I just love an analythical thread like this!
0) I count seven months, but who's counting really (I am, obviously).
1) Agree. There are several powers that are just soo much better. And several that are just lame *cough*sleep*cough*
2) Yes, cards are nice. I've also found that a well-constructed program that generates PDFs à la the character sheets of KotS (where every power has its values precalculated) works fine. And it saves me the time to cut out all those cards.
3) Agree. Except for the combats where the minions pour out en masse. I love those.
4) Agree. I have reduced the hit points of both monsters and PCs to reduce the grind. Monsters have level * role_factor instead of (level+1) * role_factor and the role_factor is 4/6/8 instead of 6/8/10. PCs don't get the higher number for first level, rather the same number as for higher levels.
5) Agree. There is no need to hold back. If I get an opportunity to whack the wizard, I'll just do it. It will scare the player, but not likely kill his character.
6) Sort of agree. Main problem is that they are in PHB. How can magic stuff be mysterious if it's listed in the Equipment chapter?
7) Agree. I love artifacts. Always have, but now I get to use them more.
8) Totally agree. The idea of running non-combat encounters similar to combats is good... so why didn't they? In combat you are not defeated by your misses, but by the opposition's hits. More combatants on your side increases your chance of winning. Not so in skill challenges. They need to up the DCs again, but remove the idea that failures dictate when you lose. Have a set number of rounds to beat the challenge or have the challenge "attack" you and you fail after being "hit" by the challenge three times. Anything that doesn't result in this backwards situation.
Lots of good thoughts here. There's still hope for this game.
0) I count seven months, but who's counting really (I am, obviously).
1) Agree. There are several powers that are just soo much better. And several that are just lame *cough*sleep*cough*
2) Yes, cards are nice. I've also found that a well-constructed program that generates PDFs à la the character sheets of KotS (where every power has its values precalculated) works fine. And it saves me the time to cut out all those cards.

3) Agree. Except for the combats where the minions pour out en masse. I love those.
4) Agree. I have reduced the hit points of both monsters and PCs to reduce the grind. Monsters have level * role_factor instead of (level+1) * role_factor and the role_factor is 4/6/8 instead of 6/8/10. PCs don't get the higher number for first level, rather the same number as for higher levels.
5) Agree. There is no need to hold back. If I get an opportunity to whack the wizard, I'll just do it. It will scare the player, but not likely kill his character.
6) Sort of agree. Main problem is that they are in PHB. How can magic stuff be mysterious if it's listed in the Equipment chapter?
7) Agree. I love artifacts. Always have, but now I get to use them more.
8) Totally agree. The idea of running non-combat encounters similar to combats is good... so why didn't they? In combat you are not defeated by your misses, but by the opposition's hits. More combatants on your side increases your chance of winning. Not so in skill challenges. They need to up the DCs again, but remove the idea that failures dictate when you lose. Have a set number of rounds to beat the challenge or have the challenge "attack" you and you fail after being "hit" by the challenge three times. Anything that doesn't result in this backwards situation.
Lots of good thoughts here. There's still hope for this game.
