1.) Some risk at fettered level would be more interesting than no risk at all
2.) the power trees feel too restrictive (maybe rather go with aptitdes like talents ?)
3.) there are psy powers that feel like doubles and should be consolidated; especially Foreboding/Forewarning and Prescience/Precognition in Divination
4.) I liked the different sustaining costs in beta1 and also the different phenomena tables per discipline
5.) A sidebar with rules to play an astropath would be nice
6.) Telepathic Link should be split into Mindscan and Telepathy (currently it feels odd and hard to balance in its difficulty)
7.) Missing the following powers from DH1 very much:
> Dowsing
> Soul Sight
> Psychic Blade
> Cellular Control (as in DH1)
> Projection
> some of the minor powers (Wall Walk, White Noise, Call Item, Fearful Aura, Distort Vision)
8.) Can manipulate flame stop flamers/meltas to work ? If yes, maybe thats worth mentioning
9.) Can spontaneous combustion make fuel tanks (incl. Flamer tanks, plasma tanks and melta tanks) explode ? Can it make a weapons magazin or grenades go off ?? If so, this should be mentioned
10.) In general I liked the beta1's way of phenomena risks better than the new betas way
Edited by GauntZero