6) The game seems to be tamer and safer than what I'm used to playing. Alot of the things that made success difficult are being removed from the game. This is highly conjectural on my part, but I have a strong feeling that the new edition is relying heavily on 'tactical illusionism'. Normally 'illusionism' refers to a DM technique where the players are made to feel that the have free will because they are being presented with a great many choices. However, the DM is secretly dictating that every choice actually leads to the same outcome. For example, the PC's encounter a fork in the road. The two roads look very different and head in very different directions. But not matter which one they take, that road will lead to the 'Lost City of Foorgidor' and the DM will adjust his map accordingly. By 'tactical illusionism', I mean presenting players with a reasonable number of seemingly relevant choices in combat, however none of these choices is actually both critical and difficult to discern. The player feels like they are making crucial choices, because they achieve a great deal of success, but in fact there isn't much difference in outcome between highly skilled players and novices. I can think of several games that are like this, for example, Cosmic Encounters, Bohnanza, and several variaties of dominoes. The game superficially appears deep and is emmensely fun at first, but after playing it a while you realize that for various reasons it really isn't that interesting. I think 'per encounter powers', the removal of effects that tend to steal 'turns' from participants, the standardization of what you can do in a turn (it seems everyone has a move and a attack), and so forth lends itself to this sort of illusionism. Once you realize that in every fight you are basically doing the exact same thing (a feature probably hidden by the rumored rapid advancement), I think its going to wear.