Impossible Playtest Debrief

Friday, February 28, 2025

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.

Art by Tatiana Pavlova: Deific vessel dressed in all black, wielding a large serrated sythe made of bones Art by Sandra Posada: a gnome holding a mirror in one hand and a scimitar in another, pulling a soul trapped in the mirror

Art by Tatiana Pavlova (left) and Sandra Posada (right).


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

Art by Vicky Yarova: A gnome dressed in armor with glowing runes, wielding a large hammer also covered in runes Art by Andrew Huerta: A tall humanoid with blue skin and purple hair, dressed in dark armor with glowing purple runes

Art by Vicky Yarova (left) and Andrew Huerta (right).


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 & Lore

Joshua Birdsong (he/him)
Designer (Rules & Lore)

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The lack of mention regarding Necromancer Focus Spells is mildly concerning.

Many forum comments spoke about how the spells themselves were, at best, barely better than other class focus spells, but frequently required a third action to set up a Thrall in a relevant location.

Ditto the class feeling like it really comes into its own at level 7 with 2 thralls per action.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
John R. wrote:
The-Magic-Sword wrote:
... we have so many gish options in the game right now it's crazy and the animist in particular makes a really good death knight, what with it's Death Grip, Grudge Strike, Apparitions being a form of undead in every way that matters and the whole 'possession for martial skill theming.'
Don't mean to get too off topic but what is this death grip you are referring to?

Sorry that was unclear, I was referring to Grasping Spirits which always reminds me of an iconic Death Knight Spell from World of Warcraft, where shadowy claws come out and pull an enemy to you, called Death Grip.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Castilliano wrote:
The-Magic-Sword wrote:

The way I see it, Gish Necromancers work in two ways:

1. Standard Caster "If I have a leftover third action I can strike, and feats reward me for that behavior, but the focus of my turn is on something else."

2. Grave Spells that consume Thralls to fuel Grave Spell effects flavored as Death Knight themed melee powers.

That said, I def don't think it should be a huge emphasis unless we have a lot of room to fill up with extra stuff in the book it's in, we have so many gish options in the game right now it's crazy and the animist in particular makes a really good death knight, what with it's Death Grip, Grudge Strike, Apparitions being a form of undead in every way that matters and the whole 'possession for martial skill theming.'

I think the dev is saying they won't be letting go of Legendary Spellcasting in order to beef up Martial Weapon Proficiency (unlike say Warpriest & Magus). With Thralls, their attacks, & Grave Spells being the chassis, I prefer keeping Legendary. But if Paizo's going to entice us with these gish feats, there has to be more synergy & reward. Or, as mentioned, a Necromancer-adjacent Archetype for martials, which IMO would fill the last concept niches.

I'm thinking of the final boss in Return to Castle Wolfenstein for those familiar. That warrior's undead weren't that threatening or durable, but they harassed and needed to be accounted for.

Yeah I think if they do it, it should rely on their spell infrastructure, like consuming a thrall to swing an oversized death magic scythe that only exists in the context of your grave spell and is channeled through a weapon you're holding.

Especially if there's action econ to follow up with a little hit from a thrall, I think it would also suit what you're talking about.

We're due to get a 'summon undead soldiers' archetype in Battlecry that sounded like it was intended for Martials, so that might already be taken care of.


I grave spell called harrow where its described as a projected arc of your scythe in a 15 foot cone in front of you thats a reflex save and gives you half the damage in temp hp would be really cool; it might be too much and definitely steps on the toes of draining strike, though. Having something like this INSTEAD of draining strike, though, would free up being able to have a thrall strike that turn. Maybe something like that as an early grave spell would would be too good for stacking temp hp.....idk I'm not a designer.


I have some technical thoughts on the runesmith concerning Tracing & Etching and the balance of “pre-combat” etched runes and “in-combat” traced runes. But this thread is not a suitable place for long-winded technical discussions, so I put my thoughts at the end of my playtest thread: Virgil Tibbs, Playtest Rune Smith, comment #27.

If anyone else wants to discuss technical ideas for runesmiths based on the survey results, feel free to add them to my Virgil Tibbs thread. The playtest threads have been archived but not locked.


Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber; Pathfinder Battles Case Subscriber

So glad for these notes! Really excited for the final classes. Any chances we can know more precisely in 2026 when released? Or maybe you can share the date we will get the announcement of the book it's in? Super hyped! My friend is going to run an Impossible Lands campaign and I'll be using the playtest Necromancer until it's officially out.

Paizo Employee Community & Social Media Specialist

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SilentInfinity wrote:
So glad for these notes! Really excited for the final classes. Any chances we can know more precisely in 2026 when released? Or maybe you can share the date we will get the announcement of the book it's in? Super hyped! My friend is going to run an Impossible Lands campaign and I'll be using the playtest Necromancer until it's officially out.

No dates yet, but we'll make sure the announcement is pervasive in our channels and community!


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When can we learn the actual title of the book that these classes are going to be in? Presumably it wasn't in the playtest because of some sort of metanarrative event we haven't broken the seal on, but it's awkward to refer to the book without a title (as in "X is coming out in 2026.")


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PossibleCabbage wrote:
When can we learn the actual title of the book that these classes are going to be in? Presumably it wasn't in the playtest because of some sort of metanarrative event we haven't broken the seal on, but it's awkward to refer to the book without a title (as in "X is coming out in 2026.")

I'd imagine we'll find out the name of the book at either PaizoCon, or much more likely, at GenCon this year.


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Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber; Pathfinder Battles Case Subscriber
Maya Coleman wrote:
SilentInfinity wrote:
So glad for these notes! Really excited for the final classes. Any chances we can know more precisely in 2026 when released? Or maybe you can share the date we will get the announcement of the book it's in? Super hyped! My friend is going to run an Impossible Lands campaign and I'll be using the playtest Necromancer until it's officially out.
No dates yet, but we'll make sure the announcement is pervasive in our channels and community!

Thank you! Appreciate the answer and any detail we can get!

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
PossibleCabbage wrote:
When can we learn the actual title of the book that these classes are going to be in? Presumably it wasn't in the playtest because of some sort of metanarrative event we haven't broken the seal on, but it's awkward to refer to the book without a title (as in "X is coming out in 2026.")

My guess is that it'll simply be "Impossible!" with a very heavy "mad scientist, but magic" theme.

Paizo Employee Community & Social Media Specialist

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SilentInfinity wrote:
Thank you! Appreciate the answer and any detail we can get!

You're very welcome, SilentInfinity!


Little bit worried that runesmith will end up becoming too much of a support. Please add 2 ways of play where 1 can be more offensive and other can be more supportive (a bit worried bc of your comment about it)

Would also love support for shield/2handed usage for Runesmith as it would be cool to not have a hand free as a requirement. After all we can do most spells having both hands occupied

Looking forward to seeing what u will do with it
c:


gaupadraumr wrote:

Little bit worried that runesmith will end up becoming too much of a support. Please add 2 ways of play where 1 can be more offensive and other can be more supportive (a bit worried bc of your comment about it)

Would also love support for shield/2handed usage for Runesmith as it would be cool to not have a hand free as a requirement. After all we can do most spells having both hands occupied

Looking forward to seeing what u will do with it
c:

Ehh, I think we have plenty of DPS martials. Id rather runesmith be more support so it has the budget to be as magical and varied as possible.


Nice necro (I know it's not that old of a thread but had to say it)

My main worry about runesmith is that it suffers from a lot of the problems kineticists do. Runes are magic and so suffer the same penalties a spell would, but few of the benefits (not working with feats that affect spells, etc). The nature of runes will also likely fall into another unfortunate pitfall that impulses do; unlike spells which are constantly being added, we will likely see the runes printed on release and then none for years (maybe a couple niche ones in an ap).

The limited selection of runes will also run counter to the speal we've heard time and again on caster balance. That is, having the right tool for the right situation. The right save against your target, the right damage type, the right 'silver bullet'.

Luckily, runesmith is basically a full martial so it will be less of an issue than it is with kineticist. But to me, playing a rune smith is all about the cones... Er I mean runes


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Gaulin wrote:
The nature of runes will also likely fall into another unfortunate pitfall that impulses do; unlike spells which are constantly being added, we will likely see the runes printed on release and then none for years (maybe a couple niche ones in an ap).

I get the concern but that's not so much a pitfall as just a design feature of the game. Nobody really gets long term support except casters via spells. It's not wrong to say we won't see a steady stream of runes, but we won't see a steady stream of exemplar ikons or inventor modifications or barbarian feats either. So I'm not sure how much sense it makes to frame this as some special problem only runesmiths and kineticists have.


Squiggit wrote:
Gaulin wrote:
The nature of runes will also likely fall into another unfortunate pitfall that impulses do; unlike spells which are constantly being added, we will likely see the runes printed on release and then none for years (maybe a couple niche ones in an ap).
I get the concern but that's not so much a pitfall as just a design feature of the game. Nobody really gets long term support except casters via spells. It's not wrong to say we won't see a steady stream of runes, but we won't see a steady stream of exemplar ikons or inventor modifications or barbarian feats either. So I'm not sure how much sense it makes to frame this as some special problem only runesmiths and kineticists have.

That's true. I guess in my mind, archetypes with martials in mind, magic weapons, etc. that come out count towards expanding character options for martials. Most archetypes that come out don't help a kineticist do their kineticist thing, only branch out into an alternate playstyle (barb could pick up dual handed warrior and it would sync well with their class, but a kineticist is more limited to options that don't complement their class, if that makes sense).

But you're right that most classes don't get their actual class options expanded very often.

Edit - runesmith being a full martial does make this less of an issue


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Squiggit wrote:
Nobody really gets long term support except casters via spells.

This is not really true. Casters get support constantly via spells, but martials get support via items like weapon runes & useful equipment being added, which happens reasonably often. Classes also get extra abilities added sometimes in APs or other books, though I think there's fewer "this AP has feats for classes" is less frequent these days vs adding an archetype.

Both of them also work with Mythic.

Almost none of what I just said applies to Impulses at all because impulses are their own thing and don't interact with any of the core game systems. Adding stuff that impacts spells doesn't touch them. Adding runes for weapons doesn't touch them. Adding buffs via alchemy generally doesn't touch them. Mythic doesn't work with them (which is one of the big problems I have with how Mythic is designed). They're off in their own land entirely and Kineticist is basically frozen in time as a class because of it since the only real new option it ever gets are archetypes that let it do non-Kineticist things.

Runesmith runes have a real danger of falling into that same trap, where they get one release and then basically don't exist ever again as far as any future content is concerned.

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