons from these region do not count as "exotic" weapon to you, but weapons that might be exotic and strange FOR you count instead
.) NPCs are always build with PC creation rules, monsters analogue to the rules of PF1
You asked for only three of each. That's why exploration mode and resonence points didn't get much hate. Ask for 5 or six and it would be different.