From my cursory glance:
Love the hit dice mechanic. It's a concrete way to visualize healing surges, and it elegantly transforms 4E's Healing Word/Inspiring Word into a healing-for-everyone ability. It feels like they married together parts of the design in a brilliant way. Nothing terribly new here, just connections made between old modules. Which I approve of.
The advantage/disadvantage mechanic is very interesting, too. I like it. Much more fun than a flat bonus or penalty applied to the rule. I think it streamlines things in a good way.
Love the hit dice mechanic. It's a concrete way to visualize healing surges, and it elegantly transforms 4E's Healing Word/Inspiring Word into a healing-for-everyone ability. It feels like they married together parts of the design in a brilliant way. Nothing terribly new here, just connections made between old modules. Which I approve of.
The advantage/disadvantage mechanic is very interesting, too. I like it. Much more fun than a flat bonus or penalty applied to the rule. I think it streamlines things in a good way.