Makers of Award-winning Role Playing Games › Forums › Arcanis: The Shattered Empires › Arcanis: Players Commons › Archetypes, Backgrounds, Spell Casting & Balance (was Poll)
- This topic has 61 replies, 12 voices, and was last updated 8 years, 11 months ago by Anonymous.
- AuthorPosts
- April 4, 2015 at 7:55 am #267044frootsnaxParticipant
As I have mentioned previously, I would rather head off problems early than try and retrofit solutions later…snip…
I think we’re all onboard with this in principle.I would also add that I don’t know any gamers who’ve never had an experience where there was some kind of challenge in the game and you sat there feeling useless because your character didn’t have the right mechanics to contribute. We want to minimize that. That includes combat…we don’t want a few kinds of “bent combos” to so dominate the battlemat that other builds feel overshadowed.
…I encourage you to back and look at my other thread. I showed how building a nigh fully tricked out archer with all the martial techniques you’d need (7) and talents (5) is easily possible with limited investment at character creation or with a Path or 1 talent advancement getting them there.
I don’t think its a problem that an expert archetype archer is potentially as good as a martial archetype archer at shooting people. There’s an excellent chance that if I wanted to use A:RPG to do Robin Hood’s band of merry men then the outlaws would contain plenty of different NPCs built using both the martial and expert archetypes. I personally don’t think one outshines the other. Still I note that as an “ideal” archer I’d want the martial techniques plus the hawkeye chain plus the Weapon Mastery chain. That’s 17, not 12 talents. The martial archetype easily gets the 17 talents with its standard advancement options (with 3 left over for melee). At best the expert gets 10 of these with advancement options…the other 2 (or 7) have to come from creation or paths. 2 is no big deal but the right 7 is probably not doable.I and some others have focused on the archetypes from a strictly mechanical perspective of what can be done with them, not just specific choices people have made. My comparison doesn’t stop at T2 where many players are now, but looks at how it plays out all the way to Tier 5
I share that interest and perspective. But I’ve quoted Tukufu because he’s my concrete foundation that serves as a means of getting at what’s possible. It’s my read (which may or may not be correct) that when people talk about what’s mechanically possible in the abstract as opposed to actual builds that they end up leaving out the cost of opportunity. I appreciate that you have a concrete archer build and that you are looking ahead beyond tier 2 (something I concede I have not done a lot of)Let’s say I get possessed tonight by an evil? spirit? (Jack Chick is finally vindicated.) And I decide I want to “make Tukufu MORE powerful!” Hoping no one will catch me, I completely redesign the character to maximize damage in melee…
Mighty Spinning Strikes seems like a good place to start. That requires 3 talents (Two Weapon Fighting, Spinning Strikes and (probably) Balanced Blades). I have to drop three (non skill) talents to get there. I have three elective talents and 4 talents from advancements I can potentially drop. The list is: ASC 1, Adaptation (Delay Strain), Adaptation (Expand Area), Adaptation (Selective Spell), MT: Passing Attack, Quick, & Tomb Raider.
Tomb Raider is core to role-playing Tukufu…but the evil spirit is focused on roll-playing. That’s the first thing overboard. Probably I dump two adaptations (not delay strain). But I could maybe dump Quick & MT: Passing Attack. Haha! My melee damage is going way up! >;0 … But also my spell casting has gone way down. =/ Hrrrm. Cost of opportunity. Really to be maxed out at Mighty Spinning Strikes I should be Huge and swing an heirloom great sword in my main hand. Two more talents have to be swapped out (and Tukufu needs to quietly change to Human which complicates my rebuild tremendously…). But now my 2 AR isn’t high enough to be tanking in melee so I need 2 more talent slots to buy armor proficiency…
The point I’m getting at is that to get really close as an Expert to an optimized martial character I have to dump my spell casting (which ultimately runs on talents). To optimize spell casting also carries a cost to your fighting abilities. Its true you can’t do everything even if Cody is right and we really do want our PCs to be Gods.
I have concerns that, especially as we go up into higher tiers, that the repeated ability to make an attack with (advanced) martial techniques followed by an advanced spell will be unbalanced vs. other combat options. The recovery and strain will bleed off as Expert Archetype casters cycle back and forth. Other archetypes will have to wrestle with recovery or strain reducing their combat effectiveness.
Hopefully I’m not taking too many liberties with the above non-quote.I don’t know if this will be true or not. I do believe (strongly) that its not true at Tier 1 or 2. My crusade character Eisener was the Martial archetype and vastly more dangerous than Tukufu in combat.
But I certainly noticed the advantages of building such a character (that could cycle between an advanced manuever and an advanced spell) and Tukufu is definitely headed in that direction. If its nice enough that it stands out to me as a really good option then I’m willing to at least think that it might be too good.
But in other places you’ve also said that casters can launch their best spell time and again through strain…through eating some damage, or delaying the strain or using fate to wipe their strain. I expect high level casters will be better at this than low level ones. I also expect that high level martial characters will be able to add enough things like stances, murderous precision & the perfect cut to keep up even on their off attacks.
April 4, 2015 at 6:04 pm #267060AnonymousInactiveEric,
Thanks for the thoughtful and humerous response. I have a limited amount of time for a response at the moment, so let me hit just a couple of things.
I have concerns that, especially as we go up into higher tiers, that the repeated ability to make an attack with (advanced) martial techniques followed by an advanced spell will be unbalanced vs. other combat options. The recovery and strain will bleed off as Expert Archetype casters cycle back and forth. Other archetypes will have to wrestle with recovery or strain reducing their combat effectiveness.
Hopefully I’m not taking too many liberties with the above non-quote.More or less accurate. I would expect that an AoE or status spell or something would land first before following up with a powerful martial attack, such that minions are cleared, the big bad guy is thrown off balance or whatnot. A caster with full ranks invested should have a good chance of landing their initial shot. Follow that with a powerful Martial attack, rinse, repeat. A good Martial Attack doesn’t necessarily require a lot of investment. Forward Stance + Mighty Swing is a 1 talent investment. For a -1 to hit the character is doing d
(d ) +d4+5 +1 for a good or better weapon. An extra +6 damage is nothing to sneeze at and that’s not including the Forward Stance. The fact that you’ve got max ranks makes the forward stance feasible, where it won’t be as useful to characters getting only 2 ranks/tier in a melee attack. They’ll really need that extra +1 to hit. I don’t know if this will be true or not. I do believe (strongly) that its not true at Tier 1 or 2. My crusade character Eisener was the Martial archetype and vastly more dangerous than Tukufu in combat.
I’ve played with Tukufu. He is absolutely an asset in combat. He may not do as much damage as Eisener, but he’s valuable to have there. So he contributes. Now, look at outside of combat.
Tukufu has a bunch of skills and spells that can be used in a wide variety of situations. He’s not an Ambassador for nothing, right?
Is Eisener likely based on his mechanics to be tapped to do much outside of combat? Does he scout, is he a face, does he have a bunch of lore skills? There are many players such as the two of us that will find ways to keep being involved in a game and story regardless of whether we have the mechanics to back it up. It may simply be roleplaying or brainstorming, but that’s who we are. There are other players who are fairly quiet at the table and won’t speak up unless it’s an area of specialty for them.Tukufu will certainly make his mark outside of combat and have his time to shine for how he’s built. If Eisener and Tukufu were both available for the same combat or participating in the same combat would the table take extra notice of what Eisener contributed over Tukufu? Never having seen either build, that’s not a question I can answer.
But I certainly noticed the advantages of building such a character (that could cycle between an advanced manuever and an advanced spell) and Tukufu is definitely headed in that direction. If its nice enough that it stands out to me as a really good option then I’m willing to at least think that it might be too good.
But in other places you’ve also said that casters can launch their best spell time and again through strain…through eating some damage, or delaying the strain or using fate to wipe their strain. I expect high level casters will be better at this than low level ones. I also expect that high level martial characters will be able to add enough things like stances, murderous precision & the perfect cut to keep up even on their off attacks.
At mid to high tiers I expect the big spells will likely be speed 5 or 6 with all the adaptations applied. A caster with delay strain and a willingness to spend 1 Fate Point could go through 24 ticks of combat without doing anything more than launching big spell after big spell. When my group playtested high level combats, the combats never got past tick 15. I expect that will change, but being able to go through 2 turns of the clock with virtually no strain management required is big. Or they can intersperse physical attacks, Leadership or similar actions.
I expect Avalanche and similar runes may be used though it’s hard to say if they get dropped with the big attack or saved for the follow up. There should be some bonus damage, but not likely significant. Or at least not above and beyond what they would always get through wolf pack and advanced tactics for example.
Murderous precision requires Waylay and doesn’t make sense thematically for a lot of builds. It requires surprise or tactical edge against a humanoid target. It’s no longer useful against animals and other creatures. There are a number of ways to avoid granting tactical edge, and I expect higher level targets may have that. It’s Passive Insight in additional damage if it’s not an outright kill usable 1/scene.
I’m not sure how much stance dancing characters will do. I expect people build around 1 stance rather than multiple, but I haven’t looked at them too much.
Gotta run for now.
With a sweep of his hat,
Paul
April 5, 2015 at 12:57 pm #267080AnonymousInactiveI was sending his to Paul in a private post but I felt it articulated my stance without the frustrated sound of my previous post.
I feel it’s okay for an expert to be mighty in combat with 1 type of weapon, what this means is I feel an expert should be able to max out 1 weapon skill and take weapon mastery with one weapon and not greatly impact their skill benefits. I also feel that it’s okay for an expert to learn one type of magic and keep it maxed and have the normal allotment of spell’s eithiut impacting their skill benefits. Either of these options takes 1 Talent and 1 Skill per Tier, completely doable, this leaves 2 Skill Talents, 1 Any Talents, and about 5-6 Skills per Tier to really gone their skills. Now in either case, the expert has the narrow focus (1 weapon or 1 type of casting) maximized like either a Martial or Caster. However, they lose out on the breadth of fighting options (Multiple weapon trainings, fighting styles, and powerful maneuvers) and Cssting options (Arcanum/Devout talents and adaptations). Sure they could get more flexibility but each additional option takes away their skill benefits (To the point where they might give up 2 Skill Talents to take 1 General Talent) and in the case of additional weapons, takes more skill points that could and should be used for no combat skills.
To me, this is also perfectly acceptable, since casting and fighting are the only two ways to contribute in combat. If there were a host of non-fighting or non-magical ways to contribute meaningfully for an entire combat, then I would say that yes, an expert choosing something other than say a new ability called “Skill Attack” should suffer a bit and not be as good as a Martial or Caster. This is exactly how it is with a Martial trying to cast, or a caster trying to Fight. Generally they have exactly the same Talent options (Weapon Training or Casting Talent) as the Expert but suffer by around 1 skill/tier. They still have plenty of talents (3 per Tier minimum) and skills (4-6) to really maximize their chosen archetypes abilities for power and flexibility. Not too bad for being able to do both for a very specialized archetype.
If an expert wants *Both* they are really eroding more of their skill base, and in turn what makes an expert an expert. To learn 1 weapon and full casting, the Expert are giving up 2 Talents and 2 Skills per tier, leaving a total of 2 Talents and 4-5 skills per tier to do so. That doesn’t even get them any maneuvers to go with their weapon or adaptstions to go with their spell’s. They are still general practitioners unlike the respective archetypes who are masters in terms of their flexibility and power.
I would postulate at this point, that if a Caster was not interested in having a lot of Arcane/Devout Talents and Adaptations or a Martial was not interested in mastering a lot of weapons or fighting styles or wearing heavy armor, they would be better off picking an Expert. I also see nothing wrong with this, as the other archetypes are intended to really focus on their core abilities, and if a character isn’t doing that, they are leaving a lot on the table.
John
April 5, 2015 at 1:17 pm #267081AnonymousInactiveInteresting take on this. I decided on Martial for Ursula because I knew I would be wearing heavy armor (being the tank as it were I expected to get hit), and thus needed/wanted Advanced Armor Training. I don’t intend to master more than the Tralian Hammer, but do intend to be fairly proficient in the broadword, unarmed combat and my pistol. I will also be taking a fair amount of martial techniques. So Martial seems a good choice.
Now the “archaeologist” build (think Arcanis Indiana Jones—Or should that be “Altherian val’Abebi
) I would think works best as an Expert, to get the breadth of skills required. I can still get the side sword I want and use of the pistol if I take say the Shining Patrol background. Never be good as a martial duellist I imagine but I would hope I could hold my own in a fight.April 5, 2015 at 2:40 pm #267082AnonymousInactiveI have responded to John privately. As he has posted his message to me, I will simply comment that I don’t agree with his starting point regarding experts.
In order to remain civil and not get too frustrated with this entire line of thought, I’m bowing out of the discussion. I’ve poured hours and hours into analysis and carefully constructed arguments as neutrally presented as I can make them.
If anyone who supports the position that the Expert casters aren’t the power build wants to substantiate their position with character builds, spell/technique comparisons and breakdowns of the advancements I’ll be happy to look at what’s provided and consider it fairly, then comment as appropriate. I’m willing to be convinced that my stance that Martials are low man on the totem need attention, and Experts especially Expert casters need to be reigned in are wrong. All I ask is that you demonstrate it with analysis not gut feel.
Respectfully,
Paul
April 5, 2015 at 3:10 pm #267083AnonymousInactiveSomebody check my math on this, but John mentioned 5-6 skills per Tier for an Expert. I may be missing something but you can take +1 to all trained skills, +1 to 3+Passive Logic Value to any skills, and +1 to 3+Passive Logic Value to a selected list of skills. That’s 3 ranks so far. You might be able to pick up a rank from a Path if your lucky and maybe a point or 2 from some other advancement (at work without books). But it seems like that’s shorting other vital things like increasing defenses, attibutes and talents. Those who know me know I’m a big fan of the balanced character who can contribute in and out of combat. To me the best advancement scheme for any character per tier is like this (when you take them is up to you):
+1 to all Trained skills
+2 to all defenses
a Path if one is desired
+1 to 2 Attributes
+1 to 2 Attributes (different)
Any two Talents you qualify for
Any two Talents based on Archetype (2 Learn Martial Techniques for the fighter for example)
+1 to 3+Passive Logice Value skills (any)
+1 to 3+Passive Logic Value skills (based on archetype)
+1 to the 3 skills for the Archetype (Arcane/Divine)This seems like a logical package of advancements to me. If somebody had a better one let me know so I can take advantage of it.
April 5, 2015 at 4:13 pm #267085AnonymousInactiveI have responded to John privately. As he has posted his message to me, I will simply comment that I don’t agree with his starting point regarding experts.
In order to remain civil and not get too frustrated with this entire line of thought, I’m bowing out of the discussion. I’ve poured hours and hours into analysis and carefully constructed arguments as neutrally presented as I can make them.
I’ve also poured many hours of analysis into Arcanis mechanics (it’s part of how I learn a new system) and I fall much closer to John’s view than to yours. Is Expert really good for a wide range of builds? Yes. Is it broken? No, there are tradeoffs. Is Martial broken? No but the balance between caster and non-caster might be (which to me is a completely different issue that should be fixed in a different way if it is a problem). I may be missing something but, to me, the closest to broken Archetype is Divine (as I said before, I have yet to find a character build that is better mechanically as a Divine rather than Expert).
I do think Divine/Arcane need to have their skill advancements combined so they only need 1 advancement for their archetype skills (and so not every Arcane has deceit and stealth near-max).
April 5, 2015 at 6:17 pm #267086AnonymousInactiveI’ve also poured many hours of analysis into Arcanis mechanics (it’s part of how I learn a new system) and I fall much closer to John’s view than to yours.
Great! Please post the analysis.
With a sweep of his hat,
Paul
April 5, 2015 at 10:54 pm #267091AnonymousInactiveI must admit that I got cross-eyed with all the math midway through the first page of the thread. So my opinion may be less educated than the rules scholars. But as one who has also spent hundreds of hours on PC creation, I thought I would toss in my 2 coppers.
To me, the mechanics are merely a vehicle to building a concept. i find that the martial build and the arcane builds force me into classical “classes” than the divine or the expert builds do. Of the four the expert permits the greatest flexibility to do things that you can’t do in a class based system. I think it is this very form of customization that gives the Expert Archtype its relative power. It is after all a blank slate for your background and path to sit on.
Were I to “FIX” anything about the martial archetype it would be to give more flexibility of marshal builds. To do this take the choice of three talents of diehard, leadership, or LMT and change it to your choice of leadership or any combat talent. I’d leave the arcane and archtype alone as I see no way to “fix” the creations options without upping the mechanical power level.
April 6, 2015 at 12:05 am #267093AnonymousInactiveFrom talking with Paul and listening to others, there appears to be two general lines of discussion going on in parallel.
1) Magic is more powerful than martial maneuvers/fighting styles. It’s hard to refute this at a large scale, but in general, it is something that almost every system has struggled with. I think D&D 4e was one of the few systems that really balanced the two in terms of ‘scale’. Regardless of how you viewed the game, it was clear that a magic using character and a fighter had powers that were a lot more close in power than most other games. Outside of a few spells that really just can’t be duplicated by mundane means without a huge suspension of disbelief (Teleportation, Invisibility, etc.), the disparity between damage, status effects, and affecting multiple targets really shrunk in that edition.
In Arcanis, the combat maneuvers and fighting styles for higher tiers really need some improvement to apply more status effects/debuffs or do more damage. Combined with the maneuvers that target multiple creatures could really go a long way towards this.
In addition, I think Martial Characters (and Martial Only) should have more options such as maneuvers or Talents to let them delay or reduce recovery on maneuvers. My other post has a proposal for a unique Talent given to Martials that reduces Recovery on Advanced Maneuvers by 1 for Martial Characters. Also I assume that casters know that they can’t Delay Strain over and over again and after the first use have to do something else, cast through it (taking damage) or spend Fate to remove it?
2) The second issue being discussed appears to be whether Experts are overpowered with the ability to take the same Combat options as a Martial or gain casting like an Arcane/Divine. That’s the one I’d like to address with some character building examples.
ASSUMPTIONS:
A) For simplicity, I’m not taking into consideration Race, Nation or Path specifics that would give Talents or Melee, Ranged, or Arcanum Skills. Those are so varied special cases that should augment a core Archetype / Background build.
B) I’m assuming a stat of 5 (d8) in a secondary ability and 7 (d10) in a primary ability, regardless of combat or casting.
C) I’m assuming a character will Max out the Skills needed for their role (Arcanum, Melee, Ranged) or those given by advancements to really focus
D) I’m limiting Background choices to those that even improve casting or combat, since that’s the main focus of the comparison.
E) I’m considering only the “Any 2 Talents”, “+1 to All Trained Skills”, and “+1 to 3+Passive Logic Trained Skills (using 6 skills)” Advancements. Variations are possible for specialized builds.ARCANE CHARACTERS
Character Generation (Tier 1.0)
Core Talents: Prestidigitation / Arcane Spell Casting I
Combat Talents: Armor Proficiency (Light), 2 Weapon Training
Extra Talents: 3 Talents (Can be used to focus on enhancing casting or combat)
Spells: 5 Universal Spells, 5 Tier I Spells
Maxed Skills: Arcanum, Deceit, Stealth, 2 Lore Skills. This leaves 1 other skill to keep Maxed based upon other character goals.Advancements
Fixed Talents: Arcane Spell Casting II/III/IV/V and 1 Arcanum Talent per Tier
Any 2 Talents: Can be used for anything.
Maxed Skills (3 Ranks / Tier): Arcanum, Stealth, Deceit, 3 Lore Skills (They get more Lore Skills with the advancement but can’t keep them all maxed)
Variation: In order to increase a combat skill at 2 Ranks / Tier, the caster needs to make a tradeoff by losing a Maxed Lore Skill.Summary: An Arcane Caster gets Full Casting (Tier I-V), 5 Arcanum Talents to enhance casting, and Maxed Arcanum Skill (3 / Tier). In addition, they can have Stealth, Deceit, and 2 Lore Skills maxed (3 / Tier) along with a Combat Skill at 2 Ranks / Tier
– Combat Capabilities: Now has full, flexible casting and a Combat Skill at 2 Ranks / Tier and can get Weapon Mastery (Tier I-V) and that leaves 5 Talents for augmenting Skills, particularly those Lore Skills they are maxxing. The right background, race, and path can allow for more combat skill ranks.DIVINE CHARACTERS
Character Generation (Tier 1.0)
Core Talents: Prestidigitation / Divine Spell Casting I
Combat Talents: Armor Proficiency (Deity), Weapon Training (Deity)
Extra Talents: 3 Talents (Can be used to focus on enhancing casting or combat)
Spells: 5 Universal Spells, 5 Tier I Spells
Maxed Skills: Arcanum, Knowledge (Religion), Deity Skill, 1 Combat Skill, 1 Social Skill. This leaves 1 other skill to keep Maxed based upon other character goals.Advancements
Fixed Talents: Divine Spell Casting II/III/IV/V and 1 Devout Talent per Tier
Any 2 Talents: Can be used for anything.
Maxed Skills (3 Ranks / Tier): Arcanum, Knowledge (Religion), Deity Skill, 3 Social Skills
Variation: In order to increase a combat skill at 2 Ranks / Tier, the caster needs to make a tradeoff by losing a Maxed Social Skill. However, due to having a Combat Skill from archetype and the appropriate background, it’s easy for a Divine Character to keep a Combat Skill at roughly 2.5 Ranks / Tier (12 Ranks over 5 Tiers)Summary: A Divine Caster gets Full Casting (Tier I-V), 5 Devout Talents to enhance casting, and Maxed Arcanum Skill (3 / Tier). In addition, they can have Knowledge (Religion), Deity Skill, and 2 Social Skills maxed (3 / Tier) along with a Combat Skill at 2.5 Ranks / Tier
– Combat Capabilities: Now has full, flexible casting and a Combat Skill at 2.5 Ranks / Tier, potentially Medium or Heavy Armor, and can get Weapon Mastery (Tier I-V) and that leaves 5 Talents for augmenting Skills, particularly those Social Skills they are maxxing. The right background, race, and path can allow for more combat skill ranks.EXPERT CHARACTERS
Character Generation (Tier 1.0)
Core Talents: Adaptable (Most choose this), 1 Skill Talent
Combat Talents: Armor Proficiency (Light), 3 Weapon Training (2 Nation / 1 Any)
Extra Talents: 3 Talents (Can be used to focus on enhancing casting or combat)
Maxed Skills: Any 6 non-Combat/non-Arcanum Skills (Arcanum/Combat only with Adaptable).Advancements
Fixed Talents: 2 Skill Talents
Any 2 Talents: Can be used for anything.
Maxed Skills (3 Ranks / Tier): Any 6 Skills
Variations:
A) Combat Focus: If an Expert wants to focus on combat, they will need to dedicate 1 Talent / Tier to Weapon Mastery (I-V) and 1 Skill / Tier to a Combat Skill. Obviously, focusing on more than 1 weapon takes additional Talents and Skills.
B) Magic Focus: If an Expert wants to focus on magic, they will need to dedicate at least 1 starting Talent to Prestidigation and 1 Talent / Tier for Spell Casting (I-V) and 1 Skill / Tier to an Arcanum Skill.
Both of these options leave 1 Talent / Tier to spend on non-Skill Talents and 5 Maxed Skills for rounding out the skill portion of the character. The character can have the basics of either combat or casting, keeping maxed skills but lacking the extra Talents that go to really expanding the casting options of the Caster or the combat flexibility of the Martial.
A+B) Combat Focus with Magic Focus: If an Expert wants to focus on combat and casting, they will need to dedicate 2 Talents / Tier to Weapon Mastery and Spell Casting and 2 Skills / Tier to the appropriate Arcanum and Combat Skills.
This option leaves only 2 Skill Talents / Tier and 4 Maxed Skills for rounding out the skill portion of the character. While the character has the basics of both combat and magic, they differ from a Caster learning Combat or a Martial learning magic by 1 Skill Rank / Tier in the associated combat or casting skill.Summary: Experts focus on Combat can keep 1 Combat Skill maxed and gain Weapon Mastery (I-V) with 1 weapon without impacting their usefulness as Skill characters. Those who focus on Magic can keep 1 Arcanum Skill maxed and gain Spell Casting (I-V) without impacting their usefulness as Skill characters. In either situation the character is as competent as either a Caster or Martial but lacks the breadth and flexibility of either. The Expert can gain that flexibility but at the cost of talents and/or skills devoted to being a better skill character.
– Duel Focus: Experts can focus on both Combat and Casting wit Weapon Mastery (I-V) and Spell Casting (I-V) but at the cost of using all the non-Skill Talents and 2 Skills / Tier. This will impact their usefulness as Skill characters and does not give them the breadth or flexibility of either option. This type of build has the same capabilities as a Martial Archetype taking casting, or a Caster Archetype taking combat but is 1 Rank / Tier ahead of those builds.MARTIAL CHARACTERS
Character Generation (Tier 1.0)
Core Talents: Advanced Armor Training and 2 of Die Hard, Leadership, or a Martial Technique
Combat Talents: Armor Proficiency (All Nation, ~8), Weapon Training (All Nation, ~12)
Extra Talents: 3 Talents (Can be used to focus on enhancing casting or combat)
Combat: 1-2 Maneuvers, 1-2 Weapon Mastery I
Maxed Skills: 6 Combat or Physical Skills, and potentially Heal.Advancements
Fixed Talents: 2 Martial Techniques and 2 Combat Talents
Any 2 Talents: Can be used for anything.
Maxed Skills (3 Ranks / Tier): 6 Combat or Physical Skills
Variation:
A) Magic Focus: If a Martial wants to focus on magic, they will need to dedicate at least 1 starting Talent to Prestidigation and 1 Talent / Tier for Spell Casting (I-V) and 1 Skill / Tier to an Arcanum Skill. This leaves 1 Talent / Tier for anything, and 5 Skills for Combat or Physical Skills. The Arcanum will be 1 Rank / Tier behind a full caster or Expert choosing casting. This should be sufficient for many good buff spells or base spells.Summary: A Martial Character easily can get 1 Weapon Mastery (I-V), 10 Maneuvers, and a Fighting Style (I-V) over 5 Tiers. This leaves 10 Talents to further enhance combat or devote to skills or magic.
– Magic Capabilities: Now has full, flexible combat maneuvers with several weapons and an Arcanum Skill at 2 Ranks / Tier and can get full Spell Casting (Tier I-V) and that leaves 5 Talents for augmenting Skills, particularly those Physical or Combat they are maxxing. The right background, race, and path can allow for additional non-combat skill ranks.——
Whew, I hope this all makes sense. I think there is room to give each Archetype something ‘special’ and limited that other Archetypes can’t poach. I also think Magic right now overshadows combat at the higher tiers. However, I don’t feel that the Expert archetype is the ‘god’ it is sometimes made out to be. They are flexible, yes, but that flexibility means they can’t be as fully capable in either magic or combat like those archetypes can.
I’m open to discussion around what I’ve posted and hope that my analysis is at least factual.
John
April 6, 2015 at 12:35 am #267096frootsnaxParticipantSomebody check my math on this, but John mentioned 5-6 skills per Tier for an Expert. I may be missing something but you can take +1 to all trained skills, +1 to 3+Passive Logic Value to any skills, and +1 to 3+Passive Logic Value to a selected list of skills. That’s 3 ranks so far. You might be able to pick up a rank from a Path if your lucky …snip…
John is saying you get to max out 5 or 6 skills at three ranks each per tier (plus maybe Path, Sabbatical etc etc).
.
.
.
As an exercise…As I calculate it, the absolute maximum number of skill ranks you could have in a given skill at the end of Tier 2 would be 13 ranks. 4 base, 3 increases @ tier 1, 3 increases @ tier 2, 2 increases for Paths in both tiers (improbable in real designs but you could take Pit Fighter and Myrmidon for +1 to melee each time), and finally 1 for Sabbatical). That’s 4 higher than the base line mechanics of 9 (base 3, 6 increases over 2 Tiers) which means (for melee) you don’t miss much. That’s probably overkill in melee (especially with other things like WM 1 or tactical edge…). A caster would have an absolute maximum of 12 ranks (only one bump from a Path is possible for arcanum)…the ranks would help your passive casting in this case which would be a big deal.April 6, 2015 at 12:45 am #267098AnonymousInactiveI thought Sabbatical was banned or at least restricted???
April 6, 2015 at 12:48 am #267099AnonymousInactiveI thought Sabbatical was banned or at least restricted???
Continued Training was banned.
John
April 6, 2015 at 12:55 am #267100AnonymousInactiveFor some reason I thought they both were. My bad. Considering there are 31 pages of Errata and Clarifications sometimes I miss things.
April 6, 2015 at 1:04 am #267101AnonymousInactiveIt’s okay. I’ve missed some errata Before, like the change to recovery on Advanced Maneuvers.
That said, I welcome thoughts on my presentation of comparing the archetypes.
John
- AuthorPosts
- The forum ‘Arcanis: Players Commons’ is closed to new topics and replies.