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<blockquote data-quote="CapnZapp" data-source="post: 6957769" data-attributes="member: 12731"><p>I know I have gotten sidetracked with other projects, but to show this thread isn't dead, let's do away with a feat I have no practical experience with.</p><p></p><p><u>Elemental Adept</u></p><p><em>Negate resistance to one of five damage types, minor damage boost</em></p><p><strong>Design:</strong>Designwise the first part (negate resistance) is perfectly clear. The other represents less than a 5% increase, and that is for d6 spells - for d8 and d10 spells it does even less. Talk about minor. </p><p><strong>Fun:</strong>This isn't actively unfun, but it is "meh". This black grade is generous.</p><p><span style="color: #800080"><strong>Power:</strong></span>This is not good enough for a full feat. Perhaps it was in d20 where you got more feats and you didn't pay an ASI. I understand their hesitance to add feats that make fireball more powerful, but this is simply too cautious.</p><p></p><p></p><p></p><p>Let me just add something discussed in another thread (regarding Energy Substitution), namely this:</p><p></p><p>Any feat design that doesn't take into account how different damage types are unequal will fail. Either the feat is underpowered for, say, Acid or Poison, or it is overpowered for, say, Fire or Force.</p><p></p><p>The solution must be to make the feat give better benefits to Acid or Poison, than to Fire or Force. Of course, creating a unique feat for each damage type would work too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><u>Grappler</u></p><p><span style="color: #FF0000"><strong>Design:</strong></span> It appears Grappler is a failed design. Its first benefit, getting advantage on attacks (not grapple checks), can be obtained by shoving the grappled creature prone. Its second benefit, allowing you to pin to restrained, is functionally not (much) better than what you can already do, again shoving to prone. Its third benefit has been errataed away completely. </p><p><strong>Fun:</strong> It's fun alright. (Even if it's all an illusion)</p><p><span style="color: #FF0000"><strong>Power:</strong></span> With the feat, you gain advantage on attacks without first having to shove them prone, so that's something. You don't get advantage on grapple checks however. With the feat, your pin-to-restrained is microscopically better than regular shove-to-prones: your ranged allies do benefit. These somethings still rate red.</p><p></p><p><em>Edit: Thanks to [MENTION=60210]jaelis[/MENTION] I've realized I was completely wrong about Grappler. Here is my original appraisal unedited:</em></p><p>[sblock=Grappler]<u>Grappler</u></p><p><span style="color: #800080"><strong>Design:</strong></span>While I understand the idea "give the specialist advantage" this works less well here than for, say, initiative or some skill. Getting advantage on grapples is in effect an autosuccess against all humanoids, and means you can quite easily grapple the strongest of Large foes. At least thank the gods you no longer can grapple colossal creatures. The reason is that Strength isn't nearly as exponential as common sense tells you it should be, and so it interacts especially badly with Advantage. </p><p><span style="color: #0000FF"><strong>Fun:</strong></span>It's fun alright.</p><p><strong>Power:</strong>Getting to pin creatures and grappling large creatures fair and square are both perfectly alright. Getting advantage is too good, however. This feat is as a result too crude. Its black grade is saved by the fact it is still not trivial to make a grappler build work.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6957769, member: 12731"] I know I have gotten sidetracked with other projects, but to show this thread isn't dead, let's do away with a feat I have no practical experience with. [U]Elemental Adept[/U] [I]Negate resistance to one of five damage types, minor damage boost[/I] [B]Design:[/B]Designwise the first part (negate resistance) is perfectly clear. The other represents less than a 5% increase, and that is for d6 spells - for d8 and d10 spells it does even less. Talk about minor. [B]Fun:[/B]This isn't actively unfun, but it is "meh". This black grade is generous. [COLOR="#800080"][B]Power:[/B][/COLOR]This is not good enough for a full feat. Perhaps it was in d20 where you got more feats and you didn't pay an ASI. I understand their hesitance to add feats that make fireball more powerful, but this is simply too cautious. Let me just add something discussed in another thread (regarding Energy Substitution), namely this: Any feat design that doesn't take into account how different damage types are unequal will fail. Either the feat is underpowered for, say, Acid or Poison, or it is overpowered for, say, Fire or Force. The solution must be to make the feat give better benefits to Acid or Poison, than to Fire or Force. Of course, creating a unique feat for each damage type would work too :) [U]Grappler[/U] [COLOR="#FF0000"][B]Design:[/B][/COLOR] It appears Grappler is a failed design. Its first benefit, getting advantage on attacks (not grapple checks), can be obtained by shoving the grappled creature prone. Its second benefit, allowing you to pin to restrained, is functionally not (much) better than what you can already do, again shoving to prone. Its third benefit has been errataed away completely. [B]Fun:[/B] It's fun alright. (Even if it's all an illusion) [COLOR="#FF0000"][B]Power:[/B][/COLOR] With the feat, you gain advantage on attacks without first having to shove them prone, so that's something. You don't get advantage on grapple checks however. With the feat, your pin-to-restrained is microscopically better than regular shove-to-prones: your ranged allies do benefit. These somethings still rate red. [I]Edit: Thanks to [MENTION=60210]jaelis[/MENTION] I've realized I was completely wrong about Grappler. Here is my original appraisal unedited:[/I] [sblock=Grappler][U]Grappler[/U] [COLOR="#800080"][B]Design:[/B][/COLOR]While I understand the idea "give the specialist advantage" this works less well here than for, say, initiative or some skill. Getting advantage on grapples is in effect an autosuccess against all humanoids, and means you can quite easily grapple the strongest of Large foes. At least thank the gods you no longer can grapple colossal creatures. The reason is that Strength isn't nearly as exponential as common sense tells you it should be, and so it interacts especially badly with Advantage. [COLOR="#0000FF"][B]Fun:[/B][/COLOR]It's fun alright. [B]Power:[/B]Getting to pin creatures and grappling large creatures fair and square are both perfectly alright. Getting advantage is too good, however. This feat is as a result too crude. Its black grade is saved by the fact it is still not trivial to make a grappler build work. [/sblock] [/QUOTE]
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