gustavo iglesias |
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Jason Buhlman twitch interview talked about a few things the team are already looking at, based on feedback.
He said that they knew resonance was going to be contentius, they are looking at it, but they have not enough data yet. When they collect more data, they'll act.
I'm confident to say that resonance will not finish the playtest in its current form. I don't know if they remove it, change it enterely, upgrade or downgrade it, add a few tweaks, or what. But this is one of those "pushing the boundaries" things they put in the playtest, to see what happens.
Jason also said they are looking at the first level ancestry feats. In my personal opinion, it makes more sense to frontload ancestry beyond what you would do with, say, a class. Half-elves and Half-orcs aside, you cannot "dip" into another ancestry in the way you multiclass, so there's no risk to frontload a few more stuff into the first levels to give you more feeling of being an elf, while using the rest of the ancestry feats to create some customization between the races (ie: maybe not every elf practice with longswords, and some do some other stuff)
Doktor Weasel |
2 people marked this as a favorite. |
Jason Buhlman twitch interview talked about a few things the team are already looking at, based on feedback.
He said that they knew resonance was going to be contentius, they are looking at it, but they have not enough data yet. When they collect more data, they'll act.
I'm confident to say that resonance will not finish the playtest in its current form. I don't know if they remove it, change it enterely, upgrade or downgrade it, add a few tweaks, or what. But this is one of those "pushing the boundaries" things they put in the playtest, to see what happens.
Yeah, That's been my thought as well, since seeing that stream. I really don't think resonance is going to survive as it is. In particular, I'm pretty confident that the contentious use of resonance for the bag of holding will get nuked. Maybe soon.
Jason also said they are looking at the first level ancestry feats. In my personal opinion, it makes more sense to frontload ancestry beyond what you would do with, say, a class. Half-elves and Half-orcs aside, you cannot "dip" into another ancestry in the way you multiclass, so there's no risk to frontload a few more stuff into the first levels to give you more feeling of being an elf, while using the rest of the ancestry feats to create some customization between the classes (ie: maybe not every elf practice with longswords, and some do some other stuff)
This is another thing I found encouraging. I had been calling for a second ancestry feat at first level since the previews. So that they're considering this clearly shows good judgement. :)
Ancestry really should be front-loaded. It's based on genetics and the culture you grew up in. That all happened before character creation.
gustavo iglesias |
But on the other hand, I think there are a few things that should be tied to be " a high level Elf". There are things that one might believe all high level elves, or dwarves, or whatever, share, that's not there for others of lower level.
See it as "this ancestry is born with the genetics to develop X, but not all of them do it, just the stronger ones"
Doktor Weasel |
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But on the other hand, I think there are a few things that should be tied to be " a high level Elf". There are things that one might believe all high level elves, or dwarves, or whatever, share, that's not there for others of lower level.
See it as "this ancestry is born with the genetics to develop X, but not all of them do it, just the stronger ones"
Agreed. There's certainly still room for later ancestry feats. It's just that the 'core' of it should be at first level. While the higher level ones would be like refinements of the cultural or genetic aspects that come with experience and power. You should be elfy at 1st level and refine your elfitude as you go up. Mastering ancient techniques, learning to use your innate abilities to the best of their ability and such.
CraziFuzzy |
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Yeah, the 'simplest' fix I think would be an additional ancestry feat at 1st level, while limiting it to a single heritage tagged feat. This lets the heritage feats still be limited, while providing just a bit more ancestral flavor from the boot. This, combined with the inevitable increase in ancestry feats to choose from will be quite nice.
I had expected a blog post about the status of the playtest by now. Is that something that is going to happen, or is that going to be limited to things like "twitch streams?"
nightpanda2810 |
Yeah, the 'simplest' fix I think would be an additional ancestry feat at 1st level, while limiting it to a single heritage tagged feat. This lets the heritage feats still be limited, while providing just a bit more ancestral flavor from the boot. This, combined with the inevitable increase in ancestry feats to choose from will be quite nice.
I had expected a blog post about the status of the playtest by now. Is that something that is going to happen, or is that going to be limited to things like "twitch streams?"
They're releasing an errata PDF sometime today, per the Friday twitch stream. Probably not quite what you're referring to, but thought I'd mention.
Ed Reppert |
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On the topic of Alchemists.
I do feel they should take a step back from Bombs, and should be allowed to craft many other things using their skills.
Such as.. snares.
Allowing snares and most things via the formula would allow a viable nitch for them. if theyr'e suppose to be the mundane tool user, make it go full tilt on it..Plus, things like snares and alchemical items are just so expensive they'll never honestly see use. They're listed.. in terms of gold. Some of those items are worth more a quarter or more of the starting funds.
Ranger does boost the.. sorta. not really.. so just.. let the alchemist be the item master. Allow for creating any formula item with the time limit effect. Well not any, like.. it would be squiffy if they could daily make a plate armour that just falls apart at night or something..
Not sure what you're asking for here. Crafting is a signature skill for both alchemists and rangers, and snare crafting is a first level feat available to anyone trained in crafting. As for pricing, all the first level snares cost 2 gp, which is 20 silver, to craft. The formula for a first level snare is 10 sp, hardly "a quarter or more of the starting funds". The things (snares or formulas) that cost that much aren't available to and can't be used by first level characters anyway. The same appears to be true of alchemical items, though I didn't look as closely at those.
Bombs aren't the only things alchemists can make at low levels. There are elixirs too. Do you want mutagens at level one? I think delaying that until level five is a fine idea.
The one thing I would change here is the "revert to the full crafting rules" if you want to pay less than the full price for setting a snare. I can set a snare in one minute if I want to pay full price, otherwise it's going to cost me at least three or four days? That doesn't make sense.
David knott 242 |
nightpanda2810 wrote:They're releasing an errata PDF sometime today, per the Friday twitch stream. Probably not quite what you're referring to, but thought I'd mention.I'm wondering when it's supposed to go up. I can't seem to find it.
My guess is that it will go up when the blog does.