Post by blackestofmages on May 7, 2013 1:58:25 GMT -5
so, yo y'all.
Tura's constant nagging has had me reading over the quincy page a fair bit recently. and wow is it a mess - I mean, I knew the quincy needed the most work out of all the classes (except perhaps bounto) but that was more a power issue - right now the current one has it's facts and numbers jump around like some form of insane thingy, as well as being confusingly worded to such an extent some of them have me cringing (and I went back and checked the PDF to make sure those ones weren't my faul). so, I'd like anyones help deciphering the class, if your willing
so, as of right now the rate at which the spirit charge output increases is all over the place. I mean, I get that it goes up in 2s, but wouldn't it be easier to make it go up in 2's every 2 levels, not at random levels?
the total one is a bit better (what with it having an actual pattern, at least from 5th level onwards), I'm just a little confused as to why it jumps from 3 to 8 all of a sudden - esepcially since that tiny limit pretty much forces the quincy to spend a move action each round. maybe switch it from 2/3/8 to 4/6/8, to keep the pattern and alow a little deeper reserve?
Full charge is well and truly worthless, considering I can just get two move actions a turn (give up my standard) for the same power boost without provoking an AoO - mayhaps increase the gain to 3 * normal generation?
Intensify Charge confuses me - I get the first part (which serves to make full charge even more obsolete) but the second half is poorly worded and confusing - is it supposed to mean I can take 1d6 damage to fill right up to my maximum? if so, that is pretty cool but it makes the previous part useless (since chances are that 1d6 willl be less than the damage I'd take anyway for less gain)
can I use intensify charge on upwelling power? because if so, that 4 levels lower thing is pointless as I'm filling up to maximum every round anyway, and screw the scratch damage XD
Spiritu bruts mentions loosing spirit charges for failing a concentration check. whut? is that a holdover from a previous version or something that was intended to be added to the spirit charges but never one? because right now this ability is pretty darn sucky as it'll only be doing minor scratch damage (unless intesnify does have the option to fill up to max, in which case I'm burning two move actions a round to nuke the fudge out of anyone stood nearby)
and lastly, as a certain someone will not let me go 5 minutes without bringing it up, Quincy currently have no use for their SEP rating, mayhaps we should add something based around spirit charges using it? or perhaps bow damage?
---
also, semi-related, who changed the quincy ability gain to every two levels, rather than every 3? and is it an intentional change or just a quirk when copying the table across?
because in that case I need to go and re-write the quincy substitute PrC and modify the power of some quincy abilities to more reflect their greater abundance.
Tura's constant nagging has had me reading over the quincy page a fair bit recently. and wow is it a mess - I mean, I knew the quincy needed the most work out of all the classes (except perhaps bounto) but that was more a power issue - right now the current one has it's facts and numbers jump around like some form of insane thingy, as well as being confusingly worded to such an extent some of them have me cringing (and I went back and checked the PDF to make sure those ones weren't my faul). so, I'd like anyones help deciphering the class, if your willing
so, as of right now the rate at which the spirit charge output increases is all over the place. I mean, I get that it goes up in 2s, but wouldn't it be easier to make it go up in 2's every 2 levels, not at random levels?
the total one is a bit better (what with it having an actual pattern, at least from 5th level onwards), I'm just a little confused as to why it jumps from 3 to 8 all of a sudden - esepcially since that tiny limit pretty much forces the quincy to spend a move action each round. maybe switch it from 2/3/8 to 4/6/8, to keep the pattern and alow a little deeper reserve?
Full charge is well and truly worthless, considering I can just get two move actions a turn (give up my standard) for the same power boost without provoking an AoO - mayhaps increase the gain to 3 * normal generation?
Intensify Charge confuses me - I get the first part (which serves to make full charge even more obsolete) but the second half is poorly worded and confusing - is it supposed to mean I can take 1d6 damage to fill right up to my maximum? if so, that is pretty cool but it makes the previous part useless (since chances are that 1d6 willl be less than the damage I'd take anyway for less gain)
can I use intensify charge on upwelling power? because if so, that 4 levels lower thing is pointless as I'm filling up to maximum every round anyway, and screw the scratch damage XD
Spiritu bruts mentions loosing spirit charges for failing a concentration check. whut? is that a holdover from a previous version or something that was intended to be added to the spirit charges but never one? because right now this ability is pretty darn sucky as it'll only be doing minor scratch damage (unless intesnify does have the option to fill up to max, in which case I'm burning two move actions a round to nuke the fudge out of anyone stood nearby)
and lastly, as a certain someone will not let me go 5 minutes without bringing it up, Quincy currently have no use for their SEP rating, mayhaps we should add something based around spirit charges using it? or perhaps bow damage?
---
also, semi-related, who changed the quincy ability gain to every two levels, rather than every 3? and is it an intentional change or just a quirk when copying the table across?
because in that case I need to go and re-write the quincy substitute PrC and modify the power of some quincy abilities to more reflect their greater abundance.