Changing the Shape of Infinite Worlds


Witchwarper


I'm in the "infinite worlds is good as is" camp, but I would like the opportunity to invest in it more, specifically gaining the ability to alter it's shape, making it more useful.

Should this be added, and how "expensive" should it be? Should it be automatic, or require investing a talent in? If so, at what level?


1 person marked this as a favorite.

It would be nice if burning a Resolve gave you additional benefits. Like negating difficult terrain, or opening an actual hole in something.

Scarab Sages Starfinder Design Lead

3 people marked this as a favorite.

Those are both fine suggestions, and we'll look at them as part of the feedback and revision process.


Yes, I seriously don't understand why this class cannot shape it's infinite worlds ability on top of that even nullify difficult terrain and nullify energy damage in a field outright.

This class presents itself that you are a mere sculptor and battlefield is your medium, but the fact you have limits on the area of effect, can summon difficult terrain but can't suppress it, and not be able to turn lava into water is upsetting.


Pseudodult wrote:

Yes, I seriously don't understand why this class cannot shape it's infinite worlds ability on top of that even nullify difficult terrain and nullify energy damage in a field outright.

This class presents itself that you are a mere sculptor and battlefield is your medium, but the fact you have limits on the area of effect, can summon difficult terrain but can't suppress it, and not be able to turn lava into water is upsetting.

I mean, you're creating a bubble of another reality- that seems pretty normal and thematic? And simpler for bookkeeping in combat.

Turning off difficult terrain does sound nice. But, turning off hazards entirely seems really strong.


QuidEst wrote:
Pseudodult wrote:

Yes, I seriously don't understand why this class cannot shape it's infinite worlds ability on top of that even nullify difficult terrain and nullify energy damage in a field outright.

Turning off difficult terrain does sound nice. But, turning off hazards entirely seems really strong.

I realize that but as a twice a day ability why not? Yes, that utility is strong but by level 4 most adventurers have jump jets or jetpacks. I would have it cost an extra resolve point to nullify energy field damage and have it last rounds equal to half your witchwarper level.

Community / Forums / Archive / Starfinder / Character Operations Manual Playtest / Witchwarper / Changing the Shape of Infinite Worlds All Messageboards
Recent threads in Witchwarper