If burn ever gets implemented, it needs to do so like misfire did


Kineticist Class


Whith that I mean that it should be a trait tagged into certain feats that can be avoided in character creation.

As to what that burn mechanic is, I can picture it as a stacking special Drained condition that affects HP and saves but not the class DC and that lasts for a whole day. These feats, due to their cost, can have a greater effect than usual.


Something like unstable maybe? Where you have a basic use of an ability and a boosted one for a cost. Would need a lot of page space for that with how many feats there are


This class is already shaping up to be the longest class ever written for this system. We are only getting one this time, who cares about page space? Make the class 30 pages long if needed :p

I also thought about it being an option for all overflow abilities (you can always substitute the overflow trait for the burn mechanic), but that would make it a core mechanic, one that I'm sure lots of people wouldn't want to deal with.

I'm just thinking that some of the 2 or 3 action overflow abilities could have its action cost reduced and its effects increased if they were paired up with an effect like this.


Another poster (I think?) Exocist suggested the following:

Give them con mod pr day/hour/whatever as a resource pool.

You can use these points to add oomph to auras/blasts/impulses.

IF you run out, you CAN go beyond the limit and spend additional points, but that would add a debuff. Most likely drained.

That would add a burn ish mechanic for those that like pain for power. And for those that dont, they can just stop when the pool is empty.

Call it living conduit or something.

'by drawing on your own life force you can pull violent energies from the elemental plane, through your gate. Doing this is harmful to you and you can only do it (con mod) pr day.
Yada yada when you do so add the following effects to your kinetic abilities:
Auras - bla bla
Elemental blast - more bla
Impulses - see above.

You can choose to go beyond your normal limit, but doing so puts your body and mind at risk. The first time you use living conduit without having any uses left, you become drained 1.
Further uses increases the drained condition by 1."


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After reading about burn I honestly think it's a bad mechanic with no place in this system. Even when heavily adjusted.

Over extend mechanics are not a good thing for the health of the game.

At best, a level ten feat that's once per day. Similar to quickened spell.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Martialmasters wrote:

After reading about burn I honestly think it's a bad mechanic with no place in this system. Even when heavily adjusted.

Over extend mechanics are not a good thing for the health of the game.

At best, a level ten feat that's once per day. Similar to quickened spell.

Who hurt you? Seriously. You are the most negative person on this forum.

We already have abilities that work similar to burn.

Strain Mind is one such ability and psychics get it.

Sczarni

2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I honestly really want my guy to FEEL like I'm giving up part of my life to fuel these elements.

I've always been fascinated by classes that use their HP as their mana pool.


Verzen wrote:
Martialmasters wrote:

After reading about burn I honestly think it's a bad mechanic with no place in this system. Even when heavily adjusted.

Over extend mechanics are not a good thing for the health of the game.

At best, a level ten feat that's once per day. Similar to quickened spell.

Who hurt you? Seriously. You are the most negative person on this forum.

We already have abilities that work similar to burn.

Strain Mind is one such ability and psychics get it.

Wich is once per hour, and gives you a single focus point. It's not really the same.

Sczarni

1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Martialmasters wrote:
Verzen wrote:
Martialmasters wrote:

After reading about burn I honestly think it's a bad mechanic with no place in this system. Even when heavily adjusted.

Over extend mechanics are not a good thing for the health of the game.

At best, a level ten feat that's once per day. Similar to quickened spell.

Who hurt you? Seriously. You are the most negative person on this forum.

We already have abilities that work similar to burn.

Strain Mind is one such ability and psychics get it.

Wich is once per hour, and gives you a single focus point. It's not really the same.

Huge difference between a class being balanced around it and one who isnt.


Verzen wrote:
Martialmasters wrote:
Verzen wrote:
Martialmasters wrote:

After reading about burn I honestly think it's a bad mechanic with no place in this system. Even when heavily adjusted.

Over extend mechanics are not a good thing for the health of the game.

At best, a level ten feat that's once per day. Similar to quickened spell.

Who hurt you? Seriously. You are the most negative person on this forum.

We already have abilities that work similar to burn.

Strain Mind is one such ability and psychics get it.

Wich is once per hour, and gives you a single focus point. It's not really the same.
Huge difference between a class being balanced around it and one who isnt.

Well not like 1e was the poster child for good mechanics or balance.

Maybe once every ten minutes and you do damage to yourself equal to double you level. But I'm sure if the designers want burn they will balance it strictly.


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If it got around since of the action economy maybe. Some temporary Drained would probably work fine.


I would like to see focus powered augments/infusions that you could stick on the top of your impulses.

I would prefer burn as am option to regain focus and gain some drain.

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