Level 1 Session 1 Commander Initial Thoughts


Playtest General Discussion


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I just got out of my first session using Commander playtest. It's a Kingmaker game, so I'm in it for the long-haul, will probably swap over to official release if/when Commander drops before the game ends.

Here are my general thoughts: Commander feels fun to play. I think it is especially fun for players who love planning out their turns. The utility they can bring to fights are especially powerful. Party's who are willing to listen to Commander's advice and suggestions for battlefield control will have a good time.

However, there are a few critiques of the class I have. I think most of these critiques feel small in nature, likely quality of life changes to help the class flow better, while some of the heavier critiques are aimed towards specific points in the class.

Key points I wanted to go over:

1. Animal Companion.
At first glance, I didn't really understand why Commander got access to animal companions, but after learning you can center the banner on the animal, it begun to click. As we played in session, It occurred to me that my own animal companion could be considered a squadmate, and all of my tactics could be used by my animal companion - I think that ties in a LOT of things for the class together. Being able to use a tactic like Form Up! and having your companion stride solves the early game challenge of your companion lacking a single action, typically used to Stride. Ultimately, this will most commonly help the Commander save a single action, but I'm sure there will be other opportunities to find more synergy with tactics and my companion the more I play!

2. The power disparity between Tactics
I hope I'm not the first person to mention the difference in power of tactics. I'm sure there's a time and place for the tactics that give you a swim or climb speed, but it's really hard to justify taking these (highly situational) tactics over ones that give party-wide strides, or a MAPless "costless" Strike (if you use Drilled Reaction). Pincer Attack saw the most use in my party - My Commander, a monk, and a giant barbarian were often shuffling around enemies with the free step, which kept people consistently off guard. I think it's a really strong tactic - especially in melee heavy parties, and I don't know if I would change it but I would not be surprised if it got changed in official release.

2. Plant Banner
I think Plant Banner can be really hit or miss. If your banner can go unabused, it's pretty good to consistently give your party temporary HP. However, given how easy it is to knock down your banner, or steal it or whatever, it felt like a hard choice to pick it. I really wanted to, though, because I like it mechanically otherwise. Big fan of that "set up here, and fight for your lives" kind of vibe.

3. Folio
I understand there's feats you can take to increase the amount of tactics you can prepare in your folio, but man it felt awkward having only two folio's for that first session. We ran through 6 combats and pretty often I was thinking to myself "man I wish I could use this right now". I think if Commander started with one more would make it feel a little bit better, but honestly I wouldn't be mad at them starting with all four tactics they choose - Because as much as I was thinking to myself that I could use something on certain turns, there were an equal amount of turns that I found myself not to enticed by my tactics for the situations we found ourself in.

4. Ability spread and choice paralysis
Initially, when building my character, I realized very slowly that, while strictly speaking commander doesn't need anything but Intelligence, I felt pulled in various directions. I wanted Strength or Dexterity for certain armors and potentially to use weapons in my off-turns of not using tactics, and if I didn't take Strength or Dexterity it essentially meant I couldn't be a reliable frontliner (which is fine, I think), but it also gave me zero reliable striking options. When compared to other martials that don't rely on their KAS for striking (Thaumaturge, Inventor, Investigator). Thaumaturge gets flat damage from custom weaknesses, Inventor gets flat damage from their Intelligence, and Investigator gets their precise damage from their DAS that uses Intelligence to-hit. I recognize these aren't 1:1 comparisons, but the design intent was there: These martials didn't have to go strength or dexterity, and they didn't miss out on reliable damage. I don't know if Commander strictly needs a damage or accuracy buff in some regard, but it does leave a noticeable void in Commander options if you don't go strength or dexterity. What WOULD help filling this void, I think, is increasing the amount of tactics you can prepare at level 1. If I had more options, then it means I don't feel as necessarily pressured to take reliable striking options, because it means I will have more options in more situations that would otherwise just strike instead.

5. Warfare Expertise
I feel like this class feature should just be a level 1 feature. The class feels pretty reliant on Warfare Lore, or at least involves Warfare Lore pretty often. It would help with having a higher initiative, which I think is pretty important for this class to get your tactics out ASAP. I don't mind it being level 3, but universal Warfare Lore for Recall Knowledge might also immediately help the initial lack of options.

I wish Commander had sub-class options, too. To address the earlier pain point in #4 above - Similar to how Cleric has the difference between a melee-orientated subclass (warpriest) and a spellcasting subclass (cloister). Sub-class specific tactics that are always prepared and help lean into the fantasy of being a Commander that reward you for playing that style? Maybe something like Warrior Bard's Martial Performance, philosophically speaking for a melee-focused subclass?

Anyways, these are my main thoughts on the class so far. Keep in mind, these are just thoughts from my very limited experience of playing only 1 session, at level 1. Thanks!


young_wallzy wrote:
Maybe something like Warrior Bard's Martial Performance, philosophically speaking for a melee-focused subclass?

Hmmm. Possibly some sort of "make a melee strike. If you hit, you can grant one squadmate a free reaction to use on a tactic you use this turn"?

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