How to fix TWs

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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

How to fix TWs

Post by Tribe of One »

Techno-Wizards suck in Savage Rifts 2.0.
Here's why

They're underpowered, in multiple ways:
  • Dedicated caster IFs (LLW, Mystics, Mind Melters) tend to get fewer build points than martial types or MARS, and a lot less than iconic weirdos like dragons and Glitter Boys. Generally that's OK, because ABusers are OP in SWADE, but the TW gets fewer build points than every other caster and that's even when applying a very generous point estimate to their signature ability — which wasn't all it was cracked up to be even before PEG started nerfing it.
  • Their niche is supposed to be versatility — they should be OK as a skill-monkey, although not as good as an Operator, Rogue Scholar or Vagabond — and are supposedly the guy to call when you need that one weird spell no one else bothered to learn. But (especially with the newest nerf) a Ley Line Walker or Mystic can just fill that role better. There's little value in being able to whip up a Gadget (out of combat, most likely now) with a random Novice power when the LLW can easily know every Novice power worth knowing. Mystics gets two ABs worth of powers known and a boatload of PP to cast them. If the TW can't do it quickly, on the fly, and can't access higher-Rank powers (even with a penalty) they can't really fill the role assigned to them.
  • They're Skill- and Edge-starved. No Master of Magic to start, no Edges to help them Repair stuff or get cool gear, and they're stuck with a skill tax (use the lower of Occult/Repair/Techno-Wizardry for building) for what's supposedly an iconic ability. Your first dozen or so advances are pretty much dictated to you, just to be able to do the bare minimum in your class. Forget hobbies or alternate specialties.
  • They're hosed by the action economy. Action economy is king. If you spend the first round or two of combat preparing or creating a Gadget, you missed the combat. If they can't do multiple things in a round and start contributing from Round 1, they're not contributing.
  • They're supposed to be the best with TW items, but the only thing they can do better than anyone else is create it. They don't have the abilities to actually use any of it very well (see Skill-starved above). And they start with TW armor and a pistol that are worse than normal starting gear. Basically just Dog Boy bait.
  • Crafting is not a class feature — access to time/cash/custom gear is a campaign feature that the GM dials in to their preference. Being able to craft things yourself (really only saving a little bit of hassle/time/money vs. buying it) is at best worth an Edge.
Here's how to fix them:
  • Arcane Machinist If using the proposed revision, remove the -2 penalty to the skill check. Add these sentences: The Techno-Wizard can work more quickly, creating the Gadget as a single action, but makes the check at -2. If creating a Gadget replicating a power greater than his Rank, the check is made at -2 and takes one hour.
  • Add an ability like this: Master of Techno-Wizardry Techno-Wizards get a free reroll on all Trait rolls when activating TW items, Gizmos and Gadgets (their own or someone else's). This includes rolls to wield TW weapons or operate TW vehicles but does not apply to rolls to create Gadgets or permanent items.
  • Add an ability like this: Fake It Till You Make It A Techno-Wizard can spend a Benny to substitute their Techno-Wizardry skill for another Trait roll when it involves operating or manipulating technology or magic.
  • Add something this: Field of Study Most Techno-Wizards specialize in a particular area of research and experimentation and can choose one of the following sets of benefits:
    *Test Pilot: Gain the Ace or Power Armor Jock Edge and two die types in either Boating, Driving or Piloting.
    * Weaponsmith: Gain the Soldier Edge and two die types in either Athletics, Fighting or Shooting.
    * Theoretician: Gain the Scholar Edge and two die types in a linked skill.
    * Tinker: Gain the Mr. Fix-It Edge. The reduced time applies when building TW items from scratch, not just repairing them.
  • Add one TW weapon, armor or item (not a custom item) worth no more than 300,000 cr. to starting gear.
  • Under TW Conversions and Upgrades: Remove the line about using the lower of Occult, Repair or Techno-Wizardry and just use Techno-Wizardry.
Pick any 4 of the 6 options above and you'll be in the right ballpark, with a jack-of-all-trades with a broad but shallow skillset, lacking the raw power of other dedicated casters but able to contribute (in or out of combat) with a clutch power and who, while not as effective as a true combat specialist, can wield a TW rifle or widget well enough not to embarrass themselves.
GM Bennies: 7/7
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