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Warmage homebrew based on "surge" abilities
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<blockquote data-quote="jedavis" data-source="post: 5176199" data-attributes="member: 35933"><p>Very nice modification. In my group's games, we tend to use Warmage as a class for newbies who want to play spellcasters, since you don't have to prepare or choose known spells. We also basically let them use any Wiz/Sorc evocation that does direct damage, just to keep them on par, and replace the Sudden x feats with generic Bonus Feats selected from Metamagic, Sudden Metamagic, Reserve, and a few other feats (Spell Focus, Spell Pen, stuff like that). We've concluded that Warmage is fun to play because it's simple, easy, and gets to deal good damage, but (as you noted) underpowered due to lacking the versatility present in other spell lists.</p><p></p><p>My only complaint about piercing is that it doesn't handle resistances and immunities under a single unified mechanism. I guess I'd rather see it as "For 2 points, you reduce their resistance by 10 points. If they're immune, this means that you do 10 points of damage and their immunity absorbs the rest. For every additional burst point you spend, ignore another 5 points of resistance or immunity."</p></blockquote><p></p>
[QUOTE="jedavis, post: 5176199, member: 35933"] Very nice modification. In my group's games, we tend to use Warmage as a class for newbies who want to play spellcasters, since you don't have to prepare or choose known spells. We also basically let them use any Wiz/Sorc evocation that does direct damage, just to keep them on par, and replace the Sudden x feats with generic Bonus Feats selected from Metamagic, Sudden Metamagic, Reserve, and a few other feats (Spell Focus, Spell Pen, stuff like that). We've concluded that Warmage is fun to play because it's simple, easy, and gets to deal good damage, but (as you noted) underpowered due to lacking the versatility present in other spell lists. My only complaint about piercing is that it doesn't handle resistances and immunities under a single unified mechanism. I guess I'd rather see it as "For 2 points, you reduce their resistance by 10 points. If they're immune, this means that you do 10 points of damage and their immunity absorbs the rest. For every additional burst point you spend, ignore another 5 points of resistance or immunity." [/QUOTE]
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