| Castilliano |
If a Daredevil playtest option feels like a must-have, perhaps it should be integrated into the class chassis or is too powerful. I suppose one might put "could do without" chassis abilities to contrast. Question is whether there are any or not.
Unlike Slayer, I'm unsure there are any other than maybe Pressing Pommel which people are praising, often in the context of having difficulty using Props for Stunt Damage.
At first glance Caroming Charge, though I'd need more data.
From outside the class, Punishing Shove, an Animal Companion (for a Prop), and Press feats from Fighters have all been recommended. Some stuntfolk do work with animals...? Does Daredevil need some of those outside feats in its package?
Also unsure there's anything in the chassis so unhelpful I'd rather spend the class's power budget elsewhere, partly because the chassis feels so lean (to spin it positively). There's a thread about Stunt Flexibility, but at minimum that feels like swapping out a low-level feat for a higher one even if you stick with it daily.
Additions? Subtractions?
Falgaia
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I wasn't sold on Caroming being broken for what it does until my brother compared it directly to Magic Missile as other no-save damage. 2a to deal 1d6+ strength to X number of foes with positioning vs 2d4+2 split between up to 2 feels too strong, at least for low levels. If it had a limit to the affected creatures (pick 2 or something similar) or had a save like Trample I think it would be in an OK place; at minimum keeping this a level 2 feat in its current state would be a mistake.
Pressing Pommel will probably be fine if more Press attack actions are added at low level; as is its one of the only good strikes available with Press at low levels, so I think its popularity mostly stems from it lacking competition in its field.
Archetype-wise I think Combat Grab is going to be a popular dip through Wrestler and such, aside from that I feel most of the other options are flavor to taste or strategies a player might personally find enjoyable.
Purple Dragon Knight
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As far as I can tell, the 'moving through enemy' part of Caroming Charge does not require a check nor does it refer to Tumble Through, so I'm assuming it automatically lets you move through an enemy and inflict the somewhat low stunt dmg, which is ok to my for a 2-action feat. Stunt dmg can't go critical x2 either, so I'm assuming this was really the design intent of stunt dmg in the first place: a low dmg applied to multiple targets automatically.
Falgaia
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As far as I can tell, the 'moving through enemy' part of Caroming Charge does not require a check nor does it refer to Tumble Through, so I'm assuming it automatically lets you move through an enemy and inflict the somewhat low stunt dmg, which is ok to my for a 2-action feat. Stunt dmg can't go critical x2 either, so I'm assuming this was really the design intent of stunt dmg in the first place: a low dmg applied to multiple targets automatically.
I understand all of these details; in my post I was making the comparison to the closest other assured damage effect I can think of that most players have access to at low levels.
Comparing it to 2a Magic Missile, your damage easily equals or surpasses MM from 2 or more enemies on with the tradeoff that you are gaining mobility and potentially provoking to do it (either a pro or a con depending on a fight, but since you have Mobility basically I'll call it a pro on the whole). The Magic Missile comparison is even more apt since the spell heightens at the same levels as Stunt Damage. Add in that you can do Caroming Charge as many times as there are turns in combat compared to having to burn slots for MM and it can be quite the powerful option.
I do think that anyone pretending average 15.5 damage to every enemy in the fight is huge at level 10 is probably exaggerating a bit, but 7.5 damage to a whole combat at 2 can be pretty devastating, especially with it being spammable, and at the very least it certainly remains a great backup in higher level play as written.
| Mathmuse |
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Comparing it to 2a Magic Missile, your damage easily equals or surpasses MM from 2 or more enemies on with the tradeoff that you are gaining mobility and potentially provoking to do it (either a pro or a con depending on a fight, but since you have Mobility basically I'll call it a pro on the whole). The Magic Missile comparison is even more apt since the spell heightens at the same levels as Stunt Damage. Add in that you can do Caroming Charge as many times as there are turns in combat compared to having to burn slots for MM and it can be quite the powerful option.
In my game session yesterday, my 10th-level playtest daredevil Kittyhawk Caroming Charged through 3 enemies for 27 damage (should have been 36). We also had a bard spamming 3-action 5th-level Force Barrage (the Remastered name for Magic Missile) from a high point for 34 damage on the first Force Barrage.
I do think that anyone pretending average 15.5 damage to every enemy in the fight is huge at level 10 is probably exaggerating a bit, but 7.5 damage to a whole combat at 2 can be pretty devastating, especially with it being spammable, and at the very least it certainly remains a great backup in higher level play as written.
Oops, I just rolled 3d6 and forgot to add the +3 Strength modifier. That 27 damage should have been 36 damage. The playtest character has Dexterity as her key attribute rather than Strength.
I am still writing the chronicle of that game session to post later.