Ross Byers RPG Superstar 2008 Top 32 |
Ross Byers RPG Superstar 2008 Top 32 |
Mark Moreland Director of Brand Strategy |
Midnightoker |
this is just my PO
but dang alot of the abilities are just SUPER complicated.
Not enough to where I cant follow, just enough to were its kinda messy to me.
There is half spell levels, spell levels, enhancement bonuses (now I have to find the base price modifier for any weapon enhancement), intelligence bonus, 1/2 level plus intelligence bonus...
just yuck.
I really like the idea of the class (combining magic and martial) but unless they are trying to make it a class that is complicated to be (could be because they are combining things that dont mix) but to me that is the only class in pathfinder that is THAT complicated.
Inquisitor during playtest was like that, until they made the judgements how they are now.
Summoner's are pretty complicated but that class gets disputed as being complicated alot and therefor "broken" because its tough to keep track of all the rules.
I love pathfinder classes for a majority of the simplicity they possess (YMMV) and I feel the magus is kinda on the heavy side of complicated.
I was going to make an NPC pirate Magus for a Air Race in a campaign I am running... I decided to change to the inquisitor due to the amount of abilities numbers I would have to keep track of (it slows things down when I have to look a bunch of stuff up, such as enhancement bonus weapon abilities)
A suggestion I would offer for the weapon goodies (flaming, vorpal, ect) is make them available as level based. Put the basica ones at level 5, then level 10 throw in the better ones, level 15 the better ones, and level 20 throw in the big ones.
After all they can get vorpal really really early, and I have no control over what kind of magic weapons they have (which can be a total pain as the DM because suddenly all my dragons are taking double damage from that enhancement with a succesful Knowledge arcana)
Choosing your magic enhancement is HUGE. It screams abuse to me. Again though PO.
As for the Magus arcanas, I felt with round 2 they were much simpler.
I like the manuever training one, the shield, the arcane accuracy and a few others but some of them are just for very high levels, aren't very flavorful (in my opinion obviously) and are used to just gain power in combat.
Lastly i want this class to be amazingly cool and usable which is why I am critiquing.
Medium and Heavy armor I would have liked to see go to a Arcana, as some people dont want to play a hulking guy in full plate while being a caster, I love that the APG offers ways for a Fighter to now avoid that...
Making more of the Arcana the magus gets dependent upon the arcane pool I think would be Ki(terrible pun) to making them better. The arcane pool represents there magic tapping, making most of the abilities it gets based on its major ability awesome. Now it can be versatile, while still possessing his own limitations because spending the points here means you cant spend them later.
Just my thoughts and I wish you the best of luck on the Ultimate Magic.
Midnightoker |
Excuse me I mispoke earlier on my accusations of weapon over power ability!
it turns out it is already limited.
With that said I would still like The Magus to be somewhat cleaner (a more uniform base for ability numbers and maybe a little side table for the Weapon Ability bonuses for lazy people please :) lol)
other than that the arcanas are cool but I am looking forward to seeing more in the future :)
great job Paizo!