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General Tabletop Discussion
*Dungeons & Dragons
Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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<blockquote data-quote="FrogReaver" data-source="post: 7255051" data-attributes="member: 6795602"><p>The question is how do you envision feats? Should they be good enough early to make you consider them over a primary stat bump and if they are how much better are they with variant human?</p><p></p><p>Healer Feat - It adds way to much HP at low levels. At level 1 it heals an average of 8.5 hp per party member per short rest. At level 1 it heals more than a level 1 cure wounds. It allows any level 1 character to do more healing than a level 1 cleric. It's much to storng of a feat at this level.</p><p></p><p>Making it only apply once per day would go a long way.</p><p></p><p>Inspiring leader - I would make it more accessible to all character by removing it's reliance on charisma and lowering the amount it can do early a bit. I would sit its temp hp equal to level+2 and only make it apply once per day. To make it more interesting I would consider allowing it to give a +2 initiative boost to any character that can see or hear a person with this feat. </p><p></p><p>Toughness - I like your change. It helps. I think tough could be calculated like this and it would help hp boost = 2*Level + 2. I feel it needs a little extra umph to make it worth it early. I don't know that I've ever seen a person take tough at level 4. </p><p></p><p>(An additional cool feat would be one that adds your con mod to all magic healing spells used on you except good berry - might be too strong though)</p><p></p><p>Magic Initiate - I would give this +1 to the mental stat you choose and make it be the first in a progression you could opt into. If you want even more spells then use your feats for them. The 2nd taking of magic initiate would maybe give 2 level 2 spell slots and an additional level 1 spell (you can use any of these spell slots for any of your magic initiate spells as long as they are of proper level). Then magic initiate the 3rd time would give you 2 level 3 slots and an additional level 2 and a level 3 spell. 3 feats to get up to a level 3 spell with multiple casts of each spell doesn't sounds terrible to me. (Though maybe you are giving up too much for these)?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7255051, member: 6795602"] The question is how do you envision feats? Should they be good enough early to make you consider them over a primary stat bump and if they are how much better are they with variant human? Healer Feat - It adds way to much HP at low levels. At level 1 it heals an average of 8.5 hp per party member per short rest. At level 1 it heals more than a level 1 cure wounds. It allows any level 1 character to do more healing than a level 1 cleric. It's much to storng of a feat at this level. Making it only apply once per day would go a long way. Inspiring leader - I would make it more accessible to all character by removing it's reliance on charisma and lowering the amount it can do early a bit. I would sit its temp hp equal to level+2 and only make it apply once per day. To make it more interesting I would consider allowing it to give a +2 initiative boost to any character that can see or hear a person with this feat. Toughness - I like your change. It helps. I think tough could be calculated like this and it would help hp boost = 2*Level + 2. I feel it needs a little extra umph to make it worth it early. I don't know that I've ever seen a person take tough at level 4. (An additional cool feat would be one that adds your con mod to all magic healing spells used on you except good berry - might be too strong though) Magic Initiate - I would give this +1 to the mental stat you choose and make it be the first in a progression you could opt into. If you want even more spells then use your feats for them. The 2nd taking of magic initiate would maybe give 2 level 2 spell slots and an additional level 1 spell (you can use any of these spell slots for any of your magic initiate spells as long as they are of proper level). Then magic initiate the 3rd time would give you 2 level 3 slots and an additional level 2 and a level 3 spell. 3 feats to get up to a level 3 spell with multiple casts of each spell doesn't sounds terrible to me. (Though maybe you are giving up too much for these)? [/QUOTE]
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Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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