FantasyCraft is a true epic fantasy game, with streamlined, yet detailed and flexible, combat rules.
At nearly 16,000 possible character combinations, FantasyCraft provides 100x the options for starting characters than D&D 3.5 or 4th edition, due to its Origin system.
FantasyCraft lists 12 distinct non-human species, which is double what D&D 3.5 offered. There is no half-this or half-that, which I find refreshing, as it opens up species which I have not seen readily available to play, such as Drakes.
Humans have 25 talents to choose from, which are one-word adjectives that define who your character is. These really help distinguish starting characters from one another, along with specialties.
In addition, all characters get to choose a specialty for their character. These define your character’s role, as much as the class you pick. Each provides an assortment of abilities tailored for that role. Among the lists are each of the D&D 3.5 base classes, as they are so weaksauce that they’re only a specialty, and you should go pick a real class.
The classes have a wider variety than D&D 3.5 or 4th edition offers, with each one unique and distinct.
Mages have access to all spells, including healing, which follows almost all fantasy settings not based on D&D. Priests gain abilities based on their path (faith), which can include spells, but not always. A priest can be used to emulate a “witch doctor” quite easily.
The only issue I have with the system is that it encourages most of the non-human Species to follow the iconic roles their species does best.
It is a wonderful book from cover to cover. With being a player’s guide, gm’s reference, and bestiary all in one, it is well worth having.