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JoelF847 wrote:
Just started reading, and had the visceral reaction that the term infusion isn't the right one for wild talents that alter the blast. Infusions are already a game term for alchemists using a discovery to allow their extracts to be used by others. If there's an option to not have overlapping game terms that have completely different meanings, that will lead to less confusion in game as well as for new players figuring out the rules.

I'm having a lot of trouble thinking of a better potential word than 'infusion', even though it is already in use. Enhancement is already taken for magical improvements. Augments/Augmentation? There are a few feats and features that use it, but not any class features that I can recall right off.


Mark Seifter wrote:
Tirrimor wrote:
I had a quick comment about the Aetherkineticist. I like the idea of the force ward defensive power as temporary hit points, as opposed to a force armor effect, such as Mage Armor. Thematically, I like the idea of the shield buckling under assaults. The regeneration effect feels a little awkward to me. Regenerating at a rate of 1 point per minute means that it's only going to be good for one or maybe two CR appropriate hits in an entire fight unless you spend several actions dismissing and re-upping it. It feels it would be a bit unwieldy during play to be doing that, especially compared to the relatively straightforward defensive powers of the other elements, particularly terrakineticist's straight Damage Reduction. Perhaps if it could be 'recharged' with an immediate action rather than dismissed and subsequently reapplied? It's still a weak enough shield to take a hit or two at a cost of full-round actions, with a little less to keep track of.
Reupping it should not give those hit points back (the immediate action part of all the defenses to turn them on and off was added later, as I initially conceived of them as constant until I got some feedback that they needed to be toggleable, and I didn't realize the implication that people might think they can refresh it that way). Good catch! I will get that as an official clarification in the first post.

In that case would it be better for the ward to be one point/round rather than one point/minute? Without being able to reup it like I had originally thought, it feels a bit unbalanced compared to the terrakineticist's straight DR, even if it's a larger ward and would work against magic.


I had a quick comment about the Aetherkineticist. I like the idea of the force ward defensive power as temporary hit points, as opposed to a force armor effect, such as Mage Armor. Thematically, I like the idea of the shield buckling under assaults. The regeneration effect feels a little awkward to me. Regenerating at a rate of 1 point per minute means that it's only going to be good for one or maybe two CR appropriate hits in an entire fight unless you spend several actions dismissing and re-upping it. It feels it would be a bit unwieldy during play to be doing that, especially compared to the relatively straightforward defensive powers of the other elements, particularly terrakineticist's straight Damage Reduction. Perhaps if it could be 'recharged' with an immediate action rather than dismissed and subsequently reapplied? It's still a weak enough shield to take a hit or two at a cost of full-round actions, with a little less to keep track of.