Henry said:Here's what I got out of it:
Knight -- excellent Armored tank who can offer challenges and stand ground almost as good as a dwarven defender -- but without having to be a dwarf.
Henry said:Feats -- Fighters have VERY VERY VERY badly needed feats geared for above 10th level play, and they are the only ones with the sheer number of feat choices who can seriously take advantage of the feats in the PHB2. If you have lower-level games, this won't be as big for you.
Henry said:The affiliations -- if you have trouble getting your players to get more involved in game-world organizations, behind-the scenes RPG'ing, and campaigning for more authority in your world, affiliations is the "carrot and stick" to help this along.
Henry said:The rebuild quests I didn't get much out of, because it's a little too far-fetched for my tastes, but the retraining options are very well balanced and offer a player a chance to swap something out without breaking continuity too much. If you have your own system that's working for that, it's not as useful.
Crothian said:It has some nice stuff in it, but I wasn't that blown away like other people.
johnnype said:About the only thing that I find useful is the appendix simplifying character creation, even though it is mostly for use with NPC's. I love rolling up new characters but must admit it can be a bit of a pain in the ass sometimes.
buzz said:I would say that everything other than the 60 pages about playing your character and making up backgrounds is excellent. Affiliations rule.
Joshua Randall said:Ditto everything Henry said.
The feats are deliberately "holy sh*t!" in some places -- the designers said they were tired of making safe, boring feats.
Affiliations are the most exciting thing to happen to the game in years. I adore them.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.