
Illydth |
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As one of the lucky people who got to play in both of the GenCon playtest Scenarios ("Shards of the Glass Planet" and "It Came from the Vast") I wanted to post a general feel feedback of SF2e's gameplay. This is not intended to be a rules-deep or class-depth post, but more a general "how it felt" post for both scenarios playing at level 1 and 5.
For my experience, I ended up playing an operative for "Shards" and Mystic for "Vast"...and in my opinion two of the most outstanding classes I've played in an RPG for the last 30 years.
Let me start with my overall feeling of playing SF2e in both scenarios. I ended up telling several friends that the classes in SF2e (at least the ones I played and most of what I watched being played around me) felt like some of the funnest classes I've gotten my hands on in a LONG long time. I'm sad I didn't also get to play the classes in reverse (Mystic at 1, Operative at 5) but I guess there's plenty of time for that.
First, action economy for all classes felt spot on. One of the problems I have with PF2e (and I'm going to get a lot of hate over this statement) is that most of the classes ***FEEL TO ME*** like some parts of their kits are intentionally built to waste actions...a very good example to me is Melee Magus which is constantly action starved. Yes, I get spellstrike is giving you weapon + spell damage and 2 actions is appropriate for a spellcast in the system, but Move, Spellstrike and Recharge feels intentionally punishing on a class that pretty much NEEDS all 4 of those actions every round just to keep up...and with only a single attack roll for spellstrike to be either Save or Suck, and a recharge need either way? This is feels like the epitome of intentional hamstringing through a combat system. (I'm not looking for community coaching on how to better play Melee Magus BTW, this is just to offset class design between a notoriously action starved PF2e class and the SF2e classes I witnessed...)
The classes I witnessed in SF2e did not have that problem. Aim or Run and Aim didn't make the operative player choose between bad action economy choices. Moving Reload ensured the same on the other end. Even in a turn where I needed to reload I was still Move and Aim for precision damage, taking a shot with full MAP and full Damage, and then moving again and reloading for better tactical positioning on the battlefield, including getting into range of a fleeing creature to setup a Ranged Reaction AOO when they tried to run again which was both Nuts and one of the funnest things I've done on a "physical damage" character in a LONG time. Playing Crown of the Kobold King last night made me pine for my operative class.
In almost all cases I didn't notice anyone at either table having action economy problems which I thought was outstanding.
Lets talk about Mystic for a second.
I've been DMing and (at least trying) to play that other Sword and Sorcery game for over 35 years now. At no point in my career of playing TTRPGs have I ever ACTIVELY SOUGHT OUT playing a healer. They're boring and are constantly being forced to give up their own gameplay for everyone else's enjoyment at the table. Playing the "support class" that makes everyone else's actions shine and yours be basically pre-defined turn by turn makes for entirely unappetizing gameplay. I've held so many "how to make Clerics better" conversations over the years I've been doing this that most of the time when the subject comes up my friends just roll their eyes and say "oh God, this again?"
And then SF2e creates a healing class that just flat out gives out hitpoints of health in a turn and still mostly allows the Mystic to play like another blaster caster class with backup support abilities - including an awesome little mini-game of when to go hard on regenerating hitpoints into the healing pool. An axe wielding void channeling warlock type spellcaster with a pool of hitpoint they can generate and dish out on a single action with reaction heals is...just satisfying to play and turns an exceptionally boring cleric into a contributive class that I WANT to pick to play at my table.
Major Kudos to whoever came up with the idea for Mystic, because you've saved all of my friends hours long conversations about how to fix Clerics from here out. Now they'll just have to listen to how every cleric isn't a Mystic.
The only class I saw struggling was the "envoy" class. At one point our table GM during "It Came from the Vast" looked at the Envoy player who wanted to use that ability and made a comment like "Roll well, I'd like to see this work at least once this weekend." They were still impactful in the overall scheme, it just felt like a few of their class abilities were lackluster compared to some of the others.
The soldier, also, didn't get to use their AOE all that often / at all. I couldn't really tell if that was a tactics problem or if that was just not enough ability to make it work / encounter design problem...take that for what it's worth.
Also, It Came from the Vast was a bit of a disappointing adventure given that EVERYTHING in it was susceptible to fire and with a solarian in the group a single good crit from that character pretty much ended combat across the board, whether a trash fight all the way up to the end boss.
Overall an exceptionally fun experience all the way from start to finish. A little tweaking could result in some of the funnest and most influential character classes in modern RPGs today.