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<blockquote data-quote="Edena_of_Neith" data-source="post: 2773460" data-attributes="member: 2020"><p>Enlarge spell: Useless in a dungeon. Outdoors, absolute murder on the enemy if your mage is careful in her preparations (They can't hit our army with a Fire Storm. We're out of range. (BOOM, ROAR, FRY, CHAR))</p><p></p><p> Eschew materials: If your DM is a stickler for material components, this is a big one, especially with 6 second rounds, IMO (some DMs are into realism here ...) If your DM let's material components slide (most do, in my experience) this Feat is less useful. In my games, I would consider this Feat a very big thing, especially concerning the roleplaying consequences (what, Raistlin walks around, and he DOESN'T smell of material components?)</p><p></p><p> Exotic Weapon Proficiency: You need this to wield a bastard sword one-handed (so you can wield another bastard sword with the off-hand, LOL. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />) You need this for all those dwarven waraxes, spiked chains, double-bladed orc axes, and so on. It's a truism, this Feat, that you gotta take it, for certain classes.</p><p> Considering what I'm hearing about Spiked Chains and their uses, I think EVERYONE is taking this one! <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> Extend Spell: Unknown. Depends on the campaign. Give me a Fire Shield that lasts twice as long any day. But you can't double the duration of a Fireball. If you bring forward the really powerful spells of 2nd edition and translate them directly (no nerfing) the sky is the limit on this one (but then, you're in a Magic Powerful Campaign, and that's a whole other ball of wax.)</p><p></p><p> Extra Turning: Clerics got nerfed I see. But they got maxed out in so many ways otherwise I can handle it. The Ogre's Choice, whether to take this one if you are a cleric: will your basic turning abilities be enough, or should you have taken that Feat, so you can turn those 5 spectres that are now about to kill the party? <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> Far Shot: God protect us all from the bowmen and bowwomen. Now they have this Feat. But it does not double the range like Enlarge Spell does. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> I knew a barbarian once whose SOP was Axe (thrown) / Sword (attack) He would have loved this Feat. Of course, this Feat can do other things, like change world history (consider what it would have done at the Battle of Hastings, had one entire side had it, and the other did not.)</p><p></p><p> Forge Ring: Taken forward from earlier editions.</p><p></p><p> Great Cleave: I can see it now. Jedi Knight with drawn lightsabre. Jedi surrounded by foes. Jedi does a 360. Halves of all foes tumble to the ground. Translation: stay away from the person with the two-handed sword and Great Cleave. <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> Interesting, but you could use this feat with a weapon in either hand. Jedi whirls with both lightsabres, quartered pieces of foes drop to the ground (well, ok, they aren't quartered. But the ones that weren't halved by the first lightsabre, WERE halved by the SECOND lightsabre.) Translation, stay away from the person with two long swords (or, horrors, two bastard swords.)</p><p></p><p> Great Fortitude: Again, Feats are precious. + 2 to Fortitude saves is nice. But will you burn a whole Feat on it?</p><p></p><p> Greater Spell Focus: Yeah, I remember. World War III went off over this one. It was + 2, right? Now it's + 1, but a great number of DMs Rule Zeroed that, and keep it at + 2. Hmmm ... I myself lean towards the spellcasting classes, so I'd keep it at + 2 ... (After all, again, will you burn a Feat for a + 1? This is a + 1 to ALL your spell DCs, but still ...)</p><p></p><p> Greater Spell Penetration: This one blasts into what we used to call magic resistance, right? (Now called Spell Resistance.) Doesn't a + 1 translate to 5% here? In other words, wouldn't a being from 2E with 50% magic resistance have a SR of 10?</p><p> Thus, this spell effectively reduces your opponent's magic resistance (ala 2E) by 10%, on top of the earlier feat that reduced it by 10%, for a total reduction of 20%. Not bad ...</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 2773460, member: 2020"] Enlarge spell: Useless in a dungeon. Outdoors, absolute murder on the enemy if your mage is careful in her preparations (They can't hit our army with a Fire Storm. We're out of range. (BOOM, ROAR, FRY, CHAR)) Eschew materials: If your DM is a stickler for material components, this is a big one, especially with 6 second rounds, IMO (some DMs are into realism here ...) If your DM let's material components slide (most do, in my experience) this Feat is less useful. In my games, I would consider this Feat a very big thing, especially concerning the roleplaying consequences (what, Raistlin walks around, and he DOESN'T smell of material components?) Exotic Weapon Proficiency: You need this to wield a bastard sword one-handed (so you can wield another bastard sword with the off-hand, LOL. :D) You need this for all those dwarven waraxes, spiked chains, double-bladed orc axes, and so on. It's a truism, this Feat, that you gotta take it, for certain classes. Considering what I'm hearing about Spiked Chains and their uses, I think EVERYONE is taking this one! :) Extend Spell: Unknown. Depends on the campaign. Give me a Fire Shield that lasts twice as long any day. But you can't double the duration of a Fireball. If you bring forward the really powerful spells of 2nd edition and translate them directly (no nerfing) the sky is the limit on this one (but then, you're in a Magic Powerful Campaign, and that's a whole other ball of wax.) Extra Turning: Clerics got nerfed I see. But they got maxed out in so many ways otherwise I can handle it. The Ogre's Choice, whether to take this one if you are a cleric: will your basic turning abilities be enough, or should you have taken that Feat, so you can turn those 5 spectres that are now about to kill the party? :) Far Shot: God protect us all from the bowmen and bowwomen. Now they have this Feat. But it does not double the range like Enlarge Spell does. :D I knew a barbarian once whose SOP was Axe (thrown) / Sword (attack) He would have loved this Feat. Of course, this Feat can do other things, like change world history (consider what it would have done at the Battle of Hastings, had one entire side had it, and the other did not.) Forge Ring: Taken forward from earlier editions. Great Cleave: I can see it now. Jedi Knight with drawn lightsabre. Jedi surrounded by foes. Jedi does a 360. Halves of all foes tumble to the ground. Translation: stay away from the person with the two-handed sword and Great Cleave. :) Interesting, but you could use this feat with a weapon in either hand. Jedi whirls with both lightsabres, quartered pieces of foes drop to the ground (well, ok, they aren't quartered. But the ones that weren't halved by the first lightsabre, WERE halved by the SECOND lightsabre.) Translation, stay away from the person with two long swords (or, horrors, two bastard swords.) Great Fortitude: Again, Feats are precious. + 2 to Fortitude saves is nice. But will you burn a whole Feat on it? Greater Spell Focus: Yeah, I remember. World War III went off over this one. It was + 2, right? Now it's + 1, but a great number of DMs Rule Zeroed that, and keep it at + 2. Hmmm ... I myself lean towards the spellcasting classes, so I'd keep it at + 2 ... (After all, again, will you burn a Feat for a + 1? This is a + 1 to ALL your spell DCs, but still ...) Greater Spell Penetration: This one blasts into what we used to call magic resistance, right? (Now called Spell Resistance.) Doesn't a + 1 translate to 5% here? In other words, wouldn't a being from 2E with 50% magic resistance have a SR of 10? Thus, this spell effectively reduces your opponent's magic resistance (ala 2E) by 10%, on top of the earlier feat that reduced it by 10%, for a total reduction of 20%. Not bad ... [/QUOTE]
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