Now that the P2 Playtest document is pretty solid (the last of the biweekly updates is out) and we’re finishing up Doomsday Dawn, I’ve been thinking about reviewing the classes. And, thanks to the magic of alphabetical order, we’re going to jump in with the alchemist.
Alchemists actually craft things now rather than acting as second-class spell casters. And they really do use alchemical items, particularly after update 1.6, as higher level bombs were introduced (rather than relying on the alchemist’s abilities).
Mutagens are both entirely optional and more flexible now. And you can share them. But I’m mostly happy they’re just optional, I’ve always been on the hunt for archetypes to trade them away in P1 and now no longer need to.
The original version of the P2 alchemist relied heavily on resonance, which was odd for an ostensibly non-magical class. But ow they have their own resource pool functions a lot more smoothly.
Alphabetical order is a harsh mistress. I really don’t like alchemist being the first class in the book. I’d much rather have it be something (like barbarian) that new players can read and understand easily and, if something later overwhelms them, default back to.
Poisons, although much improved from P1, are still pretty complicated and don’t really seem to do enough. The poisons shouldn’t be afraid of just dealing damage, causing ongoing damage, or having a save-or-suck effect akin to what spells use.
It’s sort of a weird complaint, but Vancian casting (preparing your exact spells at the beginning of the day) only really made sense to me for the alchemist. And now they don’t use it. Which is more a complaint about the wizard, cleric, and druid.
As the new core class in P2, the alchemist is going to get a lot of eyes and I’m not sure it stands up to them yet. It has worked fairly well in play for us, but it’s pretty complicated and the uses for different alchemical items aren’t immediately clear by reading the class (because they’re off in the treasure chapter).
Now, I don’t think that’s entirely fair. We’ve put up with spells being in their own chapter for decades, making many classes containers filled by the content in other parts of the book. But, fair or not, I think it’ll get judged on that basis.
The alchemist would play out a lot smoother if the basic functions were baked into the class (and class description). More complicated poisons and so forth can stay in some other chapter, but abilities to create basic bombs, serums, and damaging poisons would let a player get off the ground without digging into another section of the book.
That said, the alchemists we saw in play had fun and I think it’s a great addition to the core classes. I just hope they can get the presentation squared away for the final book.