COM: Mechanic - Control Net & Experimental Prototypes


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Reading thru the Exp. Prototype entry - it looks like all it replaces is the AI ability from the baseline Mechanic.
So, we get an Armor Prototype or a Weapon Prototype in place of the Exo-Cortex/Drone options.

How does this interact with the Control Net ability, granted at 17th level?

Is it just a lost ability for the Exp.Prototype Mechanics, since Control Net specifically calls out being able to distribute Mechanic levels between Exo-Cortex & Drone?

Does it function in a similar fashion, but only allowing a mix of XP Armor & XP Weapon?

Does it allow mixing all 4 options (really suspecting this isn't the case).

Thoughts?


2 people marked this as FAQ candidate.
Joe Jungers wrote:

Reading thru the Exp. Prototype entry - it looks like all it replaces is the AI ability from the baseline Mechanic.

So, we get an Armor Prototype or a Weapon Prototype in place of the Exo-Cortex/Drone options.

How does this interact with the Control Net ability, granted at 17th level?

Is it just a lost ability for the Exp.Prototype Mechanics, since Control Net specifically calls out being able to distribute Mechanic levels between Exo-Cortex & Drone?

Does it function in a similar fashion, but only allowing a mix of XP Armor & XP Weapon?

Does it allow mixing all 4 options (really suspecting this isn't the case).

Thoughts?

I also would like to understand how this works, same with the mechanic lv11 ability "coordinated Assault".


Reading through the mechanic class as a whole and thinking about these two missing class ability modifications, I'd suggest the following solutions both as a current houserule and a future errata.

Coordinated Assault: Change the name to something more appropriate (Synergestic Prototype, Prototype Coordination?), have the weapon give an always on +1 bonus to attack, the armor a +1 to AC, both going to +2 at 17th level. I don't think either of these are overpowered compared to the overall capabilities of the drone/exocortex compared to the prototypes.

Control Net: Change the name (Dual/Twin Prototype?), allow the same sort of split, but between a prototype weapon and armor. It works quite well, you still have to buy or otherwise obtain both prototypes (a free level -2 is no bonus to your WBL when you're trading down your effective level on each prototype) and you lose quite a bit of high level or downleveled options by trading for a few perks to stack on your second prototype.

At 20th level a weapon prototype could trade away 5 levels of weapon (5 points of Superior Firepower damage, losing the multiple foe application of Target-Rich Environment, and one of your Advanced Customizations) in return for free Power Armor proficiency and conversion, an extra armor upgrade slot, and a really bad and weak shield replacement.

A 20th level armor prototype could trade away 5 levels of armor (5 fewer points of temp HP, the multiple bad shield ability, one free armor upgrade, and trim 3 levels off the remaining free armor upgrades) in return for a weapon proficiency, a +5 damage boost option, double ammo, and one handing a two handed weapon.

That all seems fine. The exocortex still beats you on accuracy, the drone has action economy, both beat the prototypes on utility options and synergistic mechanic tricks that the prototypes don't have any similar options for.


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Everybody gangsta until the mechanic whips out his +40 DMG artillery laser. Sure, prototypes lose out on the Overclocking series of mechanic tricks, and yes, Paizo should have put a little more thought into making sure the prototypes were compatible with all mechanic class features, or replace those entirely with new features that work with prototypes. There are faults here and there, not gonna lie. Prototype Tinkerer and Mod Tinkerer should also be the same thing, not counted as two different tricks in my opinion. Hopefully Paizo can bring this better to light in some errata SOON. Like, before Christmas soon. One can hope.

I'm still gonna run a prototype weapon though, 'cause that's kickass.

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