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General Tabletop Discussion
*Dungeons & Dragons
Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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<blockquote data-quote="Xeviat" data-source="post: 7254076" data-attributes="member: 57494"><p>Hi everyone. I posted a similar post quite a while ago, but the game has aged and matured so I wanted to see what the group thought about this now.</p><p></p><p>I think we can all agree that +2 Con is a worthwhile ASI for the most part. It benefits everyone. You get +1 HP/level, +1 HP healed per HD, and +1 Con checks and saves.</p><p></p><p>Toughness thus sounds like a balanced feat. Instead of the above, you gain +2 HP/Level. That’s 10 HP at 5th level.</p><p></p><p>Or you can take Inspiring Leader and grant yourself and your whole party 5-9 temp hp per short rest, depending on your Charisma.</p><p></p><p>Or you can take Healer and heal 13.5 damage to each party member each short rest for the small price of a healer’s kit charge.</p><p></p><p>Or you can take Magic Initiate and cast 1 cure wounds for 8.5 hp once per day ...</p><p></p><p>My point at the moment is that I think Toughness is a little weak, Magic Initiate starts okay but becomes weak, and Inspiring Leader and Healer are too strong. They’re so strong that once my players saw the value in them, every party had them both represented.</p><p></p><p>I’d like to hear your thoughts. I’ll come back and post some charts, but here are my initial ideas:</p><p></p><p>For Toughness, functionally combine Toughness and Durable: change Toughness to +2 HP/Level and +2 HP to HD healing; this way it functions as +4 Con for hp purposes.</p><p></p><p>For Magic Initiate, the size of the spell slot of your 1/day spell should scale with level. A 1st level spell isn’t as valuable at 11th or 20th Level. I’m tempted to make it a short rest recovery and have it scale at level/4 (rounded up), or leave it daily and have it be level/2 (rounded down). Magic Initiate has its cantrips, so magic Initiate (cure wounds) doesn’t have to be as good as Healer.</p><p></p><p>For Inspiring Leader, I can’t really reduce the amount of temp hp it grants. It would compare reasonably with my new Toughness, which grants up to levelx4 hp per day, with a 4 person party even if it worked only once per day; it would still be 80 to 100 temp HP per day party wide.</p><p></p><p>For Healer, I’d like to make the feats function partially just part of the healer’s kit. The feat could just improve the amount healed when you apply a healer’s kit. Over a day, a 20th Level Party could get 28x4x3 hp, or over 300. Parties probably don’t take damage so evenly, but even for one person it’s 87 hp over the day, or as much my new Toughness.</p><p></p><p>What are your thoughts? Feats should be nice, but not so nice they become all but requires. </p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7254076, member: 57494"] Hi everyone. I posted a similar post quite a while ago, but the game has aged and matured so I wanted to see what the group thought about this now. I think we can all agree that +2 Con is a worthwhile ASI for the most part. It benefits everyone. You get +1 HP/level, +1 HP healed per HD, and +1 Con checks and saves. Toughness thus sounds like a balanced feat. Instead of the above, you gain +2 HP/Level. That’s 10 HP at 5th level. Or you can take Inspiring Leader and grant yourself and your whole party 5-9 temp hp per short rest, depending on your Charisma. Or you can take Healer and heal 13.5 damage to each party member each short rest for the small price of a healer’s kit charge. Or you can take Magic Initiate and cast 1 cure wounds for 8.5 hp once per day ... My point at the moment is that I think Toughness is a little weak, Magic Initiate starts okay but becomes weak, and Inspiring Leader and Healer are too strong. They’re so strong that once my players saw the value in them, every party had them both represented. I’d like to hear your thoughts. I’ll come back and post some charts, but here are my initial ideas: For Toughness, functionally combine Toughness and Durable: change Toughness to +2 HP/Level and +2 HP to HD healing; this way it functions as +4 Con for hp purposes. For Magic Initiate, the size of the spell slot of your 1/day spell should scale with level. A 1st level spell isn’t as valuable at 11th or 20th Level. I’m tempted to make it a short rest recovery and have it scale at level/4 (rounded up), or leave it daily and have it be level/2 (rounded down). Magic Initiate has its cantrips, so magic Initiate (cure wounds) doesn’t have to be as good as Healer. For Inspiring Leader, I can’t really reduce the amount of temp hp it grants. It would compare reasonably with my new Toughness, which grants up to levelx4 hp per day, with a 4 person party even if it worked only once per day; it would still be 80 to 100 temp HP per day party wide. For Healer, I’d like to make the feats function partially just part of the healer’s kit. The feat could just improve the amount healed when you apply a healer’s kit. Over a day, a 20th Level Party could get 28x4x3 hp, or over 300. Parties probably don’t take damage so evenly, but even for one person it’s 87 hp over the day, or as much my new Toughness. What are your thoughts? Feats should be nice, but not so nice they become all but requires. Sent from my iPhone using Tapatalk [/QUOTE]
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Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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