| Unicore |
Many martial classes make weapon choices for you, either at class selection, subclass divisions, or with feats and later proficiency specialization. The Daredevil play test is interesting in that it is so flexible and can work with tons of different weapons and weapon traits, but I wonder if this is also creating some complexity on how to approach the class.
For example:
Unarmed DD.
Breakaway attack is an excellent level 1 unarmed attack. It is risky, so you can do it straight away, it’s good at both melee and (short) range, it’s good damage, it has different interesting traits.
It can also only be used once per turn and only as its own unique activity. If you want to make other strikes in a round or later feats give you an unarmed strike as a part of an activity, your fist is a d4 nonlethal weapon, but atleast it is agile. If you want a better unarmed attack, you have to go out of class to get it. This will be a common theme. (Side: I don’t mind archetypes enabling builds. Martial artist is a great one for an unarmed DD, although stances can be expensive of the action economy. Ancestry feats can also work here and it is nice that those things don’t become useless for a DD)
2 handed weapons end up in a similar place. This class favors strength builds and has some excellent striking feats scattered across it from low level to high. If you pick weapons with traits that correspond to the kind of maneuvers you want to do the most, you can still do your battlefield control stuff and probably get an item bonus to that maneuver faster and cheaper than getting a worn item to boost athletics. (To really get the most out of a 2 handed build, mauler is really a great archetype for this class. It is a crit fishing class with its strikes and you can get a lot of bonus damage out of a repositioning or shoving crit specialization).
As a default, many players will probably look at audacious combat and lean towards using a one handed agile weapon. The class supports this default well, although there is still a remarkable bit of complexity in figuring out what traits work best with what feats and this is a class that can actually make decent use out of a shifting rune!
I hesitate to suggest making subclasses based off of weapon selection. We already have a lot of that and I think having archetypes take up that role is good game design, but it took me a very long time to figure out different ways to build an effective daredevil and not just fall into picking some early feat to try to spam all the time, and I have a pretty good grasp of the PF2 system. As the game continues to gain a lot of breadth with archetypes, I wonder if there isn’t a way to have a side bar in new classes to help guide players towards out of class features that will synergize well with the class.
Like adding power fists to this class as an additional feature is fairly useless for any DD that is not going to be making any unarmed strikes, especially as it is a dedication feature of 2 excellent archetypes, and as much as I want crit specialization with my DDs, that is another common feat or feature of great archetypes and ancestries that you can get at typical martial rates between levels 2 and 5. Soaking up power budget with features you get from feats you might want anyway seems like something to avoid…and yet explaining that can be tricky to new players. This seems like a good class to think about this issue as it is being designed.