There's a lot of things I like, they're just counterbalanced by things I don't.
Racial choices mattering for the life of a character -- at least this was a design goal, don't know if it's still in there.
More cool options for non-magic classes. But I think people who like playing wizards will be disappointed they have no more options, numerically, than the fighter does.
'Healing surges' as a tactical resource. This means everyone has a 'no more today' limit; the fighter doesn't feel like the wizard is a drag, or everyone stops when the cleric runs out. Just wish they didn't basically eliminate all wounding, even in flavor text, from the game.
Maybe multiclassing -- we'll need to see, but 'dip style' multiclassing actually models most character concepts better than previous styles.
Social encounter -- there's still some oddities to it, but multi-success systems are something I like a lot.
Power Sources -- I like the idea of distinguishing classes more by source of power than by different resource management strategies. I'm very interested in new power sources and if there will by 'hybrid' sources, like a true swordmage class (Martial/Arcane)
Monster levels -- I really like the minion/standard/elite/solo concept as a way of creating different challenges in the same level band. Throwing a higher CR monster at a party is often a recipe for TPK (or sometimes, cakewalk). This is something which might be interesting to back-engineer for 3x, possibly via templates.
Death rules: Love the new death&dying rules. Am using them in 3x.
Rituals: In theory, I like them, but since we know so little about them, I think people are projecting a lot of their hopes and dreams onto the system. I don't want them to be either plot devices or things Joe Shmoe can pick up trivially.
Still complex: A lot of things have been grossly oversimplified, but there's still plenty of interesting interactions and lots of crunchy rules to memorize. Those who expected "D&D As Done By The Forge" probably lost faith about the time the Rogue preview was posted.
Racial choices mattering for the life of a character -- at least this was a design goal, don't know if it's still in there.
More cool options for non-magic classes. But I think people who like playing wizards will be disappointed they have no more options, numerically, than the fighter does.
'Healing surges' as a tactical resource. This means everyone has a 'no more today' limit; the fighter doesn't feel like the wizard is a drag, or everyone stops when the cleric runs out. Just wish they didn't basically eliminate all wounding, even in flavor text, from the game.
Maybe multiclassing -- we'll need to see, but 'dip style' multiclassing actually models most character concepts better than previous styles.
Social encounter -- there's still some oddities to it, but multi-success systems are something I like a lot.
Power Sources -- I like the idea of distinguishing classes more by source of power than by different resource management strategies. I'm very interested in new power sources and if there will by 'hybrid' sources, like a true swordmage class (Martial/Arcane)
Monster levels -- I really like the minion/standard/elite/solo concept as a way of creating different challenges in the same level band. Throwing a higher CR monster at a party is often a recipe for TPK (or sometimes, cakewalk). This is something which might be interesting to back-engineer for 3x, possibly via templates.
Death rules: Love the new death&dying rules. Am using them in 3x.
Rituals: In theory, I like them, but since we know so little about them, I think people are projecting a lot of their hopes and dreams onto the system. I don't want them to be either plot devices or things Joe Shmoe can pick up trivially.
Still complex: A lot of things have been grossly oversimplified, but there's still plenty of interesting interactions and lots of crunchy rules to memorize. Those who expected "D&D As Done By The Forge" probably lost faith about the time the Rogue preview was posted.