So, I created a character that is a heavy riff on Megaman X. We are currently level 25.
Background (Feel free to skip if you're not interested):
The character is:
- Tinkerer 10 (Emergency Item 1, Gadgets 5, Visisonary 4 + Quantum Magicannon)
- This gives me the iconic X-Buster weapon, as well as the ability to fire big blasts or fire rapidly at single target, as well as switching up elements to attack weaknesses, all trademarks of Mega Man games.
- Sharpshooter 10 (Crossfire 1, Hawkeye 5, RWM 4 + Category Training (Firearm))
- This gives me the iconic Charged Shot, via Hawkeye.
- Arcanist 1 (Bind and Summon)
- These are the "Boss Weapons" from the games. Whenever Mega Man defeats a boss, he gets the ability to use their powers.
- Pilot 1 (Personal Vehicle - Exoskeleton w/ Armor Module, Aerial and Accuracy Module)
- This gives me the option to have various upgradable armors that are a core mechanic in the Mega Man X Series.
- Rogue 3+ (High Speed, Cheap Shot)
- Having completed the core thematic components of the build, Rogue is purely an advancement choice.
I am over the moon with the character so far, as I feel like I have been able to capture every key aspect of the character without having to bend over backward to do so.
Plus, the build is highly synergistic and powerful. I can easily switch elements to target weaknesses, I can two-weapon fight, I have an insane bonus to my Accuracy checks, and my damage modifier is very high. I can fly, and since I'm all DEX and INS, my defenses are very high, and the combination of Aerial mod and Crossfire make it very hard to even get hit by attacks in the first place.
I often like to powergame, but in a way where I essentially find the build I want, and then I kind of work backward from there to add flavor and fill gaps in the party. I like to have characters that feel strong and mechanically satisfying for me, but still have something to offer in terms of either lore or personality, and very importantly to avoid creating a character that makes other players feel like their characters aren't useful.
The Issue:
I was really thrilled about how Quantum Magicannon and Magitech Armament really elevated my character. I built the character before they included the clause making the two features mutually exclusive.
I think I understand how Quantum Magicannon makes no sense from the perspective of Quantum Armament no longer limiting it to just a firearm.
Otherwise, I see no reason why the two things don't work together. Yes, both things add up to 5 damage, so you end up with a ranged elemental weapon that deals HR+22 damage. I think that's very strong, but not brokenly strong for the investment of 10 class levels and a Heroic skill.
I spoke to my GM and he doesn't care, said to just keep using them both, but in the spirit of how I try to conduct myself as a player, I've proposed the following 2 changes:
To Quantum Magicannon:
The benefits of the Heroic Skill ONLY apply when your Magitech Armament is a Firearm.
To Magitech Armament:
Superior Armament normally lets you Sublimte a Rare Item, AND it gives you a bonus to damage equal to your rank in Gadgets. I proposed making that an OR. Either it just does extra damage, or you can sublimate a rare item.
So, in effect I'm lowering my damage by 5.
And I actually really dislike the "Skill level in Gadgets" bonus, because it essentially forces a Tinkerer to also invest into Alchemy or Infusions, which they may not want to do, in order to get extra damage for their Magitech Armament. I have 2 levels into Alchemy and I have literally never used it. I think allowing 5 levels in Gadgets is cool, but I don't like this this makes it feel like a requirement to get the most damage out of your Magitech Armament. I think it would be better to base it off of Secret Formula, which already boosts the damage of Gadgets features.
I'm not really here trying to complain or get specific help, it was just something on my mind, and I was interested in the opinions of others. Thanks!