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magientists
Publié : 01 avr. 2014, 01:29
par chrisrich81
Magientists and the Magientist info seem a bit weak/underpowered/underdeveloped to me. I love the concept, but as a playable class they just don't seem very viable. Furthermore, it doesnt seem like they can actually MAKE anything. They just use things. Is that correct? Am i just missing the info for creating the artifacts? Is this not in the main book?
-Chris
Re: magientists
Publié : 01 avr. 2014, 06:42
par Pierstoval
Nope you're right, the rules for creating artifacts is not in the core book (I think it's gonna be in the Book 4 - Secrets).
But I don't understand why you think they're so underpowered ? They can use Flux weapons, which are really important as they make more lethal damages than other weapons, and their combat abilities are often good (according to the fact that you create a magientist with lots of Reason)
Re: magientists
Publié : 01 avr. 2014, 11:11
par Deorman
I Supose It depend a lot on the GMs but personally I usually put a lot of magientists equipment, installation or puzzies in my scenarios so if I had not any player with magientist skill my games would loose much interest.
Re: magientists
Publié : 02 avr. 2014, 13:24
par chrisrich81
Pierstoval a écrit :Nope you're right, the rules for creating artifacts is not in the core book (I think it's gonna be in the Book 4 - Secrets).
But I don't understand why you think they're so underpowered ? They can use Flux weapons, which are really important as they make more lethal damages than other weapons, and their combat abilities are often good (according to the fact that you create a magientist with lots of Reason)
OK but all I"m seeing is the mechanical saw does 4, which is the same as the maul or claymore. More importantly, I don't need to run around spending all my time and/or coin on flux to fuel my maul or claymore. So what am i missing? I only have the Universe book. Are there better weapons elsewhere? I'll admit that I can see the appeal of the energy gauntlets, but i'm still a bit put off that there are only TEN choices for the magientist. Just TEN? I can't imagine playing a wizard with only 10 spells. At least with the Demorthen they have a wide range, and even after that you can still be creative with the spells. I guess I just wish they had rules for creating the items that were as flexible (yet within certain limits) as how a Demorthen can make an individual spell.
-Chris
Re: magientists
Publié : 02 avr. 2014, 13:25
par chrisrich81
Deorman a écrit :I Supose It depend a lot on the GMs but personally I usually put a lot of magientists equipment, installation or puzzies in my scenarios so if I had not any player with magientist skill my games would loose much interest.
But do you only use the TEN pieces of equipment they give you?
Re: magientists
Publié : 02 avr. 2014, 18:13
par Deorman
I rarely give many equipments (if any) to my players, just one gadget they could use a lot (they are usually usefull) and they have to manage to find flux cells.
for my magientist that got an extractor we calculate how many cells he can get in the gap between two session.
Re: magientists
Publié : 15 mai 2014, 01:33
par Ahriman42
The benefit of the circular saw over a claymore is that its a WEAPONIZED MAGEPUNK CIRCULAR SAW.
Also, you can more effectively use it to saw through objects and obstructions out of combat, like doors and such.
Re: magientists
Publié : 15 mai 2014, 10:40
par Clovis
Ahriman42 a écrit :The benefit of the circular saw over a claymore is that its a WEAPONIZED MAGEPUNK CIRCULAR SAW.
Can't argue with that!

Re: magientists
Publié : 15 mai 2014, 10:51
par Val
Magientists are also good investigators !
And morever, they can read (since the magientist player left my group, nobody can read and I can assure you that it is a problem !)
They also have a lot of scientific knowledge (how physics work, for instance will this trunk support the weigh of four people or will it sink in the river...) which can be a great help in much situation.
So define "playable"

. If playable means good warrior, yes, magientists are maybe underpowered (nevertheless they still have good defense !!). But fighting is not the most interessant part of a game such Esteren, in my opinion (besides it is often very lethal !).
Val
Re: magientists
Publié : 29 sept. 2014, 16:03
par greengamer19
Val a écrit :Magientists are also good investigators !
And morever, they can read (since the magientist player left my group, nobody can read and I can assure you that it is a problem !)
They also have a lot of scientific knowledge (how physics work, for instance will this trunk support the weigh of four people or will it sink in the river...) which can be a great help in much situation.
So define "playable"

. If playable means good warrior, yes, magientists are maybe underpowered (nevertheless they still have good defense !!). But fighting is not the most interessant part of a game such Esteren, in my opinion (besides it is often very lethal !).
Val
I think this embodies where magientists shine. In combat, if the stats match that of some of the better weapons a straight fighter can do, this means that a magientist could stand up in a fight. But the use of those weapons outside of combat should be included. The use of the saw on a door or underbrush or a caved in building or anything should be encouraged and is in my mind, why a magientist is a huge boon to a group from a GM perspective. So many things I can toy.