clearstream
(He, Him)
The idea so good I implemented it immediately...So limiting the -5/+10 to short range would seem reasonable to me.
The idea so good I implemented it immediately...So limiting the -5/+10 to short range would seem reasonable to me.
As that sorcerer player, how do you feel about the tweak? Warmer and happier?That's not bad; the wording is slightly awkward, but it's an awkward concept, so that may be unavoidable. As a the player of a sorcerer with empowered spell AND elemental adept, I can confirm that turning 1s into 2s is a very rare occurrence.
Yes, I certainly prefer your tweak better. The damage bonus is a fairly minor feature of the feat, so I don't think it needs any real boost. (Other than the +1 ASI, it does need that!) Just removing the conflict with one of the main classes that actually uses the feat is enough.As that sorcerer player, how do you feel about the tweak? Warmer and happier?
That's good feedback. +2 Constitution is worth +1 HP/level, +1 on the Con save and via that a +1 improvement in Concentration, an extra day without food, +1 on the roll against thirst, and +1 minute holding breath. +1 on a save is valued at half an ASI via the Resilient feat. The Constitution save is the most often used save (30% of all spell and monster ability saves listed in core rules). So we agree that +2 HP/level = +1 HP/level and +1 save. That leaves over all those other things! So could you agree that means Tough needs some additional (weak) benefits? Maybe merging in Durable (a trap feat) and adding the death save advantage is too much though? As I want to preserve as many of the effects that were in core as possible, it should probably just retain the Durable.
I'm also probably in the minority in thinking that Magic Initiate is too weak; to my mind, any feat that I could replicate with a one level dip to get something straight up better isn't worth it. I'd prefer to see it with a +1 ASI.
Do you mean thisThe problem I see with this is you are using a single Attribute example and maybe it in itself is imbalanced. Keep in mind while the designers might have done their best they are still only human that had deadlines and such. And its those deadlines and such that are often the cause of imbalances within a game. That being said I would love to see a full comparison of all the things you can get if you added a +2 to each Attribute because then you can see the full monty and decide what the average +2 to an Attribute should look like then in turn use that to gauge the relative power of each Feat. Personally in my mind, you cannot even approach redesigning feats until you have taken this step first.
I do have some quibbles with this. Saying that a stat bump only circumstantially impacts your attack and damage and spell DCs is underselling the consideration that a character won't have a stat bumped at random; the player will only be selecting stats that are the most useful to the character.Okay so looking at that we sort of get the following in a very generic sort of way -- now it is not exact but it is pretty close to what each Attribute scale increase nets you
Always+1 SaveCircumstantially
+1 Bonus to a Skill
+1 Bonus to a Skill
+1 Bonus to a Skill
+1 Bonus to a Skill+1 Attack
+1 Damage or DC
+1 Prepared Spell
Might Unlock Something
Now one would have to decide are 2 Circumstantials equal an Always or does it take 4 Circumstantials to equal an Always
I am strongly leaning towards the 4 because that would net us 6 Always which could then be equated to 3 major slots or 6 minor slots or a mix of those two.
This would then explain the Magic Initiate -- as 2 Cantrips and 1 Non-scalable 1st Level Spell as that would be 3 major slots. Oh and before you start to go over board with that 1st level spell keep in mind that a non-scalable 1st level spell would be about the equivalent in power to a Cantrip while a Scalable 1st level spell would be worth well more than a Cantrip
This is great progress! We need to remember that the player choosing the ASI is very likely to apply it to something that will benefit them. For example, although +1 prepared spell might seem circumstantial, it will be relevant a very high proportion of the time - maybe even 100% - for players choosing Intelligence. Similarly, the player choosing +2 Dexterity probably is using a finesse or ranged weapon that benefits fully.Okay so looking at that we sort of get the following in a very generic sort of way -- now it is not exact but it is pretty close to what each Attribute scale increase nets you
Always+1 SaveCircumstantially
+1 Bonus to a Skill
+1 Bonus to a Skill
+1 Bonus to a Skill
+1 Bonus to a Skill+1 Attack
+1 Damage or DC
+1 Prepared Spell
Might Unlock Something
Now one would have to decide are 2 Circumstantials equal an Always or does it take 4 Circumstantials to equal an Always
I am strongly leaning towards the 4 because that would net us 6 Always which could then be equated to 3 major slots or 6 minor slots or a mix of those two.
This would then explain the Magic Initiate -- as 2 Cantrips and 1 Non-scalable 1st Level Spell as that would be 3 major slots. Oh and before you start to go over board with that 1st level spell keep in mind that a non-scalable 1st level spell would be about the equivalent in power to a Cantrip while a Scalable 1st level spell would be worth well more than a Cantrip