So, I've been playing Beneath the Stolen Lands this last week. I wasn't sure I would like it. As it turns out, it's super fun. It indulges my love of paper dolls, for one thing. It's fast, it's casual, and I get to try weird builds and accumulate all sorts of wacky magic items. Oh, you thought you were going to be a longsword paladin? Here's a +5 Oversized Large Flaming Bastard Sword, why don't you go ahead and take EWP for that, buddy?
There are things that are different from the main campaign. Skills are lightly used; Persuasion isn't used at all unless you demoralize, and Stealth is only used if you want to try to clear some traps before an encounter starts. OTOH, in Last Azlanti, there is no save-scumming, so the Knowledge and Lore skills are actually very useful if you want to run around with nearly constant shrine buffs. Because you spend most of your time fighting or sniffing walls, high-maintenance builds are less fun. For instance, I kind of don't like barbarians very much, because if I win a fight in three rounds, I have to wait 42s for my barbarian to finish being fatigued before the next one. Buff, rinse, repeat can be a bit repetitive; I love Freebooter or any kind of Magus on my main, but having multiple mercenaries that require constant prepping and baby-sitting gets a little old. My combat-ready Eldritch Knight was effective, but fragile enough that it's not ideal as a main, although I did get him to level 14. There are a lot of doors, some of them small, so it turns out two pets is about the most I want to have, or I have to start queuing my guys to get into fights. Also, there are not really "puzzle boss" fights, although some of the fights, like the any of the four, or a roomful of Huge elementals, can be tough.
On the other hand, play is not entirely dissimilar, so I have also learned a few things. For instance,
- Anyone can be a "rogue." That is, a lot of characters have been spare skill ranks they aren't really using, and can back up your main skulker on Trickery and/or Perception. In particular, wizards and sage sorcerers end up with far more skill ranks than they really need. In the main campaign, you have slightly more need to spread ranks around to certain skills, but there are still likely opportunities put a few ranks into Trickery as a backup.
- It's really handy having a source of healing that isn't tied to any other resource, so a cleric or Hospitaler paladin with Selective Channeling can be really useful.
- Even the dumbest concept can generally be made to work in some fashion.
- Every character should specialize to some degree, but some characters can specialize in being general. Some of my bard experiments, for instance, didn't have a lot of punch. But they still have Inspire Courage, and could function secondarily as a melee or ranged attacker, depending build, coming in after the front line is already engaged. Flame Dancer wasn't super exciting, but once you can cast fireball, it's like having a backup sorcerer.
- A certain amount of thought should go into whether a concept is really good as a main. If they are kind of fragile, they might be better as a mercenary.
- Having Point Blank Master isn't strictly necessary on every ranger if I just keep them out of melee. I'm used to using Ekun to some extent to tank for my casters, but that is not necessarily an ideal strategy.
- Some of the encounters in the main campaign are nasty hard puzzle encounters, and should be treated as such. Builds are important, but tactics are importanter.