| Author |
Message
|
| Cheapy |
Posted: Fri Oct 12, 2012 9:59 am Post subject: New Paths: The Savant |
|
|
Joined: 24 May 2012 Posts: 4
|
I believe I asked about this at PaizoCon, but it's been a while, so why not again?
Are there any plans for the New Paths treatment of this class? If so, would there be a good place to give suggestions on topics to cover? |
|
| Back to top |
|
 |
| R.C, Jr |
Posted: Tue Oct 16, 2012 7:17 pm Post subject: |
|
|
 Patron
Joined: 23 Nov 2008 Posts: 49
|
| It's been discussed, and this seems like as good a place as any to post questions or suggestions. |
|
| Back to top |
|
 |
| Cheapy |
Posted: Thu Oct 18, 2012 10:43 am Post subject: |
|
|
Joined: 24 May 2012 Posts: 4
|
Excellent! I'll keep track of things as they come up while playing one.
The following are just from memory, so they may be wrong.
1) I think heavily reducing the penalty for losing hte notebook is in order. If I recall, you're SOL for a month and at one less level too. I see the similarities between it and, say, a paladin's bond. But a Paladin's bond isn't everything the paladin can do, whereas here it more or less is. I also recall issues where you couldn't easily make backups. I think these both need to be revisited.
2) Ranged weapons. Right now I don't think you can create ranged weapons and their ammo without taking the feat that lets you use the same Knack twice, as I think Legendary Weapon doesn't specify you get the ammo as well. Making sure it gets some ammo would be very nice.
3) Spell-like abilities that aren't based exactly on spells and are more like Supernatural abilities. The Pinch of Magic knack only allows spells.
4) Gaining abilities from types / subtypes. I'm not sure if this is a great idea, coming from the perspective of a designer, but I know that I the player would love it. Something to consider.
5) In a well-off party with experienced players, if you aren't in a trade when combat starts, you're a bit hosed since you can't even move up to the enemy. This is mostly a problem in combats that take only 3 rounds, but 3-4 rounds seems to be about the norm. Maybe that's just my experiences speaking. And while giving them the trade as a standard action is too good to have from level 1 to 20, an ability where they can take on some extremely reduced number of knacks as a standard action could be nice. For example, you can as a standard action gain a number of knacks equal to 1/4th your normal number of knacks per trade. So when you can take on 4 knacks, you can as a standard action take on 1.
That's all for now! |
|
| Back to top |
|
 |
|
|
|