Overall, this change (together with the HP revamp) will have a huge avalanche effect on the META. Well, not really the META, as I really doubt that it will dethrone casters (though Half-Elf casters may now run rampant, if their imbue is easy enough to make count), but there are several things now in motion.
Eldritch Knights will be built entirely different, not only because of the imbue change, more so for the fact that they can use spells at distance again. Means, that especially sorcerers will become DPS EK, as they have easier access to spellpower and most will use the elemental capstone for immunity strip. Wizard EK will either join (due to more metamagic feats) or stay the same with Mass Hold Monster at cap, which they throw first, dive in, do their cleaves and ticking their auras and then picking up the rest.
Melee artis may finally be played as intended, as they not only get to be hybrid characters, but also get a decent boost in damage.
AA will become a more interesting tree, but I won't count for miracles, as they are point sinks, many lesser effects, all bow related, not easy to pick up imbue dice, if you waste many points on stuff you can barely use.
Inquisitive is a better way to go, as it has more enhancements that work outside from the pure double-x-bow style. Inquis itself gets some downgrade on the imbue, which makes their leveling slower, but I was never a fan of that tree to begin with, as it was too easy to get much damage.
Shadar-kai's imbue doesn't scale with any power and only works on sneak, so probably not as much of a powerhouse ppl expect it to become.
The filigrees do hurt, I used them for lower epic weapons for leveling purposes, but I guess they could be useful for endgame instead.
Yeah, the fighter sticks out like a sour thumb. Fighter is (as always) hindered by the fact, that it shares one tree with paladin, the other is almost a copy, and the DPS one is less powerful than the paladin (in most cases). Having no imbue does hurt here, especially given that this may become the next big thing and to make the mechanic general for real.
Ideas for Fighter imbues:
- Endurant Soul: Gain on hit 1d8 temp hit points (doesn't stack with itself). 1d8 per additional imbue die. Plays into the mechanic, that fighters are supposed to be very tough, training their bodies with nothing but ability. No rage, no magic, no gods, nothing else. Just determination.
- Foeslayer: The boring additional damage, maybe d4 bane damage to make it damage all kinds of stuff? Scaling with 200% MP or RP of course.
- Gladiator's Might: All tactical feats gets +1 DC per 4 dice. Tactical feats do 1d10 bane damage per die, scaling with 200% MP.
- Strikeback: Enemy that hits you in melee combat, gets 1d6 damage per die, scaling with X% amount of PRR. (may make tanks too good for damage, but MP seems a bit boring here, and guard damage effects are now rare).
I guess, these imbues could be feats, and higher forms of weapon focus and specialication could give more dice, to make multiclassing less attractive for supposedly pure fighters.
EDIT: Giving more dice per 3 fighter levels or so like VC or EK may also bring more people to play pure.