Random annoyances:
- Put at least 2 (or 3) points into Athletics for every character, it reduces post combat fatigue by 80-90% respectively. I find this really stupid because of how mandatory it feels given the limited resting, but there you go.
- Scouting/sneaking is weird. Everyone sneaks, or no-one sneaks. This is complete shit for rogues, which is one reason I didn't even consider the backstab perk. The other reason being that you have to be 2m away, even with a ranged weapon. This is not only non-sensical, but seems impossible unless you have double-digit Stealth or something.
Also, secret stashes and levers are only visible when you sneak, just like traps. It makes sense, but it's the Detective Vision problem all over again. You have no reason to turn it off with double speed on, at which point it may as well be the standard stance in un-explored areas.
- You have to wait for combat to start to cast offensive spells. Why?
Random delights:
- The endurance/health split, i.e. 'encounter HP' and 'overall HP'. I like it when I don't have to top off everyone's health all the time. I only wish spells had their own pool of MP that worked the same way instead of having so-and-so many uses a day/resting period.
- Consequently, I really like how Chanters work. Looking forward to trying Ciphers, too.
- The XP system is quite cool. You stop getting XP for mobs you've learned everything about (by fighting some number of them), so there's no compulsion to pick fights with every critter on the map. (They are in the way of possible loot and quest though...)
- Mechanics. Everybody can be competent at lock-picking and disarming traps. My rogue will be dedicated to that, but I like that anybody can do it.