The mechanic shouldn't be named mechanic.


Mechanic Class Discussion


... It is probably an emotional argument, but i cannot feel sad about the mechanic. I understand that this is second edition but...

This class lack crazyness. The mechanic for me had this clint of crazyness, (overcharge, overloading weapon, throwing grenade everywhere.)

It feels too stable. Mine, turret are perfectly fine options, but you don't tinker a weapon at the cost of something, sabotage directly enemy robot, or the weapon or the armor.

It should be called the Engineer. And

... My gosh, i realise that i just want to play an inventor in sfs2.


1 person marked this as a favorite.

I'm not one to bemoan a lack of Inventor's OH SO WACKY habit of shooting themselves in the foot every other turn, but even rolling with the options that this Mechanic has...

It just kinda lacks sauce.

Stuff like Overload and Overcharge, Energy Shield... they've got things there, y'know? even Visual Data/Nightvision Processor to just upgrade your eyes has more pizzaz than essentially anything 2e Mechanic has in its class feats.

A lot of these class feats just don't enthrall.


10 people marked this as a favorite.

I understand not being happy the things you enjoyed weren't translated over, but I've seen the "this 2e version of the 1e class barely resembles the 1e version, bring back the old stuff or name it something else"....like, 3+ times now. The argument never changes the name and usually the design intent of the playtest caries through to the final product (barring outliers like 2e magus). They could inject some zaniness back in sure, but super faithful translating is rarely their design goal over reimagining, so temper your expectations


WWHsmackdown wrote:
I understand not being happy the things you enjoyed weren't translated over, but I've seen the "this 2e version of the 1e class barely resembles the 1e version, bring back the old stuff or name it something else"....like, 3+ times now. The argument never changes the name and usually the design intent of the playtest caries through to the final product (barring outliers like 2e magus). They could inject some zaniness back in sure, but super faithful translating is rarely their design goal over reimagining, so temper your expectations

If people keep saying a thing, maybe there's a reason they do.

And I don't think it's unreasonable that if you call something the same thing, for people to assume it to be roughly the same thing.


4 people marked this as a favorite.

I personally *loathe* the wacky, blow-up-in-your-face feel of the Inventor, so the Mechanic was a nice change of pace to me.


5 people marked this as a favorite.

I for one love the Inventor, sure it still needs more power but it is a concept that works well enough. Which is why I don't want Mechanic to end up being "that but again but space" and neither does the design team as they've said before. Mechanic should get more sauce but it shouldn't be by becoming more like Inventor.


DMurnett wrote:
I for one love the Inventor, sure it still needs more power but it is a concept that works well enough. Which is why I don't want Mechanic to end up being "that but again but space" and neither does the design team as they've said before. Mechanic should get more sauce but it shouldn't be by becoming more like Inventor.

Well they've already gone and made it a pet class which is one of the 3 inventor options. Although I would agree if we're talking specifically about Inventor's tendency to self-sabotage and screw itself over with rng.


3 people marked this as a favorite.
DMurnett wrote:
I for one love the Inventor, sure it still needs more power but it is a concept that works well enough. Which is why I don't want Mechanic to end up being "that but again but space" and neither does the design team as they've said before. Mechanic should get more sauce but it shouldn't be by becoming more like Inventor.

This is my feeling as well. Even now, the Mechanic does feel like "Inventor in space", except with the ability to actually play with items more and minus the irritating unstable actions and Barbarian-style damage steroid. If the class has to move in a direction, I'd want to pick one that moves it even further away from the Inventor, so less random wackiness and a greater and more intricate range of mods. There's definitely room for it, too, as a lot of current mods are generic damage boosts that IMO could easily get replaced in the final product with more mods that alter the functionality of your gear or innovation exocortex device.


DMurnett wrote:
I for one love the Inventor, sure it still needs more power but it is a concept that works well enough. Which is why I don't want Mechanic to end up being "that but again but space" and neither does the design team as they've said before. Mechanic should get more sauce but it shouldn't be by becoming more like Inventor.

That why i realised, it isn't possible to have this concept because the inventor already exist.

I think it is also (for me) a way to grief and accepts change in the class.

Horizon Hunters

1 person marked this as a favorite.
Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yeah I was about to say, why not just play an inventor in Starfinder, I honestly don't see any problems with that one.


1 person marked this as a favorite.
Gayel Nord wrote:

... It is probably an emotional argument, but i cannot feel sad about the mechanic. I understand that this is second edition but...

This class lack crazyness. The mechanic for me had this clint of crazyness, (overcharge, overloading weapon, throwing grenade everywhere.)

It feels too stable. Mine, turret are perfectly fine options, but you don't tinker a weapon at the cost of something, sabotage directly enemy robot, or the weapon or the armor.

It should be called the Engineer. And

... My gosh, i realise that i just want to play an inventor in sfs2.

I think this is to some extent because the inventor exists. So far it seems like they did a decent job of making the mechanic its own thing and differentiated from the inventor.

A lot of the crazy over charging/over loading stuff is going to be with the inventor now.

The mechanic has much more dependable mods and deployables that will do what they are intended to without blowing up in your face. There is still some crazyness though like the option to make your deploayble biotech/arcane or NECROTECH. So you can have frankensteins horror drone of some fleshy bio organic thing or a necro tech robot. They do need to add more feat support to lean into that stuff.

This was something I always wanted from SF1 mechanics everything references how much magic goes into even "non magical" items and there are a lot of bio tech ships or the eoxian bone ships. So it is nice to see that they are at least starting to let people lean into the weirdness.

Dark Archive

I agree that the inventor has wacky backyard science covered.
But also, I agree that Engineer feels like a better name for the class to me.

This iteration of the class doesn't give me the same grease monkey vibe the 1e mechanic did. It feels cleaner and more precise. And I think that's 100% in the writing and presentation.
It's not presented as the class doing everything they can to hold the primary buffer panel in place, even though 6 months ago you said it was only going to hold for another week.

It's presented as the class making deliberate modifications to existing, perfectly functional equipment to better serve your needs in the moment.

And to be clear, all of that is fine. I'd just prefer the name of the class change to better align with the presentation.

But then, the art feels very 1e mechanic or inventor. So I dunno


4 people marked this as a favorite.

I have yet to see a name change from playtest to release, though. The devs seem to budge on nitty gritty details and numbers, not the vision of the class (including the name). Summoner is the summoner, inventor is the inventor, and the playtest necromancer is gonna full release as the necromancer despite the arguments (from some) that these classes didn't properly capture the fantasy that (some) players wanted. It's just a non starter. Bemoan the current vision all you want, it will be the new mechanic, though, not some other name

Envoy's Alliance

7 people marked this as a favorite.
Pathfinder Rulebook Subscriber

I would argue the Mechanic is the otherside of the coin from the Inventor. The Inventor is the wacky "could blow up any moment" wildness. The Mechanic is the guy trying to repair everything falling apart. You aren't the overly ambitious scientist. you are the put-upon IT guy, and hardworking repairman.

That said, I could do with more flavorful feats themed around IT and mechanics. Like "Have you Tried turning it off and on again?" You disable a willing creature's glitching weapon or technology until the end of the creature's next turn, when it comes back online without the glitching condition. maybe include a flat check of 10 for it to work. Or "Remote Log in" letting you, for one turn, spend an action issuing a command to the robotic companion of an willing creature, and it takes two actions on your turn.


kaid wrote:
Gayel Nord wrote:

... It is probably an emotional argument, but i cannot feel sad about the mechanic. I understand that this is second edition but...

This class lack crazyness. The mechanic for me had this clint of crazyness, (overcharge, overloading weapon, throwing grenade everywhere.)

It feels too stable. Mine, turret are perfectly fine options, but you don't tinker a weapon at the cost of something, sabotage directly enemy robot, or the weapon or the armor.

It should be called the Engineer. And

... My gosh, i realise that i just want to play an inventor in sfs2.

I think this is to some extent because the inventor exists. So far it seems like they did a decent job of making the mechanic its own thing and differentiated from the inventor.

A lot of the crazy over charging/over loading stuff is going to be with the inventor now.

The mechanic has much more dependable mods and deployables that will do what they are intended to without blowing up in your face. There is still some crazyness though like the option to make your deploayble biotech/arcane or NECROTECH. So you can have frankensteins horror drone of some fleshy bio organic thing or a necro tech robot. They do need to add more feat support to lean into that stuff.

This was something I always wanted from SF1 mechanics everything references how much magic goes into even "non magical" items and there are a lot of bio tech ships or the eoxian bone ships. So it is nice to see that they are at least starting to let people lean into the weirdness.

No, fleshy Turret!


2 people marked this as a favorite.
WWHsmackdown wrote:
I have yet to see a name change from playtest to release, though. The devs seem to budge on nitty gritty details and numbers, not the vision of the class (including the name). Summoner is the summoner, inventor is the inventor, and the playtest necromancer is gonna full release as the necromancer despite the arguments (from some) that these classes didn't properly capture the fantasy that (some) players wanted. It's just a non starter. Bemoan the current vision all you want, it will be the new mechanic, though, not some other name

I think this discussion point is just part of the expected playtest discourse now. I agree with you, and it's good to point these past incidents out because it hopefully keeps threads like this from sucking up all the oxygen, but folks have been making these threads since at least Character Operations Manual, if not earlier. I know because that was my own go round with this particular discussion, lol. (I still contend that vanguard as a name doesn't quite fit, and that witchwarper sounds like somebody who warps witches, as opposed to calling them a warpwitch, or defining what a witchwarp is, which would make more sense. No I'm not still thinking about it you're still thinking about it shut up.)

I will also point out for everybody's benefit that, while class names don't change, sometimes the names or flavor of particular options do. All witches were cacklers during their initial playtest, for example, with feats that built off always laughing. A fair number of people, again with myself included, pointed out that this narrowed the flavor of witch. The upshot was that things got shuffled around so we weren't so locked into the cackling fairytale witch archetype.
That's where I'd suggest people devote their efforts if they are really concerned about names. Stuff like class names, things that have already gone out to press releases and blogs and are on book purchase pages, are unlikely to ever change, but internal stuff can.


I think you can kind of get that flavor from the single action upgrade feat "Instant Install". That allows you to just swap upgrades around willy nilly changing up your capabilities on the fly as long as you're carrying them.


1 person marked this as a favorite.
Perpdepog wrote:
WWHsmackdown wrote:
I have yet to see a name change from playtest to release, though. The devs seem to budge on nitty gritty details and numbers, not the vision of the class (including the name). Summoner is the summoner, inventor is the inventor, and the playtest necromancer is gonna full release as the necromancer despite the arguments (from some) that these classes didn't properly capture the fantasy that (some) players wanted. It's just a non starter. Bemoan the current vision all you want, it will be the new mechanic, though, not some other name

I think this discussion point is just part of the expected playtest discourse now. I agree with you, and it's good to point these past incidents out because it hopefully keeps threads like this from sucking up all the oxygen, but folks have been making these threads since at least Character Operations Manual, if not earlier. I know because that was my own go round with this particular discussion, lol. (I still contend that vanguard as a name doesn't quite fit, and that witchwarper sounds like somebody who warps witches, as opposed to calling them a warpwitch, or defining what a witchwarp is, which would make more sense. No I'm not still thinking about it you're still thinking about it shut up.)

I will also point out for everybody's benefit that, while class names don't change, sometimes the names or flavor of particular options do. All witches were cacklers during their initial playtest, for example, with feats that built off always laughing. A fair number of people, again with myself included, pointed out that this narrowed the flavor of witch. The upshot was that things got shuffled around so we weren't so locked into the cackling fairytale witch archetype.
That's where I'd suggest people devote their efforts if they are really concerned about names. Stuff like class names, things that have already gone out to press releases and blogs and are on book purchase pages, are unlikely to ever change, but internal stuff can.

Also in playtests they seem to focus on the weirder newer stuff that needs testing more. I suspect some of the engineer stuff from SF1 where they enhanced their own bodies could very well still be something they get on release but most of that stuff they have enough examples of for it to not require much play testing. Overall one thing we can guarantee is there will be more options on release. I really hope they do have more feats that lean into the level 1 bio organic/arcane/necrotech stuff. Lean into the weirdness that all the scifi stuff you see is basically all partially magical.


keftiu wrote:
I personally *loathe* the wacky, blow-up-in-your-face feel of the Inventor, so the Mechanic was a nice change of pace to me.

I don't dislike the inventor's clunky concept but I really liked way more this more solid technician specialized in robotics, drones and portable technology in general that mechanic becomes. It's a thing that I miss in many TTRPG is this genious like class fully equipped with a lot of tech but without being an crazy scientist.

DMurnett wrote:
I for one love the Inventor, sure it still needs more power but it is a concept that works well enough. Which is why I don't want Mechanic to end up being "that but again but space" and neither does the design team as they've said before. Mechanic should get more sauce but it shouldn't be by becoming more like Inventor.

This is something that the SF2e designers are openly doing. They want to create classes in the game that are inspired by PF2e, but are not "in space" versions of them. After all, theoretically, compatibility already allows for this.


kaid wrote:
I suspect some of the engineer stuff from SF1 where they enhanced their own bodies could very well still be something they get on release but most of that stuff they have enough examples of for it to not require much play testing.

Honestly if this is true then that's a flatout mad stance to take, because you need the full context for a class to see if it's actually any good. You can't just say "Oh yeah we didn't include part of it because we think it's fine" and expect people to playtest missing all of that.

Community / Forums / Starfinder / Second Edition Playtest / Playtest Class Discussion / Mechanic Class Discussion / The mechanic shouldn't be named mechanic. All Messageboards

Want to post a reply? Sign in.
Recent threads in Mechanic Class Discussion