| CeeJay |
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Just wrapped the first of two planned playtest sessions for the new classes.
We're running a group of Starfinders composed solely of new-class characters; it would've been nice to have some more "traditional" characters to compare and contrast, but unfortunately we don't have enough players free in this time-frame in our regular group(s) to accommodate that.
The adventures are a series of short scenarios at the low, mid and high levels of play: 3rd, 8th and 14th levels respectively. I wanted quick snapshots of how play runs at each of these levels. The premise is a retrospective on the career of a Starfinder group that drops into and out of the major scenes in a long story arc.
Our characters were an SRO Vanguard (Momentum Aspect), a human Biohacker (Pharmacology field) and a human Witchwarper. Today's session covered the entire 3rd-level adventure and part of the 8th-level scenario. Takeaways:
1. In terms of class abilities and features, the Witchwarper was probably the MVP and really impressed at both 3rd and 8th levels. Interestingly enough, the Infinite Worlds ability didn't see use in either scenario. However, the Paradigm Shift "Lessen Injury" proved extremely useful in both outings, as did the "Summon Creature" spell. Charming Veneer was helpful in the low-level encounter. 8th-level play saw clutch uses of Alternate Outcome, Augury and Displacement.
2. The Vanguard was a very tough tank and effective melee fighter. Thus far, aside from the protection afforded by their shield, we've seen their Aspect Insight and I think the Accelerate discipline in action: both were effective, but I have the feeling we're going to see much more of their class powers in play in the second session as the player gets more familiar with the class (and has a clearer head -- they were a champ today and were fighting through sickness to be with the group).
3. The Biohacker's scientific skillset saw lots of non-combat use, and they're also the party face. Their other class-specific abilities saw less frequent use, again probably because the player is still getting used to them, but their Field Dressing and Counteragent abilities have seen clutch use in the 8th-level scenario already.
I'm thus far pretty impressed by this small party's performance overall, both in and out of combat -- the encounters I've thrown at them have ranged from Challenging to Epic and required solid teamwork and creative play -- and the glimpse I've gotten of the Witchwarper's class abilities has been both impressive and flavorful. I think I'll have a fuller picture of each class after our second session, when our Vanguard and Biohacker players have gotten more comfortable with their class abilities. All the classes seem really fun and interesting thus far, though.
| CeeJay |
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Okay, December 23rd and January 6th. :) We had to reschedule the session on the 30th to today.
We got a fourth member on this outing: a Wis-based human Biohacker (and Xenoseeker) to complement our existing (Int-based) Biohacker.
First off, we wrapped up the end of our 8th level session which had the original party of three in battle with a young blue dragon and his Dragonkin "Stepsons." The dragon came pretty close to killing them, but they prevailed: even at eighth level, the Vanguard can dish out some obscene damage with just a little lucky break on the rolls (or even without it), the Witchwarper can be very hard to lay a claw on, and the Biohacker's healing, buffs and debuffs are less spectacular but come in undeniably handy.
We then embarked on the last leg of our playtest journey: 14th-level play. We tried the party out in starship combat, running a Tier-appropriate Explorer ship against a trio of starfighters, on their way to investigate the hulk of a lost Starfinder ship.
This was a little more straightforward than starship combats I usually run, but even though a couple of our players were inexperienced with starship combat we had a fine outing full of fly-by strafing, close calls, creative use of Engineering and clutch Captain and Gunnery actions. Our Int-based Biohacker ran Engineering, our Witchwarper made a fine Captain, our Vanguard was a strong gunner and our Wis-based Biohacker... forgot to build for starship combat and drank tea. :) All in all, though, pretty solid.
Afterward, aboard the hulk, we faced a set of undead opponents and then a rogue faction of Jinsul (not yet known by that name, here they were "Unsubs"):
1) The Vanguard at 14th-level inhabited their super-tough tank role ever-more-perfectly and delivered some nasty surprises for opponents with their Vanguard Disciplines.
2) The Witchwarper had a cornucopia of fun toys to play with. Their Infinite Worlds and Alternate Outcomes powers were just a few that got a solid workout. They proved untouchable in the first combat encounter and close to it in the second, even when specifically targeted by a powerful enemy Technomancer.
3) The Biohackers were very effective de-buffers, especially in the second combat, who degraded the enemy's capabilities dramatically the longer an encounter went. It reached a point where they had the opponents in the second encounter afflicted by so many simultaneous conditions at once that they could no longer mount a serious offensive, despite having plenty of HP and other resources left.
The Witchwarper on balance proved the most single impressive class for our group. The Vanguard was next, though getting some of its abilities into play frustrated the player at certain points. The Biohackers had fun but overall felt like they had the shortest menu of available options in our scenario, and felt the class' abilities were often more "situational." (This is partly a function of running short, combat-focused one-shots; I feel like in longer and more story-oriented adventures they would have had more opportunities to shine.)
In all our group enjoyed the new classes and the adventures we had with them quite thoroughly. Thanks to the Paizo team for the chance to take part in this playtest.