-Load probably needs to come up, you're right.
-Hack and Slash was already the topic of Harper chewing me out for making a move where a strong hit wasn't really a total success. I already rewrote it.
-Thief's list was the victim of space. I prioritized getting the things out to people to look at over layout, so the character sheets in particular are bad, and I had to cut things for space. I may see about putting it back in.
-Spell defense is our answer to making Wizard's not quite so squishy, but at a cost. I love it too.
-Funny you should mention items, as I already have some things I want to change on it. Just so I don't screw it up again, what do you like about how it is now?
-Groups probably do need some work on what triggers their morale move. Brainstorm: maybe it's just "when you show yourself to be a force to be reconned with" or something. What triggers the move is, fictionally, doing something that would cause them to run and flee. Might be too vague.
-What is a group or not should probably be clarified. It's up to the GM, based on the fiction. If they really are acting as a group, like a gang of people, they're a group. If they just happen to be multiple monsters of the same type, they're not. It comes down to how the monsters relate to each other.
-Damage is static because the GM doesn't roll. I really don't like adding the caveat "except for damage" when I talk about the GM not rolling. That said, I'm a fan of static damage, so there will probably be some alternate rules for players not rolling, and Adam loves rolling, so there will be some alternate rules for GM rolling damage. (Oh yeah, and static damage is easier to balance.)
-This is something we really need playtesting on. Monsters should be pretty squishy, as it says in the monster section (Adam coined this phrase) monsters are bullets. They get fired at the PCs, pose a momentary threat, then disappear. That said, one-shotting everything is probably too much. Part of that comes down to me not being much of an optimizer, I didn't consider dual-wielding. Also note that the bard has changed a bit, that bonus damage may be thrown around a little less freely now.
-Ranged rogues are something we didn't cover very well. I'll need to think on how best to handle that, I think giving them backstab at range to begin with gets on Ranger territory.
-I kind of love tricky, because its a move that invites creative play, not "I attack again." The thief could totally sneak into the goblin storeroom and wreck some havoc. I'm also not opposed to moves that are most useful outside the dungeon.
-You're right, Opportunist got broken. Good thing I already changed Hack and Slash!