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Tinkerer Class Review
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<blockquote data-quote="Zardnaar" data-source="post: 7477466" data-attributes="member: 6716779"><p>Erm the Monk does deal warrior level damage from level 1. They get that bonus action unarmed attack + modifier and can dual wield a spear. This means your level 1 monk deals.</p><p></p><p> 1d8+3 (assuming 16 dex) and 1d4+4 minimum. They can use ki points to flurry as well to spike the damage a bit. By level 5 they are doing.</p><p></p><p>1d8+4/1d8+4, 1d6+4 with the option for another 1d6+4. That holds up well to the warriors including two handed weapon users, monk avg damage is 25.5, great weapon is around 24. </p><p></p><p> Using the Tinker</p><p></p><p>At level 1. Can't wear heavy armor or use shield. This is worse than the Paladin and the Ranger and all clerics. Has a d8 hit dice worse than both of them. Gets a construction bonus and affect engine which doesn't seem to do anything</p><p>Level 2. Gets spellcasting (draw with Paladin/Ranger). Gets a smite effect worse than the Paladins but can be used at range, Ranger however can get hunters quarry> 2 daily weak smites. Ranger and Paladins also get a combat style minor damage buff.</p><p></p><p> Your 1st 2 levels are basically terrible compared with virtually all of the combat classes, clerics and most of the spellcasters as well. The only other combat class that doesn't get armor and stuff at level 1 is the Valor Bard and that class is still a primary caster. </p><p></p><p>3. Hunter Ranger (steam knight is the tinkerer damage dealer build yes?) stuff, you finally get some decent armour so you can melee and not suck. You get a situational and passive damage buff, you have to get hit the DM can just not attack you its not like your base damage is actually that good at best martial weapon damage. Paladins, Rangers, Fighters and Monks, Rogues etc can all have active damage meaning they get their extrra damage on the offensive and even if its situational (clolossus slayer, hordebreaker) its on top of a weapon style, easier to trigger and hunters quarry for all rangers and avenger Paladins. Even worse to trigger your passive damage ability you have to get hit (its better to do the hitting).</p><p></p><p>level 4. ASI's all around.</p><p></p><p>Level 5. Rangers and Paladins get a second attack that their combat styles and everything else stacks with. Steam Knight some crafting stuff, a sword and board ranger is getting two attacks at 1d8+2, probably another 2d6 via hunters quarry and probably colossus slayer or hordebreaker. Paladins are doing something similar and avengers also can get the +2d6 hunters quarry. Steam Knight 1d8+ ability mod, situational 1d6 which even if it was not situational is still worse than a second attack. Even the Rogue is dealing something like 1d8+3d6 reliably. You are almost scaling damage worse than cantrips here.</p><p></p><p>Level 6. Paladins get the aura AKA one of the best class features in the game, you can get your situational elemental damage to switch to another elemental damage.</p><p></p><p> Level 8 next damage buff. An additional 1d8 once per turn. Your sword and board is now dealing 2d8+ ability mod, situational +1d6. Sure you can use a two handed weapon but so can the others. Rogues are dealing 1d8+4d6+ optional 1d6 off hand (or 1d8+4 if they know what they are doing), Rangers and Paladins are at least 1d8+4 X2 with additional damage stacked on that as well. Monks are getting 3 attacks + ability mod with the option to have 4. </p><p></p><p>An arcane cleric using green flame blade is consistently dealing a similar damage to the Steam Knight assuming the steam knight actually gets hit. Any cleric in the world is probably out damaging the steam knight due to spiritual weapons and guardians. Sure the steam knight can smite but the Paladin gets that as well, the Ranger gets consistent damage instead and the cleric can spike their damage as well using thier spells and gets twice as many spell slots.</p><p></p><p> I'll put it another way you could give this class 1d10 hit dice, a second attack at level 5, an extra 1d6 elemental damage from level 3 or so tha its on all of the time, heavy armor and shields from level 1 and that puts it in the Ranger and Paladin ballpark (dumping the affect armour ability). Hell you could almost keep the affect armor ability it bring it roughly into line with the hunter ranger. </p><p></p><p> You could also ditch the affect engine part, just give them an extra 1d6 elemental damage (maybe requiring attainment or a short rest), and have them infuse their armor to give them extra damage if they get hit, 1d8 would not be unreasonable there.</p><p></p><p> If you want to give them one attack you need to give them something similar to Rogue level damage. The non combat features are fine but other classes get non combat features/spells as well and crafting stuff fast is cute but its not worth sacrificing a lot of combat ability over it. I'm not sure the steam knight even compares that well to valor bards and I don't consider them very good at combat either but they are a primary caster still so its fine (same with Bladesinger). </p><p></p><p> That is the numbers broken down for you and why the class is actually terrible. It doesn't even look good to a beastmaster ranger as the base ranger abilities, ranger spells + beast still stack up better than the Steam Knight. You can count its affect armor discharge ability as a damage buff, its situational and its a bad situation. If you're counting that the Hunter Ranger gets to count colossus slayer or hordebreaker as always on and both are easier to trigger.</p><p></p><p> I had a quick look at the bombardier damage still looks low (compare with a Rogue using a shortbow and that is not that great either). Seems like you can't use the engine blast thing to smite but looks like it doesn't compare that well to a very basic warlock using blasting spells and that is not a great warlock build either. Nope its actually worse you only get 1 ammunition piece back that takes 30 minutes to craft and it deals 1st level spell damage. Compare with a light clerics who get radiance of the dawn (radiant>elemental damage BTW), similar weapons and is a primary caster vs your half caster. The bombardiers primary ability is completely obsoleted by 1 of a life clerics liabilities. Once again if you are designing a half caster with a single attack r spell like abilities that 1 attack has to be a good one or your spell like abilities have to compare well with actual spells. Having 7 spells to smite with (even if you know a few level 1 and 2 spells) won't help out much there. </p><p></p><p>A 2 level dip and MC into Arcane Trickster also blows the Steam Knight out of the water. Steam knight spellcasting stacks with arcane trickster, spell slots can be used for smiting on sneak attacks. And that is not a particularly abusive MC option there like the Sorlock. </p><p></p><p> Every subclass seems worse on multiple levels than existing basic PHB options. Two years working on this I cold probably bang out something better in 2 days or 2 weeks tops and it would not over power the PHB.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7477466, member: 6716779"] Erm the Monk does deal warrior level damage from level 1. They get that bonus action unarmed attack + modifier and can dual wield a spear. This means your level 1 monk deals. 1d8+3 (assuming 16 dex) and 1d4+4 minimum. They can use ki points to flurry as well to spike the damage a bit. By level 5 they are doing. 1d8+4/1d8+4, 1d6+4 with the option for another 1d6+4. That holds up well to the warriors including two handed weapon users, monk avg damage is 25.5, great weapon is around 24. Using the Tinker At level 1. Can't wear heavy armor or use shield. This is worse than the Paladin and the Ranger and all clerics. Has a d8 hit dice worse than both of them. Gets a construction bonus and affect engine which doesn't seem to do anything Level 2. Gets spellcasting (draw with Paladin/Ranger). Gets a smite effect worse than the Paladins but can be used at range, Ranger however can get hunters quarry> 2 daily weak smites. Ranger and Paladins also get a combat style minor damage buff. Your 1st 2 levels are basically terrible compared with virtually all of the combat classes, clerics and most of the spellcasters as well. The only other combat class that doesn't get armor and stuff at level 1 is the Valor Bard and that class is still a primary caster. 3. Hunter Ranger (steam knight is the tinkerer damage dealer build yes?) stuff, you finally get some decent armour so you can melee and not suck. You get a situational and passive damage buff, you have to get hit the DM can just not attack you its not like your base damage is actually that good at best martial weapon damage. Paladins, Rangers, Fighters and Monks, Rogues etc can all have active damage meaning they get their extrra damage on the offensive and even if its situational (clolossus slayer, hordebreaker) its on top of a weapon style, easier to trigger and hunters quarry for all rangers and avenger Paladins. Even worse to trigger your passive damage ability you have to get hit (its better to do the hitting). level 4. ASI's all around. Level 5. Rangers and Paladins get a second attack that their combat styles and everything else stacks with. Steam Knight some crafting stuff, a sword and board ranger is getting two attacks at 1d8+2, probably another 2d6 via hunters quarry and probably colossus slayer or hordebreaker. Paladins are doing something similar and avengers also can get the +2d6 hunters quarry. Steam Knight 1d8+ ability mod, situational 1d6 which even if it was not situational is still worse than a second attack. Even the Rogue is dealing something like 1d8+3d6 reliably. You are almost scaling damage worse than cantrips here. Level 6. Paladins get the aura AKA one of the best class features in the game, you can get your situational elemental damage to switch to another elemental damage. Level 8 next damage buff. An additional 1d8 once per turn. Your sword and board is now dealing 2d8+ ability mod, situational +1d6. Sure you can use a two handed weapon but so can the others. Rogues are dealing 1d8+4d6+ optional 1d6 off hand (or 1d8+4 if they know what they are doing), Rangers and Paladins are at least 1d8+4 X2 with additional damage stacked on that as well. Monks are getting 3 attacks + ability mod with the option to have 4. An arcane cleric using green flame blade is consistently dealing a similar damage to the Steam Knight assuming the steam knight actually gets hit. Any cleric in the world is probably out damaging the steam knight due to spiritual weapons and guardians. Sure the steam knight can smite but the Paladin gets that as well, the Ranger gets consistent damage instead and the cleric can spike their damage as well using thier spells and gets twice as many spell slots. I'll put it another way you could give this class 1d10 hit dice, a second attack at level 5, an extra 1d6 elemental damage from level 3 or so tha its on all of the time, heavy armor and shields from level 1 and that puts it in the Ranger and Paladin ballpark (dumping the affect armour ability). Hell you could almost keep the affect armor ability it bring it roughly into line with the hunter ranger. You could also ditch the affect engine part, just give them an extra 1d6 elemental damage (maybe requiring attainment or a short rest), and have them infuse their armor to give them extra damage if they get hit, 1d8 would not be unreasonable there. If you want to give them one attack you need to give them something similar to Rogue level damage. The non combat features are fine but other classes get non combat features/spells as well and crafting stuff fast is cute but its not worth sacrificing a lot of combat ability over it. I'm not sure the steam knight even compares that well to valor bards and I don't consider them very good at combat either but they are a primary caster still so its fine (same with Bladesinger). That is the numbers broken down for you and why the class is actually terrible. It doesn't even look good to a beastmaster ranger as the base ranger abilities, ranger spells + beast still stack up better than the Steam Knight. You can count its affect armor discharge ability as a damage buff, its situational and its a bad situation. If you're counting that the Hunter Ranger gets to count colossus slayer or hordebreaker as always on and both are easier to trigger. I had a quick look at the bombardier damage still looks low (compare with a Rogue using a shortbow and that is not that great either). Seems like you can't use the engine blast thing to smite but looks like it doesn't compare that well to a very basic warlock using blasting spells and that is not a great warlock build either. Nope its actually worse you only get 1 ammunition piece back that takes 30 minutes to craft and it deals 1st level spell damage. Compare with a light clerics who get radiance of the dawn (radiant>elemental damage BTW), similar weapons and is a primary caster vs your half caster. The bombardiers primary ability is completely obsoleted by 1 of a life clerics liabilities. Once again if you are designing a half caster with a single attack r spell like abilities that 1 attack has to be a good one or your spell like abilities have to compare well with actual spells. Having 7 spells to smite with (even if you know a few level 1 and 2 spells) won't help out much there. A 2 level dip and MC into Arcane Trickster also blows the Steam Knight out of the water. Steam knight spellcasting stacks with arcane trickster, spell slots can be used for smiting on sneak attacks. And that is not a particularly abusive MC option there like the Sorlock. Every subclass seems worse on multiple levels than existing basic PHB options. Two years working on this I cold probably bang out something better in 2 days or 2 weeks tops and it would not over power the PHB. [/QUOTE]
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