10-05-2015, 04:48 PM
Alright, so...
*knucklecrunch*
Limit Break: Modified it a bit to grant something similar, but less potentially wonky. I also made it so that you get the extra strike that requires a standard action as a swift action instead, so as to help avoid quite so much overlap with Twinstrike.
Martial Ruby Knowledge: Since they get higher-level maneuvers than spells, yeah, that does seem fair; having a DC 20 base save on your 6th-level maneuvers should be earned, since you can typically pump out more of them per round than you can with spells.
Accurate Initiation: I decided to swap the spells out for maneuvers on this one since you're getting higher level maneuvers than spells, as well as a lot of 6th-level Elemental Flux maneuvers competing pretty easily with 4th-level blasting spells, and that's if they're not outright better. Besides, a Black Mage can reliably land RTA spells, and they don't even have a decent BAB. Having both seems kind of overkill to me, but maybe some other peoples' opinions would help me decide on this.
Spell Combat: Duly noted.
Arcane/Animus: Thanks.
Quick Learner: :3
Spellstrike: :3
Ruby Arcana: I'll switch Martial Spellcaster to have a Red Mage 9 prerequisite. It could even be useful for a regular Red Mage who takes Advanced Study or Martial Training I-VI.
Fighter Training: Yeah, it's already better than what you get as a vanilla Red Mage with just class levels, and so, at most, you'd save a level or two with it being based off of your initiator level instead. Switched.
Twinstrike: :3
The maneuver and stance progression is pretty much just copypasta of how DSP already swaps out maneuvers for classes anyway. The Rubato, a Bard archetype, loses their spells entirely in exchange for maneuvers, so considering that FFd20 is typically a higher power level than Pathfinder, Dilettantes keeping their spells (albeit at lower levels and with less MP) doesn't seem so bad. It also really helps keep the flavor that they want to do ALL the things, even if they aren't the very best at it.
*knucklecrunch*
Limit Break: Modified it a bit to grant something similar, but less potentially wonky. I also made it so that you get the extra strike that requires a standard action as a swift action instead, so as to help avoid quite so much overlap with Twinstrike.
Martial Ruby Knowledge: Since they get higher-level maneuvers than spells, yeah, that does seem fair; having a DC 20 base save on your 6th-level maneuvers should be earned, since you can typically pump out more of them per round than you can with spells.
Accurate Initiation: I decided to swap the spells out for maneuvers on this one since you're getting higher level maneuvers than spells, as well as a lot of 6th-level Elemental Flux maneuvers competing pretty easily with 4th-level blasting spells, and that's if they're not outright better. Besides, a Black Mage can reliably land RTA spells, and they don't even have a decent BAB. Having both seems kind of overkill to me, but maybe some other peoples' opinions would help me decide on this.
Spell Combat: Duly noted.
Arcane/Animus: Thanks.
Quick Learner: :3
Spellstrike: :3
Ruby Arcana: I'll switch Martial Spellcaster to have a Red Mage 9 prerequisite. It could even be useful for a regular Red Mage who takes Advanced Study or Martial Training I-VI.
Fighter Training: Yeah, it's already better than what you get as a vanilla Red Mage with just class levels, and so, at most, you'd save a level or two with it being based off of your initiator level instead. Switched.
Twinstrike: :3
The maneuver and stance progression is pretty much just copypasta of how DSP already swaps out maneuvers for classes anyway. The Rubato, a Bard archetype, loses their spells entirely in exchange for maneuvers, so considering that FFd20 is typically a higher power level than Pathfinder, Dilettantes keeping their spells (albeit at lower levels and with less MP) doesn't seem so bad. It also really helps keep the flavor that they want to do ALL the things, even if they aren't the very best at it.