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*Pathfinder & Starfinder
Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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<blockquote data-quote="jaldaen" data-source="post: 4359478" data-attributes="member: 214"><p>Thanks for the comments... this is what I thought and right now the base class will need a bit of renovation to get a naturally flowing series of powers from heroic to paragon to epic levels.</p><p> </p><p></p><p> </p><p>I've sent an NDA over to you <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Yeah this is one area I'm still balancing. I have an effective feats comparison of all the classes, which seems to work pretty well with all of the classes having essentially the same number of virtual feats (including the Auxiliary). The main thing with controllers is that they have a lot more "virtual feats" invested in their class features than other classes due to lagging behind in the hp/healing surge departments. The skirmisher makes up some of this ground with its extra trained skill and proficiencies, but it has about 2 more effective feats in class features than other classes (other than the Wizard who rules on class features).</p><p></p><p></p><p></p><p>That's one of the reasons why I'm looking for playtesters to see how much all the class features are actually worth in "virtual feats." If it turns out that a class feature is too much I'll be toning it down:</p><p></p><p>For example, I'm going to tone down the immediate reflexes ability from +1 IA/round to +1 IA/encounter because the former was just too powerful. The latter might be too little, but only a bit of playtesting will tell me how weak or dead on it is in the overall scheme of things. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="jaldaen, post: 4359478, member: 214"] Thanks for the comments... this is what I thought and right now the base class will need a bit of renovation to get a naturally flowing series of powers from heroic to paragon to epic levels. I've sent an NDA over to you ;) Yeah this is one area I'm still balancing. I have an effective feats comparison of all the classes, which seems to work pretty well with all of the classes having essentially the same number of virtual feats (including the Auxiliary). The main thing with controllers is that they have a lot more "virtual feats" invested in their class features than other classes due to lagging behind in the hp/healing surge departments. The skirmisher makes up some of this ground with its extra trained skill and proficiencies, but it has about 2 more effective feats in class features than other classes (other than the Wizard who rules on class features). That's one of the reasons why I'm looking for playtesters to see how much all the class features are actually worth in "virtual feats." If it turns out that a class feature is too much I'll be toning it down: For example, I'm going to tone down the immediate reflexes ability from +1 IA/round to +1 IA/encounter because the former was just too powerful. The latter might be too little, but only a bit of playtesting will tell me how weak or dead on it is in the overall scheme of things. ;) [/QUOTE]
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Martial Controller: Auxiliary (Version 0.11) -Updated Preview Character (Aug. 9th)
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