10-05-2015, 02:15 PM
(This post was last modified: 10-05-2015, 02:23 PM by dairius_chi.)
Looking over Dilettante- I was pleasantly surprised, it still has casting... only up to 4th level but that's as far as you need for most of the good buffs and whatnot. So right off the bat you get a heavily biased thumbs up from me
Limit Break: I like the concept of it... but when it gets to the swift/immediate things break down a bit cause not all of those actions are balanced correctly or should be shifted around... my suggestion would be giving the Red Mage an additional Standard action each round which can only be used to perform a Maneuver, OR a move action that can be used before or after performing a full-round action maneuver, AND an additional Immediate action for performing a Counter on each round while active.
For clarity: Extra counter each round, and either a free Standard Action Strike OR a free move before/after a Full-round Action Strike.
Alternatively, to kind of fit with the Red Mage's resource management, maybe the Limit Break should be something more along the lines of basically having infinite use of Maneuvers while active- meaning they aren't expended when performed, and don't have to be renewed. Little less punch to it but it'd let you use your best Strike round after round.
Martial Ruby Knowledge: With the change to Ruby Knowledge this comes out to +2 damage and +2 Save DC on every Maneuver (at least the ones that have Save DCs and deal damage), while more limited than spells this is a bit much from a single ability since they can take it twice. I'd say halve the bonus so you take it twice to get the full effects personally.
Accurate Initiation: This does muck up their RTA spells, might be smoother to just modify the ability to include Maneuvers rather than replace it.
Spell Combat: This actually doesn't really need to be listed since Spell Combat at core is only with a vanilla Full-Attack Action, and the Ruby Arcana mentioned modifying that would address its own changes.
Arcane/Animus: I like how this was implemented, blending multiple resources is always something I like to see.
Quick Learner: I am never a man to turn down more options.
Spellstrike: Good to keep this barred starting out, since a Strike + Spellstrike Element III spell + possibly Enspell I/II/III could really wreck face way too easily.
Ruby Arcana: Simple, effective, once again blending the innate features with new mechanics. Altogether I like how these were implemented.
For Martial Spellcaster I'd suggest putting a minimum level of at least 9th, but more likely 12th since combining a full-attack Maneuver with Spell Combat is rather potent.
Fighter Training: I think keeping this at class level -3 is better, I mean using Initiator level -3 means it benefits multiclassing a bit more, but chances are if you've already taken 11 Red Mage than heavily multiclassing isn't in the game plan.
Twinstrike: About what I expected, and that is not a bad thing.
Actual Maneuver progression: I always like having more Stances, but I guess that's what the Advanced Study feat is meant to help with. I was worried at first cause I thought it was going to have 4th level spells and 9th level maneuvers, but maneuvers being easier to recharge makes them a more renewable resource so 4th/6th is a better balance. Lots of flavor to this...
Limit Break: I like the concept of it... but when it gets to the swift/immediate things break down a bit cause not all of those actions are balanced correctly or should be shifted around... my suggestion would be giving the Red Mage an additional Standard action each round which can only be used to perform a Maneuver, OR a move action that can be used before or after performing a full-round action maneuver, AND an additional Immediate action for performing a Counter on each round while active.
For clarity: Extra counter each round, and either a free Standard Action Strike OR a free move before/after a Full-round Action Strike.
Alternatively, to kind of fit with the Red Mage's resource management, maybe the Limit Break should be something more along the lines of basically having infinite use of Maneuvers while active- meaning they aren't expended when performed, and don't have to be renewed. Little less punch to it but it'd let you use your best Strike round after round.
Martial Ruby Knowledge: With the change to Ruby Knowledge this comes out to +2 damage and +2 Save DC on every Maneuver (at least the ones that have Save DCs and deal damage), while more limited than spells this is a bit much from a single ability since they can take it twice. I'd say halve the bonus so you take it twice to get the full effects personally.
Accurate Initiation: This does muck up their RTA spells, might be smoother to just modify the ability to include Maneuvers rather than replace it.
Spell Combat: This actually doesn't really need to be listed since Spell Combat at core is only with a vanilla Full-Attack Action, and the Ruby Arcana mentioned modifying that would address its own changes.
Arcane/Animus: I like how this was implemented, blending multiple resources is always something I like to see.
Quick Learner: I am never a man to turn down more options.
Spellstrike: Good to keep this barred starting out, since a Strike + Spellstrike Element III spell + possibly Enspell I/II/III could really wreck face way too easily.
Ruby Arcana: Simple, effective, once again blending the innate features with new mechanics. Altogether I like how these were implemented.
For Martial Spellcaster I'd suggest putting a minimum level of at least 9th, but more likely 12th since combining a full-attack Maneuver with Spell Combat is rather potent.
Fighter Training: I think keeping this at class level -3 is better, I mean using Initiator level -3 means it benefits multiclassing a bit more, but chances are if you've already taken 11 Red Mage than heavily multiclassing isn't in the game plan.
Twinstrike: About what I expected, and that is not a bad thing.
Actual Maneuver progression: I always like having more Stances, but I guess that's what the Advanced Study feat is meant to help with. I was worried at first cause I thought it was going to have 4th level spells and 9th level maneuvers, but maneuvers being easier to recharge makes them a more renewable resource so 4th/6th is a better balance. Lots of flavor to this...