I’m still digging the new Ruins of Symbaroum document but as far as I can tell, there is extreme potential and way better design than the 5e team itself (and no, I’m not joking). I really wanted to put my input on the rule because I truly believe it could become an amazing project.
- I liked the simplicity of Corruption and Shadow rules, but I think that Shadow rules should be a little more integrated (in the original game system, Witch- Sight and Shadows honestly don’t feel so important, unless your GM is good with you and give you more info than just the color of a shadow and some good roleplaying opportunities).
- as samirvsmachine already said in another thread before mine, I think the rule that Hit Dice are depending on races instead of classes should be more specified and understandable, the same with the optional rule to use the class depending Hit Dice. Hit points tied to races I think could be a nice idea, but I also think that classes should still matter (a trained goblin warrior should be more resilient than a goblin mystic IMO). I think a great approach could be something akin to Pathfinder 2e, where Ancestries (races) give a fixed amount of bonus hit point (for example 4 hit point for goblin, 6 for humans and maybe 8 for ogres) while also adding hit point from your class Hit Dice.
- the new rest mechanics are simply amazing, really like them. I hope Hit Dice will be used as a regular “resource” and have a nice ebb & flow mechanic that synergize with class features akin to the Medicus class feature, for example a class feature for the Sorcerer Mystic approach in which you can trade Hit Die to empower your spells. Also, I think you should regain a little of Hit Dice at the end of a long rest, maybe equal to your proficiency or Constitution modifier.
- Races are fine and look balanced, but I think that the Ambrian Human racial feature Contacts should be more clear if you can using it for any factions or you should select only one (which I think make more sense). Also I think you should use a different term instead of “races”, since there is an ongoing cultural change happening right now in the rpg culture and I think it could be nice to show that you embrace the change.
- I like all the new Backgrounds, which are extremely thematic with Symbaroum, but I noticed that their “features” are more powerful and incisive in regards of the original D&D 5e Backgrounds, which have very little mechanics impact and are more for roleplaying/ribbon. Is it intentional?
- As per the Mystic class, I appreciate a lot the different spell list for each approach, I think it makes the subclasses feel all thematically and mechanically different, which is good. I hope there will be more spells and rituals converted from the original if no D&D equivalent could be found (similarly to what was already done with Holy Smoke).
- As per the Scoundrel class, I think that the Sixth Sense class feature at 6th level is a bit lame in comparison with the Monster Lore and Marksman class features and should be more incisive.
- As per the Warrior class, I like the Battle Wind more than the Second Wind class feature, but maybe it should be limited to “you gain temporary hit points until the end of your next turn” otherwise it would be extremely powerful. I appreciate the new Fighting Style, they all seem nice but I’m a little puzzled about the different mathematical formula for the Shield Fighting DC instead of the standard 8 + proficiency bonus + ability modifier. Is it intentional? Also, as samirvsmachine said before, I agree that Action Surge is a boring ability. Personally I would replace it with the Combat Superiority class feature from the Battle Master subclass, so that Warriors can be more diversify and have more options during combat. You can put Action Surge back at higher level. Finally, I dislike the Two-Handed Force for the Knight because it forces you to select a heavy weapon and I think that to be a design mistake. Bodyguard slightly suggest you to be a tank and equip a shield to be more efficient with it, but you can still use the class feature if you don’t. I think Two-Handed Force should work the same as Bodyguard or just be a Fighting Style/Feat instead.
- I think it could be really nice to insert more sidebars with the design intent behind certain rules, since it would help us to provide the right feedback. Also, if you are planning to go for 20 levels, I think it would be nice to insert an optional rule to limit the max level to 10 for more gritty campaign. I’m sure a lot of us will appreciate.
- A final free advice, just straight up ignore the challenge rating encounter building in the Dungeon Master Guide, they were designed with at least 6-8 medium-easy encounters between each long rest. It’s probably the worst weakness of the 5e edition system, because you can’t customize the pace of your adventures which tbh is not very ideal. Also, I think that Symbaroum work better with few combat encounters with higher average difficulty.
Sorry for the long post, but I truly hope this help!