I've played a couple sessions of Black Hack (2E) now. That's not many at all, but I think I can say some things, tentatively.
0. A minor formatting boo-boo that they did a global search on game terms like "Turn" so you get sentences like, "Your character Turns into a mouse." For a second there I thought there was some kind of transformation subsystem.
1. Rolling strictly under is weird, but not as annoying as I feared. I still don't like it.
2. Usage dice are still a bit annoying.
(2a) If I have Ud4 arrows and I acquire another stack of Ud6 arrows, can I combine them? The question can be answered, but it's silly. And the result is, now I'm still managing a number but it's weird and vague.
(2b) It's not clear when usage rolls happen. If I have Ud8 rations, is that days, sessions? Per meal? If I used arrows, I have to remember *after combat* to do a usage roll, which seems more annoying than simple tracking where I mark off an arrow right at the time I use it.
(2c) I think it removes some interesting resource management. "I'm trying to conserve arrows" is interesting when you have 5 arrows left. It's less interesting when the choice is, "Am I going to fire 0 arrows, or as many as I please this combat (in fact I should shoot a whole bunch to get the most out of my usage roll)?"
3. Rolling for prices for basic items is cute but is annoying if you want to buy like 3 different things; and is thus immediately annoying in character creation where four different players are trying to buy four overlapping sets of things. I think I'd rather be hit by random money loss and gain; "make a save vs fees & taxes".
4. Armor dice hasn't really come up (I think some players have forgotten to use it; maybe including me? lol), but the totally different meaning of the usage die and the wording for 'breaking' are confusing.
5. "Ritual casting", where you cast a spell out of combat for free, is very tempting at level 1, but the chance of failure is high and the mutations are pretty severe and permanent. While it IS interesting and fun that the cleric had one arm turn into a claw -- Crab cleric!!! -- it's kinda dumb that it happened just because she was trying to cast light spell.
(5a) Basic spellcasting is not the correct place for an influx of gonzo. An after-combat CLW top-up is not a dramatic moment.
(5b) So essentially casters SHOULDN'T be ritual casting unless it's important, which reduces them to old-school style. But Black Hack presents as a modern game, and if you give players a lever they will assume it should be pulled. Plus, they probably come from 5E...
(5c) The root problem is lowbie casters have too few spells, and if you're slaughtering sacred cows to make a cleaner modern game, that cow should go early into the abattoir. Commit to the bit! Give casters a usage die for casts, or individual spells. Or: only have powerful spells.
6. Continue to love/hate slot based inventory. My personal feelings aside, it is probably better suited for more types of players. Where slot-based inventory starts to have problems (eg when you're thinking about mounts and carts and tapestries and needing to carry dead/wounded companions) is where most players will check out anyway and maybe the DM should just wave their arms and adjudicate it quickly.
These can be hard calls, though, and the DM is going to face situations where it's tough to offer tradeoffs because (pre-5E) D&D has no fatigue mechanisms. There should probably be like a "Mishap Roll", which is like a 1-in-6 chance of something a little bad happening, so the DM can say, "Sure you can do it but there will be a mishap roll" to handle stuff like forced marches, overloading carts, etc.
7. Ability checks are the devil. I mostly have the usual trad player instincts of like, all ability checks, all the time. But I have seen the light from old school ways, which is primarily this: ability checks are not interesting because pass/failure is often not interesting. If a player is trying to do something that makes the situation more cool and fun, an ability check is an interruption in the flow and just reducing the possibility of things getting more cool and fun.
(7a) A corollary is that minor obstacles are not fun. Even moderate obstacles are no fun. If the players need to get down a deep well, then the DM should be part of their planning a little bit, letting them know things that won't work, or possible risks. If shimmying 7 people down 200' of rope isn't going to work, the DM should let the players know and let them come up with a better method. Obstacles are about establishing the players' procedure for passing them. Does the procedure rely on usable resources? Is it going to have to change if the players want to bring back big treasures or dead comrades?
A pass/fail check is a FAILURE STATE of a plan. It is not the thing that the plan is building up to, with good planning getting a +2 on the roll.
Like don't think of obstacles as random little events from a video game, or a board game with an event deck. In simulationist D&D, they should be little puzzles to solve.
Let players solve the puzzle. Then, their progress will feel earned.
Perhaps the complementary skill is, if the players go ahead with a bad solution, finding a way to punish them for it without a TPK. Sometimes I think you let them succeed but screw them from some other angle.
(7b) In addition, ability checks leads to fumble/crit discussions, which I think are overall bad. They are a big part of Casual Silly Keystone Cops kind of D&D. But most of the time it's better to advance the action and avoid the kind of phantom competency/incompetency that comes from dice.
All of this is not exactly particular to Black Hack, though its centralizing of ability checks does encourage it. The DM I had for this game did fall into the ability check trap a little bit, but she realized it quickly. But it's something I have seen in TONS of games, and something I have fallen into problems with myself.
(7c) TBH the horses are so fully out of the barn on ability checks that I still think the real solution is a more deterministic, less random roll system. The more it's telling players "you can do that automatically" or "you can't do that", the more it's staying out of the way or firmly saying "think of something else", and that's better.