Deriven Firelion wrote:
Good thing they can grab a reaction to gain +2 AC (or use a shield) and grab the ability to move 10-25 feet without provoking reactions themselves. Plus with a thief they can pretty easily get better constitution if they are truly scared.
pH unbalanced wrote:
I mean, thief/ruffian do good base damage and outside of precision immune enemies they have one of the higher end damage in the game. Along with having more skills than anyone but maybe investigator. They are one of if not best skill monkey One of the best damage dealers I don't see no Jack here.
I started playing a magus recently. Inexorable iron. So my thoughts are from this perspective. I enjoy having access to spells, I love the arcane list. My favorite moments were basically doing what a wizard does. Research and prepare. Using two hand weapons lead me to taking reactive strike (reach weapon) and using briny bolt or pre errata live wire. I tried psychic dedication for a bit, despite it making you literally a better magus it didn't fit my characters back story or flavor. So I accept being worse. The action economy is so rough I simply don't see it's potential burst as worthwhile. Arcane Cascade is the clunkiest and lowest reward class feature I'd rather have a 1 damage ribbon bump similar to gunslinger. I've experimented, ignoring it and using it. I can tell you, using it has set me back entire rounds and ignoring it has done almost nothing (at this point it's 4 recurring temp HP and 2 damage, I could not care less, and you shouldn't not care about your class features). At least let me enter/shift it as a free action upon spell strike hit. Spell strike is fine. But the base conflux is meh. Give me a conflux that let's me move or something that I can pick up as a feat. You suffer more in remaster imo tanking your intellect. ESPECIALLY vs ranged enemies or flying ones. Next time I'm just gonna play a ranged magus I see no reason to play a melee one ever again. I'm actually hoping this character dies, I've told my GM I won't feel bad. I'd rather play a fighter, or a wizard, or a fighter with wizard dedication, or a wizard with a bow or air repeater. I also consider the errata a nothing burger, why would I use a save spell with spell strike to add two levels of map and give the save spell a higher failure chance. It makes no sense.
Trip.H wrote: Jeeze, it's almost like runes whose primary function is dealing damage is fundamentally in conflict with the concept of a weapon-swinging martial, hunh. I'd gladly drop the martial proficiency personally for the runes. I'm going to politely ignore the hunh as I recognize I've had a bad day that went far longer than it should.
Primarily ranged, level 8. Air repeater, bayonet, rondache Human
Team
Goal is to stand 15 ft from paladin (in range of his reaction) Most action routines were 2 action trace+remote detonation Etchings were Ramparts on champion to raise his shield for him
Working with the assumption that tracing trance doesn't disallow the unique runic reprisal Using transpose and rune singing for emergency action compression War priest flanks and blesses with champion Ranger plinks further back Experience 2d4+astral rune+invoked rune fire 6d6 sounds a lot on paper but between all 3 actions and save effects having a different balance gradient to strikes means more often the enemy saves (one enemy saved on a 6, another saved on a 9) meant I didn't out damage the ranger on normal action routine rounds and regularly did less. The champion appreciated the occasional free action shield raise. I really invoked my etching instead using it to ensure constant bleed. But if the enemy rushed me it was an option. I could burst well if I wanted to dedicate the time (actions) First encounters we decided to do some of my own suggestions Lowered invoke damage to d4s Made it so I could only invoke once per round (again, ignoring runic reprisal special reaction invoke) It seemed much more acceptable, General feedback, My normal action routine was a bit boring but self inflicted. It wasn't bad at all and remote detonation invoking on miss is very appreciated. Damage felt high but not as high as you'd expect by the nature of saves. Install it was smoother than multiple attacks but I didn't steal the flurry rangers thunder. Defense with my build in particular felt adequate to good for a round or two. Beyond that I wanted to get away. Mobility was hohum, not Paramount for my build but it definitely impacted turns. Once we made the house rules, my damage curve still felt good, same minimum, less maximum, and the multi invoke cheese died (I only used it once)
It's key that whatever they do they maintain these elements Striking isn't simply better than using runes Don't change the action economy Basically if you nerf invoke damage too much you only ever strike, not enough then the play will simply be to use every available resource and action to burst. So the issue isn't the runes damage necessarily, at least not completely, it's how they stack. There are multiple ways of doing this. You could make it so a single creature can't have more than one of each type of rune on them. Creature, weapon, shield, armor. This will limit a creature to taking two instances of damaging invoked runes currently in the play test. Things like impact/whetstone and fire/thunder wouldn't stack. Next you make it so you can only invoke once per round, this would hard lock a single target to not being hit by more than two damaging runes a round (which is still his savage btw). Thirdly, you probably need to make engraving strike baseline , as it is right now I can play a rune Smith that simply never attacks, and TBH it feels better than attacking. Throwing out buffs and debuffs to invoke later.
OceanshieldwolPF 2.5 wrote:
It's tight and constrained with a purpose is the main thing. The moment they are no longer this way is when this system starts to come apart.
ElementalofCuteness wrote: Just let the Thralsl move and attack via a cantrip and problems be solved I think. That gives a fair amount of additional mechanical power is the problem. Suddenly one character has 5+ mobile units that can flank and you can choose which one attacks. I believe that's why they simply didn't give them this option.
Tremaine wrote:
Sounds pretty close to what we currently have And the swarm is a focus spell you can pick up
Tridus wrote:
Except it absolutely resembles a necromancer
My understanding is fortifying knock you trace a single shield rune as part of raise shield Runic reprisal is a special damaging rune etched onto your shield that ONLY invokes as a part of the reaction to shield block then otherwise goes away. I think that's the intent at least. I don't think the intent is to repeatedly trace damage runes every time you raise shield and have them persist. When you shield block it specifically mentions you invoking that reprisal, not other runes Tracing trance shouldn't allow you to fortifying knock.
Runesmith only generated an image on someone doing runes. Beyond that the identity is paizos to create. This isn't a barbarian here or a wizard. I maintain that, at worst, at MOST, you reduce the invokes to 2d4 scaling and make invoking itself a once per round affair. That is a marked reduction. Going from 2d6 per level to 1d6 would just be depressing.
Squiggit wrote:
I don't know if I think you should be able to and have them offer flanking. You could have half a dozen or more on the field later and that means your potentially offering off-guard to your entire party and can pick and choose every round who you attack with this benefit, from personal safety. So I can see why they wanted the limitations
This is definitely intended to be a burst class in the purest sense. Your meant to stack runes and detonate multiple. However, instead of cutting invoke scaling in half. I think it would be healthier for the class to give invoke the flourish trait or a once per round limitation. Then if damage is still too high, you simply lower the die of the invoked runes to d4s, but don't reduce them to 1d6. My reasoning is this. If you cut scaling in half, but don't limit invoke to one per round. You end up with a class where people will spend every available feat, resource to getting 2 invokes on one round because *optimal*. This takes a very freeform and expressive class and encourages it to find very set in action routines. If you instead limit invoke to once per round, not only have you halved their very high burst (and let's be honest, nuking one target with 3-4 damage runes as it currently is, is good burst). But you encourage a more varied use of their runes she actions. Suddenly there is greater incentive to also use runes for other purposes then damage because you can hit your damage *cap* more reliably. Whether you limit invoke to once or round or leave it as is, people will optimize their nuking. I'd rather that nuking be hard capped in exchange for keeping current or close to current single nuke burst and allowing more breathing room for other actions.
Blave wrote:
This is heavily dependant on level and why you plan your turns with what resources and positioning are available. If the thrall dies, your plans changed.
immediate things that jumped out to me They can summon more than one thrall at level 1 by spending more than one action. Create thrall doesn't have the flourish trait. Bone spear doesn't need to suffer map penalties because you don't have to attack with the thrall upon summon. Bone speaker comment tells me people who either don't use recall knowledge or only with thaum and investigator, bone speaker is incredibly powerful I do wonder sometimes if player expected class fantasy is often a massive assumption based on popular media.
If you only look at healing or only look at damage or only look at the condition it may seem bad. But it does all 3 and the thrall can move 30ft to do it. It's consistent, it debuffs, lowers HP, heals. I think it's good TBH. I like it better than bone spear but I'm not into the gish aspect that much.
Magus play test had it's problems but was imo undeniably more interesting of a class overall in terms of expression and creativity. Right more runesmith has that, but we are at risk of flattening it and turning it into another Magus. Reactive strike is annoying, yes the class needs better codification and rules phrasing. But let's not accidentally flatten this class? I still think giving invoke a flourish trait would solve majority of it's short term burst damage. Tracing lasts until the end of your next turn. If there is still an issue, it's in some of the feats, not the base cost of invoking and tracing. Reactive strike is annoying, so is it's awkward early ranged support. If your going to lock it's ranged action compression to once a combat, just remove it. But for reactive strike you still have legendary class DC scaling and can rune from range with better return than a magus throwing cantrips from range or burning a very limited spell slot. That class is objectively strong and rewards creative players. When it's officially released it would be nice if it was still strong and still rewarded creativity.
Taking all your issues at fixing them would cripple this class completely. It's identity is quite obvious it's runes along with how creatively you can use them. It's clear they intend a routine of laying on runes then detonating them. I also think strikes being optional is a good thing. This all said it needs plenty of tune up.
This seems to be a incredibly versatile and expressive class rewarding creativity. So it's unfortunate that some runes seem a little boring and some a little weak. I don't have much to offer on the boring side, I'm no game developer. Rune of fire is incredibly niche on its initial effect to the point where 90 percent of the time you only casting it for it's invocation. Why not persistent fire, weakness to fire, you can always use a different rune when you run into something with resistance. Why make impact hurt you if your unarmed? There is so little unarmed support in this play test that this just feels mean spirited. Thunder, why is the scaling on the non invocation+1? Make it 1d4 please. I think if you were to change invoking to once per round (to limit the absurd potential burst while keeping from over weakening the class) you could change preservation to something a little more frequent? Rune of intensity is odd given the removal of ability mod to cantrips. At higher levels it's hard to justify an entire action for a single source is 6-7 damage. Homecoming is a rare example of arguably too much power. Given it has no range limit or even dimension. You could use it to yoink a friendly or if maze. Rune of gravity is one of those rare ones where majority of the time you just don't want to invoke. A lot of runes I feel their passive effect do not line up with their invocation. I want hard decisions. Which means passive effects need to be good as well as invocation. Then we just need some more runes, with just a runesmith can quickly get most if not all the runes. I know it's a play test but it's still worth mentioning. I can tell you majority of the time as a off kas martial, I'm going to be spending my first 3 of my 4 known runes on whetstone, fire and thunder. I'd also like some better feat support. Make engraving strike simply add a strike to your trace. So long as you have the ability to hit the opponent. That means two action ranged strikes with tracing and one action melee tracing. Currently while ranged gets there, it definitely takes a bit to kick in. Feels clunky.
I really enjoy the concept of this class. My issue becomes in how it goes at the table. Every table I've played at has either the GM sighing over the million questions that get asked in attempt to gain a lead and keep it applicable to future encounters yet unknown. Or they don't allow them because of how much this can slow down a session. That's not to say the general impact at the table when other players feel like your slowing things down or taking up too much of the time. Basically in a game that's gone above and beyond in many ways to codify and create rules. Investigator sticks out like a sore thumb. So how do you codify it? How do you change it to work smoothly in a party without the constant "GM may I?" Situation. I think one issue is das being so tied to persue a lead. Why does the investigator need them to be subject of a lead to devise a stratagem? They are basically analyzing their opponent for an opening or weakness. Let it be that, maybe give them a to hit bonus or something else when they are subject of their lead. Das and therefore the classes precision damage being tied to a once an attack per round option is fine. But that option needs to be more consistent then Also making it a fortune effect makes little sense
I wish I could say I had great ideas on this. So instead I ask you all. How would you run, interpret, or change this class to smooth it out. |