Psion
Adventurer
How convenient. I just covered this one last week on RPGnet.
Some things are better, some things are worse:
Better:
Worse:
Some things are better, some things are worse:
Better:
- Core classes generally improved (with the glaring exception of the Paladin.)
- Many spell changes desperately needed
- Attack of Opportunity rules and grappling rules explained much more clearly
- DR rules have many very flexible and interesting applications
- Monster creation is much more consistent and has better guidelines.
Worse:
- Yes, the rules are written more implicitly requiring minis. No, it's not impossible to make accomodations, but I prefer my game to require as little work as possible out of the box
- One consequence/example of the above, the replaced their "GM judgement" based cover and concealment rules with "corner tracing" rules that require more ad hoccing if you aren't using or aren't happy with the results of the mini based rules.
- The spell list is a mess and I still don't think the schools are balanced (nor should have they tried). Mangled many spells to puff up some schools.
- Many spell changes are questionable or worse (See here.)
- I seem to be in the minority on this, but I don't like square bases. AFAIAC, the point of minis is to represent the thing they are representing. I don't buy that the square space is "combat space" because most counters are already to big because of combat space without expanding them to a square, and square bases create many baffling situations that aren't logical (especially considering the "no DM judgement" cover rules...)
- DR rules can have some annoying consequences.
- Some changes were predecated on the "optimize everyone for the dungeon" principle, which made for some of the most flavor-poor changes, like the Paladin's mount.