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General Tabletop Discussion
*Pathfinder & Starfinder
Meet the DANCER, a unique arcane controller.
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<blockquote data-quote="Starfox" data-source="post: 5130299" data-attributes="member: 2303"><p>I love the premise of what you've done here. As you can see from the half-finished class in my sig, building a class is a lot of work; you need LOADS of powers and an outside eye to help balance it all and make the text readable. Seems like you're getting a lot of power balancing advice already. I'll try to focus on the language and concept parts.</p><p></p><p>I made a dancer build for the bard; the <a href="http://hastur.net/wiki/Bard_%284E%29" target="_blank">Graceful bard</a>. This is a leader leaning towards defender, and thus is in many ways different, but might still give you some ideas.</p><p></p><p></p><p></p><p>The bolded explanation only muddles things IMO; since this would be the case if you didn't say anything about it, mentioning it just creates confusion.</p><p></p><p></p><p></p><p></p><p>Same thing again; the bolded text should go, and the "two pyrotechnics powers" should just become two different class abilities, each usable 1/encounter. Less confusing that way.</p><p></p><p></p><p></p><p>Again, this is so much information/specification as to be confusing. You are merely saying that default rules apply, possibly confusing the reader.</p><p></p><p></p><p></p><p>Here you are actually introducing a limitation that is not a part of the default rules. The bolded section here should stay, and does not need to be changed even if you do change all the other instances I mention above. </p><p> </p><p></p><p></p><p>I'd allow more implements; wands come to mind, but staves, rods or even weapons could work, making the class and style more versatile. Since you'd not use the weapon statistics anyway, letting the class use any weapon as an implement has no real balance issues. (Or maybe it does - did traits like high crit and versatile work when using a weapon as an implement again?)</p><p> </p><p></p><p></p><p>The class screams Dexterity to me, at least as a secondary attribute. Still, I'd open up the attribute options a bit more - Cha + Dex or Wis makes sense. Or you could even (shudder) make it a V class - Dexterity or Charisma + Wisdom.</p><p> </p><p></p><p></p><p>Not that it matters, but arcane powers are spells; the name of powers is origin specific. I'd conform to the standard here, but mainly because I'm pretty Lawful in this way; I don't really think I'll convince you. Then again, I could see this being a psychic or even primal class, perhaps even leaving the origin open and having different builds use different origins - whereupon having a separate term for the powers makes sense. [Now I'm rambling]</p><p></p><p></p><p><strong>On Powers</strong></p><p></p><p>The powers seem to be lacking in control for a controller class.</p><p></p><p>I'd give the dancer powers that allow positioning (long shifts, perhaps teleports), then make positioning matter to their powers (close bursts, close blasts). Of course, they need some ability to survive such close contact with the enemy, which is a tricky proposition.</p><p></p><p>Power like the rogue's Bloody Path, where you make a move and affect everyone adjacent to the path you moved, seem very appropriate too.</p><p></p><p>Powers that control positioning of both allies and enemies also make sense.</p><p></p><p>Again, you might want to check out my <a href="http://hastur.net/wiki/Bard_%284E%29" target="_blank">Graceful bard</a> for inspiration.</p></blockquote><p></p>
[QUOTE="Starfox, post: 5130299, member: 2303"] I love the premise of what you've done here. As you can see from the half-finished class in my sig, building a class is a lot of work; you need LOADS of powers and an outside eye to help balance it all and make the text readable. Seems like you're getting a lot of power balancing advice already. I'll try to focus on the language and concept parts. I made a dancer build for the bard; the [url=http://hastur.net/wiki/Bard_%284E%29]Graceful bard[/url]. This is a leader leaning towards defender, and thus is in many ways different, but might still give you some ideas. The bolded explanation only muddles things IMO; since this would be the case if you didn't say anything about it, mentioning it just creates confusion. Same thing again; the bolded text should go, and the "two pyrotechnics powers" should just become two different class abilities, each usable 1/encounter. Less confusing that way. Again, this is so much information/specification as to be confusing. You are merely saying that default rules apply, possibly confusing the reader. Here you are actually introducing a limitation that is not a part of the default rules. The bolded section here should stay, and does not need to be changed even if you do change all the other instances I mention above. I'd allow more implements; wands come to mind, but staves, rods or even weapons could work, making the class and style more versatile. Since you'd not use the weapon statistics anyway, letting the class use any weapon as an implement has no real balance issues. (Or maybe it does - did traits like high crit and versatile work when using a weapon as an implement again?) The class screams Dexterity to me, at least as a secondary attribute. Still, I'd open up the attribute options a bit more - Cha + Dex or Wis makes sense. Or you could even (shudder) make it a V class - Dexterity or Charisma + Wisdom. Not that it matters, but arcane powers are spells; the name of powers is origin specific. I'd conform to the standard here, but mainly because I'm pretty Lawful in this way; I don't really think I'll convince you. Then again, I could see this being a psychic or even primal class, perhaps even leaving the origin open and having different builds use different origins - whereupon having a separate term for the powers makes sense. [Now I'm rambling] [b]On Powers[/b] The powers seem to be lacking in control for a controller class. I'd give the dancer powers that allow positioning (long shifts, perhaps teleports), then make positioning matter to their powers (close bursts, close blasts). Of course, they need some ability to survive such close contact with the enemy, which is a tricky proposition. Power like the rogue's Bloody Path, where you make a move and affect everyone adjacent to the path you moved, seem very appropriate too. Powers that control positioning of both allies and enemies also make sense. Again, you might want to check out my [url=http://hastur.net/wiki/Bard_%284E%29]Graceful bard[/url] for inspiration. [/QUOTE]
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