Well, I pitched the system to my group recently, and they eventually decided against it, preferring the more cinematic approach. One additional complaint did arise though, with regards to the specifc spell Magic Missile... as you start going up in levels, enemies with soak start comming into play more and more. Magic Missile, in straight D&D, is useful more or less forever, but in this, it seems that with soak greater than 5, it becomes 100% completely worthless. And if you modify the spell to ignore soak, it becomes god-like.
There are a number of spells and effects that work by deal large numbers of very small attacks... the epic level spell Crown of Vermin comes to mind. Straight D&D, that spell deals 1000 points of damage to anything that comes too close. In GnG, it deals NOTHING to ANYONE who has ANY soak AT ALL, since it works by dealing 1 point of damage at a time repeatedly.
Any thoughts on how to handle this? I know you don't mean to deal with re-writing spell lists and CRs and all that, but this seems like a common enough situation that a general solution is needed. How do you deal with effects that would deal a large amount of damage, but in rapid small bursts?
Oh, by the way, the biggest complaint from my players was that it forces you to ambush ALL THE TIME and that they think that would get a little boring after a while. "We beat the troll by ambush." "We beat the ogre by ambush." "We beat the dragon by ambush." "Oh boy, another ambush." was the specific complaint, if I recall correctly. We only did a couple trial runs, converting the characters to the new system and then pitting them against various foes to see how it worked out, and they noted that for most things, it was whoever struck first that won, few other factors withstanding.
I'm really interested in hearing more playtest stories. The comment about the archer now being actually effective really struck a chord with me, and the leathality of it all does make things, in my mind, raather appealing. I agree about the fact that most D&D heroes aren't heros at all, because there's no risk. But unless I can convince my players, it won't happen, and convincing players won't happen unless I can show them stories that appeal to THEM about the system...