Hiruma Kai wrote:
So you are basically saying because the Solarian doesn't use Dex to-hit and damage, that Solar Weapon does 1d6 damage at 1st level, and because its key stat is Charisma, it was poorly designed?
I didn't say anything about Dexterity. You did. ;) You're talking about melee stuff, where I was talking about Solarian primary stat for DC, resolve, etc.
If they went to DEX-to-hit & damage, they'd need to do it for the whole game system, not just for the Solarian. Like they did in 5e D&D. I'm not against that idea at all, but it'd need to be a system-wide change, and would require a lot of rebalancing.
But yes, I do think the 1d6 base dmg is indeed a problem at low levels. Clearly when a level 5 Solarian with weapon manifestation can ignore a primary feature of their class by picking up a Pike or Doshko, and do more damage... That's a problem.
But changing it to 1d8 isn't the direction I'd go personally, because, as you showed, multiplying that to 2d8 as they level up becomes problematic. If I were to design it, I'd probably make the weapon manifestation be whatever weapon the solarian manifests, (analog weapons only, of the appropriate level range of course) and use the appropriate dice and rules for that weapon. That way they are more-or-less equal to whatever other characters have.
This would also opens up the possibly of balanced DEX-based solarians, using operative weapons. I find it annoying that Solarians can't take advantage of the "operative" feature on a lot of weapons. They probably wouldn't be very good without an operative's trick attack damage, but at least it'd be a possibility if a player wanted to go that direction.
But back to Charisma, the problem is complicated, but boils down to this: You can demand three stats from any particular class, but demanding four is too much. This goes all the way back to 1st edition AD&D paladins that needed STR, WIS, CON and CHA all to be any good. This was fixed in later editions that took the focus off of Wisdom and Charisma, and completely eliminated the need for Wisdom at all in 5th edition. A Light armor wearing Solarian is no different, because light armor means you must have DEX. Why do you think this guide recommends taking Heavy Armor proficiently so early? It really is a great choice, not only for the reasons detailed in this guide, it solves the DEX problem.
The alternative is to make Charisma a dump stat, and use revelations that don't use DC's, and live with reduced Resolve points. There's plenty of Solarians that do this, and that's pretty sad, in my opinion. But giving Solarians Heavy Armor proficiency baseline solves these problem. And I'd rather see that than changing Charisma as their primary stat.
Just my two cents worth. Sorry to derail the thread.