airwalkrr
Adventurer
General consensus is that the truenamer class is an ill-conceived piece of garbage with lots of cool flavor and piss-poor implementation. The hate seems to revolve around the fact that the DC for using utterances is nigh-unapproachable, and most of the metamagic-like feats are therefore virtually useless. Well, I hit upon an idea rather by accident. After hearing a fellow poster in another thread refer to his experience with the class being incredible with a truenamer as his COHORT no less, it finally dawned on the rest of us based on his description that he was using the class incorrectly. Rather than calculating the DC of utterances as 15 + (CR x 2), he was calculating it as (CR x 2). Quite a big difference, but is it really a bad one?
I got to thinking about the truenamer. You see, trying to find a way to make the class worthwhile is a little pet project of mine since I adore the idea of a skill-based magic system and think the truenamer is on the brink of being a smashing success if it could just be tweaked a bit. I wondered to myself if it would really be so bad if the DCs for utterances, at least the weaker ones, were a little easier to make. Consider that the Lexicon of the Evolved Mind is the truenamer's bread and butter, and that the low-level utterances are not really game-breaking in their power, any more than the warlock's least and lesser invocations (usually) are game-breaking. When it comes down to it, the DCs for the Lexicon of the Evolved Mind are the ones that are really troublesome because those are the ones most often based on a creature's CR (ignoring the fact that CR is purely a game mechanic, it is still a reasonable way of balancing the difficulty of an utterance, especially if you can buy into the argument that the "universe is intelligent" in ways that PCs are not and can categorize a creature's power that way). Those of the Lexicon of the Crafted Tool and Lexicon of the Perfected Map are static and easier to make by the time you get them. With all these things in mind, I hit upon a great idea.
The DCs for the Lexicon of the Evolved Mind are based on the utterance level, with utterances becoming more difficult the more powerful the utterance. The DC for a 1st level utterance is simply the (CR x 2). The DC for a 2nd level utterance is 3 + (CR x 2). The DC for a 3rd level utterance is 6 + (CR x 2). The DC for a 4th level utterance is 9 + (CR x 2). The DC for a 5th level utterance is 12 + (CR x 2). And the DC for a 6th level utterance is 15 + (CR x 2). In addition, any feats that increase the Truespeak DC of an utterance for the purpose of adding a metamagic-like effect increase the Truespeak DC by 3 x the effective spell level increase. For example, Empower Utterance is mechanically similar to Empower Spell, which increases the effective spell level by 2, so the Truespeak DC modifier of an empowered utterance would be +6. Quickened utterances actually become feasible under this system (imagine the feat being useful!), although certainly not easy. The net result is that these feats become conceivably useful as opposed to making already difficult Truespeak DCs unachievable (and thus making most of the feats useless).
So how well does this work in play? I haven't tried it, but consider the following thought exercise. Let us assume one is a 1st level truenamer. With an average set of ability scores, one begins with a 15 Intelligence. Maximum ranks are put into Truespeak (obviously) and the 1st level feat chosen is Skill Focus (Truespeak). The total bonus for Truespeak for this character is +9. The character's 1st level utterance known is knight's puissance. Assuming none of the character's opponents are higher than CR 2 or so, this means the Truespeak DC is automatic the first few times (remember the DC increases by 2 with each successful Truespeak check). So we can add +2 to someone's attack roll or penalize it by 2 several times per day with no chance of failure. We could also do it roughly another 10 times after that, although now we have a chance of failure and our ability to use it becomes increasingly less reliable with each use. Would this really be so bad? Would it really be so horrible for our truenamer to be able to give allies fast healing 1 for 5 rounds several times a day with no chance of failure? I am going to go out on a limb and say no. This does not sound unreasonable at all. After all, the truenamer has fewer tricks than a sorcerer and his single trick at this level is generally less powerful. It isn't like he has a host of other amazing class features to make up for this incredible mediocrity anyway. I think the change makes his utterances useful as opposed to questionably valuable.
Now let's take another example. Take a look at the same truenamer on page 203. He has a Truespeak of +24. However, he is 9th level. Even his 3rd level utterances he can use without fear of failure at least once as long as his opponents are no more powerful than CR 9. Great! He can haste ONE of his allies once per day with no chance of failure. That is an incredible ability for a 9th-level character! [/sarcasm] Ok, so this makes him a great healer, outside of combat that is. Nice ability, but given the fact that he can't really create amazingly powerful effects anyway is that really that bad? I think this guy would be a very handy support character to have around. He wouldn't make his party the most powerful group in the world and he certainly wouldn't be decimating his enemies with awe-inspiring blasts of raw arcane energy. He'd simply have a lot of stamina and be able to use his abilities many times per day. Best of all, that amulet of truespeak is no longer a vital item. He could take it or leave it. He'd probably still want it, but it's absence would not cripple him as much as it would otherwise. He could conceivably spend his money on something else without having his effectiveness nerfed.
I think the designers of this class had a great idea for a support character which they botched simply by making the DCs too high. I think with this fix, the truenamer becomes a very playable class, one that is more fun to play because the character has lots of tricks that are now fairly reliable several times a day, none of them overwhelming in power considering the level at which they become available. What are your thoughts?
I got to thinking about the truenamer. You see, trying to find a way to make the class worthwhile is a little pet project of mine since I adore the idea of a skill-based magic system and think the truenamer is on the brink of being a smashing success if it could just be tweaked a bit. I wondered to myself if it would really be so bad if the DCs for utterances, at least the weaker ones, were a little easier to make. Consider that the Lexicon of the Evolved Mind is the truenamer's bread and butter, and that the low-level utterances are not really game-breaking in their power, any more than the warlock's least and lesser invocations (usually) are game-breaking. When it comes down to it, the DCs for the Lexicon of the Evolved Mind are the ones that are really troublesome because those are the ones most often based on a creature's CR (ignoring the fact that CR is purely a game mechanic, it is still a reasonable way of balancing the difficulty of an utterance, especially if you can buy into the argument that the "universe is intelligent" in ways that PCs are not and can categorize a creature's power that way). Those of the Lexicon of the Crafted Tool and Lexicon of the Perfected Map are static and easier to make by the time you get them. With all these things in mind, I hit upon a great idea.
The DCs for the Lexicon of the Evolved Mind are based on the utterance level, with utterances becoming more difficult the more powerful the utterance. The DC for a 1st level utterance is simply the (CR x 2). The DC for a 2nd level utterance is 3 + (CR x 2). The DC for a 3rd level utterance is 6 + (CR x 2). The DC for a 4th level utterance is 9 + (CR x 2). The DC for a 5th level utterance is 12 + (CR x 2). And the DC for a 6th level utterance is 15 + (CR x 2). In addition, any feats that increase the Truespeak DC of an utterance for the purpose of adding a metamagic-like effect increase the Truespeak DC by 3 x the effective spell level increase. For example, Empower Utterance is mechanically similar to Empower Spell, which increases the effective spell level by 2, so the Truespeak DC modifier of an empowered utterance would be +6. Quickened utterances actually become feasible under this system (imagine the feat being useful!), although certainly not easy. The net result is that these feats become conceivably useful as opposed to making already difficult Truespeak DCs unachievable (and thus making most of the feats useless).
So how well does this work in play? I haven't tried it, but consider the following thought exercise. Let us assume one is a 1st level truenamer. With an average set of ability scores, one begins with a 15 Intelligence. Maximum ranks are put into Truespeak (obviously) and the 1st level feat chosen is Skill Focus (Truespeak). The total bonus for Truespeak for this character is +9. The character's 1st level utterance known is knight's puissance. Assuming none of the character's opponents are higher than CR 2 or so, this means the Truespeak DC is automatic the first few times (remember the DC increases by 2 with each successful Truespeak check). So we can add +2 to someone's attack roll or penalize it by 2 several times per day with no chance of failure. We could also do it roughly another 10 times after that, although now we have a chance of failure and our ability to use it becomes increasingly less reliable with each use. Would this really be so bad? Would it really be so horrible for our truenamer to be able to give allies fast healing 1 for 5 rounds several times a day with no chance of failure? I am going to go out on a limb and say no. This does not sound unreasonable at all. After all, the truenamer has fewer tricks than a sorcerer and his single trick at this level is generally less powerful. It isn't like he has a host of other amazing class features to make up for this incredible mediocrity anyway. I think the change makes his utterances useful as opposed to questionably valuable.
Now let's take another example. Take a look at the same truenamer on page 203. He has a Truespeak of +24. However, he is 9th level. Even his 3rd level utterances he can use without fear of failure at least once as long as his opponents are no more powerful than CR 9. Great! He can haste ONE of his allies once per day with no chance of failure. That is an incredible ability for a 9th-level character! [/sarcasm] Ok, so this makes him a great healer, outside of combat that is. Nice ability, but given the fact that he can't really create amazingly powerful effects anyway is that really that bad? I think this guy would be a very handy support character to have around. He wouldn't make his party the most powerful group in the world and he certainly wouldn't be decimating his enemies with awe-inspiring blasts of raw arcane energy. He'd simply have a lot of stamina and be able to use his abilities many times per day. Best of all, that amulet of truespeak is no longer a vital item. He could take it or leave it. He'd probably still want it, but it's absence would not cripple him as much as it would otherwise. He could conceivably spend his money on something else without having his effectiveness nerfed.
I think the designers of this class had a great idea for a support character which they botched simply by making the DCs too high. I think with this fix, the truenamer becomes a very playable class, one that is more fun to play because the character has lots of tricks that are now fairly reliable several times a day, none of them overwhelming in power considering the level at which they become available. What are your thoughts?