Raphael Valen
|
hmm maybe fire could get like a dodge bonus to AC? lol sort of like a flickering flame is hard to hit? dosnt give them a miss chance, and it dosnt step on toes of water, since water gets armor/shield asorbing the blows for you is how i see water, earth making your skin strong, i havent read up on the air and aether defense things lol
| Mark Seifter Designer |
| 1 person marked this as a favorite. |
To expand on the bit about psychology, the psychological power of the heat defense is likely to be stronger than even the mathematical value of the defense itself would indicate. One thing about players and GMs, people in general, is that we tend to overvalue bad things, negatives, and drawbacks. Someone is much more willing to give up a +2 bonus than they are to suffer a -2 penalty, for instance. It's actually the very same instinct that makes some people reluctant about burn. And you have that power on your side with heat. The person who's running the opposition (whether you're a GM with an evil pyro or a player with a heroic pyro) is likely to overvalue the sting of heat, the drawback ot presents, when making a decision about who to attack, which is a good thing anyway particularly when the pyro's opponent is human because it's also a more realistic portrayal, as opposed to the clinical chessmaster-like approach that we sometimes see where characters on both sides act more like pieces.
To give an example of what I mean, I've seen numerous situations like this one in games: a monk refusing to help punch skeletons that were dealing him 1d6 fire damage on each punch, only to cause the skeletons to live long enough to do more than that much damage to somebody else.
| Shiroi |
How's this one, a truly defensive trait that gives clear results and offers an amazing benefit, which exists nowhere else in the game.
5% chance on hit that you may relocate 5 feet in any direction as if taking a 5 foot step. This goes up every other level, or even every 4 levels, so it eventually gets to 50% (or 25%) chance. You can burn to increase the distance by 5 feet at a time, or by another 5% chance of happening.
So basically, if I take damage I can mitigate future damage by getting out of the way. No other spell or class I know of does this, it doesn't really do a lot to ranged attackers, it triggers off taking damage so it can't be used with force ward or missed attacks or even high DR... if I take damage, there is a % chance for me to move. If I do, I might escape future attacks.
| Tels |
That psychology bit is interesting mlp. Game design vis-a-vis the psychology of players actually intrigues me a lot. I would say that the main time you know more-or-less for sure that something was dissuaded by your flames is when it hits you, gets burned, and then switches targets to somebody else rather than do that again. I believe I did have that happen once.
Whoa, whoa, whoa, whoa. Let's not go down the 'game design based off psychology' route. That's something Destiny is currently doing: link to reddit.
TL/DR: Bungie's head of User Research has a Ph.d in Behavioral and Brain Studies and, before he worked at Bungie, was a part of a team that studied methods of achieving addiction in lab mice and took that experience into the game design of Destiny.
It's scary effective.
Let's stay away from mind f+~!ing your player base please.
| Mark Seifter Designer |
Mark Seifter wrote:That psychology bit is interesting mlp. Game design vis-a-vis the psychology of players actually intrigues me a lot. I would say that the main time you know more-or-less for sure that something was dissuaded by your flames is when it hits you, gets burned, and then switches targets to somebody else rather than do that again. I believe I did have that happen once.Whoa, whoa, whoa, whoa. Let's not go down the 'game design based off psychology' route. That's something Destiny is currently doing: link to reddit.
TL/DR: Bungie's head of User Research has a Ph.d in Behavioral and Brain Studies and, before he worked at Bungie, was a part of a team that studied methods of achieving addiction in lab mice and took that experience into the game design of Destiny.
It's scary effective.
Let's stay away from mind f+!*ing your player base please.
Oh no no no. Not that kind of behavorial/addiction stuff like in the Facebook energy games where they hire staff behaviorists to make it more addictive. But in the sense of improving play experience by considering how people think about mechanics.
| Shiroi |
To expand on the bit about psychology, the psychological power of the heat defense is likely to be stronger than even the mathematical value of the defense itself would indicate. One thing about players and GMs, people in general, is that we tend to overvalue bad things, negatives, and drawbacks. Someone is much more willing to give up a +2 bonus than they are to suffer a -2 penalty, for instance. It's actually the very same instinct that makes some people reluctant about burn. And you have that power on your side with heat. The person who's running the opposition (whether you're a GM with an evil pyro or a player with a heroic pyro) is likely to overvalue the sting of heat, the drawback ot presents, when making a decision about who to attack, which is a good thing anyway particularly when the pyro's opponent is human because it's also a more realistic portrayal, as opposed to the clinical chessmaster-like approach that we sometimes see where characters on both sides act more like pieces.
To give an example of what I mean, I've seen numerous situations like this one in games: a monk refusing to help punch skeletons that were dealing him 1d6 fire damage on each punch, only to cause the skeletons to live long enough to do more than that much damage to somebody else.
Indeed. That's why I think the psychology of the situation would be improved by expanding the number of targets. Just natural attacks feels limited in scope, despite being quite common. If you let it hit armed attackers but for half damage, it feels more solid, even if it's less damage, because it feels less limited.
removing the saves also helps. Making it a flat amount instead of a dice based amount will help save time in the combat, which I feel DMs would appreciate.| Mark Seifter Designer |
Mark Seifter wrote:To expand on the bit about psychology, the psychological power of the heat defense is likely to be stronger than even the mathematical value of the defense itself would indicate. One thing about players and GMs, people in general, is that we tend to overvalue bad things, negatives, and drawbacks. Someone is much more willing to give up a +2 bonus than they are to suffer a -2 penalty, for instance. It's actually the very same instinct that makes some people reluctant about burn. And you have that power on your side with heat. The person who's running the opposition (whether you're a GM with an evil pyro or a player with a heroic pyro) is likely to overvalue the sting of heat, the drawback ot presents, when making a decision about who to attack, which is a good thing anyway particularly when the pyro's opponent is human because it's also a more realistic portrayal, as opposed to the clinical chessmaster-like approach that we sometimes see where characters on both sides act more like pieces.
To give an example of what I mean, I've seen numerous situations like this one in games: a monk refusing to help punch skeletons that were dealing him 1d6 fire damage on each punch, only to cause the skeletons to live long enough to do more than that much damage to somebody else.
Indeed. That's why I think the psychology of the situation would be improved by expanding the number of targets. Just natural attacks feels limited in scope, despite being quite common. If you let it hit armed attackers but for half damage, it feels more solid, even if it's less damage, because it feels less limited.
removing the saves also helps. Making it a flat amount instead of a dice based amount will help save time in the combat, which I feel DMs would appreciate.
Given that it's heat, one possibility could be that it does the following to armed attackers: Ignore hardness on wooden weapons, metal weapons conduct heat so either drop your weapon or take half damage, attacker's choice. I like that latter bit because it yet again allows psychology to potentially mitigate damage, by denying them iteratives if they refuse to take the damage.
| Mark Seifter Designer |
Yeah, it not doing anything to a large group of enemy type is a problem.
Well if it's a literal swarm, it'll likely hit the swarm for more than the swarm hits you, since their damage isn't all that high, they're just annoying.
I think you mean like this situation:
I'm a level 13 pyrokineticist, and I'm being attacked by the CR=my level encounter of 8 dire bears. I pick this in part due to having my pyro's stats at level 13, making this an easy analysis to run. Since the bears divide out their hits on you, you'll drop from damage far before they do, so except for the psychological factor (or a GM roleplaying bears as wanting to avoid taking fire damage since they are animals), you won't get a clean KO like before. I'm interested in seeing what happens if my pyro fights 8 dire bears. I'll even use the current version with save negates and check back when I find out!
| mplindustries |
Insain Dragoon wrote:Yeah, it not doing anything to a large group of enemy type is a problem.Well if it's a literal swarm, it'll likely hit the swarm for more than the swarm hits you, since their damage isn't all that high, they're just annoying.
I think you mean like this situation:
I'm a level 13 kineticist, and I'm being attacked by the CR=my level encounter of 8 dire bears. I pick this in part due to having my pyro's stats at level 13, making this an easy analysis to run. Since the bears divide out their hits on you, you'll drop from damage far before they do, so except for the psychological factor (or a GM roleplaying bears as wanting to avoid taking fire damage since they are animals), you won't get a clean KO like before. I'm interested in seeing what happens if my pyro fights 8 dire bears. I'll even use the current version with save negates and check back when I find out!
The large group of enemies being referred to here is "anyone wielding a weapon."
| Shiroi |
Given that it's heat, one possibility could be that it does the following to armed attackers: Ignore hardness on wooden weapons, metal weapons conduct heat so either drop your weapon or take half damage, attacker's...
I like that, ties in close to existing spellwork, helps one of two ways, slightly less potent to things with weapons than to things without weapons, it all fits well with how I feel hitting a living fireball should work. It expands the situations in which it could be useful and therefor makes the power seem relevant to a greater variety of situations and campaigns. I may never take an unarmed strike in an urban campaign, but in any campaign I play I will encounter a melee combatant. This feels good. Now if we nail down a balanced damage ratio for that effect style I think I'd be far happier, personally, with fires defense.
Actually, now that I think of it, I'd also be happy with Wall of Fire. A constant effect as if you were a mobile wall of fire facing all directions. Approach me if you dare, touch me if you feel lucky. Melee weapons still have to be close eno ugh to take the 5 foot distance damage usually, and unarmed/natural get both the radius and the contact effect. Thoughts?
| Mark Seifter Designer |
Mark Seifter wrote:The large group of enemies being referred to here is "anyone wielding a weapon."Insain Dragoon wrote:Yeah, it not doing anything to a large group of enemy type is a problem.Well if it's a literal swarm, it'll likely hit the swarm for more than the swarm hits you, since their damage isn't all that high, they're just annoying.
I think you mean like this situation:
I'm a level 13 kineticist, and I'm being attacked by the CR=my level encounter of 8 dire bears. I pick this in part due to having my pyro's stats at level 13, making this an easy analysis to run. Since the bears divide out their hits on you, you'll drop from damage far before they do, so except for the psychological factor (or a GM roleplaying bears as wanting to avoid taking fire damage since they are animals), you won't get a clean KO like before. I'm interested in seeing what happens if my pyro fights 8 dire bears. I'll even use the current version with save negates and check back when I find out!
Ohhhhhhh, he meant [large group of] enemy types rather than [large group of enemy] types...Can I still fight the bears?
| Protoman |
Does a swarm's melee attack, like a spider swarm's 1d6 + poison + distraction damage, count as a natural attack for searing flesh to be triggered?
I know it's not categorized as a natural weapon, but if it's a creature/swarm's sole melee attack, seems like it should trigger searing flesh at the very least.
Raphael Valen
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Shiroi wrote:Given that it's heat, one possibility could be that it does the following to armed attackers: Ignore hardness on wooden weapons, metal weapons conduct heat so either drop your weapon or take half damage, attacker's...Mark Seifter wrote:To expand on the bit about psychology, the psychological power of the heat defense is likely to be stronger than even the mathematical value of the defense itself would indicate. One thing about players and GMs, people in general, is that we tend to overvalue bad things, negatives, and drawbacks. Someone is much more willing to give up a +2 bonus than they are to suffer a -2 penalty, for instance. It's actually the very same instinct that makes some people reluctant about burn. And you have that power on your side with heat. The person who's running the opposition (whether you're a GM with an evil pyro or a player with a heroic pyro) is likely to overvalue the sting of heat, the drawback ot presents, when making a decision about who to attack, which is a good thing anyway particularly when the pyro's opponent is human because it's also a more realistic portrayal, as opposed to the clinical chessmaster-like approach that we sometimes see where characters on both sides act more like pieces.
To give an example of what I mean, I've seen numerous situations like this one in games: a monk refusing to help punch skeletons that were dealing him 1d6 fire damage on each punch, only to cause the skeletons to live long enough to do more than that much damage to somebody else.
Indeed. That's why I think the psychology of the situation would be improved by expanding the number of targets. Just natural attacks feels limited in scope, despite being quite common. If you let it hit armed attackers but for half damage, it feels more solid, even if it's less damage, because it feels less limited.
removing the saves also helps. Making it a flat amount instead of a dice based amount will help save time in the combat, which I feel DMs would appreciate.
ooooh that sounds awesome Mark, that makes me want to pick up the fire defense even more lol, all those pesky do-gooder knights with their fancy swords having to drop their weapons when attacking me would be awesome lol gives ya a chance to back up and rain fire down upon their heads! woo! lol
| Shiroi |
Edited a post up there but it'll get missed at this pace. How about treating yourself as the source of a perpetual, omnidirectional wall of fire? Most melee weapons have to be within 5 feet (take some damage) and unarmed have to make contact (as if going through the wall of fire). I like the first idea better (drop your sword or take half damage) but the wall of fire might be easier to balance against, and offers a token alpha strike against approaching combatants, potentially finishing a weakened or low CR target before it reaches you. It's like a bonus AoO vs anything in your face, and makes you great at holding doors and other key points.
| Zwordsman |
If you end up changing it so it burns/damages weapons/items. You should also discuss the case of things applied to said weapon.
like via grenadier archetype, poisons, and the like
So the fire defense also doens't activate when you punch them right? (weird visual, but makes sense mechanically I suppose)
Otherwise hand to hand guys would find it amusing as hell
| Tels |
I think the whole 'unworked stone' thing is a stupid limitation and makes no sense in the context of things.
A stone is a stone, whether it's in a castle wall, a statue, or part of a mountain. Realistically, worked stone is easier to break than none-worked stone as the worked stone has undergone repeated blows and pressue resulting in microfractures through-out the stone.
| Mark Seifter Designer |
| 1 person marked this as a favorite. |
The bears come at me en masse with the intent to surround me. I'm not even sure how all 8 will fit around me. They just do somehow. I use a new form infusion that isn't in the playtest to blast four of the bears when they are really packed together before they reach me. Due to Con>Dex, my Ref DC for the blast is worse than for my substances, so one of the bears saves. Regardless, they all survive, but the ones that fail lose a good chunk. Then they all come at me and surround me, attacking once each with a claw. They all miss. Forced into melee, I consider my options. I had taken Blade as a back-up, so I can try it, but it will probably do less total damage than blasting them with AoE. I decide to hit them all by making myself ground-zero, even though I may still take damage if I fail my save. As expected, though, I make the save. Three of the eight bears save. One of the ones that saved was the one that saved before. The ones that failed twice are looking in terrible shape. Finally, one of the bears hits me, and it's the worst thing possible: One of the bears that I didn't hit first time, that made its save second time, and it hits with a claw, so it grabs. The good news is that it fails its save vs heat (expected), so it takes heat from the claw and then again at the end of turn automatically for the grapple. Those two instances of heat did very slightly below average, but more than half its full hp, and it's in very bad shape now. If it hadn't been one of the bears that made its save, it might be down. But now I have a much higher chance of being hit, and I need to make a concentration check that is nontrivial even though I built for concentration to make my blade or use a blast. I still have >50% success rate, but I fail, and two more bears hit me. They both take heat damage, and they aren't looking good. My anti-friend the grappling bear manages to pin me and then knocks himself out from the auto-damage (had it not, I can still use my blast while pinned if I make the conc check). I thus avoid all other hits until my own turn, when I ground-zero myself again. This time the bears get lucky and 3/7 save. This drops three of them. I now face 4 bears. One hits and drops itself before it can even see if it grapples. Miraculously another one, the currently least injured again (darnit!) hits, taking heat, and then manages to grapple, but the second heat drops it. I easily dispatch the last two bears.
Also my empowered blast is actually hurting me even on a successful save. It's worth it. So in this fight, I drop three bears from that second AoE that hits myself. My anti-friend the grappling bear still gets his grapple going and goes down at the same time (end of his second turn of grapple), but I avoid one of the potshots that happened during the grapple. I then drop two more, and one takes itself out, allowing me to dispatch the last.
tldr: First I did a fight where I foolishly forgot to use empower for no adequately explored reason. Then I did a fight where I didn't forget that. Then I used burn just for fun.
| Insain Dragoon |
Maybe we can think a little farther out? Maybe in addition the flames can make you act as if you had Deflect arrows in addition to what it currently is?
Like you burn down incoming projectiles or the heat alters their course.
Maybe more Burn can also, at a slow rate, increase the number of deflected projectiles.
| Third Mind |
Searing Flesh should totally exist, I just don't think it should be the base Defense.
I agree with this. I think it'd actually make a solid optional talent (I'd probably use it) and maybe go with a miss chance as some others have suggested. Chance you don't hit at all and you can hurt yourself if you do because I used a talent? That sounds sort of awesome.
Lukas Stariha
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mplindustries wrote:Searing Flesh should totally exist, I just don't think it should be the base Defense.I agree with this. I think it'd actually make a solid optional talent (I'd probably use it) and maybe go with a miss chance as some others have suggested. Chance you don't hit at all and you can hurt yourself if you do because I used a talent? That sounds sort of awesome.
I wouldn't be averse to the opposite, personally. Giving Fire access to the Shimmering Mirage talent while retaining Searing Flesh as its defense would be excellent.
| Mark Seifter Designer |
Maybe we can think a little farther out? Maybe in addition the flames can make you act as if you had Deflect arrows in addition to what it currently is?
Like you burn down incoming projectiles or the heat alters their course.
Maybe more Burn can also, at a slow rate, increase the number of deflected projectiles.
Hmm, I can say I certainly did consider it, but I'd say let's work on making it solid against melee, which is where it's starting for now. That way it gives room for fire/air to be a sweet combo that covers both bases, rather than fire doing it all on its own. That said, I have been considering the ability to burn arrows before they hit (a la Deflect Arrows like how Missile Shield is also a la deflect arrows) as a wild talent for fire for sure, with the same visuals you mention. When I'm considering things, they might not make it due to space if something cooler needs that space, but they also might make it.
| Mark Seifter Designer |
Third Mind wrote:I wouldn't be averse to the opposite, personally. Giving Fire access to the Shimmering Mirage talent while retaining Searing Flesh as its defense would be excellent.mplindustries wrote:Searing Flesh should totally exist, I just don't think it should be the base Defense.I agree with this. I think it'd actually make a solid optional talent (I'd probably use it) and maybe go with a miss chance as some others have suggested. Chance you don't hit at all and you can hurt yourself if you do because I used a talent? That sounds sort of awesome.
I'd be much more likely to do that, though part of me thinks that should be a goody for fire/water hybrids.
Lukas Stariha
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I'd be much more likely to do that, though part of me thinks that should be a goody for fire/water hybrids.
Honestly, I had to double check Shimmering Mirage wasn't already for fire users! When I think of the image that name conjures up, I think of heat, not water~
EDIT: And perhaps it still can be for that hybrid *hinthint*? I hate to deny things from one element, but Water dooooes already have arguably the best defense.
| Mark Seifter Designer |
Mark Seifter wrote:
I'd be much more likely to do that, though part of me thinks that should be a goody for fire/water hybrids.Honestly, I had to double check Shimmering Mirage wasn't already for fire users! When I think of the image that name conjures up, I think of heat, not water~
EDIT: And perhaps it still can be for that hybrid *hinthint*? I hate to deny things from one element, but Water dooooes already have arguably the best defense.
Water's is fairly consistent, but it's also the most replacable by items. I can say that if my level 1 pyro received shroud of water completely for free and burned it to max on the shield (armor is irrelevant since she has an armor that gives +9 already), it would either provide between +2 and +4 AC depending on if she's expecting a fight. That certainly isn't a trivial gain, though, and she could have saved cash knowing she would have that defense and buy other cool stuff.
| Mark Seifter Designer |
Raphael Valen wrote:couldnt you just use a buckler then? sure a bit less ac but still its a shield to upgrade that lets your hand be free lolGather Energy would use the hand the Buckler is on, negating its bonus to AC, as per Buckler rules.
Yup. I still carry a +1 buckler on her in case I'm doing a full attack with kinetic blade or moving about (or flat-footed), just since 1000 gp is nothing at level 13. She also is a big fan of wands and staves that have shield in them, which she could avoid if she had shroud. She probably wouldn't part with her armor though as it gives her flight 1/day if she needs it.
Raphael Valen
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Raphael Valen wrote:couldnt you just use a buckler then? sure a bit less ac but still its a shield to upgrade that lets your hand be free lolGather Energy would use the hand the Buckler is on, negating its bonus to AC
huh wierd i thought you only loose the bonus when you attack with a weapon in the hand with a buckler
"if you use a weapon in your off hand, you lose the buckler’s AC bonus until your next turn"
gather energy isnt a weapon, and you dont need both hands to shoot the energy balls lol, or im probally missing something lol
Lukas Stariha
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huh wierd i thought you only loose the bonus when you attack with a weapon in the hand with a buckler
"if you use a weapon in your off hand, you lose the buckler’s AC bonus until your next turn"
gather energy isnt a weapon, and you dont need both hands to shoot the energy balls lol, or im probally missing something lol
You can cast a spell with somatic components using your shield arm, but you lose the buckler's Armor Class bonus until your next turn.
This is the relevant part of the buckler description, I would presume.
| Rynjin |
couldnt you just use a buckler then? sure a bit less ac but still its a shield to upgrade that lets your hand be free lol
Putting aside that it's always been pretty ambiguous whether you have a free hand when using a Buckler or not, by 10th it's a free +4 to AC, which you'd have to spend a solid 10k to replicate (9k for the +3-ness, 1k for Mithral so you don't take a -1 to attack rolls since you're not proficient).
It's not really a worthwhile trade at any level.
Lukas Stariha wrote:Yup. I still carry a +1 buckler on her in case I'm doing a full attack with kinetic blade or moving about (or flat-footed), just since 1000 gp is nothing at level 13. She also is a big fan of wands and staves that have shield in them, which she could avoid if she had shroud. She probably wouldn't part with her armor though as it gives her flight 1/day if she needs it.Raphael Valen wrote:couldnt you just use a buckler then? sure a bit less ac but still its a shield to upgrade that lets your hand be free lolGather Energy would use the hand the Buckler is on, negating its bonus to AC, as per Buckler rules.
2k. Still nothing, but I'm assuming you don't want to take a -1 to all attack rolls.
| Zwordsman |
Raphael Valen wrote:huh wierd i thought you only loose the bonus when you attack with a weapon in the hand with a buckler
"if you use a weapon in your off hand, you lose the buckler’s AC bonus until your next turn"
gather energy isnt a weapon, and you dont need both hands to shoot the energy balls lol, or im probally missing something lol
Quote:You can cast a spell with somatic components using your shield arm, but you lose the buckler's Armor Class bonus until your next turn.This is the relevant part of the buckler description, I would presume.
I don't think that is relevant though..
Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components)Blasts are SLA right? so no somatic of both hands. Gather energy isn't an attack either. and you can unleash a blast via one hand.
So I was understanding that you'd never lose the buckler ac
| Mark Seifter Designer |
Mark Seifter wrote:2k. Still nothing, but I'm assuming you don't want to take a -1 to all attack rolls.Lukas Stariha wrote:Yup. I still carry a +1 buckler on her in case I'm doing a full attack with kinetic blade or moving about (or flat-footed), just since 1000 gp is nothing at level 13. She also is a big fan of wands and staves that have shield in them, which she could avoid if she had shroud. She probably wouldn't part with her armor though as it gives her flight 1/day if she needs it.Raphael Valen wrote:couldnt you just use a buckler then? sure a bit less ac but still its a shield to upgrade that lets your hand be free lolGather Energy would use the hand the Buckler is on, negating its bonus to AC, as per Buckler rules.
I should be fine without mithral due to the MW removing the 1 ACP. I may have bought mithral anyway for style points alone.
| Zwordsman |
I like Darkwood bucklers myself~
I'd use abuckler even if my shield form gave me great bonuses.
I'd just have +1 then nothing but special abilities.
Enhancment bonuses don't stack but just uses the greatest one. so you'd get the AC from the water defense. but. your special abilities should still work no?
So like that arrow blocking one and the other nifty stuff
Lukas Stariha
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I don't think that is relevant though..
Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components)Blasts are SLA right? so no somatic of both hands. Gather energy isn't an attack either. and you can unleash a blast via one hand.
So I was understanding that you'd never lose the buckler ac
I was in question myself, until Mark posted
Yup. I still carry a +1 buckler on her in case I'm doing a full attack with kinetic blade or moving about (or flat-footed)
The fact he is mentioning it being useful in situations he is not gathering energy seems to indicate the buckler doesn't work with it.
| Mark Seifter Designer |
Zwordsman wrote:
I don't think that is relevant though..
Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components)Blasts are SLA right? so no somatic of both hands. Gather energy isn't an attack either. and you can unleash a blast via one hand.
So I was understanding that you'd never lose the buckler ac
I was in question myself, until Mark posted
Mark Seifter wrote:Yup. I still carry a +1 buckler on her in case I'm doing a full attack with kinetic blade or moving about (or flat-footed)The fact he is mentioning it being useful in situations he is not gathering energy seems to indicate the buckler doesn't work with it.
I've personally been ruling that the gathering energy use of both hands that requires that they be "free" is as much of a requirement for them as somatic components are for the hands vis-a-vis bucklers in my games, but I do see the potential for the other direction too.
So really, I do agree it isn't ironclad.
| Zwordsman |
I've personally been ruling that the gathering energy use of both hands that requires that they be "free" is as much of a requirement for them as somatic components are for the hands vis-a-vis bucklers in my games, but I do see the potential for the other direction too.
So really, I do agree it isn't ironclad.
Might be good to have it clarified if in the move action thingy that it counts as using main and off hand for stuff like that I guess. There are a few other cases where it might come up.
Though personally I think it would suck if it blocked the buckler, since it's a d8 class that ends up with fairly avg con hp amount having a buckler vs other ranged attacks would be truly great.
Especially since not everyone gets the nifty water shield. So personally I'm hoping it doens't include any wording preventing it so you can still have yourself a buckler.
Espeically for those folks who aren't using range increasing forms; they're within 30ft so thats easily within charge range. and for a (possibly ) primarily midranged fighter that can be seriously bad if you don't have the AC for it
| Rynjin |
*Bops head*
I always forget Masterwork removes 1 ACP. Don't mind me.
Regardless, Water's defense is pretty solid, even when not using Burn is the main point I was getting at. All of the defenses should be around that level. IMO Kineticist defenses, if Burn HAS to do so much damage, and HAS to be unhealable, need to be based around him not getting hit, not having effects when he does get hit (Aether, Earth, and Fire all do this to greater or lesser degrees). Or have options, anyway, one for "Stay away!" and one for "Well, that didn't suck as much, getting hit".
Earth giving a Natural Armor bonus instead of DR (instead of meaning "as another option").
Fire granting...anything else. Or, if it MUST be an offensive defense like this...let it add the extra fire damage to all his melee attacks? Gives Fire a slight damage boost.
Water maybe having an option for healing ala the Spontaneous Healing Alchemist Discovery, or having a sort of "cold armor" granting DR of some kind (Piercing?).
Aether a Deflection bonus to AC.
Air...hm. Air is hard. Something lightning based. Perhaps something that forces a Reflex save from someone who hits you with a metallic weapon or it gets stuck to you (effectively Ref vs Disarm).
| Zwordsman |
Fire thought:
I don't know how one would impliment it in the way the other stuff does. But it might be interesting if it allowed you to move away from an attack? Sorta like (to use an example I was annnoyed by earlier haha) Avatar fire benders using fire to dodge an attack.
Kinda like that swashbuckler 5ft step/dodge thing
Granted a dodge bonus might be easier.
| Insain Dragoon |
| 3 people marked this as a favorite. |
I don't like the continuous assumption that a character would be going Multi-element.
The fact is that a lot of people want to go mono-element with their concept and the final release needs to allow those players to be just as well off and optimized as someone with multiple elements.
At the very least if that can't be done then an archetype rewarding Mono-element needs to exist.
| Zwordsman |
I don't like the continuous assumption that a character would be going Multi-element.
The fact is that a lot of people want to go mono-element with their concept and the final release needs to allow those players to be just as well off and optimized as someone with multiple elements.
At the very least if that can't be done then an archetype rewarding Mono-element needs to exist.
I've been half assuming there will be a mono element one.
Probably one that lets you pick other element's infusions or substances and morph it to apply to your element.or reduces burn a bit or increases mono elements power via giving up stuff
I also half expect there might be a multi element archetype that doesn't really kick in much till later levels but likely may help mitigate some composite issues.
Or it loses some abilities but lets you cherry pick your first blast and first defense from different areas. -Though this would probably become the standard seen version unless it lost a decent bit
Though i find this one less likely since being multi element isn't really as difficult as mono element looks to be.
Lukas Stariha
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I don't like the continuous assumption that a character would be going Multi-element.
The fact is that a lot of people want to go mono-element with their concept and the final release needs to allow those players to be just as well off and optimized as someone with multiple elements.
At the very least if that can't be done then an archetype rewarding Mono-element needs to exist.
While I don't think balancing every mono-element to be as optimized as a multi-kin is possible, or that it should be attempted, I do agree there is very little incentive in mono-kins at all (most talents/blasts that do work off of taking your element with expanded make it feel like a tax at best.)
| Insain Dragoon |
| 2 people marked this as a favorite. |
Masters of singular elements are much more common in fantasy.
Not making Monoelements a valid and optimized choice would be like telling Rangers that a 2 weapon fighting style is invalid.
You wanna be Drizzt or Legomyegolas? Sorry, but that two weapon fighting build is only good if you also combine it with full plate!
Yes this is nonsensicle, but that's what it's like when people say "well just expand into Earth" when all I wanna be is the Human Torch.
Raphael Valen
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Masters of singular elements are much more common in fantasy.
Not making Monoelements a valid and optimized choice would be like telling Rangers that a 2 weapon fighting style is invalid.
You wanna be Drizzt or Legomyegolas? Sorry, but that two weapon fighting build is only good if you also combine it with full plate!
Yes this is nonsensicle, but that's what it's like when people say "well just expand into Earth" when all I wanna be is the Human Torch.
Amen my fiery brother! woo lol XD
blackbloodtroll
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Masters of singular elements are much more common in fantasy.
Not making Monoelements a valid and optimized choice would be like telling Rangers that a 2 weapon fighting style is invalid.
You wanna be Drizzt or Legomyegolas? Sorry, but that two weapon fighting build is only good if you also combine it with full plate!
Yes this is nonsensicle, but that's what it's like when people say "well just expand into Earth" when all I wanna be is the Human Torch.
Is the ero-fanfic this fiery?