| Teridax |
| 1 person marked this as a favorite. |
Kineticist impulses aren't per-day, they're at-will. You get bonus feats for impulses only, and can use your regular Kineticist feats to get more impulses. I'm surprised they didn't repeat this for Commander tactics or Runesmith runes, but given how expensively they're costed (you can get two more with a 12th-level feat, and one more with a 18th-level feat, strangely), it's understandable that they'd be kept separate.
| Xenocrat |
There’s nothing strange about the how many runes the two feats give you. The first gives you two of level 9 and below, the second can give you a level 17 rune. No one is surprised when a caster feat gives two low level spell slots and the capstone feat gives a single 10th rank spell, but many are expressing confusion about these runemaster feats.
| Teridax |
There’s nothing strange about the how many runes the two feats give you. The first gives you two of level 9 and below, the second can give you a level 17 rune. No one is surprised when a caster feat gives two low level spell slots and the capstone feat gives a single 10th rank spell, but many are expressing confusion about these runemaster feats.
10th-rank spells are considered exceptionally potent, though, which is why you only ever get 1 from your class features when your class could give you up to 4 9th-rank slots. By contrast, 17th-level runes don't appear so much stronger than 9th-level runes that they're gated in a special way -- the number of runes you add to your repertoire from your class features certainly doesn't reflect this, for instance. 10th-rank spells I would say are in fact the only thing treated in this way -- there isn't really precedent otherwise for a feat giving you less of something you can gain in higher amounts with a lower-level version.
| Squark |
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Kineticist impulses aren't per-day, they're at-will. You get bonus feats for impulses only, and can use your regular Kineticist feats to get more impulses. I'm surprised they didn't repeat this for Commander tactics or Runesmith runes, but given how expensively they're costed (you can get two more with a 12th-level feat, and one more with a 18th-level feat, strangely), it's understandable that they'd be kept separate.
I think the OP is wishing that most of the Kineticist's access to impulses was seperate from feat selection.
I also agree that Living Lexicon and Expanded Glossary are problematic, since you could just take Expanded Glossary at 18th level and get two 17th level runes if you don't take it earlier, so I don't buy Xenocrat's argument (or if that was the developer's intent, there's a glaring loophole).
As far as the OP's other concerns;
- The idea that you need to speak to actually trigger a rune seems fine to me, and PFS has already carved out exceptions for characters who can't speak to perform such things. It's still magic and you still need a trigger.
-The 30 feet range limit for tracing and invoking matches up. The main issue I see is that I'm not sure remote detonation is enough action compression for Ranged Runesmiths, especially if they're using a weapon that needs to reload.
| Xenocrat |
Xenocrat wrote:There’s nothing strange about the how many runes the two feats give you. The first gives you two of level 9 and below, the second can give you a level 17 rune. No one is surprised when a caster feat gives two low level spell slots and the capstone feat gives a single 10th rank spell, but many are expressing confusion about these runemaster feats.10th-rank spells are considered exceptionally potent, though, which is why you only ever get 1 from your class features when your class could give you up to 4 9th-rank slots. By contrast, 17th-level runes don't appear so much stronger than 9th-level runes that they're gated in a special way -- the number of runes you add to your repertoire from your class features certainly doesn't reflect this, for instance. 10th-rank spells I would say are in fact the only thing treated in this way -- there isn't really precedent otherwise for a feat giving you less of something you can gain in higher amounts with a lower-level version.
The 17th level runes let you force <=40speed fliers to fall from the sky for guaranteed falling damage and will save or teleport a target to any sigil cantrip prison/wasteland/death zone you have prepared anywhere on the planet as well as yank an entire party to safety when etched and invoked. They’re hugely more powerful than the 9th level ones.
| Teridax |
The 17th level runes let you force <=40speed fliers to fall from the sky for guaranteed falling damage and will save or teleport a target to any sigil cantrip prison/wasteland/death zone you have prepared anywhere on the planet as well as yank an entire party to safety when etched and invoked. They’re hugely more powerful than the 9th level ones.
Not to the level that a 10th-rank spell differs from other spells, though, and 18th-level feats are themselves meant to be much stronger than 12th-level feats -- as Squark pointed out, you could just take the 12th-level feat at 18th level to take two 17th-level runes, so the 18th-level feat is simply worse.
| Teridax |
If you claim you are unable to distinguish these power comparisons and why that doesn’t work, I certainly believe you.
But that's not what I'm claiming, I am simply pointing out that your overstatement of the power differential between those runes is not supported by the Runesmith's actual mechanics, such as the number of runes they gain at certain levels. Furthermore, what Squark and I have pointed out to you is that the lower-level feat can be picked at a higher level to pick more of these higher-level runes than the higher-level feat, thereby invalidating your already tenuous defense of its implementation. The choice is now yours to accept this basic fact, which you may easily test at your leisure, or continue throwing your toys out of the pram.
| YuriP |
sound obvious but kineticist doesn't have daily impulse slot separated from feat slot
a fundamental design flaw that paizo thankfully didn't repeat
Honestly I do think there's a so big difference. Because Kineticist gets extra feats every time it reaches a gate's threshold.
The big difference here is that this proposed RuneSmith got a bigger repertoire but have less flexibility in their options compared to impulses.
| 25speedforseaweedleshy |
25speedforseaweedleshy wrote:sound obvious but kineticist doesn't have daily impulse slot separated from feat slot
a fundamental design flaw that paizo thankfully didn't repeat
Honestly I do think there's a so big difference. Because Kineticist gets extra feats every time it reaches a gate's threshold.
The big difference here is that this proposed RuneSmith got a bigger repertoire but have less flexibility in their options compared to impulses.
kineticist have more bonus feat than any other class
paizo clearly noticed the problem just doesn't have enough time to solve it
imagine if kineticist start with 4 impulse reportoire and 1 class feat at level 1
and end up with 13 impulse repertoire and 11 class feat at level 20
that will make those very situational impulse far more likely to be taken
| Teridax |
Your inability to accurately assess this is a claim, you are just unaware that you're making it. You're a color blind person who doesn't and can't understand the distinction being drawn because you're fundamentally incapable of seeing it. And that's ok.
It's ditch-digging level playesting to recognize there is an implicit "of the appropriate level" restriction on these that needs to be and will be added in the final product, as with the comparable extra spell slot feats and retraining feat rules. The world and playtest certainly needs ditch diggers, but I hadn't imagined some people wouldn't recognize a pile of dirt when they saw it. I had my eyes set somewhat higher.
I don't know if someone has told you this before, but when you launch into these self-aggrandizing tirades as you often do, the result is comical, rather than convincing. You're not some enlightened, superior being above us mere "ditch-diggers", you're a human being just like the rest of us -- and right now, you're a human being who can't admit to being wrong on a very obvious, very basic fact, which is what makes the condescending verbiage you've posted so funny. I would ask you to please not do this again, because you are in fact being rude and have gotten into trouble with the mods for this exact kind of behavior in the past (several times, as I recall), but also for your own sake, as most people avoid publicly ridiculing themselves in this way.
And, just to be clear: the 12th-level feat is stronger than the 18th level feat. That is an objective fact. As has been pointed out, you can not only take the 12th-level feat sooner for earlier benefits, but can take it at 18th level to take two 17th-level runes, more than the one rune you get from the 18th-level feat. Perhaps the developers did not intend for the lower-level feat to be picked at a higher level for this purpose, but the fact remains that it is still strange for a higher-level feat to offer less than a lower-level feat on the same class, so it bears remarking (or "ditch-digging", as you may call it). You are, so far, the only person I've seen to believe that the 17th-level runes are so incredibly powerful that they have to have their selection limited beyond that of lower-level runes, and so far all you've had to show in support of this theory is empty self-flattery. Methinks your claim is not as solid as you want it to come across.
| Errenor |
| 1 person marked this as a favorite. |
My assumption was that the 18th level feat was supposed to have the 12th level feat as a prereq, and the mistake was leaving that off.
Or Xenocrat is right and they should've added (will add) 'up to 12th level' in the 12th level feat.
But now the feat doesn't have it and there's no reason to pretend it does. It's a playtest, we shouldn't mentally fix everything which seems wrong.| exequiel759 |
| 2 people marked this as a favorite. |
I personally think the kineticist feat design is more elegant than what both runesmith and commander currently have, though with the runesmith in particular I think its fine either way. The only real problem I have is that from now on all classes that get their own spellcasting-adjacent mechanic get it like the commander and runesmith then the kineticist is going to stick out like a sore thumb.
I love the kineticist but I think it shows Paizo didn't know how to handle it due to all the problems it still carries like not working with most of the system since impulses aren't either spell attacks or strikes. I just hope the kineticist doesn't become the new alchemist in terms of erratas.
| YuriP |
kineticist have more bonus feat than any other class
paizo clearly noticed the problem just doesn't have enough time to solve it
That's a pretty bold assumption for a class that was made in this way since the playtest document.
I personally think the kineticist feat design is more elegant than what both runesmith and commander currently have, though with the runesmith in particular I think its fine either way. The only real problem I have is that from now on all classes that get their own spellcasting-adjacent mechanic get it like the commander and runesmith then the kineticist is going to stick out like a sore thumb.
I love the kineticist but I think it shows Paizo didn't know how to handle it due to all the problems it still carries like not working with most of the system since impulses aren't either spell attacks or strikes. I just hope the kineticist doesn't become the new alchemist in terms of erratas.
I agree IMO the current big problem of kineticist is that the designers created an uniq mechanic that doesn't fully integrates with the rest of the system and creates problems like kineticists being unable to benefit from mythic. Same situation may happen with runesmith once that runes are also not spells but here it's in a minor rate due the fact that the class still a martial that uses weapons.
| ElementalofCuteness |
I'd love if extra rune feat was as low as level 1 and you could take it as many times as you want, trading other class feats for more runes, it be fine and balanced in my opinion or maybe give them the ability to learn additional runes like learning a spell.
There could be a feat to make it 60ft instead of 30ft that isn't Drawn in Red or one that makes Rune-Singer once per turn instead of once per minute.
| 25speedforseaweedleshy |
25speedforseaweedleshy wrote:kineticist have more bonus feat than any other class
paizo clearly noticed the problem just doesn't have enough time to solve it
That's a pretty bold assumption for a class that was made in this way since the playtest document.
exequiel759 wrote:I agree IMO the current big problem of kineticist is that the designers created an uniq mechanic that doesn't fully integrates with the rest of the system and creates problems like kineticists being unable to benefit from mythic. Same situation may happen with runesmith once that runes are also not spells but here it's in a minor rate due the fact that the class still a martial that uses weapons.I personally think the kineticist feat design is more elegant than what both runesmith and commander currently have, though with the runesmith in particular I think its fine either way. The only real problem I have is that from now on all classes that get their own spellcasting-adjacent mechanic get it like the commander and runesmith then the kineticist is going to stick out like a sore thumb.
I love the kineticist but I think it shows Paizo didn't know how to handle it due to all the problems it still carries like not working with most of the system since impulses aren't either spell attacks or strikes. I just hope the kineticist doesn't become the new alchemist in terms of erratas.
not the first class paizo fail to fix after playtest
since they still didn't fix swashbuckler after so many year
kineticist have more bonus feat than any other class yet still have the most tight class feat slot than any other class
the solution is obvious now