| Justnobodyfqwl |
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I've seen a fair amount of Runesmith discussion, especially about Damage Output and Hand Use. However, there's something that I'm only just now realizing.
Do you guys think you're putting your runes on your OWN stuff?
I mean, there's nothing STOPPING you from doing that. I just feel like the intent is super, super clear that you're giving the runes to your allies.
Everything in the playtest makes more sense from that perspective. The game heavily encourages shield + free hand. Multiple rune invoking abilities care about specific positioning of allies to adjacent enemies/splash damage/etc. Your turns are built around stacking together runes to blow them all up at once in a big combo- and that's better when you're working with your allies.
I feel like Runesmiths are very much designed as a "support martial", ala the SF2E soldier. I'm kinda surprised to not see people engage with the class in the same way.
Am I off base? How have you thought of the Runesmith's role?
| Martialmasters |
People always care about what they can do on their own first. And if a class can't do well on their own, it's talked about a lot. Even a play style (like necromancer gosh)
But I view etchings as for the party and maybe myself. Something I can set on them and forget about until I need to invoke it. But those are fairly specific and seems mostly about the shield.
While it's nice to give the champion+1 to their shield (+2 vs ranged with two runes). It's expensive and niche because I've been in groups where nobody has a shield. I could put whetstone in but bleed don't stack. Impact but I'm not keen on us hitting each other for 1 splash.
| Justnobodyfqwl |
While it's nice to give the champion+1 to their shield (+2 vs ranged with two runes). It's expensive and niche because I've been in groups where nobody has a shield. I could put whetstone in but bleed don't stack. Impact but I'm not keen on us hitting each other for 1 splash.
See, this is the exact kind of stuff that I feel like I was noticing, but people weren't talking about! Thank you so much for bringing it up.
I agree that a big sore point of the runes is that they feel designed for a variety of parties, but the end result is that they just feel Party Dependant. Runesmiths LOVE shields in their party, but you're right that it's so easy to not have one!
| Xenocrat |
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The ranged shield invoke is great on a fighter who gets into melee range of a ranged attacker, caster, or other squishy. He has reactive strike, and they can't step away without succeeding on a seek first, eating at least one action.
Whetstone is a good etching on all the melee guys in the party - after they get in one or two hits and start the bleed ticking you can invoke and add on some spike damage.
The basic +1 shield invoke is also good action savings for a shield guy who needs it. If you're invoking three other runes that turn anyway, they get a free shield raise action out of it, effectively making them quickened that turn.
| Easl |
| 2 people marked this as a favorite. |
I feel like Runesmiths are very much designed as a "support martial", ala the SF2E soldier. I'm kinda surprised to not see people engage with the class in the same way.
Am I off base? How have you thought of the Runesmith's role?
With only four in a party it's unlikely there will be a perfect other martial for every rune you have. Yes it's possible there's a Fighter in the party and it makes more sense to etch damage for them than for yourself. Or a Champion in your party who it makes sense to etch the shield rune for. But that won't be every party. In many cases, you might be "that guy." So the runes that buff shield, athletics, etc. should absolutely be written for both self-use and friend use.
But you sort of bring up a good point, which is that if they do want the Runesmith to be a support PC using runes on their friends, then could we see some runes focused on ranged combat and casting, so those party members can be supported too? Also, personally, I'm hoping the final version will have a few more non-combat or tactical/battlefield control runes. The game already has a ton of ways to buff damage, AC, etc. Give me more (somewhat) unique things like Homecoming.
| Justnobodyfqwl |
With only four in a party it's unlikely there will be a perfect other martial for every rune you have. Yes it's possible there's a Fighter in the party and it makes more sense to etch damage for them than for yourself. Or a Champion in your party who it makes sense to etch the shield rune for. But that won't be every party. In many cases, you might be "that guy." So the runes that buff shield, athletics, etc. should absolutely be written for both self-use and friend use.But you sort of bring up a good point, which is that if they do want the Runesmith to be a support PC using runes on their friends, then could we see some runes focused on ranged combat and casting, so those party members can be supported too? Also, personally, I'm hoping the final version will have a few more non-combat or tactical/battlefield control runes. The game already has a ton of ways to buff damage, AC, etc. Give me more (somewhat) unique things like Homecoming.
Yeah, I fully agree that there's probably gonna be parties where you whack more than anyone, and making the runes functional on the Runesmith is important.
You're so right about wanting more options that help the party- not just in terms of ranged options, but in UNIQUE options. I really really like how Homecoming plays around with battlefield positioning, and the fact that it's a RELATIVE speed boost is really interesting. I really wish more low level runes played around with that, since that seems to be a big desire of both the Runesmith and the Necromancer.
I feel like the ranged options might be ala the Exemplar, who didn't have much unarmed support (or range support, I think?) in the playtest, but LOTS in the final release.
(Uh....by the way...how on earth does Homecoming work if you etch it on yourself?)
| TheFinish |
The basic +1 shield invoke is also good action savings for a shield guy who needs it. If you're invoking three other runes that turn anyway, they get a free shield raise action out of it, effectively making them quickened that turn.
This one is actually one I find confusing a bit. I get the idea of it, but it only lasts until the start of their next turn. Which means you're only really saving them an action if you go right after them in initiative order, unless they're willing to spend however many turns between you and them without the benefits of a raised shield.
Plus the whole fact that increasing the circumstance bonus from shields by +1 is a lot more valuable than a one off raise. I just don't see how the Invocation is ever really worth it.
(Uh....by the way...how on earth does Homecoming work if you etch it on yourself?)
Well this one's a difficult one, my gut says it just doesn't. But if you want to make it work then it'd just vie you +15 foot speed and by Invoking you can teleport to any adjacent space (which has some niche uses).
| TheLeviathan |
I've seen a fair amount of Runesmith discussion, especially about Damage Output and Hand Use. However, there's something that I'm only just now realizing.
Do you guys think you're putting your runes on your OWN stuff?
I mean, there's nothing STOPPING you from doing that. I just feel like the intent is super, super clear that you're giving the runes to your allies.
Everything in the playtest makes more sense from that perspective. The game heavily encourages shield + free hand. Multiple rune invoking abilities care about specific positioning of allies to adjacent enemies/splash damage/etc. Your turns are built around stacking together runes to blow them all up at once in a big combo- and that's better when you're working with your allies.
I feel like Runesmiths are very much designed as a "support martial", ala the SF2E soldier. I'm kinda surprised to not see people engage with the class in the same way.
Am I off base? How have you thought of the Runesmith's role?
support is generally a less popular role and so people naturally gravitate towards what it can do for itself, i personally like the fact i can buff myself with runes and make people explode because that's cool+fun
you can give a man a toolkit but what he does with that toolkit (and what he wants to do with that toolkit) is for him to decide and there is an opening for playing Runesmith as a non-support, its nice to not be locked to support but i might think that because i dislike playing support| Trip.H |
Isn't this the same thing that people say about the Alchemist?
Sure, an Alchemist can battle reasonably well. Not Fighter levels of great, but good enough. But the real power comes in handing out bonuses to the other party members to let them do their jobs better.
The Runesmith being able to sustain effects via Etch kinda already makes them have serious appeal in that role. 2 bleed per dmg die? A free d4 of persistent damage is pretty damn good at L1. +1 AC for shields? That's very nice.
Can't forget that Alch needs +1A because of the Activate action, for every single buff item.
Alch may have stronger buff effects, but it pays for that dearly. Just trying to put a Collar on your allies and "trust me bro, the downside is worth it" convince them to try out a mutagen is not fun for anyone.
Runesmith is a full martial with more crafting freebies than Alchemist.