Lot of negative posts lately as squeaky wheels trying to get the grease, but I thought I'd sum up my experiences with the edition and what I like/dislike from what I've seen so far --
* Advantage/Disadvantage is a very exciting mechanic, and the effort to establish it offers a great "meta battle" between the PCs and Monsters
* Making each ability correspond to a save. Fantastic. The game being reduced to "take only these attributes if you are this class" was so gimmicky, and rewarded stat dumping. While certain stats will be more useful for certain classes, there is actually reason again to have a Paladin with some brains.
* Gaining movement before and after action. I like that you are not taxed your turn's movement on a turn.
* Clarity of conditions. I like that conditions like "charm" are no longer so abstract. I'd still like a specific wording of how attempting and failing to charm is seen by NPCs/Monsters, but this is a good move.
* Elimating clutter. Moving surprise to a penalty on initiative instead of its own "special round" is a tidy solution. No more 5ft steps, getting up from prone being a "move action but not a move", non-lethal attacks not being their own damage but simply kicking in if the target would go below 0, etc etc.
* DC system. I like it, its clean. 10+4 for each range of difficulty, capping out at 27 DC. GM simply chooses one of the ranges and you go, you don't have to fiddle through the book.
* Death is quite plausible while giving a bigger window than the "-10 hps" of 3rd edition.
* Getting packages/kits at levels rather than just another feat (or so it seems to me). Adds some diversity/theme and gets around that whole "feat tax" problem well.
* Magic is actually magic again and not just "Xd6 AoE damage + 5/10/15 damage per turn".
* Rolling for HP. A fighter with a d12 that has a series of unlucky hp rolls is going to be very far behind its power curve. While I get that rolling adds the potential for exciting big pops, and big pops are usually fun, bad rolls that you had no choice over and render you suboptimal out of the gate are not so much.
* OTOH, crits simply being max damage instead of a multiplier. I know in the past an unlucky crit could result in a quick death, but nothing was better than hitting that 20 and confirming it with a x3 weapon on a full power attack with a two handed axe wielding barbarian in full rage. Big pop when those situations would occur. I know w/advantage having that system might result in too much chaos but we're losing some fun there.
* The lack of AoOs and marking make it harder to provide legitimate help to allies. In the abstract "theatre of the mind" play this isnt a problem as you can rule the fighter & cleric are standing between the hordes of orcs and the mage & rogue. When playing on a drawn map, though, it requires the monsters to choose to play against their own interests rather than run to the weaker group members.
On the whole, I'm very positive on the system. Please keep up the good work!
I'd trade it all for a little more! Grognard? Is that French for awesome?