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<blockquote data-quote="DMScott" data-source="post: 1135067" data-attributes="member: 11734"><p>I've had the book for a bit over a month now, and just started running a game recently. Here's a combination of my impressions and early player feedback; it's concentrated around the lower levels, since that's where our playing experience is. Thumbs up is an enjoyable balanced class, thumbs down is something not fun or out of balance, thumbs in the middle is either a class with a few non-critical issues or one where I haven't seen enough of it in play to make a call.</p><p></p><p>Akashic - the wide scope of this class makes it hard for players to get a grip on what an "average" Akashic does. It seems like it might be friendlier to powergamer applications (where a player knows what they want to aim for at the start) than less focused builds. Worries me a bit that the powergamerish builds seem fairly balanced, that makes me think somebody who doesn't go in with a specific plan will find themselves underpowered. So far, I give this one a thumbs in the middle.</p><p></p><p>Champion - really like the champ so far - nice mix of abilities and an interesting roleplay hook. Thumbs up.</p><p></p><p>Greenbond - some of my players think this might develop into a high-powered class, with healing combined with a good spellcasting progression. So far, I like the flexibility and haven't seen anything out of balance. Thumbs up.</p><p></p><p>Mage Blade - a little rough to start at 1st level - no attack bonus, no save bonuses, light armour, not a ton of spells - but it recovers pretty well over the next few levels. Thumbs in middle right now, maybe up after the mage blade player gets some more experience.</p><p></p><p>Magister - no complaints at all, a very nicely balanced caster. Generally has enough spells to be effective through the four or so encounters a low level group can handle before resting, and the complex spells are a nice perk. Thumbs up.</p><p></p><p>Oathsworn - I really like the flavour and built-in adventure hooks, but worry a bit about long-term viability. The class seems a little weaker than its mechanical counterpart, the Monk, where most other AU classes are in the same range or stronger than their counterparts. Thumbs in the middle.</p><p></p><p>Runethane - split decision here. The Runethane makes an ideal nemesis/villain type of NPC, with flexibility and power on defense and a fair amount of lethality against a known opponent. As a PC, it seems to be a lot harder to play well, particularly given the offensive mindset of many players - forting up behind runic traps usually is a last resort rather than a plan. Thumbs in middle for this one, too.</p><p></p><p>Totem Warrior - nice set of abilities, great flavour, wide range of effective builds... really great class. Thumbs up.</p><p></p><p>Unfettered - I'm a big swashbuckler fan from way back, so I loved this class from the moment I cracked open the book. That may make me biased, but I don't understand the Warmain/Unfettered complaints in this thread - statistically they seem close enough that only the most dedicated min/maxer would worry about the difference in AC, attack bonus, or damage. Thumbs up and buckles swashed.</p><p></p><p>Warmain - so many other classes have such interesting gravy, my players have mostly steered clear of this meat and potatoes class. It's performed really well in NPC/opposition duty and I have a soft spot for heavy metalheads, so thumbs up.</p><p></p><p>Witch - players have had a bit of trouble figuring out what sort of niche the Witch fits into, since it seems to occupy a sort of middle ground between the Mage Blade, Champion, Magister, and Greenbond (depending on Witchery abilities). Perhaps it's a bit similar to the Akashic in that respect. Going to give it a thumbs up despite that, the class has a ton of flavour.</p><p></p><p>So four in the middle, rest up. Your mileage may vary, but I think that's pretty decent.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1135067, member: 11734"] I've had the book for a bit over a month now, and just started running a game recently. Here's a combination of my impressions and early player feedback; it's concentrated around the lower levels, since that's where our playing experience is. Thumbs up is an enjoyable balanced class, thumbs down is something not fun or out of balance, thumbs in the middle is either a class with a few non-critical issues or one where I haven't seen enough of it in play to make a call. Akashic - the wide scope of this class makes it hard for players to get a grip on what an "average" Akashic does. It seems like it might be friendlier to powergamer applications (where a player knows what they want to aim for at the start) than less focused builds. Worries me a bit that the powergamerish builds seem fairly balanced, that makes me think somebody who doesn't go in with a specific plan will find themselves underpowered. So far, I give this one a thumbs in the middle. Champion - really like the champ so far - nice mix of abilities and an interesting roleplay hook. Thumbs up. Greenbond - some of my players think this might develop into a high-powered class, with healing combined with a good spellcasting progression. So far, I like the flexibility and haven't seen anything out of balance. Thumbs up. Mage Blade - a little rough to start at 1st level - no attack bonus, no save bonuses, light armour, not a ton of spells - but it recovers pretty well over the next few levels. Thumbs in middle right now, maybe up after the mage blade player gets some more experience. Magister - no complaints at all, a very nicely balanced caster. Generally has enough spells to be effective through the four or so encounters a low level group can handle before resting, and the complex spells are a nice perk. Thumbs up. Oathsworn - I really like the flavour and built-in adventure hooks, but worry a bit about long-term viability. The class seems a little weaker than its mechanical counterpart, the Monk, where most other AU classes are in the same range or stronger than their counterparts. Thumbs in the middle. Runethane - split decision here. The Runethane makes an ideal nemesis/villain type of NPC, with flexibility and power on defense and a fair amount of lethality against a known opponent. As a PC, it seems to be a lot harder to play well, particularly given the offensive mindset of many players - forting up behind runic traps usually is a last resort rather than a plan. Thumbs in middle for this one, too. Totem Warrior - nice set of abilities, great flavour, wide range of effective builds... really great class. Thumbs up. Unfettered - I'm a big swashbuckler fan from way back, so I loved this class from the moment I cracked open the book. That may make me biased, but I don't understand the Warmain/Unfettered complaints in this thread - statistically they seem close enough that only the most dedicated min/maxer would worry about the difference in AC, attack bonus, or damage. Thumbs up and buckles swashed. Warmain - so many other classes have such interesting gravy, my players have mostly steered clear of this meat and potatoes class. It's performed really well in NPC/opposition duty and I have a soft spot for heavy metalheads, so thumbs up. Witch - players have had a bit of trouble figuring out what sort of niche the Witch fits into, since it seems to occupy a sort of middle ground between the Mage Blade, Champion, Magister, and Greenbond (depending on Witchery abilities). Perhaps it's a bit similar to the Akashic in that respect. Going to give it a thumbs up despite that, the class has a ton of flavour. So four in the middle, rest up. Your mileage may vary, but I think that's pretty decent. [/QUOTE]
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