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<blockquote data-quote="Technik4" data-source="post: 1845381" data-attributes="member: 7211"><p>Whew, I should have the internet in my apartment soon so replies will be much faster than this near-week delay but...</p><p></p><p></p><p></p><p></p><p>Ok, Im glad you qualified that statement.</p><p></p><p></p><p></p><p>A 10th level caster with SF Evo and Empower spell can cast a Fireball as a 5th level spell and it will do 10d6 x 1.5 damage. A 10th level caster with SF Evo and Potent Evo can cast a 3rd level Fireball and it will do 10d8 damage. Unless my math is off, his fireball is doing 10 (avg) more damage (for no spell slot increase).</p><p></p><p>So is 10 damage a big deal? I didn't think so when I posted the thread, but I will analyze better. 10d6 fireball is on average 35 damage, 10d8 fireball is on average 45 damage. Thats almost a 30% increase for 1 feat! So, is it the case that this feat can never possibly be balanced, or that it is presently not balanced but could be? Im going for the more optimistic approach. Is it so wrong to wonder that an evoker (or someone who has taken a couple evoker-ish feats) would actually *gasp* do more damage than a non-evoker? I dont think so. So, taking a que from Jester, lets add the GSF and assume you are taking nerfed 3.5 versions of the feats (which I assumed in the original post but didn't state). Now you've spent 3 feats to do considerably more damage with a certain subset of spells.</p><p></p><p>Whereas the transmuter has spent his Spell Focus and Augmented Summoning for stronger summons. Do you take issue with Augment Summoning (The basis for these feats)?</p><p></p><p>Moving on,</p><p></p><p></p><p></p><p>I didn't get my idea across properly. The point was that when the spell expired, you became fatigued because you had been controlled. So if I manage to get a hold person on you, but you pass your save, you still suffer some detriment (in the form of being fatigued), but hey you're no longer held.</p><p></p><p></p><p></p><p>As Li said, I felt Divination would be the weakest (who takes SF Divinations?) so I wanted it to be applicable. As it is, its almost entirely defensive (hence imo not broken) and only affects the caster. Whats wrong with diviners having decent saves? I'll agree maybe the ability check part doesn't go, but I think the basis of it is fine.</p><p></p><p></p><p></p><p>Chill Touch and Cause Fear are level 1 yes? So a 50% chance that you will gain 1 hp. I can't see the 'too much' aspect. Yes, a clever necromancer could terrorize a village and get some hp before he goes to sleep, but honestly, is that broken? As for healing and necromancy, despite 3rd ed. and its view that healing is Conjuration I believe it had previously been Necromatic, which this feat is a tiny homage to. Esp at higher levels I can't see any but the most munchkin necromancers abusing this feat (Whose DMs should rightfully smack them).</p><p></p><p>The hp caps at 4, and the odds are 50/50...</p><p></p><p></p><p></p><p>I agree, it is complex and inelegant. Li understood what I was going for, but it is quite tricky to mechanicize the intent. I will work on this to make it better.</p><p></p><p></p><p></p><p>Ah, not even some parting shot about the broken l33tness? Are there particular combinations of *personal* buffs that bother you so? If so, that would have been helpful criticism. I agree that it could be written better, please excuse me I rarely have time (right now) so I was rattling off ideas I've had for a while, +1d4 caster level is the intent, but I'd like to hear of some combinations that make this a no-brainer too strong feat.</p><p></p><p></p><p></p><p>I agree, I like your name better. Bluff is a good link (perhaps I could take another que from Jester and require Deceptive), but I disagree with your analysis. Everyone would NOT take this feat even if it can negate an enemy's advantage because, frankly, spellcasters have a lot of feats vying for their oh-so-precious finite supply. However, deceptive, crafty, and perhaps selfish or secretive spellcasters would definitely apply because they get irritated that every bub at the table with a few ranks of spellcraft always knows what they're up to (not to mention, NPCs in battle). It is specifically designed for tables where every spellcraft check is rolled every time, so that the chance of failure rests less on a 1 and more on the craftiness of the spellcaster.</p><p></p><p>And of course, you can't BS a BSer as my grandfather always said. If you have this feat you aren't fooled by other's attempts to bluff their spells. I actually have a feat in the chain which lets you mimic a spell's movements, so you look like you're casting a Fireball, anyone who fails their spellcraft within a margin thinks youre casting a Fireball, but you are really casting a Dimension Door.</p><p></p><p>All that being said, thanks for the criticism, I will rework these another time (soon).</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1845381, member: 7211"] Whew, I should have the internet in my apartment soon so replies will be much faster than this near-week delay but... Ok, Im glad you qualified that statement. A 10th level caster with SF Evo and Empower spell can cast a Fireball as a 5th level spell and it will do 10d6 x 1.5 damage. A 10th level caster with SF Evo and Potent Evo can cast a 3rd level Fireball and it will do 10d8 damage. Unless my math is off, his fireball is doing 10 (avg) more damage (for no spell slot increase). So is 10 damage a big deal? I didn't think so when I posted the thread, but I will analyze better. 10d6 fireball is on average 35 damage, 10d8 fireball is on average 45 damage. Thats almost a 30% increase for 1 feat! So, is it the case that this feat can never possibly be balanced, or that it is presently not balanced but could be? Im going for the more optimistic approach. Is it so wrong to wonder that an evoker (or someone who has taken a couple evoker-ish feats) would actually *gasp* do more damage than a non-evoker? I dont think so. So, taking a que from Jester, lets add the GSF and assume you are taking nerfed 3.5 versions of the feats (which I assumed in the original post but didn't state). Now you've spent 3 feats to do considerably more damage with a certain subset of spells. Whereas the transmuter has spent his Spell Focus and Augmented Summoning for stronger summons. Do you take issue with Augment Summoning (The basis for these feats)? Moving on, I didn't get my idea across properly. The point was that when the spell expired, you became fatigued because you had been controlled. So if I manage to get a hold person on you, but you pass your save, you still suffer some detriment (in the form of being fatigued), but hey you're no longer held. As Li said, I felt Divination would be the weakest (who takes SF Divinations?) so I wanted it to be applicable. As it is, its almost entirely defensive (hence imo not broken) and only affects the caster. Whats wrong with diviners having decent saves? I'll agree maybe the ability check part doesn't go, but I think the basis of it is fine. Chill Touch and Cause Fear are level 1 yes? So a 50% chance that you will gain 1 hp. I can't see the 'too much' aspect. Yes, a clever necromancer could terrorize a village and get some hp before he goes to sleep, but honestly, is that broken? As for healing and necromancy, despite 3rd ed. and its view that healing is Conjuration I believe it had previously been Necromatic, which this feat is a tiny homage to. Esp at higher levels I can't see any but the most munchkin necromancers abusing this feat (Whose DMs should rightfully smack them). The hp caps at 4, and the odds are 50/50... I agree, it is complex and inelegant. Li understood what I was going for, but it is quite tricky to mechanicize the intent. I will work on this to make it better. Ah, not even some parting shot about the broken l33tness? Are there particular combinations of *personal* buffs that bother you so? If so, that would have been helpful criticism. I agree that it could be written better, please excuse me I rarely have time (right now) so I was rattling off ideas I've had for a while, +1d4 caster level is the intent, but I'd like to hear of some combinations that make this a no-brainer too strong feat. I agree, I like your name better. Bluff is a good link (perhaps I could take another que from Jester and require Deceptive), but I disagree with your analysis. Everyone would NOT take this feat even if it can negate an enemy's advantage because, frankly, spellcasters have a lot of feats vying for their oh-so-precious finite supply. However, deceptive, crafty, and perhaps selfish or secretive spellcasters would definitely apply because they get irritated that every bub at the table with a few ranks of spellcraft always knows what they're up to (not to mention, NPCs in battle). It is specifically designed for tables where every spellcraft check is rolled every time, so that the chance of failure rests less on a 1 and more on the craftiness of the spellcaster. And of course, you can't BS a BSer as my grandfather always said. If you have this feat you aren't fooled by other's attempts to bluff their spells. I actually have a feat in the chain which lets you mimic a spell's movements, so you look like you're casting a Fireball, anyone who fails their spellcraft within a margin thinks youre casting a Fireball, but you are really casting a Dimension Door. All that being said, thanks for the criticism, I will rework these another time (soon). Technik [/QUOTE]
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