View Full Version : [3.5] Coglayer Optimization

2009-08-08, 02:29 PM
A good while back, in a different thread I can't even find, I heard someone mention that the Coglayer class from the Dragonmech campaign setting was an extremely high-powered class that was either Tier 1 or Tier 2.

This thought baffles me completely.

Can someone with more experience in these matters give me some insight? Is there some combination of Steam Powers that I'm missing here, some loop-hole I utterly over-looked. How can a coglayer be on the same tier as a Wizard, Cleric, and their ilk?

Seriously, can someone help me out with this? If nothing else, maybe this will give me some ideas Coglayer power combination for items, but my brain is demanding answers on this question.

2009-08-10, 10:07 AM
Seriously? No one has any idea what I'm talking about?

2009-08-10, 10:55 AM
Have you looked/asked here http://www.goodman-games.com/forums/viewforum.php?f=19

2009-08-10, 10:58 AM
I had no clue what the heck a coglayer was until I saw "Dragonmech" and thought to myself, Oh, I don't play that. I am sure there is someone who can help him, though.

2009-08-10, 02:27 PM
I'll admit coglayers are interesting and i like how Dragonmech put together their technology, which feels right at home in your standard fantasy setting, I don't know really how you can really break one. At best, depending on how you run one, I could see them on par with Warlocks, though you can move your Steam Powers about, so that may have something to do with it.

2009-08-10, 02:50 PM
A little searching ('coglayer wizard') in the goodman games forum found this thread


It may be the start of ideas of how to use the steampowers (magic) of coglayers (wizards) to out perform mechs (fighter types).

And here's another thread that might be useful