bulldogc |
Alright, here's a question for the people who frequent this product page. What do you feel the tinker is missing, other than the following?
1: Connectivity with Paizo classes
2: A system to integrate technology into the game on a "tech level" basis.
3: Feats.
Fun schticks, further customization options, just let it all out. It'll be 2015's headliner Kickstarter, after all.
Mostly for me stuff previously, mentioned here is a must add I think. A stat block for a basic automaton would be helpful for setting up initially and help clarify what the basic version can do(smash attack speed ect)
Some of the stuff could use some clarification, for example as the prereq for mega droid falling in between when you can choose it. adding deploy automations/day would be handy added to the basic class table I think, its easy to miss when reading though the class feature. It might be worth considering reworking the great innovations slightly to be more inline with rogue/slayer talents, at a certain level let people take a greater in place of a regular rather then gaining them at set levels and in super limited quantities.
I think some of the bits could use some balancing still as well, for example a level 20 tinker with all his bots in play and in masters presence have AC and effective attack modifiers that rivel most fighters each(often far more AC in fact), given their stupid nature this might not be problematic but could possibly be unbalanced some. Also some of the inventions seem somewhat pointless for the most part, for example why spend 4(I think?) BP for a crossbow, headmount, reloader, and aerial wep mount(and maybe a quicer, if you still need one with the reloader for +1bp) when I can get the exact same effect (plus more) by giving it arms, crossbow, and quiver for 3bp.
also many of the greater innovations are actually weaker then the normal ones. Prismatic strike for example would be a decent innovation, but as one of 3 greaters, it is super weak. Retaliation and We fight as one I suspect have rarely if ever been taken due to the requirement of honorary tinker. These feats seem more focused towards marshal classes who are unlikely to have high int or spell craft, let alone justify the number of feats required to get them/make them worth wile. Also it might be nice to remove the honorary tinker prereq if you already know directives from some other source. This could open the door to some archetypes for other classes to synergize better.
Also I was never sure if this was intentional or not but the Alpha stats don't follow the standard for monster size changes, assuming they are suppose to be automatons in every way just more so, starting str and dex should be 14/8 not 12 since they are medium now not small, or possibly 16/10 if they were intended to have a boost in basic stats for being special?