#Vibe Check: Tinker Class

25 messages · Page 1 of 1 (latest)

young island
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Hey all,
I was immediately inspired to make a sort of "inventor" class. I wanted to take my shot at making something like an Usopp / Macguyver / Rocket Raccoon who can whip up something in an instant. Here it is: https://homebrewery.naturalcrit.com/share/jq1QteeRWY-W

This is my very first draft of the class with zero testing or feedback yet. It's a bit rushed in places because I just want to put something out there. I really want to know if this is a fantasy that others are interested in and if there are parts they vibe with or not. Please let me know if you have any feedback and if this is appealing to you or not!

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Disclaimer: I also know @silk dragon has made a crafter class called Magewright (https://discord.com/channels/332362513368875008/1279591835232243863), and I looked at the premise and subclasses before closing the document until I finished my first draft (I already had my subclasses defined), as I did not want to steal any ideas by accident. Now that I finished it, I've looked and was interested to see how there a sort of different in approach as mine has a less magic, more gizmo / gadget feel. I'm not sure if one is better than the other. It's not a competition, though. I'm open to collab as well.

silk dragon
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I appreciate the credit. I figured its a popular archetype so there's bound to be a lot of parallel thinking. I'll take a look. May be they are close enough, might also be they are distinct. I know the magewright is clearly a 'magic' class, so this may be more for those interested in the science route

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as an editing note, it looks like your triggered actions don't match the names in the table

young island
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indeed!

leaden zinc
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i love Scrap as the HR

echo star
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I might swap the hunker down vs not moving scrap generation. Not moving on your turn is both something that is very possible, and also pretty boring. It makes the game less dynamic. Rewarding it so heavily I don't think is a good idea.

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I'm not sure the bag of tricks should cost scrap, or be actions? Maybe only 1 scap? Most of them feel very weak atm, except for healing mist which is VERY strong

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I like the kit upgrade ability, but the math is a bit off: both extended reach and sapper should be worth 2 points.

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You should be able to get at least one automaton out and upgrade it even at 0 victories, maybe add the "can cast for free if you spend one minute" stipulation that the elemenatalist abilities have.

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I really like inertial redirection, but I think the trigger is a little too narrow. The two ways of expanding it that I see are either to allow it on any ally, or to also allow it on enemies that a kit upgraded ally force moves

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Rapid repaire should be "end your movement", not "end your turn"

silk dragon
echo star
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Deflector shields should probably be a maneuver, and be all attacks.

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also should specify how long it lasts

echo star
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So I'd balance the abilities around being maneuvers, and no scrap cost.

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I do think you should be able to swap out what's in your bag of tricks on a respite, maybe be able to pay scrap to use a bag of tricks ability you don't currently have chosen?

silk dragon
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Yeah, as a general rule, it seems like if you have an ability that doesn't deal damage or heal, it should likely be a maneuver.

young island
young island
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Thank you so much for the feedback!

echo star
# young island maybe just a reach heal for one person then?

If you are going to put heals on the alchemist, I think it's worth considering what type of healing they get to give. In general, there are three ways to improve a heal past the point where you just have "spend a recovery"

  • Let multiple people spend a recovery
  • Let that one person spend a bunch of recoveries
  • Let a person clear debuffs and status effects.

Conduits, as the best healing class, get to do all of that. Other classes who do healing should probably stick to one, maybe two if they are heavily a healer. Alternatively, have some condition or way they heal that helps them stand out with a class identity (Like how the Censor uses their own recoveries and healing value to heal their allies).

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If you are putting the heal on the bag of tricks, then the alchemist has the potential to be a main healer, spending their maneuver almost every turn on dishing out a recovery. And I think that makes sense flavor wise.