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<blockquote data-quote="Wik" data-source="post: 3691136" data-attributes="member: 40177"><p>I've had them in play a few times, and I really like what they're capable of. Especially as a GM - it means more encounters per session, as the Dragon Shaman extends the group's healing capabilities.</p><p></p><p>As for the unlimited Identify trick, which is actually a Dragonfire Adept's ability from Dragon Magic... I thought it'd be unbalanced (since unlimited Identify, with no component cost, just SOUNDS broken), what it actually does is allow the group to use items as they find them, which makes less of a GM headache later on.</p><p></p><p>(as an aside, a few sessions ago in my monday night game, I had the players mass identify all the items they had picked up in a month of adventuring on the isle of dread. "What does this weird-looking dagger do?"</p><p></p><p>As a GM, I had completely forgotten about that weird little +1 dagger that I had described on the fly, since they had discovered it more than six weeks ago. I found myself wishing they still had their dragon shaman, since they would have been able to write "+1 dagger" on their character sheets within a round of finding it, as opposed to the five minutes of me flipping frantically through my notes to jog my memory).</p><p></p><p>I'm really just in pre-proposal mode right now. I might put forward Dragon Magic (and maybe Dragonfire Adept; that could be a fun option!) as a proposal, methinks.</p></blockquote><p></p>
[QUOTE="Wik, post: 3691136, member: 40177"] I've had them in play a few times, and I really like what they're capable of. Especially as a GM - it means more encounters per session, as the Dragon Shaman extends the group's healing capabilities. As for the unlimited Identify trick, which is actually a Dragonfire Adept's ability from Dragon Magic... I thought it'd be unbalanced (since unlimited Identify, with no component cost, just SOUNDS broken), what it actually does is allow the group to use items as they find them, which makes less of a GM headache later on. (as an aside, a few sessions ago in my monday night game, I had the players mass identify all the items they had picked up in a month of adventuring on the isle of dread. "What does this weird-looking dagger do?" As a GM, I had completely forgotten about that weird little +1 dagger that I had described on the fly, since they had discovered it more than six weeks ago. I found myself wishing they still had their dragon shaman, since they would have been able to write "+1 dagger" on their character sheets within a round of finding it, as opposed to the five minutes of me flipping frantically through my notes to jog my memory). I'm really just in pre-proposal mode right now. I might put forward Dragon Magic (and maybe Dragonfire Adept; that could be a fun option!) as a proposal, methinks. [/QUOTE]
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