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![]() I was told I should offer some constructive criticism instead of merely complaining, so here: Arcanist: This class has little conceptual reason to exist and is almost guaranteed to have a fairly significant effect on game balance, being measurably more versatile than either of its parents... which is odd, given that what little flavour it has boils down to it being bad enough at sorcery that it needed to turn to wizardry. For some suggestions, it needs a cap on spells known, less spells per day, and some actual class features to make up for that. The blood surge ability is interesting and could be expanded upon pretty heavily.
Bloodrager: This is going to be a common refrain throughout, but it desperately needs its own spell list; getting 4th-level Magus spells so late is not viable. It's a nice idea overall though!
Brawler: If the Monk had a full BAB and a d10 HD from the start like it probably should have, this class would have little reason to exist either.
Hunter: Kind of a blatant Druid nerf, isn't it? Frankly I think this needs to be completely reworked; throw in some Summoner-ish pet-improvement mechanics, give it (again) its own list of spontaneously-cast spells based around this, have it gain temporary buffs based off of the abilities of the companion it selects (not using enhancement bonuses to stats, why was this idea even considered) and you'd have a class I'd be willing to play. Investigator: Very powerful, probably the best class in the book, but that's exactly the problem with it. This, and although the class is going for a Victorian-era detective-type (sword canes!), the Extracts and SA don't mesh well with the concept; better to do more with the Inspiration mechanics, give it some variant of Tactician, bonuses to social skills, refluff Extracts to something conceptually sensible (Vigors?) with a more limited, specific list... still, I love the idea. Shaman: This probably should have been the spontaneous Druid caster rather than what it is. -Very- flavour driven, but the abilities it gets, like with the Investigator, don't always seem especially Shaman-like.
Slayer: Giving rogues Assassinate as an advanced talent and making a fighter/ranger archetype that lets them select rogue talents as feats/combat styles would remove the need for this class, I think.
Skald: Oh boy. The inspire rage mechanic needs to be changed in a way that doesn't interfere with 90% of other classes, like other people have said, but in the end I think this was better off as an archetype. Granting rage powers to allies is -very- cool, however, and I'd love to see it done in some other way. Swashbuckler: I... don't have much to say here, I quite like the idea. It needs a Dex-to-damage ability, the actual Weapon Finesse feat, and to remove some of the restrictions on Precise Strike (why can't it use that with Buckler?), but as a whole it needs few changes other than some more polish. Warpriest: This is a Cleric nerf, nothing more. I'm pretty certain a Crusader Cleric with a one-level dip in Fighter is just as good if not better, it's just not... necessary?
I don't expect anyone to take these seriously as "that ship has sailed", but I can at least try. ![]()
![]() Sean K Reynolds wrote:
What matters is not "how they play" but "why should I play this over the myriad of other options that do much the same thing but better"? Listen, I understand that you're going to say the same thing no matter how many people complain, that you are going to ignore any and all criticism of the basic concepts that underlie this, and ultimately you are going to send this off to the printers with few real changes, that the most important thing is having fun because who really cares about mechanics, right, and that everyone should be nice and happy all the time everywhere. Doesn't mean I have to like it. ![]()
![]() Okay.
Jason Bulmahn wrote:
You said "like a Magus". None of these classes are anything like the Magus, which managed to synergize the abilities of its component classes while having a very strong flavour of its own. Jason Bulmahn wrote: This is why we playtest, to iron out bugs and solve problems. The problems and bugs here are that most of these hybrid classes are both bland and wholly unnecessary. I understand that it's a lot of work coming up with ten new classes, but if that was the case then why did you feel the need to try in the first place? Jason Bulmahn wrote: If you would like to participate in making them better, giving suggestions, taking them for a test drive "Taking them for a test drive" seems a little pointless to me, what's wrong with any of these can be seen immediately by comparing them to their parent classes, archetypes, or the Magus. I get that you're pretty married to the hybrid concept, but I think it was a pretty bad idea to begin with. Like I've said before, why not just make a book entirely about archetypes, which are a strong mechanic and most of these classes would have been represented by anyway?![]()
![]() Are wrote: If the classes had been designed as their own classes, with the feel of both "parent" classes (like the Magus) without simply mashing together their class abilities (like many classes in this playtest seem to do), then multiclassing wouldn't have been an issue. But this mashing is the point of the entire book, see. ![]()
![]() If you don't find the Crusader Cleric appealing then I'm sure you won't fine the Warpriest appealing either because they are functionally the same thing. Hell, if you like Blessings I'm sure there'll be some compatible Archetype in the final book to let you gain them as well.
Lyee wrote:
Right, but how is the Warpriest any more combat-sturdy than the Cleric? That's my entire issue with it. ![]()
![]() ...I don't think that Archetypes are especially difficult to understand, you just take one class feature and replace it with another. That's not bending over backwards, that's extremely basic customization. If a player came to me and said "I want to play a Cleric with a more martial bent" I would direct him to the Crusader archetype or, better yet, the Inquisitor. That sort of niche already exists. ![]()
![]() Scavion wrote:
Yes, but, say, the Warpriest is just a Cleric with less spells and buffs that are worse than spells. I can't consider that particularly interesting or mechanically cool, why not just play a Crusader Cleric instead? ![]()
![]() I don't think anyone is saying that they should come up with entirely new spells, but rather than each new spellcaster should use a custom list, like the Witch and Magus do, for instance.
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![]() Stome wrote: For one making them archetypes means they would have to go through a lot to make sure nothing funny happens when mixed with other archetypes. Don't they have to do that for archetypes already? Stome wrote: So perhaps it could have worked the same or close as an archetype. Your point is? Why do you care so much if the way to make [Blank] is a class or a archetype as long as it works. My complaint is that, as full classes, they don't work. Some of them work better than others, but I feel that full base classes require not only strong mechanics, but a strong, general concept, and, well, a lot of these just -feel- more like archetypes. They lack both mechanics that define them as independent classes, that deserve to be such, and many, but in particular the Skald, seem way too specific, conceptually.![]()
![]() If 10 classes is too many for all-new mechanics, why do 10 classes to begin with?
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![]() northbrb wrote: I love these "mixed" classes and feel that they were needed because using just multi-classing would result in sub par characters due to jumping back and forth between two classes as you level. This is a problem with how multiclassing (doesn't) work, yes. I don't think that this was the right solution. ![]()
![]() The more I think about this book the more I think that it's simply a bad idea from the start.
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![]() This invalidates both of its component classes and doesn't really fill any kind of given niche besides. Lacking in any real class abilities and having as its only flavour "my blood was too thin to be a sorcerer so now I'm trying to be a wizard" doesn't help.
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![]() Agreeing that Awesome Blow is a horrible capstone and that Knockout comes way too late... also, why is it a Supernatural ability? Speaking of that, I really don't like that an otherwise mundane class gets something like Brawler Strike. I understand why it's included, but if something like fist wrappings or brass knuckles that use unarmed strike damage existed (at least, outside of houserules) this ability would be completely unnecessary and would free up slots for more interesting abilities. ![]()
![]() I'm... sort of confused as to what the point of this class is, actually. If you increased the number of Blessing uses/day (maybe level+3 per day instead of 1/2?), allowed them to choose three Blessings instead of two, gave them full BAB/d10 HD, and dropped the casting entirely, this could be a pretty neat class with a fairly unique flavour to it... but as it is it's just a worse version of the Cleric with a bunch of minor bonuses and buffs that it doesn't need because it has six levels of casting. |