Thunderbird

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The feature is currently written as:

Quote:

Rogue Resilience Level 9

Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert. When you roll a success on a Fortitude save, you get a critical success instead.

For the sake of clarity, I guess I can say that the whole community would like to know if this is an oversight or if it is working as intended. Extrapolating from every other feature of the type in the game, the feature as it stands breaks some core general rules:

1. It awards a degree of success increase on an EXPERT saving throw.
2. It grants a class the degree success bump on all of its saving throws.
3. The Class' weakest saving throw gets this benefit 8 levels earlier than the class' second strongest saving throw, Will, which only happens at 17th level with Agile Mind.

I understand that Specific Overrides General is a rule we should not forget, but I guess once something is outlined as above, it becomes clear that something is not right here. Anyone familiar with the system will assume it's wrong on a first glance.

Thus, given it's errata day today and that changing this is pretty much a no-brainer in case it's a mistake.

What is it? Bug or Feature?


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During the Witch playtest way back when and, most recently, during one of the discussions about the Witch class, I often said that if they had more mechanically complex Patrons the class would be much more attractive. Based on that, Imagine my surprise in seeing Class Feats of another class mirroring exactly the kind of dynamic I had in mind when I talked about the Patrons.

The benefits and costs associated with the pact is exactly the kind of thing that should define a class. But, since the Patron ship has sailed a long time ago, I think that the Pact Feats are a little too big, interesting and fun to be constrained to a single class. Thus, I think that the Pact mechanic becoming class-agnostic could use some discussion.

Picking up a contract sounds exactly the kind of thing that I could use to spice up my Witch characters since the base class doesn't quite cover what I was looking for.

So, what you think, Pacts should remain the in Thaumaturge's domain or it is too big of a mechanic to be constrained by a single class and as Feats no less?

P.S.: I'm aware of the Contracts that are already in the game, but they are very limited in scope, rare and very limited in their flavor (mostly tied with Hell or Thrune).