
citricking |
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If they remove esoteric antithesis and lower the thaumaturge weapon damage they could put a lot more power in the implements.
And you could have a lot of variety in builds.
Choose wand for an elemental/ranged/aoe/debuffing attack.
Choose weapon for more weapon damage/a powerful weapon attack.
Choose amulet for protecting allies.
Lantern could have a way to provide a circumstance hit bonus to allies to make it generally useful.
Goblet could provide more healing.
Could have an implement like a monocle/spy glass/tome for something like recalling knowledge and finding weaknesses.
That way the implements you choose would make a variety of interesting builds and play styles.
Making these options more powerful would make them more central to the play style of the character. Instead of the wand being a minor situational thing it could be a defining part of what your character does, and I think that would be a lot more interesting.
To increase their power would mean removing find flaws and esoteric antithesis, but a similar ability could work very well as an implement option.

Firebeard92 |
I’m all for a reworking of Find Flaws and EA as right now they are pretty clunky. But for implements I’d like to see some passives or abilities that could benefit outside of combat. With the ones we have in the playtest, I’d suggest something along these lines:
- Amulet: +1 to saves against spells and haunts, maybe. Probably a bit strong.
- Chalice: Gain a +1 to Medicine checks when using the Chalice as healer’s tools and heal an additional amount as though the creature had drained the chalice.
- Lantern: I love the lantern as is. My favorite of the playtest.
- Wand: Maybe this one could provide a Detect Magic effect.
- Weapon: Weapon’s reaction is already really strong. I could see nerfing that and maybe a +1 on attacks against identified creatures. Probably too strong still.

YuriP |
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I disagree with removal or changes in Find Flaws and EA more than change from RK to other test.
This is the base concept of the class. Exploit weakness using some tool if this will be removed the class loose it's soul.
I also disagree with changes in implements. But I think we can have more things to work outside encounters.