Salamandyr
Adventurer
I don't want to get too cynical. It's pretty apparent that the playtests have affected the tenor of the game. They have been really trying hard to get rid of skills, but players don't want to let them go, and now it sounds like they're back (of course a big reason for that is that the math on non combat actions don't work out right without some kind of bonus in addition to the attribute bonus--and I think skills are a bad way to fix that; they're just the traditional way). The fighter has gotten a lot more involved since the early iterations, mainly due to player feedback. It now looks like fighters will have some kind of decision point to make every round. Again, I actually think they're going about it the wrong way; I prefer broad and flexible combat options that fighters naturally excel at, not fighter specific abilities. But people like their crunchy bits in the character creation chapter.
Reaping strike, which I made a pretty impassioned case was realistic, has gone away (I don't actually mind).
And humans have gotten nerfed at least once, and I'll bet that by the launch of the books, they're all encompassing attribut bonii will be gone. Whether they'll be worth playing, or 2nd or 3rd choice for everything (and thus never played) remains to be seen.
Reaping strike, which I made a pretty impassioned case was realistic, has gone away (I don't actually mind).
And humans have gotten nerfed at least once, and I'll bet that by the launch of the books, they're all encompassing attribut bonii will be gone. Whether they'll be worth playing, or 2nd or 3rd choice for everything (and thus never played) remains to be seen.