Magus Arcana-Why the 1 / day?


Round 1: Magus


So, while going through the Arcana, I noticed a problem: The two most useful arcana, Critical Stike and Reflection, both have a 1/day limit placed on them.

Now, this seems strangely arbitrary to me. In order to use the class features, they already have to burn their precious, limited spells (especially limited since they have one single spell on their list to make use of critical strike arcana). Every other ability I can think of in the game with a 1/day limit is a power in addition to spells, not requiring them, or, at least, enhances the spell (such as the metamagic arcana). What gives?

So what if the Magus can constantly parry lowbie spells or deliver shocking grasp? At least this gives them something unique to do reliably.


+1

That is the very reason I wouldn't take most of the Magus Arcane.
If they did the 3+Int mod per day, or number of rounds equal to your levels....fine.
But I cant see taking a class ability that is only usable once per day, for the same reason I wont waste a feat slot on a feat that only works once per day.

Sovereign Court

Because it's a play test and it's important to see how powerful the abilities are before making them able to be used more often per day probably.

Error on the side of caution and all that. Best to try them out while your actually play testing and see how they work, then adjust it in your game and send back the results. Try it out as 1/day, 3/day and then like 3+int mod or unlimited.


Morgen wrote:

Because it's a play test and it's important to see how powerful the abilities are before making them able to be used more often per day probably.

Error on the side of caution and all that. Best to try them out while your actually play testing and see how they work, then adjust it in your game and send back the results. Try it out as 1/day, 3/day and then like 3+int mod or unlimited.

oddly enough people in general complain less if you start the class semi nerf'd and then buff it versus starting a class too buffed and then nerfing it.

you always get more complaints from nerfs than from buffs.


Morgen wrote:

Because it's a play test and it's important to see how powerful the abilities are before making them able to be used more often per day probably.

Error on the side of caution and all that. Best to try them out while your actually play testing and see how they work, then adjust it in your game and send back the results. Try it out as 1/day, 3/day and then like 3+int mod or unlimited.

No offense, but that sounds kind of foolish to me. I don't think 'this is a playtest' is an excuse to come out with a class that's not very good. I would expect a playtest to be an actual test of the game as close as possible to the intended finished product. "test a gimp version of what we intend to make" seems like a waste of everybody's time.


Velderan wrote:
Morgen wrote:

Because it's a play test and it's important to see how powerful the abilities are before making them able to be used more often per day probably.

Error on the side of caution and all that. Best to try them out while your actually play testing and see how they work, then adjust it in your game and send back the results. Try it out as 1/day, 3/day and then like 3+int mod or unlimited.

No offense, but that sounds kind of foolish to me. I don't think 'this is a playtest' is an excuse to come out with a class that's not very good. I would expect a playtest to be an actual test of the game as close as possible to the intended finished product. "test a gimp version of what we intend to make" seems like a waste of everybody's time.

The once per day abilities might not be strong enough for your taste, but it´s a matter of taste.

There are great reasons for caution when it comes to playtesting a class, if the magus had full 9th level casting full bab a d12 and access to the cleric and wizard spell list - literally all the other classes (players) would complain and cry NERV 24/7...

Edit: To be fair I wouldn´t touch the silent and still arcanas with a 10 ft stick, but we might get some more arcanas in the next build.


Banpai wrote:


The once per day abilities might not be strong enough for your taste, but it´s a matter of taste.

There are great reasons for caution when it comes to playtesting a class, if the magus had full 9th level casting full bab a d12 and access to the cleric and wizard spell list - literally all the other classes (players) would complain and cry NERV 24/7...

It's not 1/day it's 1/day AND burning your spell slots. The abilities are already limited via spells, the daily limit on top of that is arbitrary.

Dark Archive

Velderan wrote:
It's not 1/day it's 1/day AND burning your spell slots. The abilities are already limited via spells, the daily limit on top of that is arbitrary.

Don't fear, you aren't the only one who feels that way. I personally think anything that is 1/day is near on useless in the fact that you are either going to have to rely on almost ALWAYS being without it, or blow your load and have someone else carry you the rest of the day.

They people up above are reading your concerns and I am sure they are taking them into account. Until then just keep giving feedback, there are still 3 more phases of playtest to get through. Keep your shirt on.


Change it from a straight 1/day to 1/day per level of the spell slot used to power it. That way if a Magus is high enough level to sacrifice a 6th level spell to power the arcana, then they deserve to be able to use that power 6 times that day if they do burn a 6th level slot for it.

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