Razz said:
I really don't believe any of the Tome of Magic classes were playtested. I think more material should be released for them to make up for it.
I'll have to concur with Kilamanjaro when I say that I don't follow the logic here. "This class doesn't seem to work very well so people don't play it@ we should totally provide more stuff for it!"
(To be fair, I do kinda know what you mean: it just seemed phrased a bit funny)
I notice most people who are talkign abotu this class are prefacing it with "I haven't played it, but.." or "I was gonna play it, but..." - and those people who have actually have, like Hussar, say it's actually alright. I think it's perhaps a case of The Bard Problem, as was noted in this thread: it's not great at any one thing, but it can try it's hand at lots and is a good "5th party member" or cohort.
To be fair, I haven't played on either: but I did stat one up for an NPC and he didn't seem all that bad. Sure, he needed to spend cash on class-related gear to eb effective, but amongst the powers I noticed he had was the Identify-utterance that has no material component and takes one round: in my group, that was considered quite funky. Insta-identifying without sacrificing a combat ability? It's, however, clearly not a top-tier power.
Still, there are certainly some oddities to the class which are the main reasons I've seen people object.
(1) That CR is used at all as the basis for the DC rather than the more universally applied HD. Though arguably, this avoids the problems high-level clerics have turning CR-appropraite Undead, it changes CR from a DM guide into a variable that can affect in-play actions directly.
(2) That's it's CR times 2, which means that a Truenamer is always "running to stay still" vs CR apporpriate opponents; most magic using classes have some requirement for magic items to stay competitve, but the connection to skill bonus rather than an ability bonus makes this effect more profound.
(3) That using abilities on your allies is just as hard as using it on enemies: so a high level cleric can still whip out a Cure Light Wounds, even if it's less useful to his buddies, whereas a high level truenamer finds even his lowliest powers harder to use on his fellow party members as they progress, and at a rate that exceeds ihs ability to non-magically catch up.
To be fair, all of these could be considered necesary sacrifices to make a skill-based magic system balanced: certainly, without something like the Law of Resistance, someone could easilly put together some brutal combination, and it's arguably refreshing (and goes against the "power creep" allegations) that a new base class was introduced that was pretty clearly not a high power choice. But the changes some people are looking for are so broad that they far outstrip the remit of an article or errata on the subject: it's basically a new system with the same name.