Technically the pdf is already available if you pre-order. It contains no new classes, but there are new races, new talents, new specializations, new spells for old arcana, new arcana, and expanding GM options for Fantasy Age play.That is excellent news to hear; thank you!
With 5e? Most spells. Particularly those overriding mundane skills.
Why climb when you can levitate, or jump when you can fly? Etc.
Its not so much the spells, but that they are autosuccesses. Id prefer them if they enhanced natural abilities, or if they had failure chances, even if they were small. E.g, you had to succeed a simple dex check in order to fly if you wanted to do a difficult maneuver.
I realise i may be of a minority opinion on the above.
Otherwise for me it comes down to unnecessary complexity, i.e, complexity that doesn't add any value but increases the mental load of playing the game, a la feat taxes and long feat chains in pathfinder.
All editions: dying and near-death mechanics. Before 5e there really aren't any - you're fully functional at 1 h.p. and dead (or unconscious) at 0. There's no in-between state where you're wounded but still sort-of able to function; this would really need some sort of wound-vitality system which D&D has so far resolutely refused to implement even though to do so would be very easy. 5e has death saves etc. but the implementation still has a host of problems.
Yes - I forgot about bloodied; which does at least wave in the general direction of what I'm talking about. Thanks!4e went some distance in this direction, with the Bloodied condition, and certain game-mechanics that were tied to it. There just weren't a lot of them.
SWSE also had a wound-vitality system, didn't it?Star Wars Saga Edition had a condition track that served the purpose reasonably well, with cumulative penalties. It strongly resembled 5e's Exhaustion track, so that might be one direction to take a Wounds system.