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<blockquote data-quote="CapnZapp" data-source="post: 6960018" data-attributes="member: 12731"><p><u>Linguist</u></p><p><em>benefits</em></p><p><span style="color: #800080"><strong>Design:</strong></span>For some specialist campaign, sure. Otherwise, learning to do ciphers and talk languages in a game where wizards have spells that trivialize these aspects... really?</p><p><strong>Fun:</strong>It <em>is</em> fun. But no.</p><p><span style="color: #800080"><strong>Power:</strong></span>A half-feat for wizards plus non-magical ways to do what you can already learn to do as a wizard... I'll ask again - couldn't its benefits have been handed out as a background instead?</p><p></p><p><u>Lucky</u></p><p><em>Three rerolls on your rolls as well as attacks made against you. And these rerolls are the good stuff - use either roll, not the "you must use your second roll" kind</em></p><p><strong>Design:</strong>Designwise rather straightforward</p><p><span style="color: #DAA520"><strong>Fun:</strong></span>This is an enormous self-confidence boost; you basically have advantage to your three most critical rolls a day</p><p><span style="color: #0000FF"><strong>Power:</strong></span>This has to be good, but it can't save you when you're swamped, so there's limits.</p><p></p><p><u>Mage Slayer</u></p><p><em>Use reaction to "counterslay" spellcasting in melee, spellcaster get disadvantage on concentration, you yourself get "magic resistance" while in melee with caster</em></p><p><strong>Design:</strong>Hmm. If you play completely straight with absolutely no metagaming, sure. But did noone envision the case where the spellcaster simply backs away 5 ft before casting? (He gets whacked no matter what, but at least can try to charm you without disadvantage). The second ability is useful to ranged fighters, while the first one only to melee fighters, and the third one is only useful if the DM doesn't do meta and never has monsters realize what the feat does. </p><p><span style="color: #0000FF"><strong>Fun:</strong></span>Ruining the DMs carefully laid out plans for the BBEG is always good... </p><p><strong>Power:</strong>Not sure how much power this really has. You do gain a certain "stickiness" where casters are even more doomed than usual when face to face with the hero. This is one of those feats that do something completely different and yet has a definite combat application... I'll leave it black for now.</p><p></p><p><u>Magic Initiate</u></p><p><em>two cantrips, one spell</em></p><p><span style="color: #0000FF"><strong>Design:</strong></span>I'm happy something like this exists. Petty clear design. One somewhat hidden benefit is how this (as far as I can tell) turns you into a "spellcaster", allowing you to attune to certain items. </p><p><span style="color: #0000FF"><strong>Fun:</strong></span>This is a good clean way to customize your character, so yes. </p><p><span style="color: #800080"><strong>Power:</strong></span>Isn't this a bit stingy actually... (I mean, one single spell? For a whole feat?) Not even three cantrips, three slots for one spell, one slot each for three spells, and any combination in between... for those that aren't very into cantrips. Oh well, that could make it more difficult to understand, so I guess not.</p><p></p><p><u>Martial Adept</u></p><p><em>two maneuvers, one superiority die</em></p><p><span style="color: #0000FF"><strong>Design:</strong></span>Again, allowing a peak into a "core" class is useful. </p><p><strong>Fun:</strong>Not as fun as Magic Initiate if for the proasic reason you do expect to pull off martial stuns more often than magic spells... </p><p><span style="color: #800080"><strong>Power:</strong></span>Again, a very stingy offer. On the other hand, while you only need to multiclass one level for the real deal of magic initiate, you need two for the real deal on maneuvers...</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6960018, member: 12731"] [U]Linguist[/U] [I]benefits[/I] [COLOR="#800080"][B]Design:[/B][/COLOR]For some specialist campaign, sure. Otherwise, learning to do ciphers and talk languages in a game where wizards have spells that trivialize these aspects... really? [B]Fun:[/B]It [I]is[/I] fun. But no. [COLOR="#800080"][B]Power:[/B][/COLOR]A half-feat for wizards plus non-magical ways to do what you can already learn to do as a wizard... I'll ask again - couldn't its benefits have been handed out as a background instead? [U]Lucky[/U] [I]Three rerolls on your rolls as well as attacks made against you. And these rerolls are the good stuff - use either roll, not the "you must use your second roll" kind[/I] [B]Design:[/B]Designwise rather straightforward [COLOR="#DAA520"][B]Fun:[/B][/COLOR]This is an enormous self-confidence boost; you basically have advantage to your three most critical rolls a day [COLOR="#0000FF"][B]Power:[/B][/COLOR]This has to be good, but it can't save you when you're swamped, so there's limits. [U]Mage Slayer[/U] [I]Use reaction to "counterslay" spellcasting in melee, spellcaster get disadvantage on concentration, you yourself get "magic resistance" while in melee with caster[/I] [B]Design:[/B]Hmm. If you play completely straight with absolutely no metagaming, sure. But did noone envision the case where the spellcaster simply backs away 5 ft before casting? (He gets whacked no matter what, but at least can try to charm you without disadvantage). The second ability is useful to ranged fighters, while the first one only to melee fighters, and the third one is only useful if the DM doesn't do meta and never has monsters realize what the feat does. [COLOR="#0000FF"][B]Fun:[/B][/COLOR]Ruining the DMs carefully laid out plans for the BBEG is always good... [B]Power:[/B]Not sure how much power this really has. You do gain a certain "stickiness" where casters are even more doomed than usual when face to face with the hero. This is one of those feats that do something completely different and yet has a definite combat application... I'll leave it black for now. [U]Magic Initiate[/U] [I]two cantrips, one spell[/I] [COLOR="#0000FF"][B]Design:[/B][/COLOR]I'm happy something like this exists. Petty clear design. One somewhat hidden benefit is how this (as far as I can tell) turns you into a "spellcaster", allowing you to attune to certain items. [COLOR="#0000FF"][B]Fun:[/B][/COLOR]This is a good clean way to customize your character, so yes. [COLOR="#800080"][B]Power:[/B][/COLOR]Isn't this a bit stingy actually... (I mean, one single spell? For a whole feat?) Not even three cantrips, three slots for one spell, one slot each for three spells, and any combination in between... for those that aren't very into cantrips. Oh well, that could make it more difficult to understand, so I guess not. [U]Martial Adept[/U] [I]two maneuvers, one superiority die[/I] [COLOR="#0000FF"][B]Design:[/B][/COLOR]Again, allowing a peak into a "core" class is useful. [B]Fun:[/B]Not as fun as Magic Initiate if for the proasic reason you do expect to pull off martial stuns more often than magic spells... [COLOR="#800080"][B]Power:[/B][/COLOR]Again, a very stingy offer. On the other hand, while you only need to multiclass one level for the real deal of magic initiate, you need two for the real deal on maneuvers... [/QUOTE]
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