Played a couple games of fourth edition now (base set + upgrade) on top of hundreds of 2nd edition games. Couple things I'm sad about.
1) Raiders nerf. Sad and no reason for it except to allay the whining of a group of people that should be playing a 'resurrect with everything whenever you die and is incredibly boring' type of game instead of Talisman. If anyone has a Black Isle Raider card they want to sell, let me know (I'd like to have two so people can't card count as easily).
I keep the BI version in the box to whip out whenver FFG Raiders are drawn.Of course, by now no need to, people know what's what with Raiders and automatically toss everything.
2) The Monk nerf that states he only uses his starting craft to add to his strength in combat. Sad and easily fixed by going back to the way 2nd Edition was played i.e.: players do not save Craft enemies as experience to gain Craft. There are more ways on the board to gain craft than strength and when you add to this the ability to gain experience to gain craft, of course the Monk is going to decimate everyone. Plus the removal of the Warhorse from 4th edition (an item giving characters the Monk's ability just like Psionic Blast except persistent)exacerbates the problem of this rather common power in 2nd edition's exclusivity in 4th.
A really easy fix might be to make the Monk Neutral instead of Good at start. With Fate Points, it seems marginally less useless to be Evil or Neutral, but nothing beats healing up to your starting quota for free.
Hmm, I'm confused. Why on earth would you want to go back to the Monk with 10 Str and 12 Craft = 22 in battle ??? Original Monk was seriously imba.
Warhorse is added in the Reaper expansion, and it's a Follower now.