| Lanathar |
The updated Magus rules are due out on 25 August (thought it was 5th).
In the hypothetical scenario that my potential group are impatient and want to start a new game in early July and one has their eyes on the magus - what could be a good stop gap for the sessions without the new rules - of which there could be more than I originally realised
I am sure the obvious answer is to use the playtest but from what I understand that was very clunky and actually created a bunch of bad feeling among those playing it. It might be best not to create negative impressions in advance?
So I am aware this is on the table but am interested in other ideas
For reference this will start at level 1 with ancestry paragon and free archetype options
My current plan is to do a 2E conversion of Rise of the Runelords (that might not matter but for those that know it there is scope for some non combat padding and the very early fights shouldn’t be a stretch in theory)
| Guntermench |
An easy stopgap would be to make it so they don't need to roll a second time to hit with the spell, but they can only use Attack Roll spells like Eldritch Archer. It's been confirmed that there will only need to be one roll, but it needs to be recharged if I remember correctly and you'd need additional feats to use non-attack spells. So this might end up being a bit stronger from being able to just use a cantrip every round (it may also still be weaker from anything else they added in the final version) but it will certainly be more fun than the playtest RAW.
That's probably the only change I'd make.
| beowulf99 |
Assuming you don't want to use the playtest rules at all, or cludge together a homebrewey adjustment as a "stop gap", you could simply encourage the player who wants to become a Magus to play an archetype enabled gish, then once the rules fully release let them "retrain" into a comparable Magus with similar (where possible) spell and feat choices and gear selections. If done carefully this could even be used as a way to show the character experimenting with their magic, and figuring out how to be a magus.
I'm not overly familiar with Rise of the Runelords, never played it, but if there is a good section of downtime, that would be ideal to plan the retraining for.
| Lanathar |
I'm not too worried about making them use downtime retraining to go into a class that they would have picked initially if the game has started as a different date
The archetype enabled gish is kind of the space I am exploring because I would sooner not mess with the playtest rules
But some care would be needed because starting with fighter would see a sudden drop in accuracy that could be jarring.
"Muscle wizard" seems like it would be quite MAD. Although that said - that might apply the the Magus themselves. Medium armour can help with this I imagine (forgot this an assumed light)
| Kyrone |
I think they are wavering between one hand and staff
I thought Arcane Cascade was basically the "bespell weapon"? Is it something else?
It is a stance that gives a small benefit together with the small damage boost, the staff one per example gives reach to the staff, the 2 handed sustaining steel gives a little of temporary hit points each turn and so on.
| Lanathar |
Do you know the key differences between staff and one-hand? Might help me pin the player to one
Staff sounds like : stance is reach and focus (?) recharges is a single action attack two targets ?
Haven’t heard much on one hand other than mention of teleporting?
Staff sounds pretty dope. Not going to lie I always liked the idea of the staff magus in 1E and pretending to be a doddering guy with a stick. But if I recall that one struggled with stat spread (all physical plus intelligence)
| Nicolas Paradise |
So why not use the deep backgrounds feature and have your players live out a level 0 in Sandpoint. Rise plays so much better if the players really feel connected to Sandpoint and giving them some time to grow up in town and get on a first name basis with the townspeople.
Give the magus character training in a single weapon and a cantrip.
Hopefully you can ride that out for a few sessions until release.
You can do some basic combats involving mundane things like killing pests in homes. Fighting off a wolf or fox from one of the local farms. Forshadow the goblin attack on the festival by having more frequent appearances of goblins on junkers beach.
Than use the Swallowtail Festival as a kind of coming of age thing where they hit level one and even give them tasks. Martials could be helping Hemlock patrol. Monks could be helping tourists view books at the house of blue stone. Divine casters could be helping prepare ritual items for the dedication of the new chapel. Wizards or Magus maybe being given their spellbook and spell component pouch from the teacher at the school/ orphanage and using their magic to entertain children with prestidigitation.
Or use the above suggestions.