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<blockquote data-quote="clearstream" data-source="post: 7253011" data-attributes="member: 71699"><p>Hey Soraka <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I feel like these multi-part feats are becoming too baroque. The Medicine Expertise seems fine to me, because it doesn't tread on anyone's toes. I'd perhaps cut the last two components. Trouble here is that Healer is already strong without the speed buff and AoO protection, which has the same narrative issue as Sentinel: how does the feat know when you take your move, that you will be healing someone later in your turn? What happens if a player chooses not to do that healing? Does the DM have to roll back the turn?</p><p></p><p></p><p>Interesting idea to switch the check to the attacker. I had "<em>If you hit, it (the caster) makes a Constitution saving throw. The DC equals 10 or half the damage you inflicted, whichever number is higher. If it fails its saving throw, its spell fails and has no effect.</em>" It seems quite workable to make it the attacker, and more fun for the Mage Slayer. This might need to make clear that magic items won't buff the ability check (because there is no equivalent for buffing the Counterspell spellcasting ability check).</p><p></p><p></p><p>So this challenges whether spells should be gated to abilities. I think they should be. RAW Magic Initiate is strong by itself. Changing to slot already makes it very flexible.</p><p></p><p></p><p>This is an imaginative feat and I like the direction it is heading. It seems OP, but OTOH gives any class the chance to use magic. How does it compare with Arcane Trickster and Eldritch Knight? Does this feat make their whole archetype feel a bit like dunces?</p><p></p><p></p><p>Don't give away class foundations (Fighting Style). That creates overshadowing opportunities for no good reason. Hmm... try listing your design pillars and constraints separately from your feat design work.</p><p></p><p></p><p>The last part feels more like a clarification to me. I don't think rider should be given mind control of mount, just the ability to make reasonable requests. If they are friends, the mount will comply.</p><p></p><p></p><p>I spent a bit of time contemplating this. It is hard to balance because it allows strong damage spiking. Say you are a 5th Rogue - 1d8+3d6+4 on a Sneak Attack. This takes your expected 19 damage and makes it 30. So over a day you are gaining about 30 points. At 11th level you'd be maximising say 1d8+6d6+5, so taking an expected 31 and making it 49. Gaining about 60 points a day. A Fighter at 11th with Extra Attacks could be gaining say 70 a day. Maximising could be good, but once per short rest is too limiting. A possible issue is whether even a small damage buff here pushes GWM too far? That's part of why I think it should be once a turn.</p><p></p><p></p><p>Let Rangers keep Hunters Mark to themselves. They don't have much anyway.</p><p></p><p></p><p>Narratively hard to understand. </p><p></p><p></p><p>I dislike giving away Expertise in Stealth! Makes the feat perversely not help the class it should help, and gives away that class' crown jewels to other classes. Holy overshadowing.</p><p></p><p></p><p>I dislike the "your choice" part. One reason is it makes the uber-abilities (Dexterity!) even more uber.</p><p></p><p></p><p>I'm less and less liking giving characters fiat advantage/disadvantage the longer I play 5e.</p><p></p><p></p><p>Evokers everywhere wonder why they suddenly feel less special? Also, non-scaling cantrips generally do not scale for a reason!</p><p></p><p></p><p>The ability to deconstruct the classes is a balancing nightmare! Being able to surgically extract the crown jewels of multiple classes! You might say - well it's level 8 so few characters will have it - it breaks only those that do! Three exclamations marks worth of instinctive this is <em>disgusting</em>. There should be some kind of prize <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></p><p>Make it a boon, not a feat, and let the DM award it when merited.</p><p></p><p></p><p>Change the save! Increase DC by 2! Bounded accuracy cries tears of blood.</p><p></p><p></p><p>This feels like a concept for one of the basic features of a new archetype. Not a feat.</p><p></p><p></p><p>While I like that changing to giving advantage means it also boosts Bards and Rogues (who can add it to Expertise) I couldn't in clear conscience as a DM ever let my players get their hands on this feat!</p><p></p><p></p><p>Ditto, but twice as much.</p><p> </p><p></p><p></p><p>How about changing these. Keep them as actions. Keep them as Concentration. Let them run 2 rounds or until expended. I suggest that because I'm coming to understand this design space and we can't really let players have easy access to fiat advantage. Blade Ward is less of an issue of course.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7253011, member: 71699"] Hey Soraka ;) I feel like these multi-part feats are becoming too baroque. The Medicine Expertise seems fine to me, because it doesn't tread on anyone's toes. I'd perhaps cut the last two components. Trouble here is that Healer is already strong without the speed buff and AoO protection, which has the same narrative issue as Sentinel: how does the feat know when you take your move, that you will be healing someone later in your turn? What happens if a player chooses not to do that healing? Does the DM have to roll back the turn? Interesting idea to switch the check to the attacker. I had "[I]If you hit, it (the caster) makes a Constitution saving throw. The DC equals 10 or half the damage you inflicted, whichever number is higher. If it fails its saving throw, its spell fails and has no effect.[/I]" It seems quite workable to make it the attacker, and more fun for the Mage Slayer. This might need to make clear that magic items won't buff the ability check (because there is no equivalent for buffing the Counterspell spellcasting ability check). So this challenges whether spells should be gated to abilities. I think they should be. RAW Magic Initiate is strong by itself. Changing to slot already makes it very flexible. This is an imaginative feat and I like the direction it is heading. It seems OP, but OTOH gives any class the chance to use magic. How does it compare with Arcane Trickster and Eldritch Knight? Does this feat make their whole archetype feel a bit like dunces? Don't give away class foundations (Fighting Style). That creates overshadowing opportunities for no good reason. Hmm... try listing your design pillars and constraints separately from your feat design work. The last part feels more like a clarification to me. I don't think rider should be given mind control of mount, just the ability to make reasonable requests. If they are friends, the mount will comply. I spent a bit of time contemplating this. It is hard to balance because it allows strong damage spiking. Say you are a 5th Rogue - 1d8+3d6+4 on a Sneak Attack. This takes your expected 19 damage and makes it 30. So over a day you are gaining about 30 points. At 11th level you'd be maximising say 1d8+6d6+5, so taking an expected 31 and making it 49. Gaining about 60 points a day. A Fighter at 11th with Extra Attacks could be gaining say 70 a day. Maximising could be good, but once per short rest is too limiting. A possible issue is whether even a small damage buff here pushes GWM too far? That's part of why I think it should be once a turn. Let Rangers keep Hunters Mark to themselves. They don't have much anyway. Narratively hard to understand. I dislike giving away Expertise in Stealth! Makes the feat perversely not help the class it should help, and gives away that class' crown jewels to other classes. Holy overshadowing. I dislike the "your choice" part. One reason is it makes the uber-abilities (Dexterity!) even more uber. I'm less and less liking giving characters fiat advantage/disadvantage the longer I play 5e. Evokers everywhere wonder why they suddenly feel less special? Also, non-scaling cantrips generally do not scale for a reason! The ability to deconstruct the classes is a balancing nightmare! Being able to surgically extract the crown jewels of multiple classes! You might say - well it's level 8 so few characters will have it - it breaks only those that do! Three exclamations marks worth of instinctive this is [I]disgusting[/I]. There should be some kind of prize :) Make it a boon, not a feat, and let the DM award it when merited. Change the save! Increase DC by 2! Bounded accuracy cries tears of blood. This feels like a concept for one of the basic features of a new archetype. Not a feat. While I like that changing to giving advantage means it also boosts Bards and Rogues (who can add it to Expertise) I couldn't in clear conscience as a DM ever let my players get their hands on this feat! Ditto, but twice as much. How about changing these. Keep them as actions. Keep them as Concentration. Let them run 2 rounds or until expended. I suggest that because I'm coming to understand this design space and we can't really let players have easy access to fiat advantage. Blade Ward is less of an issue of course. [/QUOTE]
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