From my overall experience (of the playtest specifically):
-I strongly agree that there isn't enough magic items options. I think it is a strong framework to build off and would be encourage if more were stated to be coming down the road. I think it is great that there is options for rituals for shields and spell-books. Though I think some of the more fix armor and blacksmithy ones shouldn't be rituals but blacksmith consumables (more on that below).
-Had a short, but brief discussion with Matt about how good production feels. I think this is one of the better changes with 2.0, the value of scrolls, potions, and alchemy. The only one lacking is blacksmithing as it doesn't have desired consumables. Would suggest taking some of the ritual ones and making armor patch kits or even sharpening stones of such. I think it will take some time for the chapter to adjust (people play artisan or the chapter to send in consumable merchants; neither on very exciting play-styles to me on either side of the fence). I can easily see read magic / 4th down scrolls being more common build/production more common across builds.
-I did a 1000 pt Earth Channeling build this weekend as my play-test build (with just 1 spell):
- Very very easy to back pack heal, cause the inchant is very fast (X Elemental Healing)
- Mows down armored targets (Undead or Others wearing armor); Elemental Defenses don't seem as common
- I thought 1000 points was enough, but I tapped on the first logistics. This is mostly from healing from group up to full after each encounter, which is commented as a weird feeling (in a good way I think) cause we are used to 1 body and then living in our armor after this first mod or two.
- You feel more comfortable throwing healing at bleeding people from across a distance without feeling like you wasted a very limited resource, bonus points if it is a rogue and they spring up behind the enemy.
- You have no (short of consumables, which I was not prepared with) dealing with take-outs or debuffs. These effects seem super common now (as a carrier more often then not).
- Not totally sure I agree with Joe if Channeling should be Meditatable. I think there is alot of grey area how much you get back when you are already trying to keep a running total in your head of how much you used.
- Not sure if I am a fan of hand mark being a high magic only; may be a good target ritual effect or skill that requires X scholar skill. This is from a perspective of pure channeling build though.
- The lack of lifes being a Earth Channeler is concerning to me. It was offset for me this weekend cause we had a another full Earth Scholar with us. Good or bad; may encourage Goblin'd Spell Stores.
-How do Sylvanborn feel about Weapon Sleep attacks? It is a weird grey area where before clearly poison or magic delivered this (command) effects? (This is more generic discussion on 2.0 then this playtest specifically)
-Another weird one is Weapon (Strike?) Bind from the Phase Spiders; breaking line of sight to get rid of it felt a lot less web-like. Though makes spiders not as rough perhaps as they were before?
-In general, I think there was some confusion/calls on Weapon (carrier) and Weapon Strike (carrier) that I had to help correct. Big differences between those two calls (one where you actually contact the body of the for a valid hit and the other you need to make contact with the person and/or possession).
-I think there is some "playtest" rust; that doing multiple playtests is valid. Forgetting new defenses or magic item effects. New spell inchants. Helped second night remember some of those. Keep those in mind also when validating monsters/encounters.
-I think ACE (average challenge encounter) is a bit wonky. I think Chad, Lou, and Chris G did a great job trying to get a handle on it, will try somethings that Chris G suggested at our next event. Overall undead seemed to come in with low ACE that felt alot rougher then higher ACE monsters. Usually these lower ACE undead had Doom in some form that with less amounts of life (again there is some rust that our earth scholar couldn't remember life inchants at the time) is rough. Also factor in Chaos goes through armor takes away half our 'overall body".
-Resolute felt like the new dodge on one encounter. Need to go through and look at this again and didn't pay close enough attention for other reasons oog, but doesn't work against take outs (again not saying this happened cause I didn't pay close enough attention). Only things that reduce you below one. Though I don't know if you could Mettle into Resolute? Would have to look closer.
-2.0 I think overall helps provide healthy adventuring group mix, especially with monsters generally having a exploitable weakness. I agree overall with Inger that PCs shouldn't have a copy of the monster manual, but I also think it could be on a creative PC to make an IG monster manual. I would rather see that CO (Craftsman Other) or OOG knowledge of monsters, cause in 13's eyes all Trolls are like Thrum?/Troll Daddy. Maybe just a roleplaying pet peeve of mine, the OOG knowledge part, that applies just not in larp but tabletop as well.
-I didn't encounter the appears to heal (though we didn't ask either, cause I am busy with other stuff), but did get confirmation in a situation where you would think it would heal the NPC that it appeared to damage it. Glad that happened to keep the moment of the fight too for that player's moment to shine in the string of encounters.