>>96255997 (OP)In concept, some of it sounds fine. In execution, it's a very mediocre game with very high production values due it being pushed by a very large company trying to force themselves on the RPG industry via Critical Role's massive pop culture presence.
For instance, having little cards that contain every ability and spell makes it so every player can just have a little stack of cards to thumb through so they can double check what all their abilities do without having to crack open the book. Sounds great, right? Well, the cards are mandatory, and you're only supposed to have one set, which also means that, by the rules, no one is allowed to have the same ability. The cards aren't optional, they're required. They are functionally the same as having a D&D ability that you write down on your sheet, but the rules insist on having the card aspect be required. However... you can only have FIVE "active" at a time.
Secondary to that, is that all abilities are strictly written to fit onto the bottom half of a card. Some of these are fine, others are a whole card to say "you get advantage on picking locks" or "you get a +1 on these rolls" which is then made worse by all the fiddly "roll with hope/fear" and "mark a stress" type mechanics that require constant moving of little token and baubles on the table, making it an unholy chimera of a card game, board game, and RPG, with some shitty vidya game sensibilities tossed in. Instead of being fast and intuitive, I could see it very quickly becoming tedious as every player meticulously rereads their entire collection of cards over and over and over, every single turn while they deliberate on which ability they can use in the moment.
And none of this even gets into the highly questionable jank of the "Hope and Fear" dice which seem like they are purposefully designed to spiral out of control every session.