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<blockquote data-quote="Sepulchrave II" data-source="post: 3035236" data-attributes="member: 4303"><p>This isn't a bad idea in theory, although if I did it I'd be tempted to reduce the mitigating bonus - as will be shown, I've reigned in mitigating factors seriously and -20 is pretty hefty. Also note that development costs are substantially reduced from the 3.0 version. I've avoided the use of factors which effectively reduce the Unmitigated Prerequisite (otherwise it wouldn't be unmitigated anymore). </p><p></p><p>E.g.</p><p></p><p><strong>DESTROYER OF LIFE [DIVINE][EPIC]*</strong></p><p>Your ability to channel negative energy for destructive ends is supreme. </p><p><strong>Prerequisites:</strong> Wis 25, Cha 25, Epic Spellcasting, any other Divine feat, ability to rebuke undead</p><p><strong>Benefit:</strong> You may devise and cast epic spells usiing the <em>slay</em> or <em>destroy</em> seed which incorporate your ability to channel negative energy. If you commit your full daily complement of rebuke undead attempts to a specific epic spell which you develop which uses the <em>slay</em> or <em>destroy</em> seed as its base seed, you gain a <strong>–10</strong> mitigating factor to the final Spellcraft Prerequisite of that spell. Furthermore, the XP cost, development time and development cost are reduced by <strong>X</strong>. All of your rebuke undead uses must be available to you when the spell is cast.</p><p></p><p>The problem is, how does one determine 'X?' Is it a static number, or a fraction of the total cost?</p><p></p><p>There was another feat "Efficient Epic Spell Developer" or somesuch, which reduced these factors, but it fell by the wayside somewhere. Maybe I should try to revive it.</p><p></p><p></p><p></p><p></p><p>This was the original basis of the feats: i.e. one turn undead use per -1 mitigating factor. It can get messy with pumped up Charisma scores, however, and one of the guiding philosophies behind the system is to <strong>not let nonepic buffs screw with a predictable power curve</strong>: one of the main issues with the original system is the huge number of variable factors. I really wanted to minimize this. </p><p></p><p>Likewise, with bards, the Runesong feat would need to be something like -1 mitigation per 2 uses of Bardic Music - a 40th-level Bard would thus gain a -20 DC. This just struck me as an ugly mechanic. I was aiming for simplicity with factors. Also note that these are <em>epic</em> spells - it simply felt 'appropriate' that a [Divine] feat which powered an epic spell should use <em>all</em> of the cleric's turn/undead uses for that day.</p><p></p><p></p><p></p><p>I like the flavour of this. It might be tricky to implement, though. I think that ritual mitigating factors might benefit from contributed spell slots <em>or</em> from turn/rebuke undead uses, but not both.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3035236, member: 4303"] This isn't a bad idea in theory, although if I did it I'd be tempted to reduce the mitigating bonus - as will be shown, I've reigned in mitigating factors seriously and -20 is pretty hefty. Also note that development costs are substantially reduced from the 3.0 version. I've avoided the use of factors which effectively reduce the Unmitigated Prerequisite (otherwise it wouldn't be unmitigated anymore). E.g. [B]DESTROYER OF LIFE [DIVINE][EPIC]*[/B] Your ability to channel negative energy for destructive ends is supreme. [B]Prerequisites:[/B] Wis 25, Cha 25, Epic Spellcasting, any other Divine feat, ability to rebuke undead [B]Benefit:[/B] You may devise and cast epic spells usiing the [I]slay[/I] or [I]destroy[/I] seed which incorporate your ability to channel negative energy. If you commit your full daily complement of rebuke undead attempts to a specific epic spell which you develop which uses the [I]slay[/I] or [I]destroy[/I] seed as its base seed, you gain a [B]–10[/B] mitigating factor to the final Spellcraft Prerequisite of that spell. Furthermore, the XP cost, development time and development cost are reduced by [B]X[/B]. All of your rebuke undead uses must be available to you when the spell is cast. The problem is, how does one determine 'X?' Is it a static number, or a fraction of the total cost? There was another feat "Efficient Epic Spell Developer" or somesuch, which reduced these factors, but it fell by the wayside somewhere. Maybe I should try to revive it. This was the original basis of the feats: i.e. one turn undead use per -1 mitigating factor. It can get messy with pumped up Charisma scores, however, and one of the guiding philosophies behind the system is to [B]not let nonepic buffs screw with a predictable power curve[/B]: one of the main issues with the original system is the huge number of variable factors. I really wanted to minimize this. Likewise, with bards, the Runesong feat would need to be something like -1 mitigation per 2 uses of Bardic Music - a 40th-level Bard would thus gain a -20 DC. This just struck me as an ugly mechanic. I was aiming for simplicity with factors. Also note that these are [I]epic[/I] spells - it simply felt 'appropriate' that a [Divine] feat which powered an epic spell should use [I]all[/I] of the cleric's turn/undead uses for that day. I like the flavour of this. It might be tricky to implement, though. I think that ritual mitigating factors might benefit from contributed spell slots [I]or[/I] from turn/rebuke undead uses, but not both. [/QUOTE]
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