Psion said:
Incorrect. They cut the duration of fly to prevent the early impact to overland travel. Borne aloft doesn't get around that. You have to begin and end you move on the ground.
First: I wasn't talking about the Borne Aloft feat, as I didn't even know it existed.
Secondly: do you have a quote from the designers to back up that it changed to stop overland travel? Or was it because, like 3.0 Bull's Strength, the party could have it up for almost the duration of a typical adventuring day?
Psion said:
So, I see you are trying these rules in absentia and a priori. The character must begin and end their move on stable ground. Unless the wizard has a precipice somehow unreachable by the fighter, it's not going to make them immune to attack.
And then, you assume the character will not have ranged. Most characters that rely on combat as a resource will have access to ranged weapons.
Assuming a wizard won't use spells to tilt a battle in his favor, and will instead stand toe to toe with a melee machine is somehow unfair in a comparison? And I am not assuming that "the character will not have ranged". I'm saying that a lot of foes a character will face will indeed not have ranged attacks. There are in fact lots that don't have enough intelligence to power a light bulb as well. Not every foe will be able to deal with a caster that can blast away at will, and these are the ones the party will be able to take on many many more times per day with the addition of these feats.
Psion said:
Wizards get scribe scroll for free. And scrolls and wands don't go away if you "tap out" early.
I don't understand what you are trying to say here. Even though wizards get the feat for free, they still have to pay gold and xp to scribe a scroll, and the scroll goes away when read. Before, you had to lose something (a charge, a scroll, a potion) to get an effect, now you don't.
Psion said:
There are other feats that save you gold. Like item creation feats you were just talking about.
Save gold, but still have a finite cost. Spend money and xp for a limited use item for the cost of a feat. Or get a feat and never pay again for unlimited use.
Psion said:
Then don't memorize magic missile, or have your sorcerer trade it out.
So, when I postulate that these feats give an unlimited ability better than a limited use first level spell, your answer is to get rid of the spell? That's ok?
Ruleslawyer said:
Reserve feats, and all the other details that you decry as "video-gamey," are no less true to D&D's literary inspirations than are the fire-and-forget system.
Look again. The "D&D is based on fantasy literature" and the "reserve feats make the game more like a video game" are SEPARATE TOPICS. Someone said the game is not literature, and I said it was based on it, and proved it. End of that discussion. If you want to start another point, saying that the feats don't make the game more or less like the source material, that's another topic of discussion. Period.
These feats, IN MY OPINION, make the tabletop game more like a clicky video game. That has nothing to do with how close to Conan or Fafhrd or the Bible the game is now or was in the past. I'm fully aware that I don't have to include reserve feats in my game, and I won't. People say this is the best book WotC has put out in a long time, I disagree and won't waste my money on it, especially since it's full of warlock material that I already won't use.
Finally, I note that not one single supporter of these reserve feats will answer this question: In a game where these feats are available, do you believe they will become "must have" feats, where greater than 2/3 of the people who can take one will?