- Clerics seem like a unique class, rather than a sort of Fighter/Magic-user. They are mechanically tied to their deity (and not just with the lame ass areas of power or whatever it was called). There are real mechanical consequences for a cleric pissing off his deity, which I think is awesome. Equally awesome is that the clerics spells are fundamentally different from wizard spells because of the Disapproval mechanic. I have always thought that the cleric shouldn't memorize his prayers like a magic-user does his spells. It makes no sense for the cleric to wake up in the morning and think "Hmm, I think I might need to pray for some food later today. Better memorize the prayer for that. " I've always thought the cleric's spells should be more like very specific god-calls, and that's pretty much the way this game portrays them.
- The warrior's Deeds die has been talked about a LOT, so I won't go into detail. I'll just say that I love the idea of the fighter being able to try anything. One of the things I detested about Feats was the notion that I had to give up ten things in order to do one. Not so with Deeds. Total flexibility and ease of use. Win-win.
- Wizards and the magic system ROCK. I can totally see playing an Elric-type character under these rules. Wizards are tied to a patron, whether that patron is an evil god, an elemental force, or a demon from the Pit. They can also call directly on their patron for aid, but at a price. Blood and souls for my lord, Arioch!
- The race-as-class demi-humans look interesting and, more importantly, fun. Too often they look like an exercise in tit-for-tat, and any real thought about them is an after-thought. These seem fun, but still balanced.
All in all, I am as excited by this game as I have been since I first played Warhammer Fantasy Roleplay. So far, this seems like a set of rules I could either play or run and never have to worry about being pumped up and ready for the next session. Everything I've read so far just screams FUN! I can't wait to read more.