This is the first time that the idea of hit points as tactical abstraction has ever really seemed built into the system. Partly it’s because hp totals were very swingy — something would hit for a pile of damage, then an equally large pile would be healed. Anyway, it worked.
He gives us the bad:
I can’t lie to myself any more: it plays like a videogame, and that’s that. It’s fun, don’t get me wrong, and I think it will make fantastic con or beer und pretzel games. But the rules don’t seem to have much depth to them — most of the classes seemed pretty similar, with the major difference being whether you called your ranged attack “crossbow” or “magic missile”.
And he gives us the ugly:
Well, here’s an issue that will be resolved when the actual book comes out: it’s a demo adventure. It’s slightly missing things like item prices to spend your loot monies on.
All in all, I get a strong "meh" vibe from him. I'll be curious to read his thoughts when he's finally got the entire game in his hands.