Aldarc
Legend
I personally like how the change of the magic system to a universal list has allowed for casters to be defined by what else they do and not how they cast. For example, the difference between sorcerer and wizard in D&D is very superficial at best. The only discernible difference is that one spontaneously casts from a smaller list and one fires and forgets from a spellbook. Monte Cook takes the two flavors that people want to play with sorcerer and wizard and gives them greater defined flavor. So the studious wizard becomes the magister and he goes up to level 9 spells, gains access to the simple and complex spells, and has a staff required as a focus. Meanwhile, the sorcerer becomes magically innate witch, and gains more skills, only goes to level 7 simple spells, but can spontaneously cast certain powers or rather manifestations based upon what sort of innate path the witch selected (iron, mind, sea, wind, winter, wood). Or the runethane, it also only goes to level level 7 simple spells, but is defined not by the spells, but by the runes that it is able to create. Besides you have to admit that it is easier to make a new spell for a universal spell list than it is to try to make one for the Ranger, Paladin, Cleric, Druid, Sorcerer/Wizard spellist.
This is what AE has learned from D&D, it addresses the power curve that some classes have faster than others. In addition, many of the classes are defined by the flavor that people want to play and not by any particular "must have" function that a party requires. So the fighter has been split into its common two playstyles: the swashbuckling unfettered and the heavily armored warmain. The specific nature of the paladin has become different causes of the champion (death, darkness, light, life, freedom, magic, justice, knowledge). The barbarians and rangers, the wilderness warriors, have simply become "you select" totem animals for the totem warrior.
This is what AE has learned from D&D, it addresses the power curve that some classes have faster than others. In addition, many of the classes are defined by the flavor that people want to play and not by any particular "must have" function that a party requires. So the fighter has been split into its common two playstyles: the swashbuckling unfettered and the heavily armored warmain. The specific nature of the paladin has become different causes of the champion (death, darkness, light, life, freedom, magic, justice, knowledge). The barbarians and rangers, the wilderness warriors, have simply become "you select" totem animals for the totem warrior.