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<blockquote data-quote="Neonchameleon" data-source="post: 6348423" data-attributes="member: 87792"><p>"My psychic wizard messes extra hard with peoples' heads and distracts them?" Every time I'm playing a psychic wizard. The messing with their heads is represented by a mechanical debuff.</p><p></p><p></p><p></p><p>Which is why it was an ability of the 4e Pyromancer. Seriously, <em>almost nothing</em> resists acid, lightning, or thunder damage. And the creatures you don't want to electrocute, like the <a href="http://www.d20srd.org/srd/monsters/shamblingMound.htm" target="_blank">Shambling Mound</a> or the <a href="http://www.d20srd.org/srd/monsters/golem.htm#fleshGolem" target="_blank">Flesh Golem</a>, haven't in the past been because they <em>resisted</em> lightning damage; the only major exceptions I can think of are demons and electricity-breathing dragons. The only two archetypes you've done much for are the Pyromancer and the Cryomancer (and not a whole lot for the Cryomancer tbh) - for thunder or acid mages I'd go so far as to call that a trap feat.</p><p></p><p>Really, I think that's what a lot of the best 5e feats do: take a character concept that might be a little underpowered or rough around the edges and allow it to stand out.</p></blockquote><p></p><p>Which is what Psychic Lock and resounding thunder do. And Elemental Adept fails to do, being pure mechanics with little thematic link. With the 4e feats you are really good with your element in a way that reinforces your elemental theme - more messing with peoples minds for Psychic Lock and more loud disruption for Resounding Thunder. With Elemental Adept you only stand out by not sucking under circumstances that are normally rare.</p><p></p><p>You make people stand out by polishing their strengths, not by saying their weaknesses aren't - unless those are pretty huge weaknesses. Against 90%+ foes in the game all Elemental Adept is going to do is add an absolutely miniscule amount of damage per dice (assuming Xd6 damage they get +1 damage one time in six per dice or a sixth of a point of damage per dice on average) - and 90% assumes a Fire Mage.</p><p></p><p></p><p></p><p>The only feat I'm aware of that doesn't serve a purpose is <em>Prone Shooter</em> (and Paizo errata'd that).</p><p></p><p>Edit: As [MENTION=7635]Remathilis[/MENTION] pointed out, Elemental Adept isn't going to do one single thing to help a Fire Mage hurt a Fire Elemental or a Fire Giant. That hurts the fire mage, but almost cripples the feat for the other elemental types. It's even weaker than I thought. +1/6 point per dice of damage and dealing with the creatures that are resistant but not immune and not powered up by damage? That's almost never meaningful.</p><p>[/QUOTE]</p>
[QUOTE="Neonchameleon, post: 6348423, member: 87792"] "My psychic wizard messes extra hard with peoples' heads and distracts them?" Every time I'm playing a psychic wizard. The messing with their heads is represented by a mechanical debuff. Which is why it was an ability of the 4e Pyromancer. Seriously, [I]almost nothing[/I] resists acid, lightning, or thunder damage. And the creatures you don't want to electrocute, like the [URL="http://www.d20srd.org/srd/monsters/shamblingMound.htm"]Shambling Mound[/URL] or the [URL="http://www.d20srd.org/srd/monsters/golem.htm#fleshGolem"]Flesh Golem[/URL], haven't in the past been because they [I]resisted[/I] lightning damage; the only major exceptions I can think of are demons and electricity-breathing dragons. The only two archetypes you've done much for are the Pyromancer and the Cryomancer (and not a whole lot for the Cryomancer tbh) - for thunder or acid mages I'd go so far as to call that a trap feat. Really, I think that's what a lot of the best 5e feats do: take a character concept that might be a little underpowered or rough around the edges and allow it to stand out.[/quote] Which is what Psychic Lock and resounding thunder do. And Elemental Adept fails to do, being pure mechanics with little thematic link. With the 4e feats you are really good with your element in a way that reinforces your elemental theme - more messing with peoples minds for Psychic Lock and more loud disruption for Resounding Thunder. With Elemental Adept you only stand out by not sucking under circumstances that are normally rare. You make people stand out by polishing their strengths, not by saying their weaknesses aren't - unless those are pretty huge weaknesses. Against 90%+ foes in the game all Elemental Adept is going to do is add an absolutely miniscule amount of damage per dice (assuming Xd6 damage they get +1 damage one time in six per dice or a sixth of a point of damage per dice on average) - and 90% assumes a Fire Mage. The only feat I'm aware of that doesn't serve a purpose is [I]Prone Shooter[/I] (and Paizo errata'd that). Edit: As [MENTION=7635]Remathilis[/MENTION] pointed out, Elemental Adept isn't going to do one single thing to help a Fire Mage hurt a Fire Elemental or a Fire Giant. That hurts the fire mage, but almost cripples the feat for the other elemental types. It's even weaker than I thought. +1/6 point per dice of damage and dealing with the creatures that are resistant but not immune and not powered up by damage? That's almost never meaningful. [/QUOTE]
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