Tetsubo said:
Mostly how well it meshes with the Core rules and how well they handle firearms rules.
It will mesh OK with 3.5 and with modern both. It takes elements of both. The firearm rules have been worked over and there are no hit points in the system. You might say
"no hit points, then how will it work with the core rules?" Well, we have some simple conversions to switch back and forth. We took special care to make sure using creatures and NPCs from other 3rd party sources would be fairly simple to do but they will need some minor modification.
It is a complete game in and of itself and no core rules will be required though it is a OGL game based in 3rd edition and modern.
Essentially, everything you know about 3e and modern will make this a very easy game to pick up and run with though you will find some differences in just about every aspect. These differences are very critical to the game play and flow of combat. Combats, by the way, are fast and deadly. Even tough, high-level characters will have plenty to fear from a solid gun shot or sword blow.
If you have more questions ask away. I will try to answer without giving away too much yet. The highlights are:
11 all new core classes
6 advanced classes (in the core book, but more to come)
3 Master Classes (again, more to come)
Racial levels
30 levels of advancement
Magic is revamped but still familiar and compatible
Combat has some cool changes and there are no hit points (that is not to say people do not get tougher as the gain levels though)
A great blend of post devestation modern and gothic fantasy
A great conflict system (magic versus technology, Magic versus the divine, etc) that adds some really awesome elements to the game.
A dark-gothic and devistated world.
Lots, lots more!