Inevitable

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Wow...this went to places I wasn't even thinking of. What I want to do is use the Epiphanies to replace the things I want. I don't hate or even dislike them. In fact, without Epiphanies, there wouldn't even be a discussion.

I was just EXPANDING upon where they were used

Use Epiphanies to replace an ability. That is it...simple as that. Currently, as built, they only replace Connection abilities. I would like to use them to swap with abilities I might not want ANYWHERE in the build.

As for power matching power. That is entirely subjective. IF you never use Mindlink, then anything is just as powerful as it is. It is all in how you use it.


"One man's trash is another man's treasure."

That quote is all so true. While SOME connections powers might be considered trash by some, to others they are perfectly fine. In my particular case, I like the connection powers...even the bad ones. Why? Because I get to choose them, it's just that simple. The powers within the Mystic build that are inherent are trash(your description...which I whole heartedly agree with), powers that I don't get to choose.

In the end, to me, the biggest pull of the Mystic is the choices...I want Epiphanies to expand those choices further than what they do now. I want to CHOOSE the trash I can get replace instead of being forced to keep some that I don't want.

Interesting thought, before Epiphanies, we had NO choice in what was or was not in the build nor the connections. Without Epiphanies, this discussion would have been limited to Homebrew.


One of the things I liked most was the NEW Mystic Epiphanies...until I read what they replaced. They replaced Connection abilities...the one thing that was selected by the player character. To quantify why that is an issue, I will explain what my personal short comings from the Mystic Class.

I like spellcasters. I like the concept of tapping into powers beyond normal scientific means. Now, the Technomancer is cool. He is a great scifi twist on the typical mage. The Mystic was, to me, was to be the more traditional spellcaster. And it was, mostly.

The mystic came with several other powers. They came with a dedicated healing ability right out of the gate, and then gains Telepathic abilities of Mindlink and Telepathic Bond. Now, these are neat, and they also have great flavor...IF that was what you wanted for abilities. For me? No, I don't want a healer nor do I want a telepath. These are not things I want on the character.

So, the New Epiphanies take away Connection Abilities. My version...I would move Wrecking Fists in for Healing Touch(You want healed? Slap on a Healing Patch, I am busy educating this moron that I am not to be trifled with!). Mindlink, Nah, My SPELLS hit like a Mack Truck!...

THAT is what I would take the Epiphanies for. I would replace the things that I don't want.

Thoughts?


So...as the title suggests, I am wondering how we would go about making a Shadowdancer using 2E Creation?

Add on top of that...How would you make the Fetchling Ancestry?


It is not working for me when I post the urls….


Is it just me, or does just six bloodlines seem...bleh? I mean, I get that too many choices are worse than not enough, it's just that these bloodlines seem way too "safe". Worse yet, their are some that I don't understand...as in how and why?

Aberrant: I like the concept, yet...it feels like the description says one thing and the skills vs the spells and powers another.

Angelic: This one had me scratching my head. I never considered this...especially with Cleric and Paladin available. This does NOT feel like a Sorcerer.

Demonic: This one makes sense...mostly. This is what I personally think when I think of Sorcery. This is what most every fantasy describes as Sorcery. Except for Divine spell list...again scratching my head. THIS should have been Arcane.

Draconic: Perfect...proverbial nail on the head.

Fey: Huh? This is like you are giving Ancestry a special Class all and in of itself? Interesting idea...not sure where I stand on this one. Like Aberrant, it says(or in this sense, implies) one thing yet delivers another. Clear example of this is the choice of spells vs the spell list. The spells have a trickster feel...while the spell list is Primal, clearly going for a "nature" feel. The only deception here is what this is...I see a Druid trying to be a Wizard...kind of?

Imperial: Same as Fey, Ancestry as a Spellcaster. Worse yet, why have this when it is a watered down Wizard?

Now...looking at broad changes that might help the bloodlines.

NEW spell list....yeah, painful.

Eldritch Spells...Otherwordly, Unnatural, Sinister, Weird. This would fit Aberrant and Demonic MUCH better than current lists. Thematically and probably mechanically(Still trying to figure out how Demons heal....that's just me).

Fey and Imperial need better difinition. They need to stand out. One is a Wizard, the other is an Elf. Again, that may just be me(and most likley is).

One additional change to help, Bloodline Powers need to be placed somewhere other than buried in Spells. They need to be with the Sorcerer. They are NOT spells.

What are your thoughts?


What about Kayn, the Shadow Reaper?


Maybe I am missing something? The main worry is balance? Balance.

Solarians...I keep looking at Solarians and see that their weapons will effectively be a 12D6 weapon by level 20...without adding in strength bonus. That takes neither spell nor rest to use. It is ALWAYS there for you. ALWAYS.

Their Revelations might as well be spells. They function in nearly the same manner. Then...most are not limited to how many per day.

For the record...I count Solarians as SpellCaster-ish.

Then I go look at Guns...Lots O' Guns. Lts O' Guns with insane damage. 12D8! Midrange Guns at 3D12 and 6D8. And that is PER SHOT! With clips you BUY from vendors!These are usually guns that Spell Casters CANNOT use unless they spend a Feat. These are all available to any Soldier(might be wrong on "ease" of availability).

Look...it is just my opinion...and I will fade back after this. Balance is always controlled by the GM. It is their duty to make sure that the players have fun, that they themselves have fun. This souldn't be an issue of balance on wether there should be a dedicated Spellcaster. It should be how can we make this happen so the player has fun. The above examples show that what we are attempting to balance aginst is already present(again, this is my opinion...other will definitely vary). These show that every class has a similiar option to Go Big, or Go Home.

And one last, just for the record: We Should't carries the same weight as We Can't in regards to the subject. Both have the same Don't Go There/Don't Do This impact.

Thanks for reading, and apologies if I offended anyone.


OK...new to the boards here.

I see one thing repeated and repeated over and over again in this post: We Can't.

That is too easy of an answer. It is too easy to say no instead of pooling together to find something that works.

I have Homebrewed a Sorcerer for my own game over the past couple of days. Most likely, many here would say that it is too OP. I am considering posting it in Homebrew section.

Just an opinion.