Bluemagetim wrote:
Still not a big fan on Draw since it'd take quite a bit of time to do mid-combat while also being complicated but if you're deadset on it I suppose this works well. Bend Entropy is very nice, a good 'slot replacer' kind of spell
bend entropy should probably be get a heightened effect to increase the amount of targets ala Haste and oracle's Time Skip. Maybe have it also deal small amount of damage? an Xd4 that can slow that targets will and slows seems like a good feeling focus spell for 2a. Draw is a bad focus spell but a good power, and kinda bad on a spell sub. Appreciated but a once per day replace slot for 3 action is not what a focus spell should be, focus spell should be a consistent go-to that's reliable per encounter.
Teridax wrote:
I think it's just from the lack of Wisdom classes(I genuinely think the reason there's no WiS psychic is mostly just pagespace and that having an class that can have all three mental KAS is just a bit bizarre but not really a balance issue) existing in the 1st place. I'd argue that Heavy armour prof and STR KAS is about equally as good as being a Wisdom caster. We have like... the 3rd INT martial in Runesmith for instance and I'm 90% sure it's because it's crafting related and not really power budgeting related..
I'm of the personal opinion that making a Wisdom caster have lesser power budget for features is also a bad idea(I think Druid should have a more pronounced gimmick and it's lack of one is a blow to my satisfaction for it) but otherwise I agree, I do love my Gish Animist but I'm shameless in my love of high power anyways
moosher12 wrote: Because there are a lot of media representations of spellcasting ninja that people want to play? Not even tool use or advanced tactics but straight up mysticism and magic? And you can be magical without spellcasting, or even need casting slots. A focus martial is fine, we even have Runesmith coming out which is a magical class without traditional spellcasting. I agree that either a focus martial or one that works like commander with a list of arts would be preferable. Though I myself am not sure on how this class's central mechanical appeal would be, Exemplar has it's Ikon switching and Commander hasusing your party's reaction for better action econ. I think something like a more free Hunter's Mark where it provided minor-ish benefis(Can always hide from them? Bonuses to feinting and Create a diversion? Backstabber bonus damage?) but can be consumed to do the arts/lesson that are prepared would be interesting. Have some item drawing compression feats for a bit of that tricksiness, low level arts/abilities can work like Rogue exploits where it's just hit then inflict malus or even just hit then teleport 10-20 ft. I'm imagining that the Marking would be easier to spread around too.
Even outside of being a Gish, a cater liturgist still has some pretty sick abilities for casting. It means that you can consistently double dip in area damage while still moving around with Leaps and Tumbles-as-strides. Also adding one consideration for that third martial thing; If one of those martials is a Comamnder you'll definitely shot up in value as a Gish Liturgist.
Second chapter of this AP released some stuff for the Exemplar: Dominion epithets Hive Plunderer; Sonic or poison, Crit to gain Temp HP equal to half the creature's level, spark transcendence conceals Death Tresspasser: Void or vitality, Crit to enfeeble on WIll DC, spark trascendence deals 1d6 void damage to any enemy that starts or enters adjacency
A feat at 8, Hive can for 2a fly twice your speed and move through gaps and creatures. Dealing 3d4 poison and 3d4 piercing on reflex. +1d4 for each every 2 level
1a after succesfully tripping a creature ne size larger than you, in a 10 ft emanation around the foe, attempt a trip again to everyone in their.... doesn't say you're immune to it tho. Some usual lacking AP editing there. A mirror aegis specific Ikon that allows you to slow 1 against a melee attacker Sphinx body Ikon to stupefy for 1a. Success for 1 round, failure for 1d4 round, crit fail for stupefy and confused for 1d4 round
Here's my 'fix' to how making traps work is as a sort of encounter modifier is best--If you trigger the blade trap you take 1d6+3 damage and suffer from 2 persistent bleed damage athen roll initiative as a bunch of elves ambush you--is already a good way to make them matter. But this does run into the issue of making traps all preceed actual Combats instead of a drain on time, and if you care about verisimilitude this might not even work for you
Red Griffyn wrote:
IMH, the idea is to just magdump on the first round and swap to another weapon(or another crescent to magdump for two rounds). Doesn't need to be an actual Weapon implement, just a normal weapon. Could even have a finesse unarmed attack so you don't need to bother with switching to melee once it's out.
The Ronyon wrote:
Ded gives you a 2 learned, 1 prepared folio and the banner without the buffs. Level 4(that can be relearned at 8th) to increase it by 2 learned and 1 prepared. Only up to expert tactics Will upgrade Can increase commander DC and Warfare lore at 12 and 18.
moosher12 wrote: I'd use the approach of a personal blessing from a god, like in the event of Wrath of the Righteous. Think of it as a deluxe level Champion or Oracle. You can also probably call it a freak over-injection of otherworldly energies in what would be a geniekin or a nephilim, such that your lineage is tied to a particularly potent entity. I can see Exemplar as like a Martial equivalent of a witch, where they're like... laundering divine agents.
My idea is that if you get a Companion through a class feature/subclass then it should scale on your own without feats(+ rejigger the numbers a bit to make it scale a tad better, no idea why companions only get up to trained without the specifics specialization) and then replace those feats with some tiered bonus system like the one on Inventor.
As someone that has played Druid for a short whilel, Like 4-8, I never really found Druid all that interesting to think or play about--I'm very negative on spellcasters on a baseline but I did appreciate the class for actually having some interesting Feats even if most of them are tied to Untamed. It wasn't bad or anything outside of I kinda do want the Druid to have a more explicit gimmick to their class actually, I'm a mechanics then aesthetics guy and there's just not any mechanics to make it appealing. Like I'm a big fan of oscillating wave even if it isn't the *best* Conscious mind for Psychic just from it giving off-tradition spells and the heat/cold damage swap. There's nothing wrong with Druid but there's also nothing really wow about since most things it has is easily gotten through feat investment. Funnily enough, I think Druid is like the anti-Psychic design-wise. Semi-decent feat with a good chassis with literally no gimmicks while Psychic's budget is *all* in the gimmicks with some genuinely terrible feats
I personally prefer them just having 'Lives' rather than health imo. Just kinda don't like tracking health Shields have 3-4(or even 1-2 for Buckler types) lives, if they take any amount of damage above their Hardness(or Hardness*1.5) they lose 1 'life'. Crits remove an extra 'life' Number not final of course but still.
As someone who wanted, and did, play Oracle. I'd also add 'Divine spells just doesn't work thematically' for this class, there are terribly few fire or air/lightning spells for instance. I honestly think Oracles should just get carte blanche access to any spells with a specific tag or thematic(Fire Oracles get all fire spells, Death gets all void spells, life vitality and healing spells, etc, etc) I think if the Curses provides something more powerful to the spellcasting it's be nice too But also remove any curses that are like Lore Oracle. Terrible idea.
RPG-Geek wrote:
Nah, i think Ogre should be a hard boss at low levels and decenly beatable with a few bruises at mid level
Witch of Miracles wrote:
Okay, but I don't want simulationism to matter much. If have to get a penalty to my greatsword because I"m inside a narrow tunnel I'd gladly turn my character into nothing but a bundle of stats and power with neither family nor friends nor hated enemies. So, in this case, I don't want wizards(or anyone) to be able to make demiplanes at all. I agree that rituals are badly designed as a baseline but the creation of a demiplane should be strictly NPC or GM fiat, hell, I take 'island creation ritual' over 'make an alternate dimension' ritual to even exist. I think it's great that Demiplane is Mythic, after all Mythic is when non-casters get to do so too.
Because n8_fi wants them to move duh. Mechanically it can be because the old location doesn't matter anymore due to movement or burning grounds effect. So no you have two thralls in a hopefully mroe advantageous position Also Reactive Striking a thrall sounds like a terrible decision--Reactions aren't automatic and aren't unlimited. Thematically they want some tokens to move because they feel not to controllable as is rn. I do agree that thrall movement shouldn't be easy though, having 8+ thrall being able to move repeatedly would be hell.
Scarablob wrote:
Entirely my own personal opinion here, but no, generally I do not. I'm more weirded out that he casts heal but if he casts some other spell not in Arcana, I'd just shrug or not even notice that an Arcana caster is casting Albatross curse. But also, think of me, guy who never cared about Create Demiplane and find DnD-based wizards obnoxious in design. I can have Decree of Banishment and turn an enemy I see into a Pariah! Now that's a positive in my book on player agency. Even without a Mythic point it still turns me into an object of terror for them.
So both WotI classes are actually a bit of stance dancer classes--classes that can switch benefits on the fly(per-round for Exemplar but mostly per-encounter for Animist)--and one of their deal is that you can sacrifice access to a spirit for some extra boost or action Basically losing chunks of repertoir(not slots) to gain some fun abilities. I'd hope there'd be a light or lightning apparition, and I want some other interesting Wandering feats. Also good chance of some form of posession/incaranating SUmmon spell augment
If performance can be both poetry and dance, then Crafting can be both blacksmithing and knitting. I simply think that Crafting, really any skill, being designed around downtime is a mistake. Crafting should be more exloration and encounter based; spend 10 minutes once per day and you get a batch of consumables, grant a shield an extra X hardness, change a melee weapon or physical ammunition damage type's, Straight up upgrade cover or make one
Finoan wrote:
No i'm saying make them feats but give every starfinder 2e classes those feats.
schnoodle wrote:
Wrestlers aren't great climber, and swimming isn't a prerequisite for deadlifting. Just like performance meaning you can sing and dance and act and make a great speech I'd prefer if Crafting just does away with any specialization--yes you're blacksmith /can/ knit and brew alchemical elixers and cut magical gems without any skill feats.
Still don't like it, I'm not thinking about the optimal condition where it's on a smartly designed map and encounter but more on 'random collection of stuff that can be used with cover' It's like how MAP is meant to discourage always attacking, but taking defensive cover is an action that plenty of people already do not like to do. And I'm still kinda weirded out if someone pushes a character away from cover then they won't be able to get flanked, and if they're able to be flanked than Taking Cover an unnecessarily high risk. ALso it works weird with non-directional cover benefit like from being prone or tower shields. I'd rather just make Taking Cover more dynamic for everyone invlved, that's why I suggested making it also half-stride.
Yeah I always homebrew it so that crafting any kind of item doesn't need a feat. And anyone can get like 2-4 formulas but I'm also someone that doesn't like the idea of Crafting's normal niche to be 'walking shop'. if I had the time and will I'd prefer if Crafting was more of a in-combat built stuff and in-exploration macguyvering and reshaping. Like maybe you can spend 1a to gain resistance to a specific phys damage type until you're hit by that damage, make cover anywhere, change a weapon's damage type to another phys damage type, etc, etc.
That's why I said it's a feat that every starfinder 2e class gets. I don't really care for 'what makes sense' really, I'm sympathetic with the desire for compatibility but my main reasoning is simply that having 'mobile take cover' be baseline is that it makes ranged combats more dynamic instead of rn where it feels like once you're in it you stay in it for a majority of the time and since there isn't a lot of baseline thing that a SF2 character gets unlike a PF2 character in melee with AThletic actions, feints, flanking, etc.
Yeah I just fundamentally disagree that everything should be interchangeable. I think a lot of thing 'should' be interchangeable between them but not everything. Or they can make hacky 'same actions but actually just straight up better' like if they make the half-stride+cover be a disttinct action from Take Cover but it's literally just Take Cover but better if too much baseline changes is unrealistic. I still want ways to ranged flank be something that's spreadout and baseline for characters. Hell, make it a class feature to every single Starfinder class. it's not my favourite way to do it, but at least it's something to make ranged more fun that doesn't need everyone to take feats.
Maybe not necessarily numbers but I think there should be changes to certain base actions and rules to make playing ranged something more dynamic, instead of forcing ranged-ness with just class features, feats, and equipment. For instance, Take Cover coming baseline with a half-speed stride so that there's more movement and helps melee still be able to get in range but still having survivability, Make some sort of 'ranged flanking' possible. Maybe shooting someone--hit or miss--not in standard/light cover 'primes' them where their off-guard against the next ranged strike by someone else or by taking a move action that isn't Stand. Maybe have Area Attack 'prime' too and melee or tanky classes have ways to ignore it like Rogue or Barb did.
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