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Just some Steampunk-style Classes....
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<blockquote data-quote="clockworkcrab" data-source="post: 1751406" data-attributes="member: 19890"><p>Glad you liked my class, and yeah I didn't think it was really what you were going for, but figured it couldn't hurt. I've posted the updated version in the thread - see the link in my previous post. But this is your thread so lets talk about your class:</p><p></p><p>I don't have either <em>OGL Steampunk</em> or <em>Steam and Steel</em>, but the gist (if not the specifics) of the invention system is pretty clear from your post. It looks quite nice - pretty much a more-flexible item creation system compared to the Craft [Magic Device] feats.</p><p></p><p></p><p>So I guess my feedback on the class would depend on its use, and what kind of campaign you're running.</p><p></p><p>1. If you're running a standard dungeon-delving campaign, then the time and equipment requirements of the Engine Creation skill you post would blunt its usefulness. For example, when exploring a dungeon both the Engineer (in building engines) and the Wizard (in preparing spells) have to prepare their skills ahead of time, and try their best to anticipate what obstacles they face in their choices. The problem is that if the Wizard guesses wrong, she can re-choose her spells in the next rest period. The Engineer is stuck with his choices for the rest of the dungeon. As a PC, this would drive me nuts, and would probably relegate the Engineer to NPC status.</p><p></p><p>2. If your campaign has most combat periods ocurring within one day with rest periods in-between (I find this happens in city campaigns), then the time required is less of a problem. The Engineer can keep a stock of items in his residence and replenish these whenever he has time.</p><p></p><p>Since most people run dungeon-campaigns, this is the problem most 'engineer' builds run into. Some (like the MoF Gnomish Artificer) solve it by making "tech" just a matter of spell-like abilities. Others try and speed up or enhance the Craft Item skills. Of course, if you're running a city-campaign, then you may not need to change anything.</p><p></p><p></p><p>As a specific suggestion that could work with your , you could implement customizable 'functions' that could be carried by an Engineer. I'm basing this off a limited understanding of your invention system, but here goes:</p><p>- When your engineer is building an item (let's say a weapon), he can designate this weapon "customizable" and leave some CP unused. Designating an item "customizable" would increase the base cost.</p><p>- The engineer can then build (or buy) 'functionals' of specific types. For instance, the engineer could have an Electric functional or a Fiery functional.</p><p>- The engineer could then swap these 'functionals' in and out of customizable equipment with a successful craft check in a short amount of time. So that customizable weapon now packs an electric punch.</p><p>Just an idea. Your invention system may even already allow for this, and if so then the class looks pretty good indeed.</p></blockquote><p></p>
[QUOTE="clockworkcrab, post: 1751406, member: 19890"] Glad you liked my class, and yeah I didn't think it was really what you were going for, but figured it couldn't hurt. I've posted the updated version in the thread - see the link in my previous post. But this is your thread so lets talk about your class: I don't have either [I]OGL Steampunk[/I] or [I]Steam and Steel[/I], but the gist (if not the specifics) of the invention system is pretty clear from your post. It looks quite nice - pretty much a more-flexible item creation system compared to the Craft [Magic Device] feats. So I guess my feedback on the class would depend on its use, and what kind of campaign you're running. 1. If you're running a standard dungeon-delving campaign, then the time and equipment requirements of the Engine Creation skill you post would blunt its usefulness. For example, when exploring a dungeon both the Engineer (in building engines) and the Wizard (in preparing spells) have to prepare their skills ahead of time, and try their best to anticipate what obstacles they face in their choices. The problem is that if the Wizard guesses wrong, she can re-choose her spells in the next rest period. The Engineer is stuck with his choices for the rest of the dungeon. As a PC, this would drive me nuts, and would probably relegate the Engineer to NPC status. 2. If your campaign has most combat periods ocurring within one day with rest periods in-between (I find this happens in city campaigns), then the time required is less of a problem. The Engineer can keep a stock of items in his residence and replenish these whenever he has time. Since most people run dungeon-campaigns, this is the problem most 'engineer' builds run into. Some (like the MoF Gnomish Artificer) solve it by making "tech" just a matter of spell-like abilities. Others try and speed up or enhance the Craft Item skills. Of course, if you're running a city-campaign, then you may not need to change anything. As a specific suggestion that could work with your , you could implement customizable 'functions' that could be carried by an Engineer. I'm basing this off a limited understanding of your invention system, but here goes: - When your engineer is building an item (let's say a weapon), he can designate this weapon "customizable" and leave some CP unused. Designating an item "customizable" would increase the base cost. - The engineer can then build (or buy) 'functionals' of specific types. For instance, the engineer could have an Electric functional or a Fiery functional. - The engineer could then swap these 'functionals' in and out of customizable equipment with a successful craft check in a short amount of time. So that customizable weapon now packs an electric punch. Just an idea. Your invention system may even already allow for this, and if so then the class looks pretty good indeed. [/QUOTE]
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