As a fellow Elementalist lover, I find this irresistible.The Undying wrote: ↑Wed Mar 22, 2017 5:08 amMy thoughts on Elementalist:
----- Summoning -----
It was too powerful. Now it feels too weak. Primary problem: 30 minute time is too long to impact current situations. Secondary problem: Aid/Enhance Summoner too weak (especially got time investment).
Recommendation: Fragment summoning in two.
1) Ritual format: Same as current, except faster (5 or 10 minute). This allows it to have an impact - tank can maybe hold door for 5-10 minutes, not 30.
2) Express format: Doable in long combat, 5-10 rounds (30-60 seconds). Duration changes to rounds (+2 per extra success). If necessary, eliminate access to Aid/Enhance. Again, this allows it to have an impact - tank can maybe hold off heat long enough for much needed support.
I think a simpler change would be changing the duration to Rank Hours instead of based upon successes.
Unless you're willing to change the activation time of some Weaponsmith talents as well (I'm sure there are other Disciplines, but Temper Flesh comes to mind first). Talents like these reinforce the benefits of being prepared and knowing your opposition, which IMO are key to Earthdawn.
How are you defining "hardiness"?The Undying wrote: ↑Wed Mar 22, 2017 5:08 am----- Hardiness -----
Elementalist have 4, arguably 5 (Elemental Walk), Talents that just buff their hardiness. I like this, but there's a "so what" missing, especially given the focus this theme receives.
Recommendation: Add a Talent that does something to make all this hardiness useful. I don't have a specific recommendation yet.
Which talents are you talking about? Wood Skin? Fire Heal? Earth Skin? Fireblood?
Fire Heal is certainly key to their role as healer (Grove Renewal FTW!), and the rest keep them alive long enough to keep the party alive.
I don't see this as a problem. They're a Magician, casting spells is the job.The Undying wrote: ↑Wed Mar 22, 2017 5:08 am----- Standard Action Talent -----
Right now, Elementalists feel like it's "cast spell" or "do nothing." They are lacking a Talent that they can use to impact the world or change the situation. Example is found in Nethermancer's Fright - it's flavorful, it's inline with the Discipline, and it's generally useful often (more so in combat than out).
With the exception that it left out some cool design space like used with Frighten for Nethermancers and Astral Sight for Wizards, where spells improve the talent.
But in combat, I'd rather cast Spirit Dart every round than use Frighten.
I'll grant you that Earth and Fire are certainly predominant in Talents, with a few from Air, Wood, and maybe 1 Water.The Undying wrote: ↑Wed Mar 22, 2017 5:08 am----- Air and Water Discipline Talents -----
Elementalists strive for balance among the elements. So, it stands out that there are multiple Earth/Wood while Air/Water are absent (from a Discipline Talent perspective). These are available as Talent Options, but none of them are Good Enough to be Discipline Talents. Mostly a flavor conflict.
Recommendation: Nothing necessary; it would just be nice to see Air and Water represented as Discipline Talents. That being said, none of the existing Talent Options are strong enough for this role (in my option).
And spell selection...The Undying wrote: ↑Wed Mar 22, 2017 5:08 am----- Elemental Rotation -----
Elementalists strive for balance among the elements. This is just never represented, other than the concept of Discipline Crisis.
Most do strive for balance, some don't. I see this as RP-only territory.The Undying wrote: ↑Wed Mar 22, 2017 5:08 amRecommendation: (Ignoring the how) Add a carrot that encourages elemental rotation (at Talent level if applicable, definitely at spell level). I have a number of ideas here. I'll touch on the one that I think is most promising but likely least popular:
1) Replace the guts of "Elemental Mastery" with something that steadily builds bonuses as the Adept rotates through elements. Current Talent is incredibly strong but overly passive (but can't overly comment given I neither have the text nor the prominently-featured knacks Panda speaks to). This new Talent can be less strong but still great (bonus applies to both Threadweaving & Spellcasting maybe) but is actively used and changes play, which is fun. I can provide more details if desired.
The problem with this is that you're creating a mechanical benefit to enforce a characters personal vision of how the discipline works.
I think this is a great power. You merge your spirit with an Element (not an Elemental) and get a lot of benefits to casting spells.The Undying wrote: ↑Wed Mar 22, 2017 5:08 am----- 13th Circle feature -----
I love the feel of this. It feels weird that it shows up this late. It also feels weird that a Fire Elemental provides the same generic bonuses to the summoner as a Water Elemental.
Recommendation:
1) Take the flavor of this and move it to elemental spirits. Veering slightly into mechanics, this could be broken into two layers: (a) new ability beside Aid/Enhance that gives better persistent bonus for same Element with an equal penalty for opposing element, (b) another new additional ability available to stronger spirits that does the same as earlier BUT ALSO does the free thread and cannot cast spells of opposing.
2) Create a new 13th Circle feature.
I think the generic bonuses are a means to keep it simple, and not show preference to any element.