synethe |
I totally meant to respond back and thank you guys for the responses, since I wrote the first post I'd considered action economy as suggested by Lightning Raven and the usage of improvisations. I sort of realized I may be playing Envoy wrong because I don't use many improvisations to begins with- largely they seem like something to apply as-needed versus constantly on turns... and at present my only two that I have are Don't Quit and Not in the Face.
Dipping from Envoy 3 to Witchwarper 1 has actually added some really interesting flavor in terms of the spells like Charming Veneer, Charm Person, Mending, etc. as well as the Infinite Worlds additions. It definitely takes away from doing improvisations all the time; but it sort of made things a bit more fun when I could wreck a terrain, do more CC, and have a little more capability to make combat smoother.
The ST/GM/DM so far has been cool with streamlining some of the issues we've run into since our party is 2 Solarian's, 1 Technomancer, 1 Operative, 1 Soldier, and me :D so things seem to be okay! But I can definitely see what eddv was pointing out about Reality Glimmer.
Thank you all for your help!