Hey everybody, Joshua Birdsong here!
Thank you all for the excitement and participation in the Impossible Playtest! We’ve received a ton of feedback and we’re ready to dive back into the metaphorical pool that is the necromancer and the runesmith. As always, your response to the playtest is invaluable, and we’re ready to give a glimpse of what’s to come! First, I’ll talk about the necromancer, and then James Case will talk about the runesmith.
The Necromancer
We got a lot of great feedback from all of you about the new mechanics this class implemented. This proved to be a very popular class fantasy, with playtest necromancers even briefly beating out “human fighter” in Demiplane characters made over the course of the playtest. Many of you found that thralls were a fresh, fun take on battlefield control while also evoking the feeling of controlling an undead army. However, there are a few areas that could use some improvement.
Moving Thralls
The largest amount of feedback we got was requests for an easy way to move thralls. We’re conscious of the potential for mass minion control to slow down gameplay and thus did not include many thrall movement options. We’re exploring this further moving forward.Martial Necromancers
One of the options we wanted to gauge in this playtest was player interest in martial options for the necromancer. From the responses, we found that many people were interested in a more martial-leaning necromancer but ultimately were disappointed with the current options. While we intend to keep the necromancer firmly as a spellcaster rather than pushing it to “gish” territory, we will be looking into ways to make the occasional scythe attack more engaging.Spell List
Choosing a spell list for the necromancer was not an easy task, as many of the core elements of necromancy were separated into many spell lists. We are ultimately happy with the choice of the occult list. However, we’ll be implementing options to gain access to some iconic necromancy-themed spells that are not normally available to occult casters to ensure the necromancer feels like a true master of life and death magic.Pets
During the playtest, we primarily wanted to test the thrall mechanics and thus left out options we already had plenty of play data on, like familiars. We do plan on including some undead familiar options in the final release of the necromancer
The Runesmith
Since this class uses a brand-new approach to magic, the playtest runesmith was focused on testing a few different options to see which ones were most engaging in play. Many people enjoyed the runesmith’s core fantasy and the tactics of setting up a number of runes before activating them, but there were a few kinks to work out with this system.
Tracing & Etching
In our team’s internal playtest of runesmith concepts, we realized pretty early that we didn’t want the runesmith to exhaust all their decisions during daily preparations, and that they’d need a way to dynamically make runes in combat as well. Most respondents stated that they found the balance of “pre-combat” etched runes and “in-combat” traced runes to be satisfying, so we’ll be fine-tuning rather than reworking this distribution moving forward.Rune List
Since this was a playtest, we were focused on collecting data on a smaller number of runes as test cases for various play styles (damage rune, defense rune, movement rune, etc.) rather than creating an exhaustive list of options. As always, we’ll have a wider list of runes in the final version of the class. Though we don’t intend to do away with direct-damage runes like atryl, rune of fire altogether, we do intend to rebalance some (some) of the runes’ power away from direct-damage effects, having your runesmith increase the team’s damage output through buffs and support instead.Diacritic Runes & Composite Invocations
These presented two ways to combine your runes to sum up to a unique effect. Both of these options were seen as very interesting, with many people feeling like this gave you the ability to freely script/sculpt your magic. However, they were noticeably complex, and many respondents felt that it was too difficult to get satisfying combos off in play. We’ll be looking at ways to keep the fantasy of personalizing or combining your runic effects while keeping the benefit worth it to set up. We also expect a fuller list of runes to give a greater number of ways to set up combo effects.
There will be of course other tweaks, changes, and additions made as these classes go through post-playtest revisions. I hope you’re all as excited as we are for their eventual release in 2026!
James Case (he/him)
Group Manager: Rules & LoreJoshua Birdsong (he/him)
Designer (Rules & Lore)
Impossible Playtest Debrief
Friday, February 28, 2025