**This is an old revision of the document!**
The Good
===== Flaws ===== Flaws can greatly improve the narrative quality of a character, and having a way for the player to get more character creation and growth options by taking flaws is a great idea.
Unfortunately the provided list is way too small and can't possibly cover all possible character ideas, but it is a decent example list to inspire players.
===== Lists - Examples ===== Some of the lists are good resources to be mined for ideas.
It might be good to go over the lists to make sure that a new system has all of the same capabilities and covers the same territory. For a system that wants to be able to create any character archetype, having another system be able to point out “you can't do this but we can” would be embarrassing.
The Bad
===== Language is too Flowery ===== The verbiage in the Player's Guide is way too verbose and appears written to show off the author's ability to use flowery language.
===== Lore ===== The whole thing is based on a canon world with it's own lore. That's fine for a one-off game you play once or twice, but it is too inflexible.
===== D20 roll under skill checks ===== This is simple and easy but doesn't reflect the idea that challenges can have varying difficulties. An example would be that jumping across a 5 foot wide chasm is essentially the same challenge as jumping across a 20 foot wide chasm.
The Other
===== Attrition ===== The idea that losing abilities or equipment instead of managing hit points or other virtual resources is intriguing. This is similar to how in Daggerheart you can reduce the damage you take by sacrificing armor.
In general though, I think this would be too taxing for most players to manage. Having to decide what to sacrifice in the heat of battle can be complex enough of a decision to radically slow down the combat. It could also result in a character losing something that the game master was relying on the character having for some story reason.
===== Core Ability ===== For a simple system, having just one core ability is a reasonable idea. Unfortunately it means you can only play the archetypes provided, and there's only twelve of them.