CaffeinatedNinja wrote:
My understanding (I could be wrong forgive me) is that melee inventor has pretty poor damage in a fragile package. I think ranged inventor is better off (once again, post core classes REALLY want to be ranged)
Gunslinger seems like more of a support/damage than pure dpr.
“Good” and “bad” damage are subjective, and it depends on what yardstick you use for “good”. I like to use “Fighter with a Longsword” as the benchmark to normalize against. By this measure, Inventor seems to be in an excellent spot, damage wise. It’s on-average 5-15% behind the benchmark, but it’s a lopsided distribution where 1-4 and 20 are further behind, whereas 5-15 are really close. That seems like a fair deal to me for an off-stat martial with some focus-spell-like gimmicks.
“Fragile” likewise is another yardstick, but I think Inventor is fine. It’s only 1 hp/level off the base martial, and you get Shield Block. Armor Inventor gets you heavy armor, armor specialization, and a variety of resistances if durability is concerned.
I don’t have a strong opinion on ranged vs melee, but I think Inventor does both fairly well. I don’t think one is particularly better than the other. If anything, I think the melee builds are a little bit better because there’s more options for them, but they’re about the same on the yardstick measures. Guns seem really bad, though. Maybe someone has some experience with that, but Inventor seems to be firmly in the bow camp to me.
Gunslinger I think is Way dependent. Sniper goes toe-to-toe with longbow builds and can actually take pole position with some of their gimmicks. (Ghost Shot is disgusting). The others fall off from there. I don’t know if I would the others as support, but you are trading damage for other stuff and I think that’s a judgement call by person. Pistol builds do have some decent damage between Paired Shot and Pistolero’s Challenge. I wasn’t as impressed with sword-and-pistol and scattergun builds, but I guess some people like them.
If GnG classes were the model for future classes, I would be very happy. They don’t have anything as good as the highest damage Fighter and Barbarian builds, but they compare nicely against the rest of the pack, which I think is fair. To use another F1 analogy, they’re solid midfield players, which I think is extremely healthy.
Overall, I think damage-wise, everything is in a very good spot. The newer classes tend to err on the lower side of the yardstick, but not by much. There seems to be a healthy ecosystem of builds in the “Tiger Monk to Precision Ranger” range, which is roughly -5% to +10% in my math. I think that’s really incredible for a TTRPG with 13 martial classes with over 4x that many subclass options. The only ones I think may deserve a tune-up are Investigator* and Swashbuckler, but I think that’s more an issue of Thief breaking the rules and setting a high bar for Dex builds. Swash is a way better choice than other Dex melee builds, but it compares really poorly against Thief**, IMHO.
*A huge caveat with Investigator is how permissive your GM is with cases. I think 2 cases is enough that it’s very easy to have an enemy each fight you can DAS for free against, but that’s GM-dependent. On top of that, DAS works very well with 2-3 action attacks if you have multiple valid targets, but none of those are available built-in with the class.
** Caveat on Rogue builds in general is that I think it’s trivially easy to flank to get flat-footed, particularly because I tend to assume melee martials are moving once a round. Once you get into assuming they need to use a skill to get flat-footed, Rogues fall back to earth.
TL;DR: I think the not-APG martials are healthy in terms of damage, ranging from slightly less to on-par and getting a good amount of stuff in exchange for the damage they give up. The APG classes need some more help, but part of that may be because Thief sets the bar too high.