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General Tabletop Discussion
*Pathfinder & Starfinder
Meet the DANCER, a unique arcane controller.
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<blockquote data-quote="circadianwolf" data-source="post: 5133276" data-attributes="member: 87990"><p>You've come a long way since your earlier classes. Bravo. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As such, I'm not going to go over everything, just offer two broad suggestions:</p><p></p><p>1. I would second the suggestion that dancers simply get a +2 to AC in cloth feature as avengers and monks do. Can't dancers be fast?</p><p></p><p>I would also suggest allowing different "rhythms" for the dancer to switch between, similar to the Runepriest's rune states in PHB3. If you don't have it, basically the Runepriest has two states (Rune of Protection and Rune of Destruction), with each power having a different effect based on what rune state they are currently in as well as a constant general effect. Daily powers could offer new rhythms that you could add to your options for an encounter.</p><p></p><p>(This would also help the sort-of problem that controllers have, which is that unlike other roles their class features almost never directly contribute to controlling. The general effects of each rhythm state could be minor controller effects that affect every power you use, thus allowing you to tailor your powers even further, which is usually more important for a controller than any other role.)</p><p></p><p>2. Because this is so clearly a class that should emphasize movement, I would suggest adopting the monk's full discipline mechanic, which again if you don't PHB3, is a bit complicated but the essential thing to know is each monk attack power also has a movement power attached to it--but monks can't use a movement power from one power and the attack power of a different power in the same turn (barring certain circumstances like action points).</p><p></p><p>Of course, these suggestions are both significant changes to the class (and would each increase the complexity enough that it might too much to add both), but I make them because while the flavor of the class is great, the class itself lacks, as others have mentioned, any particular mechanical punch. I suspect this is a result of your trying to tune the class power down, which is of course a good thing, for it is usually easier to add than to take away.</p><p></p><p>Oh, and because I can't help myself: 3. The class feature powers don't really add anything, especially for a controller class; they're just regular attack powers that they for some reason get for free. (Showstopper is also overpowered at-will. Think of the minions! Or Psychic Lock.) I suggest replacing them with either cantrip-esque non-combat-useful at-wills, or a 1/encounter controller power.</p><p></p><p>And hell yes to the implement fans, I believe they are already wondrous item fan implements from Dragon for some class, too.</p></blockquote><p></p>
[QUOTE="circadianwolf, post: 5133276, member: 87990"] You've come a long way since your earlier classes. Bravo. :) As such, I'm not going to go over everything, just offer two broad suggestions: 1. I would second the suggestion that dancers simply get a +2 to AC in cloth feature as avengers and monks do. Can't dancers be fast? I would also suggest allowing different "rhythms" for the dancer to switch between, similar to the Runepriest's rune states in PHB3. If you don't have it, basically the Runepriest has two states (Rune of Protection and Rune of Destruction), with each power having a different effect based on what rune state they are currently in as well as a constant general effect. Daily powers could offer new rhythms that you could add to your options for an encounter. (This would also help the sort-of problem that controllers have, which is that unlike other roles their class features almost never directly contribute to controlling. The general effects of each rhythm state could be minor controller effects that affect every power you use, thus allowing you to tailor your powers even further, which is usually more important for a controller than any other role.) 2. Because this is so clearly a class that should emphasize movement, I would suggest adopting the monk's full discipline mechanic, which again if you don't PHB3, is a bit complicated but the essential thing to know is each monk attack power also has a movement power attached to it--but monks can't use a movement power from one power and the attack power of a different power in the same turn (barring certain circumstances like action points). Of course, these suggestions are both significant changes to the class (and would each increase the complexity enough that it might too much to add both), but I make them because while the flavor of the class is great, the class itself lacks, as others have mentioned, any particular mechanical punch. I suspect this is a result of your trying to tune the class power down, which is of course a good thing, for it is usually easier to add than to take away. Oh, and because I can't help myself: 3. The class feature powers don't really add anything, especially for a controller class; they're just regular attack powers that they for some reason get for free. (Showstopper is also overpowered at-will. Think of the minions! Or Psychic Lock.) I suggest replacing them with either cantrip-esque non-combat-useful at-wills, or a 1/encounter controller power. And hell yes to the implement fans, I believe they are already wondrous item fan implements from Dragon for some class, too. [/QUOTE]
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Meet the DANCER, a unique arcane controller.
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