If you have any thoughts of potential rules changes or simply want to discuss things that we did or did not like about the 2nd playtest, here is the place to post.
ProsHaving played two spellcasters, I have to say that I really enjoyed the new cantrip rules. Very useful and I like that there's ways for non-spellcasters to take them through feats and class abilities.
I like proficiency bonuses and some of the perks that come with them such as spellcasters being able to hit with ranged attacks using their primary spellcasting ability.
I like being able to add damage based on skill and not just raw strength. Example being that you can add your Dex modifier to damage with finesse weapons. Makes sense and adds a new level of threat to Rogues and archers.
ConsOn the downside, I felt as if there's very little reward to playing through the ranks. The level per week tactic was very helpful in identifying the shortcomings of arcane level gain.
I also don't like the concentration rules. Very limiting.
Another con would be the limited spell slots of casters and watering down of some old favorites like Dispel Magic and Fly. We haven't played enough to get a full understanding of these issues, but I definitely felt like some of the higher level spells aren't as good as the low level ones. I intentionally chose spells that 1) I've never played before or 2) were fundamentally altered like Dispel Magic for example. Seeing as high level slots come at a premium, it makes it tough to choose. I feel you're better off choosing low level spells and casting them at higher slots when need be since you get more out of it. There's no penalty on spell save or anything like that to cast a 1st level spell compared to a 9th. DC is always 8 + proficiency bonus + primary casting modifier.