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<blockquote data-quote="Blue" data-source="post: 7250105" data-attributes="member: 20564"><p>Thanks for the detailed responses. If I don't mention something it's because I agree with your thinking and have nothing more to offer.</p><p></p><p></p><p></p><p>That's more potent then I was considering, but not out-of-line for a feat. I was picturing it just let you treat as one level less but you still needed to remove it. Plus if you went into a day with some levels and gained one more it would have an effect. But still, that works.</p><p></p><p></p><p></p><p>Ah, I took "ability" as the game term "ability score". So you could use your STR or your mount's STR. A Warhorse only has an 18 STR, other mounts could be even less, especially if you are small. I think we're in agreement on mounts size counting, just making sure the wording conveys that.</p><p></p><p></p><p></p><p>Above I took your advice on Athlete and suggested changing it to advantage, and only after you take both Athletics and Acrobatics proficiencies. This should help mitigate this issue.</p></blockquote><p></p><p>Reasonable point - +4 ASI is a big deal. But...</p><p></p><p>Not getting taken often doesn't mean that the build that does focus on grappling is not powerful, just not common. With all that comes with being grappled (0 speed, which also means can't unprone, able to be moved, etc.), havign all of these extra chances to grapple someone seems just to take it a step too much. Compare extra attack where you use one attack to grapple and one attack to attack vs. a bonus action to grapple and then two attacks (with advantage) to attack. It's double the attacks plus a big chance extra to hit. </p><p></p><p></p><p></p><p></p><p>Oh no, leave the ASI. I'm more concerned that a rogue taking this will need serious adjustments in all traps and secret doors to keep them competitive. And the flip side - if someone does take it, the bar gets raised and anyone who has the skills via background or whatever but hasn't taken this has no chance to compete even though trained.</p><p></p><p>But you know what - there's so much focus on combat feats, if someone wants to really excel at part of the exploration pillar, let them. I withdraw my concerns. </p><p></p><p><strong> Elemental Adept</strong> - you convinced me</p><p></p><p></p><p></p><p></p><p></p><p>Oh this I like. Now it fits. Good with it.</p><p></p><p>Though as an alternative, how about "Once per long rest you may use your reaction to attack a creature casting a spell. If you hit, they must make a Concentration save at disadvantage or the spell is not cast." </p><p></p><p>In other words, bring it back to an actual attack that does damage, and treats it like a spell that takes multiple rounds to cast (PHB pg 202) which is this edition's only interrupt spellcasting mechanic. Replaces the Counterspell roll with a too hit roll, and has the advantage of doing damage and really matching the mechanics to the in-game narrative.</p><p></p><p>(Or not, I'm fine with what you have.)</p><p></p><p></p><p></p><p></p><p>Brilliant. I like your solution to scaling better then my own.</p><p></p><p>With the single slot, does that come in at 4th (because variant humans could start with this feat but no spells known). "Starting at 4th level, ..."</p><p></p><p></p><p></p><p></p><p>If you limit nova damage to dice only and eliminate all static damage (because this only affects dice), then yes I think rogue or paladin can nova much more than anyone else.</p><p></p><p>Fighter 11 w/ 2d6 weapon: 3 attacks, 2d6 (avg 7) becomes 12. 15 HPs increase on average.</p><p></p><p>Rogue 11 w/ d6 shortswords fighting two weapon and 6d6 SA: 2 attacks: d6 (3.5) + once per round 6d6 (21) = 28. Maxed=38. Increase 20 damage. (Hmm, I would have expected this to be higher.)</p><p></p><p>Paladin 11 w/ 2d6 weapon and Divine Smite: 2 attacks: 2d6 (7) + d8 (4.5) (improved divine smite) + 3d8 (13.5) (divine smite slot) = 50 avg damage. Maxed=88. Increase 38 damage. AND that's with 2nd level slots used for divine smite, but if you know they are going to be maximized why not go for 3rd level slots.</p><p></p><p>Again, this is just the maximization effect. Fighters adding ability score damage three times will increase their total more than a rogue adding it once (assuming no two weapon fighting style). It's not saying any are weaker or more powerful (paladin uses up daily resources to do that), just that maximizing all attack damage helps some classes more than others.</p><p></p><p>Okay, so my math show me to be partially wrong. Rogues should be able to take advantage to keep their damage on par with the increases others get. But the Divine Smite brought paladins too far ahead. If they just had weapon and their always on Improved Divine Smite then it would be okay.</p><p></p><p></p><p>Thanks a great deal for taking the time to go through my feedback in such a thorough manner. It's been really constructive.</p><p>[/QUOTE]</p>
[QUOTE="Blue, post: 7250105, member: 20564"] Thanks for the detailed responses. If I don't mention something it's because I agree with your thinking and have nothing more to offer. That's more potent then I was considering, but not out-of-line for a feat. I was picturing it just let you treat as one level less but you still needed to remove it. Plus if you went into a day with some levels and gained one more it would have an effect. But still, that works. Ah, I took "ability" as the game term "ability score". So you could use your STR or your mount's STR. A Warhorse only has an 18 STR, other mounts could be even less, especially if you are small. I think we're in agreement on mounts size counting, just making sure the wording conveys that. Above I took your advice on Athlete and suggested changing it to advantage, and only after you take both Athletics and Acrobatics proficiencies. This should help mitigate this issue.[/quote] Reasonable point - +4 ASI is a big deal. But... Not getting taken often doesn't mean that the build that does focus on grappling is not powerful, just not common. With all that comes with being grappled (0 speed, which also means can't unprone, able to be moved, etc.), havign all of these extra chances to grapple someone seems just to take it a step too much. Compare extra attack where you use one attack to grapple and one attack to attack vs. a bonus action to grapple and then two attacks (with advantage) to attack. It's double the attacks plus a big chance extra to hit. Oh no, leave the ASI. I'm more concerned that a rogue taking this will need serious adjustments in all traps and secret doors to keep them competitive. And the flip side - if someone does take it, the bar gets raised and anyone who has the skills via background or whatever but hasn't taken this has no chance to compete even though trained. But you know what - there's so much focus on combat feats, if someone wants to really excel at part of the exploration pillar, let them. I withdraw my concerns. [B] Elemental Adept[/B] - you convinced me Oh this I like. Now it fits. Good with it. Though as an alternative, how about "Once per long rest you may use your reaction to attack a creature casting a spell. If you hit, they must make a Concentration save at disadvantage or the spell is not cast." In other words, bring it back to an actual attack that does damage, and treats it like a spell that takes multiple rounds to cast (PHB pg 202) which is this edition's only interrupt spellcasting mechanic. Replaces the Counterspell roll with a too hit roll, and has the advantage of doing damage and really matching the mechanics to the in-game narrative. (Or not, I'm fine with what you have.) Brilliant. I like your solution to scaling better then my own. With the single slot, does that come in at 4th (because variant humans could start with this feat but no spells known). "Starting at 4th level, ..." If you limit nova damage to dice only and eliminate all static damage (because this only affects dice), then yes I think rogue or paladin can nova much more than anyone else. Fighter 11 w/ 2d6 weapon: 3 attacks, 2d6 (avg 7) becomes 12. 15 HPs increase on average. Rogue 11 w/ d6 shortswords fighting two weapon and 6d6 SA: 2 attacks: d6 (3.5) + once per round 6d6 (21) = 28. Maxed=38. Increase 20 damage. (Hmm, I would have expected this to be higher.) Paladin 11 w/ 2d6 weapon and Divine Smite: 2 attacks: 2d6 (7) + d8 (4.5) (improved divine smite) + 3d8 (13.5) (divine smite slot) = 50 avg damage. Maxed=88. Increase 38 damage. AND that's with 2nd level slots used for divine smite, but if you know they are going to be maximized why not go for 3rd level slots. Again, this is just the maximization effect. Fighters adding ability score damage three times will increase their total more than a rogue adding it once (assuming no two weapon fighting style). It's not saying any are weaker or more powerful (paladin uses up daily resources to do that), just that maximizing all attack damage helps some classes more than others. Okay, so my math show me to be partially wrong. Rogues should be able to take advantage to keep their damage on par with the increases others get. But the Divine Smite brought paladins too far ahead. If they just had weapon and their always on Improved Divine Smite then it would be okay. Thanks a great deal for taking the time to go through my feedback in such a thorough manner. It's been really constructive. [/QUOTE]
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