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TLDR: It's good, very gamist, but if that's what you're looking for you'll be pretty happy with it.
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My Human Wizard had 23 hit points! 23!
Another big thing I noticed was the focus on mobility. I honestly couldn’t imagine playing this game without miniatures, significantly moreso than 3.x. Lots of classes have the ability to move themselves and others, sometimes as part of an attack, or sometimes as an interrupt to another character.
Everyone gets a lot of movement and the module we played made use of that mobility by using a wide variety of terrain. Fights were big and fluid, very rarely were people just standing toe to toe slugging it out.
They made a lot of the powers revolve around your party, many characters have abilities to aid or modify other party members, wheather it’s their turn or not. The Cleric, for example, can nullify one critical hit, turn it into just a regular hit.
So far it’s fresh and fun. I was getting very tired of 3.x and it was nice to be surprised by abilities of my character and the other players. (and kobolds! I was surprised by the tricks Kobolds were using against me!)
It looks like they really gamed it up, I don’t know how well you could actually tell a good *story* with these rules tho. I mean, out of the gate you have 1st level characters that can teleport 30 feet at will. !!
Things like that are neat for combat, but I shudder to think about taking that into consideration for a full on campaign with a complicated plot. If you use the plot as a series of excuses to kill people and take their stuff, I’m sure you’ll be fine and have a gay old time. I don’t think you can do much more than that with it, though.
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