
Lord Mhoram |

So while reading over the rules (and not even done with them) and reading all the previews as they came out - I look at things this way.
The character generation rules as I see them are broken into 2 pieces.
1) - the basic class structure - the "chart" of what you get when.
2) - feats
So right now the list of class feats is somewhat limited - it is a playtest after all.... and I won't comment on that.
But the other piece - There is so much that can be done with that. It opens up to almost unlimited potential. A new area source-book is released - (or a third party campaign world) - rather than designing a new class, you just change (add and subtract) what class feats are available, and it would change the flavor immeasurably. What were the lesser change archetypes in PF1 could just be a new feat tree for a class.
While I enjoy what I am reading every time I turn around I see this HUGE potential to easily change/modify/flavor new ideas for classes and characters. Even with the basic structure - a new Ancestry, Background, and feat tree for a class could make it very very different and new.
More than anything else, that is what is exciting me about PF2.