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Assaying a change to Elemental Adept
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<blockquote data-quote="clearstream" data-source="post: 8352752" data-attributes="member: 71699"><p>In the past, I have tried revising many feats for balance. Savage Attacker is a great example! Writing new feats isn't too difficult, and given they should equate to +2 on an ability score we get a nice head start on balancing. These days, I only change feats that I believe will make a play style viable. For example, I've changed Dual Wielder so that the off-hand weapon strike is free instead of a bonus action. That makes it work for rogues and monks, opening up a play style.</p><p></p><p>Here with Elemental Adept, I believe there are a few play styles that can be better supported if player is given control of damage type. The fire-focused caster is one, but we can also think of some interesting options for a fighter who can change their weapon damage types. The part of Elemental Adept that <em>uniquely</em> matters is changing damage type. Extra damage is nice, but not unique!</p><p></p><p> Design-wise, my first step was to lower the cost of taking the feat by making it a half-feat. Lowering the cost means more characters will be able to benefit from it. Then I wanted to try a very broad damage type switch: something that does that very powerfully. As written, my version is possibly too broad (e.g. I make my bludgeoning damage into psychic.)</p><p></p><p>Your new feat is very flavourful. On the other hand, it loads in effects that aren't tied to the problem, which is defined as PCs/NPCs being able to get around resistances if they want to. That's why I wrote out the problem to solve up-front. Still, I don't reject desiring a flavourful feat, but then the real challenge is - can you think of a version more flavourful than mine that is focused on my problem-to-solve ?</p></blockquote><p></p>
[QUOTE="clearstream, post: 8352752, member: 71699"] In the past, I have tried revising many feats for balance. Savage Attacker is a great example! Writing new feats isn't too difficult, and given they should equate to +2 on an ability score we get a nice head start on balancing. These days, I only change feats that I believe will make a play style viable. For example, I've changed Dual Wielder so that the off-hand weapon strike is free instead of a bonus action. That makes it work for rogues and monks, opening up a play style. Here with Elemental Adept, I believe there are a few play styles that can be better supported if player is given control of damage type. The fire-focused caster is one, but we can also think of some interesting options for a fighter who can change their weapon damage types. The part of Elemental Adept that [I]uniquely[/I] matters is changing damage type. Extra damage is nice, but not unique! Design-wise, my first step was to lower the cost of taking the feat by making it a half-feat. Lowering the cost means more characters will be able to benefit from it. Then I wanted to try a very broad damage type switch: something that does that very powerfully. As written, my version is possibly too broad (e.g. I make my bludgeoning damage into psychic.) Your new feat is very flavourful. On the other hand, it loads in effects that aren't tied to the problem, which is defined as PCs/NPCs being able to get around resistances if they want to. That's why I wrote out the problem to solve up-front. Still, I don't reject desiring a flavourful feat, but then the real challenge is - can you think of a version more flavourful than mine that is focused on my problem-to-solve ? [/QUOTE]
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