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General Tabletop Discussion
*TTRPGs General
Are high level truenamers viable?
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<blockquote data-quote="Cadfan" data-source="post: 3003829" data-attributes="member: 40961"><p>I don't really consider it min maxing. Like I said, in order to succeed on a spell with a saving throw, a wizard or other spellcaster actually requires all the same equipment, except no amulet. The addition of one amulet doesn't, at least to me, change things into min maxing.</p><p></p><p>As for whether everyone has to optimize in the same way... well, yes, they do. And technically, a wizard could dodge that. For example, a wizard who only focuses on summoning spells and rays could get away with a low intelligence because saving throws wouldn't be important for him. A truenamer doesn't have this option. But, the fact that there aren't quite as many paths to take with a Truenamer as with a Wizard doesn't bother me much because wizards, as core classes supported in every supplement out there, ought to be expected to be more diverse.</p><p></p><p>As for whether the abilities are flavorful or interesting enough... that's a pretty personal call. I found some of them really fun. I particularly like the Inertia Surge utterance, because its so simple and fun to use. I did think that some of the buffing utterances should be improved though.</p><p></p><p>The reason is, a spell that attacks and has a saving throw has a failure chance if the target makes its save. An attack utterance usually has no saving throw, but it has a failure chance if you fail the Truespeak check. That about evens out, so the power level of an attack utterance should be basically the same as for a spell, adjusted down slightly to account for the many, many uses you can get per day. In contrast, buffing spells have no failure rate. They always work. But buffing utterances sometimes fail. It seemed to me that these utterances should be stronger to accomodate that. And as for the in combat ones, the many uses per day really doesn't matter much, because the durations are so low you'll be reusing just to keep up with spell durations.</p><p></p><p>Of course, the truenamer does get a few impressive advantages. Think about how much hp they can heal in a day with Extend Utterance and a few healing utterances. They can afford to retry over and over if they're out of combat...</p></blockquote><p></p>
[QUOTE="Cadfan, post: 3003829, member: 40961"] I don't really consider it min maxing. Like I said, in order to succeed on a spell with a saving throw, a wizard or other spellcaster actually requires all the same equipment, except no amulet. The addition of one amulet doesn't, at least to me, change things into min maxing. As for whether everyone has to optimize in the same way... well, yes, they do. And technically, a wizard could dodge that. For example, a wizard who only focuses on summoning spells and rays could get away with a low intelligence because saving throws wouldn't be important for him. A truenamer doesn't have this option. But, the fact that there aren't quite as many paths to take with a Truenamer as with a Wizard doesn't bother me much because wizards, as core classes supported in every supplement out there, ought to be expected to be more diverse. As for whether the abilities are flavorful or interesting enough... that's a pretty personal call. I found some of them really fun. I particularly like the Inertia Surge utterance, because its so simple and fun to use. I did think that some of the buffing utterances should be improved though. The reason is, a spell that attacks and has a saving throw has a failure chance if the target makes its save. An attack utterance usually has no saving throw, but it has a failure chance if you fail the Truespeak check. That about evens out, so the power level of an attack utterance should be basically the same as for a spell, adjusted down slightly to account for the many, many uses you can get per day. In contrast, buffing spells have no failure rate. They always work. But buffing utterances sometimes fail. It seemed to me that these utterances should be stronger to accomodate that. And as for the in combat ones, the many uses per day really doesn't matter much, because the durations are so low you'll be reusing just to keep up with spell durations. Of course, the truenamer does get a few impressive advantages. Think about how much hp they can heal in a day with Extend Utterance and a few healing utterances. They can afford to retry over and over if they're out of combat... [/QUOTE]
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