John R.
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Does most everybody agree that the mechanical specialty of the Thaumaturge is its high modularity or is it something else? Just curious. Not trying to argue one way or the other but I'm just seeing the high modularity right now. And I don't see that as a problem either. Just want to make sure I'm looking at things at the right perspective to aid in character building.
| Golurkcanfly |
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Since modularity is built into the system as a whole, several other classes can mix and match subclasses in a way (Bard and Druid), and there are classes that are entirely mix and match due to no subclasses (Fighter and Monk), I couldn't really call modularity the Thaumaturge's "Thing". It's one of its "Things" but not the defining "Thing".
John R.
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Since modularity is built into the system as a whole, several other classes can mix and match subclasses in a way (Bard and Druid), and there are classes that are entirely mix and match due to no subclasses (Fighter and Monk), I couldn't really call modularity the Thaumaturge's "Thing". It's one of its "Things" but not the defining "Thing".
You make a good point about the system already having a high degree of character modularity but that makes me wonder more what the Thaumaturge's specialty is supposed to be. I guess it doesn't HAVE to have a specialty but....I dunno.
| Golurkcanfly |
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Golurkcanfly wrote:Since modularity is built into the system as a whole, several other classes can mix and match subclasses in a way (Bard and Druid), and there are classes that are entirely mix and match due to no subclasses (Fighter and Monk), I couldn't really call modularity the Thaumaturge's "Thing". It's one of its "Things" but not the defining "Thing".You make a good point about the system already having a high degree of character modularity but that makes me wonder more what the Thaumaturge's specialty is supposed to be. I guess it doesn't HAVE to have a specialty but....I dunno.
Right now it feels like the base class is torn between FF/EA (a very straightforward feature lacking in customization) and Implements (choice of subclass but little individual customization of Implements), and then the feats leaning into several quite different areas (like Scrolls and such)
It could definitely use some more focus, and then customization of that focus, especially when one of its "Things" is the martial damage booster that has unique wording but isn't too unique in application.
Ascalaphus
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FF/EA is a really obvious feature and nudges the thaumaturge into being a glass cannon: hitting for a lot of damage but being kinda fragile.
The implement descriptions suggest that those should be very defining for what kind of thaumaturge you are, what with other thaums having first impressions of you based on choice of implements and all that.
Scrolls, talismans and such are the most opaque class feature to me; you don't really know what it does until you go do a dumpster dive in some other books to figure out what talismans you can actually get and what kind of character you could build around them.
The Raven Black
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Golurkcanfly wrote:Since modularity is built into the system as a whole, several other classes can mix and match subclasses in a way (Bard and Druid), and there are classes that are entirely mix and match due to no subclasses (Fighter and Monk), I couldn't really call modularity the Thaumaturge's "Thing". It's one of its "Things" but not the defining "Thing".You make a good point about the system already having a high degree of character modularity but that makes me wonder more what the Thaumaturge's specialty is supposed to be. I guess it doesn't HAVE to have a specialty but....I dunno.
I think the Thaumaturge's specialty is to be always prepared. To always have what is needed by the situation at hand.
Which reminds me I need to update my proposed concept so that even if FF/EA is divorced from RK, the Thaumaturge can still use their esoterica to benefit from existing knowledges. Maybe with the ability to make a wild guess and choose a weakness to target based on what knowledge (maybe mistaken) they have.