This is my first post on the forums and my first time participation in a playtest. I'm very excited to dig in.
We played Carrion Hill with a party consisting of a Kineticist, Medium, Mesmerist, and Occultist. Everyone was level 5 and 15 point-buy.
We finished the modular in one long session and it went very well. Everyone had a moment to shine and enjoyed their classes. There was discussion afterwards of what they liked most and what could use more work.
Kineticist
- The Kineticist was an Air specialist.
- The player really enjoyed the flavor of the class but felt that it was very basic and their wasn't a lot to do.
- The class had good damage output and the burn worked well, but their weren't enough utility powers to really make the class feel like it was controlling it's element.
-The player would have enjoyed some skill that gave him some form of minor air control. Something like prestidigitation he could find creative uses for, but wouldn't be powerful enough to make a difference in combat.
-He also would have liked to be able to do something other than stand back and blast which turned out to be the most effective method for just about any situation
The Medium
- The Medium was by far the class that went over the best.
- The different spirits and the switching between them each day made the class very versatile.
- For this particular session he couldn't switch between spirits that often and mostly used The Rabbit Prince and The Bear combo. This made him very effective in combat and he acted as the tank in most fights.
- The player's one compliant was he would have liked to play the class over a longer period to experiment with the different combos and really get into the influence mechanic.
The Mesmerist:
- The Mesmerist was capable both in and out of combat. The player would like to continue playing one in our regular campaign.
- The major complaint was the class seemed too powerful at times.
- The tricks he chose were focused on increasing miss-chance and he found nothing could hit him most of the time.
- He rarely felt the need to maintain the tricks because of the triggered aspect and never came close to reaching his maximum uses for the day.
The Occultist
- The Occultist was the most effective class outside of combat and often teamed with the Mesmerist to cover most skills.
- The player took the longest to get a good grasp on the mechanics, but enjoyed the item aspect of the class.
- The energy blast feature was very useful in the final fight but the player never really cast a lot of spells preferring to hit things with an ax.
All together I was very impressed by how finished the classes seem. Except for a few issues and some initial getting used to the classes everyone had a good time playing.