Astral Fire

evil clerics are allowed to sub in necrotic damage for radiant

Actually, by the default RAW, they aren't. This is a suggestion in the DMG of one way you could choose to modify powers to account for a flavour change. So I don't think it's fair to assume that feats have been balanced with this in mind, as it is not the default assumption.
 

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Yes, a lot of the spell enhancers are obviously realted to the earlier magical traditions.

As far as ability requirements go I thoguht it was pretty obvious - in a game where most casters can be exceedingly competent focusing on two abilities, these feats provide an incentive to diversify. The abilities needed are frequently "out of class" for that very reason.
 

Trevelyan said:
As far as ability requirements go I thoguht it was pretty obvious - in a game where most casters can be exceedingly competent focusing on two abilities, these feats provide an incentive to diversify. The abilities needed are frequently "out of class" for that very reason.
Yeah, I believe this is the idea. Strictly speaking the most power in any class is gained by having almost no points in any stat except your primary. You get minor benefits from a secondary stat, but it can safely stay around 14 with no problem.

On the other hand, if you want to do something kind of different, like up your Dex in order to get more benefit out of Wand of Accuracy, you lose a little bit of power, which you can make up with a feat that has dex as a prerequisite. Meanwhile, the wizard who maxed his Int can't get an equal power boost.
 

Aldarc said:
What's the reason for the requirement of a 13 Dex for Astral Fire in addition to the 13 Cha? This seems like the feat that is suited for the astral-magically channeling cleric with radiant powers, but the 13 Dex seems so completely out of place.

the cool thing is you only need a dex and cha of 11 to pick these up. you will hit 13 when you reach epic levels.

but still seems silly to have us take points off things we care about. for example, I am a fan of the 16,16,12,12,10,8 layout for my dwarven cleric. guess what- dex and int are the 10 and 8. I have to have an odd stat just to buy that feat- annoying.
 

Cadfan said:
Part of it is probably just the desire to make every stat do something. Got a cleric with a dex bonus? Congrats! You can use Astral Fire! There's no real balance reason why it has to be dex, there's at least a pseudo-logical explanation for why its dex (magical lasers need aiming, pew! pew!), it makes as much sense as tripping requiring Int in 3e, and it rewards you for a slightly nonstandard build.

Got a different non standard build? No balance reason not to change the prereqs. Knock yourself out.
"Options, not restrictions." - anyone remebers that? My @ss.

If they really needed to "encourage" people to invest in dump stats, they should've done it in a less blunt manner. Astral Fire could read: Requires Con 13, but if you also have Dex 13, this and this happens.

Overall, i'm pisseed
 


Cadfan said:
Actually, it grants an option. It grants the option of a cleric with a dex bonus.

Its called an enabling constraint.
Then the PHB is guilty of having too many options for uncommon characters and not enough for popular builds.
 

Szatany said:
Then the PHB is guilty of having too many options for uncommon characters and not enough for popular builds.
Really?

Burning Blizzard: Wizards who use Orbs and therefore have Int and Wis
Dark Fury: Con and Wis are both secondary stats for Wizards, this option is good for someone who uses both staff and orb.
Expanded Spellbook: Wis is again useful for Orb wizards
Raging Storm: Dex/Con is Wand/Staff wizards

Then all of the "quick" feats are based off of dex, including the light blade feats which are good for rogues. All of the armor feats are designed for those with high strength and con, or tanks.
 

Szatany said:
"Options, not restrictions." - anyone remebers that? My @ss.

If they really needed to "encourage" people to invest in dump stats, they should've done it in a less blunt manner. Astral Fire could read: Requires Con 13, but if you also have Dex 13, this and this happens.

Overall, i'm pisseed

Your ass is kind of mule like me thinks. I mean how dare they have any restrictions them crass people... oh wait the rules are full of them. I mean that is the point to rules.

Or do you seriously expect me to believe that you think "no restrictions" means there should be no prerequisite column for Feats at all, and continuing on to the logical extreme that Powers should not be tied to a stat or a class?

I mean that would really be "no restrictions" none of that pesky "Melee Weapon" requirement in a power, no specified stat - you just pick the one you want to use and away you go. Oh and you might as well have all the Skills as Trained - I mean we wouldn't want to restrict your choice of trained skills.

Oh wait I'm being daft now.

The prerequisite on the power damage boosting feats are not the problem people are trying to paint them as, there are advantages to taking a little here and there from a range of stats. 14 Dex is +2 Initiative for example, 14 Cha means you don't need Wis for Will saves, or for Clerics that some of the powers work a little better.

You will find over time that having 1 really strong stat followed by a selection of 13-14 stats is actually beneficial. Aim most powers off the stronger stat and then get the benefits of having those +2s around.

Consider this array;
16 14 13 13 10 10

Put the 16 in your key attribute, the 14 in your secondary and the 13's in your tertiary attributes, and the 10's in your "dump stats"

Humans get 18 in their key attribute, which is great for any class that can use Astral Fire.
Dragonborn 18 in Str or Cha (Great for Paladins with Astral Fire)
Dwarves 18 in Con or Wis (Great for Clerics with Astral Fire)
Eladrin 18 in Dex or Int (Great for Wizards with Astral Fire)
Elves 18 in Dex or Wis (Great for Clerics with Astral Fire)
Half-Elves 18 in Con or Cha (great for Warlocks with Astral Fire...)
Halflings 18 in Dex or Cha (Great for Paladins with Astral Fire...)

Oh wait it was painfully simple to get 2 13 stats... so much for it being an issue.

With 4 stats of 13+ its pretty easy to make sure Con, Wis, Int and Dex all end at 13 by 4th level - giving easy access to all the feats like Astral Fire.

Its an option you have, you don't have to min max your stats, you are not an uber character of doom in a solo cRPG, you are part of a group - the other players should have your back.
 
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Cailte said:
Your ass is kind of mule like me thinks. I mean how dare they have any restrictions them crass people... oh wait the rules are full of them. I mean that is the point to rules.
Exactly, how dare they promise to alleviate restrictions only to put another ones in the place. Why would I want such a trade off. They specifically said that they are changing the -4 penalty for non-proficiency weapons to bonuses because they wanted to REWARD choices instead of punishing other choices. But that's exactly what they are doing with the feat system. "Didn't take 13 in score you have no real need for? Too bad for you :)". Maybe I would be less disappointed if they actually wrote in Abilities section that before you choose your abiltiies you should take a really good look at the feats. No other part of the game, IIRC, demands a specific ability score - powers, weapons, etc, are way more flexible that this.

I guess my point is this: What they did isn't really a bad thing by itself, but it also limits character building blocks by a fair amount. Since there are more elegant ways of encouraging diverse characters (ability-score-wise), forgive me for not being overtly happy with their choice of approach.
 
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