Air Sailor: http://fasagames.com/2017/03/03/high-ci ... ir-sailor/
Archer: http://fasagames.com/2016/11/29/high-ci ... ommentary/, http://fasagames.com/2016/11/24/high-ci ... ew-archer/
Beastmaster: http://fasagames.com/2017/02/24/high-ci ... astmaster/
Cavalryman: http://fasagames.com/2017/03/10/high-ci ... avalryman/
Elementalist: http://fasagames.com/2017/02/10/high-ci ... mentalist/
Illusionist: http://fasagames.com/2017/01/20/high-ci ... lusionist/
Nethermancer: http://fasagames.com/2016/12/10/high-ci ... hermancer/, http://fasagames.com/2016/12/09/netherm ... t-preview/
Scout: http://fasagames.com/2017/01/06/high-ci ... iew-scout/
Sky Raider: http://fasagames.com/2016/12/23/high-ci ... ky-raider/
Swordmaster: http://fasagames.com/2017/01/13/high-ci ... ordmaster/
Thief: http://fasagames.com/2017/02/17/high-ci ... iew-thief/
Troubadour: http://fasagames.com/2016/12/16/high-ci ... roubadour/
Warrior: http://fasagames.com/2017/02/03/high-ci ... w-warrior/
Weaponsmith: http://fasagames.com/2017/01/27/high-ci ... aponsmith/
Wizard: http://fasagames.com/2016/12/30/high-ci ... ew-wizard/
Aside from that, now that all the information is revealed, I'm curious if anyone has any new opinions/concerns/suggestions about the material. Sometimes, it's easier to see it once it's all available, it provides an idea of scope and balance at each of the Circles.
My thoughts:
--- 9th Circle Feature
- Best = Illusionist. EXTREMELY useful, VERY flavorful, feature that best represents its Discipline.
- Best Utility = Elementalist. It's neat, themed abilities that can make a big impact, if the right situation comes up. Oddly, they all actually scream "bunch together," which is generally not a good idea when they'd be most be useful - which is to say, versus other magicians, or maybe Horrors.
- Least Balanced = Warrior. An always-on "Ignore Combat Effects" ability does not seem good. It also steals a chunk of drama that GMs can use for combat.
- Biggest Problem = Weaponsmith. If there's a Weaponsmith in the party, everyone will receive this benefit, which just makes the GM's life harder. If there isn't a Weaponsmith in the party, this might as well not exist (except for a potential plot hook for a player who REALLY wants to go out of their way to get into an NPC Weaponsmith's good graces to the point that they'd earn a slot on their roster for this)
- It's a little irksome that the Disciplines LEAST able to shoulder Strain are the ones who are most likely to accumulate it with activated abilities. This is a running thing in ED4, with Hold Thread being the mostly insanely whackadoo problem place.
- Best = Illusionist, Swordmaster, Beasmaster, Thief (in that order). EXTREMELY useful, VERY flavorful, feature that best represents its Discipline. I LOVE THESE, cannot speak enough praises about these, I just wish that all of the features at this Circle could be this grand.
- Incredible Flavor = Elementalist. I'm honestly sad that this kind of thing takes so long to manifest for the Discipline, but better late than never.
- Interesting & Good Flavor = Scout. It's fun, it's interesting. The "blend in" part feels a bit weird as it seems like it kind of comes out of the blue.
- Coolest = Sky Raider. This is just great, such fun, much wow.
- Most Forced Feeling = Cavalryman. I can see why this is insanely important. It just feels jammed in because it's needed, though, with nothing really building up to it.
- Most Eh = Warrior. This feels very underwhelming. I'd also say the 9th and 13th Circles are reversed.
Specific Notes
- Perfect Shot (Archer): What. The. ^#$@. Damage bonus should not be this accessible and this cheap. The only saving grace is that they could miss the shot and the Strain wasted.
- Astral Face (Nethermancer): Kind of boring but very effective.
- Encore (Troubadour): Not sure how we can see this at Circle 13 but we think that giving Magicians faster access to spells is so strong it MUST be placed at Circle 15. Given the disparity in Social Defense versus the other Defenses, this just seems insane.
- Mystic Grounding (Weaponsmith): I'm close to pointing at this and saying "game-warping." Players would be pissed to see it levied on them, and that's a bit of an alarm for me. The per-day limit make SOME difference, but I'm tempted to say it still isn't enough since it AUTOMATICALLY HAPPENS. They should at least have to perform a test.
- Why is Astral Face (Nethermancer) a Simple Action while Elemental Form (Elementalist) is a Standard Action. They seem sufficiently similar that they should both be in the same Simple/Standard slot, and Standard would really suck given the weird "X use per day" accounting.
- The additional level of bookkeeping on many of these does feel a bit awkward but not the end of the world.
- In general, I really like all of these. The "while adjacent to an ally" (Archer, Troubadour, Warrior) seems a bit wonky.
- I hope for great things from the Elementalist's 9th Circle ability on designing/crafting (especially since it stands out like a sore thumb given that Weaponsmiths DON'T get this).
This one's pretty hard for me to talk to, given that I don't have the Talent text.
General Thoughts
- I have significant concerns about both "Truth Through Lies" (Illusionist) and "Plant Talk" (Elementalist) as Discipline Talents. Both of these mainline an investigation aspect that IS NOT core to Discipline, no matter how you slice it, making them poor choices as Discipline Talents.
- I still need "Matrix Sight" (Nethermancer) explained to me, seems pretty useless based on the name, though maybe it was mispelled and is meant to say "Matrix Strike".
- I'm not really catching why Scout should mainline "Elemental Walk".
- On a positive note, Thief's Talent progression seems outstanding, and their new Talents are great.
- I wanted to separate this, mainly because I've railed on it before, but I cannot understate how much I am against "Plant Talk" as a Discipline Talent for Elementalist. I think I've made a great case as to why it should be abandoned, maybe with "Perfect Focus" sliding into it's spot. I know this sounds crazy dramatic, but I'd almost call this a deal-breaker for me on ED4. As a player, swallowing the dead spot that is Hold Thread is incredibly unpalatable; if I had to do that twice (in a row, no less) with "Plant Talk" right on its heels, I'd probably talk my GM into ditching the system once his vision is played out versus continuing to build it for the longevity. I won't get into my take as GM as it belabors the point.