I'll answer but I want to be careful as it can very easily be viewed as a "bash". There is a lot of things in LU I like and continue to like, but its very easy for these things to go negative when people see a list like this. So just putting out that note, don't want this to turn into "oh you hate LU".May I ask which crunch?
No, that's fair enough. It's heaps better than o5e but still has problems.I'll answer but I want to be careful as it can very easily be viewed as a "bash". There is a lot of things in LU I like and continue to like, but its very easy for these things to go negative when people see a list like this. So just putting out that note, don't want this to turn into "oh you hate LU".
I agree here. Unfortunately, the example of how to make a character doesn't include adding specialties so I often forget to add them.
- Specialties: I find often forgotten by myself and my players.
Yeah, I noticed that as well. I don't think my players will care all that much, though, because in our D&D games, we allow inspiration to stack up to 3 and we give out both one player inspo and one DM inspo at the end of each session, so having a destiny inspo isn't as big a deal.
- Destinies: Very hard to remember I have found, and my players haven't really grabbed on to them for any real roleplaying notions. I also think there's a find balance disparity between a lot of them, some of them seem "obviously" better than others, something my players have commented on as well.
Hah! It's a mystery why that spell didn't get improved upon.
- Some Spells: Something I have found is that the spells that got minor changes my players keep forgetting, as do I on occasion. When its a major change sure, but a lot of spells got a small tweak....and I find that we often get the versions confused.
- Certain slightly OP spells got nerfed into the ground (Banishment), but others that are commonly in the top 10 of bad spells didn't get touched (Arcane Sword). I actually had a player call me over and explain where Arcane Sword had been changed, because they "knew" that LU had of course changed such a terrible spell and they must be missing the adjustment.
I view the journey activities as being for when you don't actually want to RP every step of the way. If the travel is an important part of the adventure, I wouldn't use them. If the travel is more just about getting to your destination, then I'd use them so at least it's more than "you walk for a day and then reach town." I can see where you'd want more info for important travel, though.
- Journey Activities: I still like the concept, but I think the system was designed to just "lightly sprinkle" into journeys. You walk a week, you pick an activity, roll a few rolls, etc. So funny enough I think it's too inbetween. On the one hand I think I wanted even more journey mechanics, really get in depth. So the current rules feel too light for me to want to use a lot, and therefore, its a lot of mechanics I don't really need.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.