| Martialmasters |
I don't expect any of these to be used at all. But this is just my thoughts and suggestions, unfettered by the idea of a balance budget. Should be fun.
Medium armor access, this fixes unnecessary feat taxes and gives support to strength kineticist.
Con to damage on overflow attacks
Legendary class DC, nobody else gets this, if their overflow abilities never get better than a cantrip I guess it's fine.
My take on burn mechanic. You get a number of burns per day equal to your con mod. When you apply burn to your basic strikes you get +1 to hit and add your con mod to damage. If you use it on an overflow ability. You remove the overflow trait for that round. In doing so you take damage equal to double your level. This makes it so you can lose the opportunity cost of an overflow if needed or giving you a damage and accuracy boost kinda similar to ki strike but at a greater cost.. Given it's increased flexibility. It needs to effect our blast's because you do not start with a overflow ability. Or else this feature needs to be a feat and it would feel like a feat tax. Yes they still get con to damage.
Obviously these ideas do not take into account how this will effect every other ability that currently exists.
I think that's about it? This feels hella pushing things to me as it is.
| NameClassified |
I actually really like legendary class DC, I just think that a more elegant way to do Burn would be to get a choice to lose HP and max HP equal to your level until your next daily prep when you Gather Energy, then treat it like a Swashbuckler's Panache in terms of damage - basic blasts deal extra damage equal to your CON mod, and your next Overflow action deals 1d6 extra damage (increasing by 1d6 every four levels to a max of 5d6 at 17th level).
| Martialmasters |
| 2 people marked this as a favorite. |
I actually really like legendary class DC, I just think that a more elegant way to do Burn would be to get a choice to lose HP and max HP equal to your level until your next daily prep when you Gather Energy, then treat it like a Swashbuckler's Panache in terms of damage - basic blasts deal extra damage equal to your CON mod, and your next Overflow action deals 1d6 extra damage (increasing by 1d6 every four levels to a max of 5d6 at 17th level).
Permanent HP loss is elegant? To each there own.
| Martialmasters |
Special gather actions similar to slingers reload for each element. This might be hard to figure out for dedicated vs dual or universal but it's a strong contender for an adjustment.
Would give more flavor
I'm just not sure what it can do to solve any perceived issues as most of the perceived issues are universal to the class. So you need class wide adjustments.| Guntermench |
I think you could just use drained for the HP loss, and recover from whatever you stack up on a long rest. Might get weird with other sources, but you could add a Fort save to ignore Overflow and it would get progressively less likely without changing the DC thus limiting how often you can do it.
Idk, reading about Burn I'm not really a fan of it in general. But I feel like using an existing condition is easier than cludging together something specific for them.
| aobst128 |
| 2 people marked this as a favorite. |
aobst128 wrote:Special gather actions similar to slingers reload for each element. This might be hard to figure out for dedicated vs dual or universal but it's a strong contender for an adjustment.Would give more flavor
I'm just not sure what it can do to solve any perceived issues as most of the perceived issues are universal to the class. So you need class wide adjustments.
One of the bigger issues brought up is the action economy of overflows. While it wouldn't solve it entirely, it would be more fun. Most of what else I was seeing is damage being poor and balance of feats, which are an easier fix in my opinion.
| Martialmasters |
I think you could just use drained for the HP loss, and recover from whatever you stack up on a long rest. Might get weird with other sources, but you could add a Fort save to ignore Overflow and it would get progressively less likely without changing the DC thus limiting how often you can do it.
Idk, reading about Burn I'm not really a fan of it in general. But I feel like using an existing condition is easier than cludging together something specific for them.
I wasn't aware HP loss was a new thing. Neither is drained.
I dunno. Drained screws your day. HP loss you either risk death or can be healed later.
Either way, needs a hard limit in times per day regardless of what the negative effect is.
| aobst128 |
I'm on the fence for burn since I never played 1e so it's novel for me. On one hand, I think they could make a simpler way to boost damage with an action cost like most classes. Make stoke element a core feature or something. On the other hand, it could result in 10 hit points per level, which sounds nice.
| Puna'chong |
| 1 person marked this as a favorite. |
Drained does screw your day, but other than the Fort save penalty it functions the same as 1e Burn for the health loss.
Edit: I think? I never played one but it reads like it couldn't be healed.
Yeah burn in 1e basically reduced your max hp. Say you had 100 hp and took 20 burn (i.e. nonlethal damage): you go unconscious if you take 80 damage, because 20 nonlethal got knocked off your max.
Drained could work because it's tidy, but I don't think in P2e you would want to have a burn mechanic that lasts all day. Either you'd "refocus" the Drained condition away or it would only last 2 rounds or something. You don't heal the hp back from Drained when you lose the condition, so you'd still have to heal to be back at full strength.
Knock-on effects are that the Kineticist's party would have to wait around to heal if the Kineticist takes on like 3 points of Drained during a fight (if it lasts until refocusing), and reducing Fort saves can be a doozy which isn't the same as burn in 1e. On the other hand, if it isn't permanent then it's hard for people to feel screwed for the rest of the day if they do too much.
I'm partial to "burn" being taking on Drained 1 until refocusing. When you refocus you clear out all the Drained from Kineticist abilities (and still need to heal up). Then by default you can, as a free action once per turn, take on Drained 1 to either gather your element or not expend your element on an overflow ability. Then it's just an action economy booster, not necessary for people who dislike the mechanic, and it toys with Con as a KAS.