
DM Kibeth |

DM Kibeth wrote:I like the Arcane armor as a possible class variation, like the ones they did in the APG. It would need some form of scaling up for the higher levels something on the order the way the Monk does. I would consider reworking the Arcana you suggested on the pool budget in Magus RC2. I think your point budget is just a bit too high. I do prefer the dumping of Arcane Weapaon in favor of the new version's weapon empowerment.LazarX wrote:I've read your remake, but this would be a good chance to test the tires on the new toy.Indeed. I'm actually looking into trying this revised version out at a PFS game tomorrow. Well, throw something up and I'll take a look. As previously stated, it would be for a later addition. Also, that remake has been changed a bit since I first posted it. What do you think of it?
Wow. I just typed out a lengthy and detailed response. I then attempted to post it, and I received an error which resulted in all of the aforementioned text being deleted.
To summarize, if you look at the cost of the arcanas, the budget is actually right on par with where I think it should be. You can spend your points to do some cool stuff, but without being able to over do it. Once you've done that cool stuff, you still have some points left over to do some of the other smaller cool stuff. For example, at 15th level, I can quicken a spell twice per day, period. If I do that, I still have 14 points left with which to do some of the other cool stuff, but I can't afford another quicken. The point is versatility. I think the new point system in the revised magus succeeds in that more than I did, but it feels like the budget is too low. From what I can see, you would be hemorrhaging points pretty quickly just to keep up with other classes in power level. Sure, you have a pretty cool bag of tricks, it still feels like it costs too much to keep up. I like the swift action enhancement bonuses better than arcane weapon as well. The arcanas feel weak and not worth it. I think that putting them on par with rage powers and at every second level would be much better. Overall, the magus just seems to fall short of the other 20th level classes. They have stated that the design goal is to have a class that is the hybrid of both caster and melee, but overall is just as powerful as any other class. I don't think that's happening. Right now, for the purposes of power, I'd go with an EK build over even the revised magus despite its new tricks. I would really like to playtest it some though; you only get so much from number comparisons(Hence PFS tomorrow). Also, I didn't add in a scaling ac bonus because it seemed unnecessary. I've played my remake quite a bit, and I find that my ac is always comparable if not better than others of my level without that scaling bonus. If you look at janus, he has 41, and that's about where he should be comparatively.

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I think the new point system in the revised magus succeeds in that more than I did, but it feels like the budget is too low. From what I can see, you would be hemorrhaging points pretty quickly just to keep up with other classes in power level.
That's exactly as it should be. You're supposed to be on par with other classes, not surpass especially in a split role the way the magus is placed at.
How is the class at 20th level? Quite frankly I don't think you can theorycraft 20th level balance, because the game is wildly and randomly variable at those levels. Classes are generally balanced up until 12-15th and after that it's a shrug and just run with it as it is.

DM Kibeth |

DM Kibeth wrote:I think the new point system in the revised magus succeeds in that more than I did, but it feels like the budget is too low. From what I can see, you would be hemorrhaging points pretty quickly just to keep up with other classes in power level.That's exactly as it should be. You're supposed to be on par with other classes, not surpass especially in a split role the way the magus is placed at.
How is the class at 20th level? Quite frankly I don't think you can theorycraft 20th level balance, because the game is wildly and randomly variable at those levels. Classes are generally balanced up until 12-15th and after that it's a shrug and just run with it as it is.
I don't expect them to surpass; I expect them to be on par. If you have to bleed your resources constantly just to come close to keeping up, then there is a problem. You should be able to use, not devour, your resources to keep up, and then if you start hemorrhaging your resources, or you are in your niche situation, you should excel for a very short period of time. Right now it feels like the magus has to use everything it has just to match other classes at their average.
I've been doing theorycrafting across all levels. The game starts to break down when you get higher, but even so, compared to other classes, it begins to fall even shorter than the earlier levels.