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So a week or two back I was given he task of giving the other two Machinesmith expansions a look so we can improve and clarify the issues with the work already put in and getting them on par with the concepts and stuff produced with WoMD.
So let's go over briefly what will happen starting with the easiest things.
Cutting Edge Machinesmith.
Converter: Probably the biggest revisions are happening to the converter.
Ultimately, it's just boring. Boring would be okay if it had a lot of utility like the analyzer. But it really doesn't.
So we with kaboom.
If you consider the Analyzer to represent machines that observe and calculate, and the constructor to represent machines that design and build, than the converter represents those machines that reproduce the more fun parts of physics from tesla coils to atom bombs.
It's getting it's spell list overhauled to be more in line with the analyzer in terms of level and ability.
In addition it's getting more base abilities similar to the analyzer as well (which if you remember granted bonuses to skills, dark vision and what not) with the idea being that you can customize your kaboom and at a master level basically tell time and space itself to shut up and sit down while you walk across it.
If we look at it from a player perspective the analyzer is there for subtle players who want to act on as much information as possible, hate being surprised, and affect the world in subtle but significant ways. The constructor is there for creative players. Those who know that a solution is only a matter of having the right tool, whether it's the appropriate magic weapon, wondrous item, or simply a big crowbar. I can imagine engineering majors drawing out full diagrams of the stuff they make to solve a problem.
The converter exists when you don't care to be subtle or creative and just want impact. That is not to say that it's unintelligent. Not at all. Among the abilities I'm considering is the ability to expend a number of charges and rebuild assembled prototypes by disassembling full slots into empty ones, changing energy damage types, or switching out augmentations on the fly.
So, it'll be stronger but still limited by its charges and it's smallish spell list. It'll open up more options but should not overshadow any other greatwork to any significant degree.
I'm kind of fond of this given its obvious inspirations. Not much is changing here. Some clarifications but otherwise I feel it's good enough not to warrant any changes for better or worse.
Again, not much to say here. Some clarifications, some polish, nothing too bad.
One thing some will notice when they compare new and old is I'll try and remove as many spell references as possible and just give relevant text where I can. I'm trying to get away from spell reference where ever possible as I find it irritating to have to look up spells and then translate that spell through the thing referenced.
Sometimes it's unavoidable for word space. Other times it's just less confusing to give text and modify.
Overall I liked the techniques and are virtually flawless. I didn't see a need to change them myself. Editing may though.
Again not much changing here.
Reprinting construct subschool. Mostly just some minor revisions here and there.
I'll go over changes to the fleshwriat next. Overall it's going to see some big revisions.