I like that each character has to play to their own strengths, which is often at cross-puropses with other characters, in order to do well at all. The game is strategically different if you're playing with Belkar, or Elan, or Roy.
I
don't like that it takes so bloody long to pick up all the loot that large battles drop; because you will run into quite a few effects that increase the number of monsters you face, the loot is liberally littered on the ground. The victorious character can draw two loots, and someone who rests in that room can draw two as well, but otherwise you're stuck with only drawing one per turn. Slow. Slow. Slow.
The game rules are fairly easy to grasp. Move, battle, loot, rest. It's more complicated, but that's the gyst of it. And it's d12, not d20. I think Rich did that on purpose because he's referenced the uselessness of the d12 so many times in his webcomic. A complete novice to tabletop RPGs will have the hang of it in an hour or two.
Ghendar said:
I also find the PVP rules highly annoying. I honestly don't see why they're included.
I believe to stop this from being a cooperative game where the goal is to defeat Xykon, and create instead a competitive game where the idea is to defeat the other players.
It also caters to Belkar's special talents.