I’m after first serious session with the game (and after a couple of hours of testing). I have chosen my first idea (scout+crusader+barbarian+druid); maybe not the strongest one, but I like it (I’m such a LARPer… sorry).
It was so cool that dwarf-smith in the very first village not only saluted my group’s dwarf-leader, but he even recognized his clan.
Too early to judge anything but, for now, I like the game very much. I has some of the classical M&M atmosphere, more then I have expected. These new lore is not so bad (this is my fist meeting with Ashan)- very epic but, still, stylish. It’s not so intriguing and mysterious as M&M 1-5, but ok. I like many blinks to the veteran M&M players.
Battles are, for now, nice, but with some MMO elements, which I do not like. But the character creation system is just wonderful. It is very hard to decide which skills are most important to GM.
I’m afraid that I will have some problems with secret doors. For now some temporary companion makes the “detector’s” job but... well, she is temporary, I guess. I’m trying to delay her quest until I will have enough gold to buy some Dark Magic scrolls.
Oh well, I can’t judge the design of the game after one town and two dungeons, but, for me, gameplay is much better than M&M 6-8. Not so good as M&M 3-5 (especially 3, my favourite), but good. I hope that rest of the game will be also good. And not too short.
Thank You, everybody, for Your advices. Bladedancer do not fit to my group but I will try to combo paladin’s skill with dual-wielding scout. Water Magic has, as I have read, some “pushing” and freezing spells, so I will try to use scout’s crossbow as much as it will be possible (I like this character, it is very similar to my last p&p hero, and my last build in Drakensang: River of Time).
And I see now why damage is so important; enemies have quite a lot of HP. For now my main damage dealer is, of course, orc barbarian. But I am glad that I have started with Warrior difficulty. Adventure could be a bit boring.