| WatersLethe |
One of my players made a Witchwarper with 10 str and 10 dex. They're finding guns basically useless, and it'd take a lot to get their dex up to snuff. I'd like to add an item to let them do sub-standard damage when they don't have spells available.
I was considering adding an item like this:
Wand of Hazards Mk1 (Level 3)
While wielded, this wand increases the damage of your Hazard cantrip by half your character level.
Wand of Hazards Mk2 (Level 6)
Changes the damage of the Hazard cantrip to 1d6
Wand of Hazards Mk3 (Level 9)
Changes the damage of the Hazard cantrip to 1d8
Wand of Hazards Mk4 (Level 12)
Changes the damage of the Hazard cantrip to 2d6
| Cellion |
100% sounds good to me. I wouldn't even have the level 3 item - just bake half-level damage scaling into all cantrips for free.
In my own house rules I've granted full "weapon specialization" or +1 damage per level to all cantrips. Cantrips still underperform weapons of all kinds, but they're seeing a good bit of use by one of the casters. Not even slightly problematic for inter-character balance or encounter balance.
| WatersLethe |
100% sounds good to me. I wouldn't even have the level 3 item - just bake half-level damage scaling into all cantrips for free.
In my own house rules I've granted full "weapon specialization" or +1 damage per level to all cantrips. Cantrips still underperform weapons of all kinds, but they're seeing a good bit of use by one of the casters. Not even slightly problematic for inter-character balance or encounter balance.
I can definitely see baking "weapon specialization" in, but I feel that 1d3 becomes basically negligible at higher levels. I might keep the wand idea for increasing the dice size of cantrips, but bake in the weapon specialization scaling.
I like having something occupying a hand to increase fairness and give them something to spend money on or find as loot.
| Cellion |
My own house rules were focused on making the change very light weight without other additions. Otherwise, agreed that adding the extra dice scaling and requiring a piece of equipment to get them seems fair. The few "pure" casters I've seen have had plenty to purchase between spell gems and general armor and armor upgrades, so I haven't found any need to give them something additional to buy.
I can imagine it taking the form of a magitech focusing device. Maybe something that looks like a kara kesh from Stargate.
| Garretmander |
I haven't played a full spellcaster yet. What exactly is the problem? The wealth by level guideline expects you to buy a weapon anyway so why not buy a gun?
To use magic instead of guns for whatever reason. Sadly, you'd really want a house rule that cantrips use casting stat as the attack stat or the suggested item is still pretty bad for everyone but a witchwarper.
Personally I'd prefer some sort of magic gun equivalent with small arm damage that can charge off spell slots and using a casting stat as the attack stat over trying to scale cantrips with an item. I'd probably just scale cantrips as a house rule.
| WatersLethe |
I haven't played a full spellcaster yet. What exactly is the problem? The wealth by level guideline expects you to buy a weapon anyway so why not buy a gun?
If you start with a 10 in both strength and dex, you will start *very* behind other characters and never catch up to a satisfying degree. We went through the same exercise with a player who started an Envoy with minimal attack stacks and was having zero fun trying to hit with small arms, which inevitably did peanuts damage when they did hit. We had to rebuild them with higher dex and longarms so they didn't hate the game.
So this new player fell into the same trap, thinking they'd primarily use magic. Now their options are: expend several feats and stat boosts to get up to less than par with something like longarms, or buy tons of spell gems and ignore weapons altogether.
I'd like to introduce another option, a weapon they can use with their spell-focused build that does minimal useful damage because of the lack of investment required, but isn't colossally useless at later levels like cantrips are currently.
| Ixal |
Ixal wrote:I haven't played a full spellcaster yet. What exactly is the problem? The wealth by level guideline expects you to buy a weapon anyway so why not buy a gun?To use magic instead of guns for whatever reason. Sadly, you'd really want a house rule that cantrips use casting stat as the attack stat or the suggested item is still pretty bad for everyone but a witchwarper.
Personally I'd prefer some sort of magic gun equivalent with small arm damage that can charge off spell slots and using a casting stat as the attack stat over trying to scale cantrips with an item. I'd probably just scale cantrips as a house rule.
Ah, the Shadowrun reason.
(when I tried Shadowrun with my old D&D group one person build his mage like in D&D. No armor, no weapon, starting off with a weaker spell to save ressources for later. Didn't turn out so well...)Considering how integrated magic and technology is in Starfinder I do not see why a spellcaster would not also have a gun. But if there were some caster only weapons they would certainly be magic guns and not Harry Potter wands.
| Metaphysician |
The game does assume you'll have a gun, even as a caster. The player in question did not make the same assumption. Waterslethe is trying to solve the problem without forcing a rebuild, that's all.
Simply put, though: why *not* force a rebuild? Your the GM, you have both the power and responsibility to do so when players accidentally or deliberately bring unworkable builds to the table. Its not even like it would take that much rebuilding: trade one +1 worth of caster stat to Dex, spend some money on gun. There, done.
| Ixal |
Rebuilding is always an option.
The question is, should there be weapons for all attributes so that all classes are good at combat by just increasing their main stat or should combat require investment in Str/Dex?
The OP apparently wants the former. (In which case, how would the Cha based envoy weapon look like?)
| WatersLethe |
For envoy, I'd probably go with an option that leans into the support role of envoy, a "gun" designed for aiding another from range, that gives bonus damage to successful attacks against that target. This lets a high cha envoy who has presumably decided to focus on the support/talking aspects of the class continue to do so without feeling that they can't engage in the weapon system.