I tried Avatar Legends about a year back. It was miserable.
>Combat was unfun, to the point our GM had to constantly write outs to cut it short.
>Playbooks are more restricting to character concepts than not and really don't account for as many scenarios are you think. Same deal with the generic moves.
>Mechanics that dictate what you're feeling and how you're allowed to express it are absolute cancer to the roleplay experience. Balance is interesting on paper, poorly implemented in practice.
Having played this and DungeonWorld immediately after, I'm firmly in the "PBTA is shit" camp. What really insults me about it is that for ALL of its pretensions that you can "figure something out" if the given freeform mechanics don't cover a situation, its somehow both very limiting in its flavor and frustratingly limp in practicalities like "how long does [x] last" or "if there's no listed roll-failure effect, does nothing happen or are we obligated to make up our own?". I'd rather have no rules at all than pretend that you have rules but then shirking any responsibility of giving them definition or guidance for leeway on effects.