For reference, the feat's text is below:
Tech Class Playtest pg. 14 wrote:
I have a few questions on how this works: 1. Do you get a second chassis immediately when you get the feat, and can change it as a 1-hour activity, or do you need to create the second chassis over the new activity?2. Can you change your drone's original chassis? 3. Drones can choose whether they increase their size or not. This way, a small scout drone can stay small, but a big drone can grow into a huge mech. How does this interact with Convertible Chassis? In other words, if you chose to increase the size of your tank drone, does your scout chassis need to grow up as well? 4. Different chassis have different hit points. What happens when a drone changes its chassis to one that gets a different amount of hit points? Are any hit points lost or gained, or does each chassis have its own hit points? 5. It seems that any customizations and weapons don't change. But should they? For example, if you give your Tank Chassis drone Flier and Nightvision Sensors customizations and reconfigure the drone into Surveillance Chassis, you effectively lose those customizations. 6. Can you select the same chassis twice? You might want to just change your drone's size and leave other features as is. But an Imitator Chassis drone could swap between two ancestries in infiltration missions, for example.
Tech class playtest says this about robot companions: Tech Class Playtest p. 16 wrote: Robot companions follow all the same rules as animal companions, with the following changes. Rules for young animal companions include the following (emphasis mine): Player Core p. 206 wrote: Your animal companion is trained in its unarmed attacks, unarmored defense, barding (a type of armor for animals), all saving throws, Perception, Acrobatics, and Athletics. Nothing in the playtest explicitly says that robot companions can't wear barding, but the Armor Plates customization implies that robots don't have separate armor, just customizations that fill the same role. Should buying better armor for robot companions be possible (outside of using customizations)?
This brings up a good question: how should Flickering Shield work with force fields?
I think last one is definitely wrong, but what about the other three?
The 10th-level feat Flickering Shield has a few problems:
In any case, Flickering Shield seems like a fun mod.
I agree that a more versatile companion and a second MAP track should require a larger investment. However, I don't think that the current format is good for the following reasons:
As I wrote earlier, it feels that the drone works as a "killbot", but not as anything else. The Imitator Chassis implies that it's possible to build a drone that trades some of its combat prowess for skill proficiencies or other non-combat capabilities, but currently, it feels like the mechanic must sacrifice most of their class feats and much of the drone's fighting skills to get situational at best abilities. Even for the other chassis, it feels like you should be able to pick different customizations to alter the drone's performance, but it seems that the best results come from taking the Maturity feats and other feats that improve the drone - not from picking Customization feats. Also, while a mechanic isn't forced to pick feats to improve their exocortex, a drone mechanic kind of has to to keep the drone's numbers up. The other exocortexes keep their numbers up via other means, so other mechanics are more free to pick feats for extra mods or other things. Is the drone really so much stronger that the Maturity feats are needed to keep it balanced with the other exocortexes? A second MAP track is great, but bypassing MAP entirely is even better. Mines don't care about MAP at all, and while the turret does, the mechanic themself can use an automatic or area fire weapon to ignore MAP, can't they? So, the drone doesn't seem uniquely good in this regard. Maybe it'd be better if the drone had more customization slots, and different customizations would take a different amount of slots? This way, one could either have one powerful customization or a few weaker ones. Many drone feats could then give one extra slot, while the Customization feats could give lots of slots and also allow one to choose from higher grade customizations.
I've been trying to build a drone with lots of customizations, but it seems that no matter what, the drone can never have that many of them - especially if some of them are higher grade customizations. I'm new to the system (or rather, PF2e, which I assume people are basing their analysis on). Feel free to correct me if I got anything wrong or missed something! For starters, let's define the feats affecting the robot:
If the player takes all of these feats, they have used nine out of their eleven possible class feats. Only 2nd- and 12th-level feats are free - whether for taking even more customization feats or for taking any other feats. This results in a drone with six customizations: three commercial (one of which is always Integrated Weapon Mount) and one tactical, advanced and superior. This doesn't sound a lot.
The chassis don't seem to be balanced in terms of customisations either. For example, Surveillance Chassis effectively starts with Flier and Nightvision Sensors customizations, so the player is a bit more free to add customisations of their choosing - or saving the feats for something else. By contrast, Imitator Chassis is obviously built for Charisma skills, but they need to take Artificial Personality to even attempt such checks. And if the player wants the drone to use other Charisma-based skills than Deception, they need to spend a feat to take Skill Module - potentially several times. At 1st-level, this results in a modifier of +4 (+1 from level, +2 from trained, +1 from Cha), which isn't awful. But a PC can use their skill increases to improve those Charisma skills, get item bonuses and increase their Charisma. The drone needs Tactical Drone and Customization feat for Expertise Module, and increasing the modifier further takes even more feats. Are drones just meant to draw attacks? The turret seems to be better for this role, since it has hardness, uses the mechanic's class DC / Int for AC, saves and hit points, and if it gets destroyed, the mechanic can just collect and redeploy it to fully heal it. None of this takes any feats. At 3rd level, you can even use Reposition Exocortex to move the turret to chase or block enemies as needed. Maneuvers like Grapple and Trip seem to be the only major advan1tages the drone has over the turret. Let's compare the drone to druid's animal companion. A druid needs just three feats to mature the companion: Mature Animal Companion, Incredible Companion, and Specialized Companion. Even if we disregard Ultimate Drone, this is still one feat less - or five, is we take each of the Customization feats. And the druid gets specialization for their companion 4 levels earlier! Furthermore, a level 20 druid with no class feats is still a full spellcaster with nearly 40 spell slots. What can a level 20 mechanic with no class feats do? Much less, I assume. This means that a mechanic's feats are more "expensive" than a druid's. Lastly, how powerful are those customizations? Majority of them seem nice to have, but far weaker than feats like Coordinated Fire or Auto-Target. The ability to change them during daily preparations is good, but if the customizations themselves are too weak and/or poorly balanced, this versatility doesn't mean much. And you can't quickly change them to adapt the drone to a new situation. I can't see myself ever using customizations like Light Mounts or Olfactory Receptors, no matter how fun they seem - there just isn't room for them after taking the "mandatory" ones. It feels like the best way to build a drone is to pick the five Maturity feats and spend your remaining six feats other things - and to leave the customizations on the shelf. This is a shame: to me, the appeal of Drone Exocortex is making a unique drone, but with so few customizations, there's not much to distinguish one drone from another of the same chassis. And if you pick other feats than Customization feats, there's even less to distinguish the drone. Another problem is scaling. Mines are the easiest to scale: their damage goes up as you level up. Turret needs a bit more effort: UPB, time and a Crafting check. But the drone requires Maturity feats, and quite a few of them. And if you want to give your drone a mounted weapon, that one needs upgrading too - as does your own weapon (and the rest of your equipment as well). If the drone matured like the turret (upgrading it as armor, rather than a weapon like the turret), the mechanic would be free to take both Customization feats and other class feats. This way, the feats are used to make the drone more versatile, rather than just keeping up with numbers. Alternatively, instead of Customization feats, the Maturity feats and other feats affecting the drone could also give it more customizations. This way, the mechanic would be free to invest in something else than the drone (or they could get new mods / actions as well as customizations), while still getting a few customizations to play around. Or maybe the Customization feats could just give more customizations? Or maybe the mechanic could just buy or Craft extra customizations for the drone? These ones could be harder to swap out of, which is more limiting than just deciding what customizations are online during daily preparations, but if you want your drone to do one thing almost all of the time, they'd be a smart investment. Playing around with different customizations doesn't really seem possible even if you were to spend all of your class feats just to upgrade the drone. They seem far weaker than a "proper" class feat is. It feels that the drone works as a "killbot", but not as anything else - and the turret arguably works better as a weapon platform. Am I not seeing something, or is the drone both really limited in what it can do and very hungry for feats? Or does the drone work much better than I'm assuming? |