
RLhoshi |

In addition to many good points made here, in my opinion Modify lacks versatility for Mine Exo builds.
a) A game that wants combatants to stay mobile makes Smart Mine pretty much mandatory if you don't want to constantly repositioning your mines. That gets even worse with multiple melee characters in your party.
I think there should be the possibility to exclude friends from the detonation without using a mod. Accidentally hurting your friends with your main feature is never fun. If balancing is an issue that bad, at least make Smart Mine a seperate passive feat that does not require spending a mod.
b) Apart from Smart Mine it seems that all mods are applied to a single mine. I think this will cause a lot of metagame annoyances. Let's say you deployed multiple mines, your enemy, a super smart space mage, wants to reach you and can decide to walk a path that detonates a "regular" mine or a path that detonates a mine with the Targeting Mine mod. Now the GM has to decide, do they want to dissatisfy the player or make the super smart space mage a fool. Most probably the latter. But I don't think this is a fun choice that gets anyone at the table excited, it's just a necessity that steals away agency from the player to the GM.
I think mods should always be applied to all deployed mines.
c) I love the Gravitic Mines and I think there should be more utility mines. Shock Mines for stunning, Flash Mines for blinding, Black Hole mines for entangling, ... yeah, I know, getting pretty close to stationary granade territory here.
Bonus: Apart from that, I find it a bit confusing, that some mods are printed as part of the deploy action. This makes it look like you always need to deploy a new mine, in order to activate those, which I don't think is what's intended:
You can Modify one of your deployed mines at a range of 30 feet, modding the mine as if it were a grenade or with the following new mods.
I think the mods should be moved to the Mine section, instead of Deploy.