| ninjaelk |
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ninjaelk wrote:
The issue I have, is if you have a Rhythm Mystic in the party, the status bonuses from Anthem and Get 'Em don't stack. At that point, Anthem is the far more dependable buff of the two, forcing the Envoy to do something other than Get 'Em. That's where things start to fall apart because all these other directives seem to be designed as fallback options, not primary options..I also very much had that worry, especially in SFS where you don't know either the other players nor their characters.
But it seems to be working out ok. Twice now I've played at tables with both a Rhythm Mystic and an Envoy and both times the Envoy player seemed quite happy that Rhythm was also a thing. They were still getting their own +4 to damage for a single action (essentially) and could do other things.
In a campaign with the same characters I'd very definitely have a session 0 discussion with both players to make sure both were happy with it. But the overlap isn't as bad as I thought it would be.
I think I was a bit overstating things when I said that's where things "fall apart". I think the envoy contributes fine at a table with a rhythm mystic, it's just that his kit starts to become rather clunky and the design overall feels less cohesive. Get 'Em is a perfectly usable action even if you're not providing the buffs (which speaks to how strong it is when it does), and the other directives are still situationally very viable as usual. It just feels inefficient, there's a lot of overlap, and stuff that just isn't working together smoothly. I don't think it needs a strict buff necessarily, I think the power level and the amount the class can contribute even with a rhythm mystic present is fine, it just feels like it needs a bit of rearranging.
If anything I think that Get 'Em *without* a rhythm mystic might be too strong, and the class could benefit from that power being redistributed more evenly through the rest of its kit.