IMO if I don't like the fundamental rules that the game is built on, it doesn't matter what I add to it. The "Ability scores as saves" and "Opposing rolls" really soured me, and I have the feeling it would take a lot of work to tear those out of the system.As die-hard 4E players I would encourage you to not judge the game by its playtest. The optional modules should bring you back to the 4E style that you enjoy, however that style has to be built upon something, namely the game we saw at the con.
Hell, the only things I've seen that I liked are the Themes, magical items removed from the assumed math, and bonuses being dramatically reduced. (The Priest class separated from the Cleric sounds great, but that depends on execution).
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