Okay. So what do character powers look like?
I'm getting there. The basic writeup format of class powers is 4E-like, but there is no strict AEDU scheme. Each class is different. For example, the Wizard memorizes spells in slots, and some spells are expended for the day, some have a recharge roll after combat, and some are at-will. It's up to you to choose.
Fighters get combat maneuvers that work in different ways. Many of them are extra effects that you can add to an attack if the attack roll was good (roll 16 or better). There are also other triggers.
Just how 4E is this monster?
If 13th Age is a bag of M&Ms, then the red ones are 4th edition.
In the playtest: healing surges, melee basic attacks, at-will/encounter/daily powers, standardized attack / defense scaling, level tiers, dragonborn...
Not in: Explicit combat roles, explicit power sources, grid, marking / cursing / quarrying enemies, skill list, AEDU for all classes, action points...
Note: Before you draw conclusions based on this, remember that this is not final. I'm sure this list will be different for the final product. Also, some names are changed and mechanics are different. And some 4E elements play out different in a different rules environment.
If it suffers from the 'this is mini's dependant' like 4E did. No thanks.
It doesn't. The combat rules only include a very broad distance measure: engaged in melee, near (can be reached with a move action), far (two moves) and out of reach. When we played, we used minis, but just put them on the table to get an idea who is in melee with who. You don't need a grid, and there is no support for it (in the rules I was given).