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Complete Mage - Is it out yet?
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<blockquote data-quote="Knight Otu" data-source="post: 3132852" data-attributes="member: 192"><p>In normal (non-epic, non-psionic) games, there are eleven item slots that can be filled and changed as money allows, and the possibility of slotless items. Contrast that to a maximum of thirteen feat slots for a wizard that can <strong>never</strong> be changed once chosen. Item slots are a limited, but not a receeding resource. Feats are limited and receeding. Money is close to a self-replenishing resource in D&D.</p><p></p><p></p><p>I said myself that the area is harder to use to good effect. And if you keep a higher spell slot in reserve, then call lightning is no longer the direct comparison that you wanted. That would be lightning storm, 5th level, deals 5d6 damage (or 5d10), and has a long range.</p><p></p><p></p><p>In some aspects, it is worse. In many aspects, it is a wash. In some aspects, it is better. And range is a critical aspect. The farther away you get from your enemies, the better. You have to nearly get into melee to use this feat.</p><p></p><p></p><p>Scorching ray makes it even clearer that the spell is generally better. 2d6 fire, against a minimum of 4d6 fire, and upwards to three times 4d6 fire.</p><p></p><p></p><p>If the first two things happen, then the archer is too close to his enemies. And the feat also requires "ammution" - namely to keep a better spell uncast.</p><p></p><p></p><p>See? Range is important. A spellcaster doesn't like to get that close to his enemies, which this feat requires. It's nice against mini-threats, but absolutely horrible against anything that survives your first attack.</p><p></p><p></p><p>That wasn't a comparison between spells and mundane damage, though - that's how the feat will play out in actual play. The feat is absolutely not a substitute for a spell of the level kept in reserve. Its either a mook-killer, or a finisher after you pounded the opponent with better-range and/or better-damage spells. At any other time, using the feat is no good.</p><p></p><p></p><p>What are your objections, honestly? So far, I've only seen that you consider them "video-gamey," which really doesn't mean anything. You seem to equate it to a lack of resource management, or perhaps taking away the need of thinking. The faux-spell portions of the feats however require good thinking to make them effective, and only shift the resource management. The faux-spell portions are always weaker than a spell of the held level, after all.</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 3132852, member: 192"] In normal (non-epic, non-psionic) games, there are eleven item slots that can be filled and changed as money allows, and the possibility of slotless items. Contrast that to a maximum of thirteen feat slots for a wizard that can [B]never[/B] be changed once chosen. Item slots are a limited, but not a receeding resource. Feats are limited and receeding. Money is close to a self-replenishing resource in D&D. I said myself that the area is harder to use to good effect. And if you keep a higher spell slot in reserve, then call lightning is no longer the direct comparison that you wanted. That would be lightning storm, 5th level, deals 5d6 damage (or 5d10), and has a long range. In some aspects, it is worse. In many aspects, it is a wash. In some aspects, it is better. And range is a critical aspect. The farther away you get from your enemies, the better. You have to nearly get into melee to use this feat. Scorching ray makes it even clearer that the spell is generally better. 2d6 fire, against a minimum of 4d6 fire, and upwards to three times 4d6 fire. If the first two things happen, then the archer is too close to his enemies. And the feat also requires "ammution" - namely to keep a better spell uncast. See? Range is important. A spellcaster doesn't like to get that close to his enemies, which this feat requires. It's nice against mini-threats, but absolutely horrible against anything that survives your first attack. That wasn't a comparison between spells and mundane damage, though - that's how the feat will play out in actual play. The feat is absolutely not a substitute for a spell of the level kept in reserve. Its either a mook-killer, or a finisher after you pounded the opponent with better-range and/or better-damage spells. At any other time, using the feat is no good. What are your objections, honestly? So far, I've only seen that you consider them "video-gamey," which really doesn't mean anything. You seem to equate it to a lack of resource management, or perhaps taking away the need of thinking. The faux-spell portions of the feats however require good thinking to make them effective, and only shift the resource management. The faux-spell portions are always weaker than a spell of the held level, after all. [/QUOTE]
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