Definitely seems to have a mid level sweet spot that rewards player system mastery
Definitely seems to have a mid level sweet spot that rewards player system mastery
Lots of great choices as you ascend the 10 levels, and easy to play. You'd find that it is a well oiled combat game, where a lot of the options are about buffing, exploding, and bish bash boshing.
As we found out when playing, there's a lot of good choices and a lot of poor choices for builds, which can potentially lead to disparity within the party's ability, even without planning. So long as the table and GM grasp that, it's ok, though ofc one wishes every choice could be a good choice.
Yes, we weren't too worried about optimising, and each looked to choose things that felt right for our characters. I rather enjoyed the teleport magics.
We did similar; it was only after the first parts of the Expert Paths where we noticed a distinct gap yawning between the characters. @thedicemechanic.bsky.social lamented a tough encounter not bringing anyone down, but we realised that if it had hit either non-Fighter it would have been lethal.
Gosh yes we felt the same. I was all fragile and wizardly, but packed a variety of eye watering punches.
100% what she said. It felt a bit like old school AD&D with fighters very prominent till other paths gained real abilities, even then some classes felt underpowered. It would be easy to 'break' I think. Some of the magic system was slightly repetitive too. Lots of fun though. Will play again.
Damn... we missed that... 🤣
You may have done, but @sashette.bsky.social didnt
Well, there you go. We must have missed the other depths in our mini campaign, and well worth me taking another look!
Oh I realised that at the time, but it's gracious not to deliberately game a system and ruin play for everyone. I like incentives as well, reminders that 'players catch plague too...'