
NemisCassander |
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This post was inspired from one of Liam's replies in the new feedback thread regarding Alchemists not being able to use their bombs because of splash damage, and it really crystallized my concerns about Alchemists.
I should say that my twin brother plays a Goblin Alchemist in the Playtest group (the Shortshank Redemption) I am running, and he is certainly the player who 'plays the best', from a numbers/tactics perspective. So I say this as someone who has seen, perhaps, a fairly good Alchemist in the game.
Liam's post about splash damage is quite well taken, because the Alchemist doesn't have a single damaging level-1 bomb that doesn't do splash damage. They do have the tanglefoot bag, and I can see possible applications for it, but you certainly do no damage. So, combine this with the archetypal boss fight as an illustrative example. There is one enemy, and very few parties don't have a melee character whose job is to 'tank'.
So what does an Alchemist do once the enemy is in contact with the party? His bombs have to hit TAC, and if he misses, the bombs will do equal damage to the enemy and the party members in contact with it... very few circumstances really make that a good idea.
This leads to the second issue. The Alchemist has no default attack, really. Even their bombs don't use their class stat (Intelligence), but at least it's TAC and almost certainly--because of this very issue--the Alchemist's second-highest stat, Dexterity. This puts Alchemist ranged attacks squarely into suboptimal range, and other posts have shown how suboptimal attack modifiers are very poor in combat.
So when your party is in contact with the enemy and you're an Alchemist, what are you expected to do? Fire a Crossbow at +4 to hit? The action economy is terrible if you then want to use a Bomb (maybe because additional enemies appeared), because a Crossbow, unlike a Bow, uses 2 hands, not 1+. Even if the answer is, 'Crossbow,'... does no one else see the '3E wizard' problem here? Damage cantrips exist, from a design perspective, to solve the problem of low-level casters having nothing they're 'good at' to do too much of the time.
So why hasn't the same solution been applied to the Alchemist?
Even a change as basic as, 'when you create a Bomb with Quick Alchemy or Advanced Alchemy, you can choose to have the Bomb not deal splash damage' _as a level 1 Class feature_ (i.e., not a Feat) could address a lot of this. I would estimate, though, that 80% of Bombs created would not do Splash damage in this case.
An obvious alternative would be to just provide bombs that don't do Splash damage.
However, the above only would 'fix' (and, not optimally so IMO) the 'throwing Bombs into combat' issue of Alchemists. They really need a Cantrip-level effect for QoL improvements.
I would suggest a level-0 version of alchemical bombs, and then just give the Alchemist the ability to _not spend Resonance_ on versions of Bombs that are lower than the highest they can make.
Now, that might help the two most glaring issues that have come up during the game, but there is at least one other issue that just makes me scratch my head. And it's very simple.
The Alchemist will never make alchemical items (with one exception) for his own use during Downtime. The reason is simple. Alchemical items made during Downtime aren't Infused, which means it would cost the Alchemist a Resonance to use them... which means it competes with his own Quick Alchemy feat... and by 'compete' I mean 'completely overshadowed'. I am not sure why _anyone_ thought it was a good idea for the Alchemist to not want to use their signature skill and class feature during the Play Mode most likely to do so.
That exception is Poisons. Apparently, Poisons, unlike other alchemical items, don't need Resonance to use. The Goblin Alchemist is already working on reverse-engineering the Centipede Venom and then mass-producing it during Downtime for his own use and others.
But, um, is my group just missing something, and that the Alchemist should be making more alchemical items during downtime?