A few thoughts. Mostly things that I have doubts or misgivings about. In no particular order except the last: I have serious worries about the rest mechanic.
the big six
I have my doubts about the analysis of the big six.
I think my concluding analysis of the Big Six is much better read as "You don't have to have all six of the Big Six at optimal levels (ie, a steady increase of +1 per 3 character levels), all the time,"
... as opposed to
"You can play a completely no-magic game without any of the Big Six."
Trailblazer is not a low-magic ruleset.
choose your best saves
This is a clever fix to the problem of multi-classing on saves, but it occurs to me that not all saves are equally valuable. Very bad things can happen to you if you fail a Fort or Will save. But I'm a little worried that all characters will have saving throw profiles typical of clerics.
"Feature."
Not-so-subtly hidden.
Note that 4e improved ALL saves to the Good rate (1/2 HD), while also removing save or die.
If I can take your statement there-- "I'm a little worried that all characters will have saving throw profiles typical of clerics," and extrapolate it to, "I'm a little worried that all characters have identical saving throw profiles," I have just described 4e.
I suppose your mileage may vary on standardized saving throw profiles.
Barring "Save or Die" Reflex saves-- which I suppose might be relegated to high-level "Tomb of Horrors" style traps (but definitely not lava: If you fall in lava, you die. No save.)-- I think you underestimate the value of making 10 run-of-the-mill, nothing-but-damage Reflex saves to failing 1 key Fort save. I'd rather not sweat the 10 Reflex saves, and use my APs to make those key saves.
And that's not even counting Evasion.
But if you feel that what's presented is a "False Choice," then I encourage you to give all PCs THREE Good saves.
stupid characters?
The changes to skills (more skill points, more consolidation of skills) would seem to make intelligence less important than it is now. It wouldn't surprise me if Intelligence were a more common dump-stat in trailblazer campaigns.
I also wonder if there will be more monotony in skills chosen. With only +3 difference between having a class skill and a non-class skill, everybody will be able to be perceptive, stealthy and acrobatic.
It seems that the consequence will be less diversity in character skills.
Overall we tried to de-emphasize the importance of skills in terms of "CR-consequential" stuff.
It's a design goal that all characters be able to be good at lots of "Roleplay-consequential" stuff. You can do things, explore things, know things, etc.
You left a lot of cool skills off your list. Jump is good. Spellcraft is good. Survival is good (everybody can track). Linguistics is cool.
There are bound to be some "duds" on the skill list-- especially for PCs without a clear "concept" to work towards, other than kicking ass-- but I definitely don't agree that everything other than Acrobatics, Perception, and Stealth is a dud.
the rest mechanic
Any ongoing spell effects on your person are dispelled when your rest is
complete, regardless of any duration they may have remaining.
This is quite a nerf to spells like mind blank, hero's feast and other multi-encounter buffs. What's worse is that the spell-slots expended for these spells are not recharged. It seems like certain spells are being triply penalized for having multiple targets, area effects and/or long durations: first they start out as higher spell levels; second they are dispelled during a rest; and third the spell slots used to cast them are discharged for the day (unless an AP is used).
First, you're overstating the spell level increase of long durations, area of effect, and multiple target spells. Such spells exist at all spell levels (except perhaps 0th).
They're not equivalent to their short duration, single target counterparts, no. They give up something, somewhere-- usually on the order of 1/2 a spell level-- in order to boost duration or AoE. (I'll direct you back to
Heroes of High Favor: Elves.)
But it's incorrect to say that your AoE spells are always your highest level spells.
The same holds true for certain baneful spells. Take Charm Monster -its duration goes from a week or more to 10 minutes after the victim next stops to rest.
We'll address specific spells later; and in the meantime look at spells with durations longer than 1 day. The goal in the design here is not to have spells that last longer than "1 rest."
You definitely don't want a situation where the casters buff everyone, rest, and get all their spell slots back-- so that the party begins with "Full buffs + Full spell slots."
I'm also afraid that the rest mechanic will constitute an "action tax" on spell casters. A wizard who wants to regularly cast fireball or magic circle against evil or buff the party with mass bear's endurance etc. will need to spend an action point each time the party rests. But she only gets 6 AP per level, and many of these will be needed for other purposes.
That's explicitly called out in the text as one of the design goals.
Instead of paying this tax, the wizard might insist on resting for 24 hours. Then we have the 10 minute adventuring day all over again.
I can't state this often enough:
When you get right down to it, the 10-minute rest is nothing more than an agreement between the players and the DM to hand-wave 10 minutes instead of hand-waving a day.
If the DM doesn't want to allow the party to rest, he doesn't allow it. Whether that process takes place across 10 minutes or 24 hours is irrelevant.
I'm busy with school and haven't had the time or energy to devote to this PDF that I would have liked.
I look forward to more comments when you have time. You know I encourage commentary from esteemed contributors.
