| Waysteadroc |
WatersLethe wrote:In practice, Operatives being the skill characters means they dominate every minute of the game outside of combat. It's unsustainable. No one class is THE combat class, and Operative isn't far enough behind in combat to justify being the undisputed king of the rest of the game. In fact, they're stronger in combat than all casters, and freqently top out on damage contributions in combat simply because of how easy it is for them to get into the optimally effective position.
In my experience that is just not the case.
They have 16 class skills but it is unlikely that they get 16 skill points per level. Yes you can get there if you make an int based operative, but then you are lacking elsewhere ability wise.
Unless you spend feats to add class skills, they should not be dominating Diplomacy, Life Science, Mysticism, or Physical Science.
They do not trump the expertise die of the envoy in the envoy's selected skills.
They usually don't trump intelligence based skills compared to a technomancer (who will have his INT maxed out) or the wisdom based skills of a mystic (who will have his WIS maxed out).
Looking at the PCs of my 10th level group the Technomancer beats the operative out in every single INT skill and the Mystic beats out the operative in every single WIS skill.
The soldier is a superior combatant to the operative.
Yes it is true that at 7th level the operative almost always is in position to make a trick attack they are hitting about 25% to 30% less of the time than a solider (assuming same Dex).
I am not so sure that the operative is superior to a spell caster in combat due to the number of different things a caster can do to impede/cripple the enemy without actually causing damage.
. Exactly I agree with the idea that others posted of operatives edge applying to their specialization and init... maybe just maybe let the player pick one more skill per int bonus score...