Odd little fiddly bit: Hill Dwarves get "Dwarven Toughness" - Hit Dice go up by one step, add 1hp at 1st level and either use new HD at each new level or add 1 to avg hp each level. Looking at starting HP, I think it should be +2 hp at 1st level. I know it's only 1 hp, but that seems right.
I made a Dwarven Wizard Sage Necromancer (the character sheet reads Race-Class-Background-Specialty so I think we should list as such for now). I second the HP is too low, this Dwarven wizard has 7 hp (14 con) and if the above "fix" is used it makes it 8...not bad for a wizard I suppose, but awfully low I think. 2 hits to unconscious feels about right for a wizard (in the pre 4E sense). This guy has a good con and a higher HD, and I think just barely meets a 2 hit criteria against kobolds/goblins. Against orcs, forget it. Shocking Grasp against another wizard means insta-kill. That said, about 10hp is probably good for this dwarf, 8hp for a "normal" wizard. I am wondering if there should be a lil more complicated starting HP formula:
Simply add avg HD to each characters starting pool. I would write it as:
1.5 Avg HD + Con Mod (obviously they would simply give some number X + con mod)
But, we'll try with low HP...perhaps they are shooting for even more "gritty" in this test...we'll see if it is bloody instead of gritty.
With Ray of Enfeeblement and Cause Fear as memorized dailies, necro gives a way to gain adv/dis, but thats seems easy enough anyway. If the Animate Servant could deliver spells like a familiar it would be very good. It does act "independently" and the description mentions "on its turn", So I read that as:
Round 1: Command to Attack
Round 2: Animate Servant attacks and Necro still has action this round
I suppose from a balance perspective its not much different than the rogue needing to hide before backstab. In addition, it can wield "simple weapons". If we assume the equipment lists should read "simple weapons" instead of "basic weapons", greatclub and scythe (cool!) become possibilities.
I think it would be fine if it can use any weapon. Animating an Orc you just killed and sending it after other orcs with a greataxe has fun written all over it. If that seems unbalanced, I might just say that happens anyway, but its damage is always equal to its slam attack since its just a dumb skeleton.
I like the "layering" feel of character creation: race-class-background-specialty. I think making them pre-packaged skill/feat vehicles is a lil' silly, and I am wondering if a DIY skill/feat option is also in the works...calling them "optional" is vague: is it use it or lose it? or is it use it, or customize like previous editions?
I feel like there is a layer missing...not in terms of power and goodies so much, but some final customizing garnish. Culture? Something like adding an oriental, middle eastern, nordic, etc vibe to the character...perhaps even savage (barbaric), civilized, etc. One more skill perhaps, and one more trait that reflects that culture. Maybe that's too much. I guess we'll have to see what they offer for wizards. Perhaps its that missing piece I am (vaguely) noticing.
Character creation was quick, so thats good. I made a wizard since spell selection is usually a bit more that non-spellcasters don't have to worry about.