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Assaying a change to Elemental Adept
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<blockquote data-quote="NotAYakk" data-source="post: 8352843" data-attributes="member: 72555"><p>I think half feats aren't a substabtial reduced cost. It either relies on a careful min maxing at level 1 to have an odd stat, then requires that stat to be top tier for your build, or takes up to 8 levels of planning to pay off.</p><p></p><p>Second, I do not think good feats should be focused on one mechanical effect. They can be inspjred by a mechanical <em>problem</em>, but should remain story first.</p><p></p><p>Here the problem is "character that chooses to pick all fire spells".</p><p></p><p>Faced with a foe immune to fire, this character sucks, is near useless. And a fire mage sucking when fighting a fire creature seems a bit off.</p><p></p><p>The core of my feat is allowing not energy substitution - no "radiant ball" that makes damage types barely irrelevant - but admixture.</p><p></p><p>For this one (I have a bunch) we take the idea of hell corrupted fire. Ignoring resistance (because hellfire cares not for it), and for immunity providing half penetration by necrotic (because you cannot burn a fire elemental, we don't ignore immunity).</p><p></p><p>But feats should not just do one thing. </p><p></p><p>Temporary HP from the hellfire is a kind of life stealing. Then a damage boost if you aren't attacked.</p><p></p><p>While it is up to a 25% damage boost, it is intentionally awkward; it works on one target, and if you fired 5 rays of fire you get 25% of one of them on your next turn. You can't really get 25% basically.</p><p></p><p>Meanwhile, your fire spells are laced with corruption.</p><p></p><p>For other damage types the end goal - not useless against immune creatures - is paramount. A thunder/lightning feat, a poison/acid, and a cold one cover most of the most commonly resisted/immune types of damage.</p><p></p><p>Radiant and Force and Necrotic don't really need it.</p><p></p><p>Thunder/Lightning lets you split damage in half between types, and has a bonus kicker (thunder pushes, lighting kills reactions).</p><p></p><p>Poison/Acid similarly, split damage, kicker (adv on attacks/saves on damaged foes, and alchemist tools)</p><p></p><p>Cold you can split damage to do movement reduction, even on immune foes. So not quite the same; still useful. To play the damage game, you get a fire/cold reaction "protection" ability.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8352843, member: 72555"] I think half feats aren't a substabtial reduced cost. It either relies on a careful min maxing at level 1 to have an odd stat, then requires that stat to be top tier for your build, or takes up to 8 levels of planning to pay off. Second, I do not think good feats should be focused on one mechanical effect. They can be inspjred by a mechanical [I]problem[/I], but should remain story first. Here the problem is "character that chooses to pick all fire spells". Faced with a foe immune to fire, this character sucks, is near useless. And a fire mage sucking when fighting a fire creature seems a bit off. The core of my feat is allowing not energy substitution - no "radiant ball" that makes damage types barely irrelevant - but admixture. For this one (I have a bunch) we take the idea of hell corrupted fire. Ignoring resistance (because hellfire cares not for it), and for immunity providing half penetration by necrotic (because you cannot burn a fire elemental, we don't ignore immunity). But feats should not just do one thing. Temporary HP from the hellfire is a kind of life stealing. Then a damage boost if you aren't attacked. While it is up to a 25% damage boost, it is intentionally awkward; it works on one target, and if you fired 5 rays of fire you get 25% of one of them on your next turn. You can't really get 25% basically. Meanwhile, your fire spells are laced with corruption. For other damage types the end goal - not useless against immune creatures - is paramount. A thunder/lightning feat, a poison/acid, and a cold one cover most of the most commonly resisted/immune types of damage. Radiant and Force and Necrotic don't really need it. Thunder/Lightning lets you split damage in half between types, and has a bonus kicker (thunder pushes, lighting kills reactions). Poison/Acid similarly, split damage, kicker (adv on attacks/saves on damaged foes, and alchemist tools) Cold you can split damage to do movement reduction, even on immune foes. So not quite the same; still useful. To play the damage game, you get a fire/cold reaction "protection" ability. [/QUOTE]
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Assaying a change to Elemental Adept
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