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Warmage homebrew based on "surge" abilities
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5176211" data-attributes="member: 35909"><p>Thanks!</p><p></p><p></p><p></p><p>That would make things a little more complicated than I'd like. Also, you seldom see resistances above 20 or 30. Beyond that, it's basically just immune. So after a certain point, paying the points would do nothing more against resistance enemies and only dig out slightly more damage against immunes. I mean, I think 5 points is already asking a lot, that's 1/4 the daily allotment for a level 20 Warmage, 1/3 at the level you first get the ability! Considering a Warmage can already cast lots of variant energy types with each spell level, and i gave them the ability to freely turn other energy spells into whichever they want, it'd be hard to justify ever using Piercing Spells with your modification. Almost all the Warmage's class features run off of the points, to have to pay 1 point for every 5 damage is just plain not worth it.</p><p></p><p>Finally, 3.5 is inherently a game of absolutes. The fact that creatures even get total immunity in the first place, instead of continued progressively higher resists is an example of that. So too is that as I mentioned, there are already "counter-absolutes" in the rules to completely negate immunity. If you don't want a game of one-ups manship like "Ha! I'm Immune!" "Not anymore, now I can ignore your immunity!" that's fine. But the problem is a lot deeper ingrained than this one homebrew class feature. I'd say it starts when designers actually think making a day-long spell that makes you completely immune to an energy type is not only ok, but "weak" enough for spell level 6 (see Spell Compendium for reference) slot, for example. Get rid of the other absolutes, and then Piercing Spell can also be changed. As the game stands, I think it's both fair and necessary to let Warmages in on the absolutes game.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5176211, member: 35909"] Thanks! That would make things a little more complicated than I'd like. Also, you seldom see resistances above 20 or 30. Beyond that, it's basically just immune. So after a certain point, paying the points would do nothing more against resistance enemies and only dig out slightly more damage against immunes. I mean, I think 5 points is already asking a lot, that's 1/4 the daily allotment for a level 20 Warmage, 1/3 at the level you first get the ability! Considering a Warmage can already cast lots of variant energy types with each spell level, and i gave them the ability to freely turn other energy spells into whichever they want, it'd be hard to justify ever using Piercing Spells with your modification. Almost all the Warmage's class features run off of the points, to have to pay 1 point for every 5 damage is just plain not worth it. Finally, 3.5 is inherently a game of absolutes. The fact that creatures even get total immunity in the first place, instead of continued progressively higher resists is an example of that. So too is that as I mentioned, there are already "counter-absolutes" in the rules to completely negate immunity. If you don't want a game of one-ups manship like "Ha! I'm Immune!" "Not anymore, now I can ignore your immunity!" that's fine. But the problem is a lot deeper ingrained than this one homebrew class feature. I'd say it starts when designers actually think making a day-long spell that makes you completely immune to an energy type is not only ok, but "weak" enough for spell level 6 (see Spell Compendium for reference) slot, for example. Get rid of the other absolutes, and then Piercing Spell can also be changed. As the game stands, I think it's both fair and necessary to let Warmages in on the absolutes game. [/QUOTE]
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