
Teridax |
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Now that the playtest period has concluded for the tech classes and the feedback forums have died down once again, I think it's an appropriate time to share some thoughts that go beyond the playtest's scope. I did a similar thread for the Witchwarper, and it seems I ended up with a similar document for the Technomancer as well.
Much like the Witchwarper when the original playtest launched, the Technomancer has drawn a significant amount of pretty consistent criticism. The main axes of complaints are:
In addition to the above threads, I made note of these issues in my own assessment of the Technomancer, and in it I mentioned a few adjustments I made towards the later part of my playtesting to see how they'd affect gameplay.
Here is the finished document. To summarize the main changes I experimented with:
I implemented a few other changes as well, like a scaling class DC, but otherwise the general intent was to lessen the Technomancer's spell slot costs, improve their subclasses' self-synergy, and integrate them more with tech while still preserving the option to become a great spellshaper. In my opinion, these changes had a positive effect: the class became much more functional at level 1, felt much less starved for actions and spell slots, and had more synergy with tech.
To be clear: there are many more ways in my opinion of improving the Technomancer, so this isn't meant to be a set of hard instructions for Paizo to follow. Rather, this is my take on how the Technomancer could be adjusted to better fit their theme, as well as play more smoothly. Regardless of whether or not any of the above gets implemented, I do look forward to seeing how the final version will turn out on release, as I think the Starfriends have done a great job of integrating feedback and adapting to the new system.

AestheticDialectic |

I just straight up don't like jailbreaking spells being relegated to a level 4 feat. I do think it should be in the chassis and upgrade-able with feats. I'm on board with it just applying two spellshapes, but it competing with other level 4 feats, and not being a guarantee when it was the whole reason the class was cool just seems to miss the mark imo. I don't think it's particularly interesting to take a class with a unique feature that was core to it, in order to make it into a class that buffs items and gets to swap spells which is just unfortunately really boring when it's actually laid out like this

Teridax |

So here's the thing: I don't think jailbreaking can work at level 1, not unless you have the spell output to support this. The Technomancer by nature does not, because their current focus spell is a spellshape, their only other core abilities are overclocking and spell substitution, and they start with just 2 spell slots. Even at level 3, jailbreaking is not something you can do very well, because it requires a whole turn and a prior non-cantrip spell to set up. It feels awesome to when you do get to use it, but that by itself I don't think justifies its current implementation or even its place as a core feature.
"The whole reason the class was cool" I think is also a problem to fix, not necessarily its own feature: the Technomancer, in my opinion, does not need to be "the spellshape class" to be cool, when their theme of combining tech and magic is already cool and full of potential the playtest class doesn't explore in great detail. Part of the reason the class doesn't feel all that cool otherwise isn't just that they don't do that much with tech, but that spellshapes are such an all-consuming part of their power budget that they were simply not given the room to be more functional or to work better with tech. One of the reasons why I made Jailbreak Spell a feat was because I literally could not make it a class feature, especially not at level 1, without either gutting a whole bunch of other stuff on the Technomancer at level 1 or making them grossly overloaded.
There is precedent for classes having awesome and iconic feats, and I don't think Jailbreak Spell need be an exception to this: it should definitely be available for Technomancers who want to spec into a spellhacker build, but it shouldn't dominate their design to the point where they can't be anything but a spellshape-centric class, which I think is currently one of their biggest issues. I can't speak for everyone, but if I had to choose between a class whose design is bent out of shape around one cool ability, and a class that sacrifices that ability as a core feature in order to play a lot better, I'd personally go for the latter without hesitation.