Aus_Snow said:
One major feature is that the base classes are all worth taking, even 20 level of.
See, looking at Alpha 3, I don't consider this to be the case at all. The Fighter got a sizeable boost to his attack, damage, and AC, which likely introduces more problems than it solves. He may well become dominant martially, but even a modicum of magical effort will still take him out of the fight, and you may actually be
worse off than before if, say, Dominate Person gets used. The core issues with the class remain largely unresolved.
Looking a the Monk, he's got a few new toys, but he's still a hodgepodge of abilities that don't work well together. He's a skirmisher with no ability to skirmish. "Stand still and make a flurry of blows (whiffs?)" still doesn't play well with "Low AC, mediocre HP, mediocre damage, high mobility." Adding his monk level instead of his BAB to special attacks helps, but his MAD means that he's still worse than an equivalent Fighter or Barbarian in most cases. He seems to retain his position as "warrior who is okay at out-warrior-ing people who are lousy warriors." He still doesn't strike me as a terribly useful party member, comparatively.
The one concrete measure that seems to address the problem of non-magical classes getting Batman'd by casters is the increase in PC wealth by level, but I'd call that far from ideal as far as solutions go. It further emphasizes that the weapons make the warrior, and the secret to real ultimate power is either becoming a Wizard or hiring a Wizard to make you lots of magical doodads so you can bluff it with UMD.