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New Sorcerer Archetype: Instinctual
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<blockquote data-quote="Jago" data-source="post: 6910172" data-attributes="member: 6855130"><p>I'm good on what you said in Points 1 and 2, however.</p><p></p><p>Is not a Staff of the Magi like a Legendary (and Optional) Item? You're incorporating a setback from a Legendary Item into what feels like a feature that should be used rather frequently when encountering Spellcasters. </p><p></p><p>Also, yes, you won't eat Magic when you're at your Sorcery Point Cap, but what about if you don't know what the spell being cast is, you just instinctively (see what I did there?) "I eat it!", and that puts you only 1 or 2 points over your Max? And then fail an Int Save that you are, again, not that good at?</p><p></p><p>I get the idea of punishing the idea of just trying to stay at your SP cap without relying on the <strong>Made of Magic</strong> feature, which should be used a lot more often, it seems. But <em>Feeblemind </em>basically ends your character. <em>30 days</em> of a 1 Charisma, your primary stat, if you fail the Save? 30 days or a 5th Level spell from a Divine Caster if one happens to be in the party, which is not a guarantee? Hell, a Cleric makes this setback trivial, but the absence of one makes this <em>devastating</em>. All because you accidentally absorbed a <em>Chain Lightning</em> when you thought it was <em>Lightning Bolt</em>?</p><p></p><p>Again, not only does this give you back SP, but it's defensive, it stops you from taking XdX damage or a debilitating effect like Blind. I'd honestly rather a punishment, a lesser punishment, but making this like a once per Short / Long Rest kinda deal rather than "You can do this forever but you basically write yourself out of the game if you misjudge". I wouldn't have such an issue with this if no other class (to my knowledge) actively hurt you like this. </p><p></p><p>For comparison, <strong>Spell Thief</strong> at 17th Level for Arcane Tricksters, gives a <em>similar</em>, not equal, but similar ability once per Long Rest, and the punishment for not getting that ability off is that you just take the force of the Spell (with the <em>added</em> caveat that if it's like <em>Fireball</em> or the like, Rogues can <strong>Evasion</strong> their way out and basically avoid any negative consequences).</p></blockquote><p></p>
[QUOTE="Jago, post: 6910172, member: 6855130"] I'm good on what you said in Points 1 and 2, however. Is not a Staff of the Magi like a Legendary (and Optional) Item? You're incorporating a setback from a Legendary Item into what feels like a feature that should be used rather frequently when encountering Spellcasters. Also, yes, you won't eat Magic when you're at your Sorcery Point Cap, but what about if you don't know what the spell being cast is, you just instinctively (see what I did there?) "I eat it!", and that puts you only 1 or 2 points over your Max? And then fail an Int Save that you are, again, not that good at? I get the idea of punishing the idea of just trying to stay at your SP cap without relying on the [B]Made of Magic[/B] feature, which should be used a lot more often, it seems. But [I]Feeblemind [/I]basically ends your character. [I]30 days[/I] of a 1 Charisma, your primary stat, if you fail the Save? 30 days or a 5th Level spell from a Divine Caster if one happens to be in the party, which is not a guarantee? Hell, a Cleric makes this setback trivial, but the absence of one makes this [I]devastating[/I]. All because you accidentally absorbed a [I]Chain Lightning[/I] when you thought it was [I]Lightning Bolt[/I]? Again, not only does this give you back SP, but it's defensive, it stops you from taking XdX damage or a debilitating effect like Blind. I'd honestly rather a punishment, a lesser punishment, but making this like a once per Short / Long Rest kinda deal rather than "You can do this forever but you basically write yourself out of the game if you misjudge". I wouldn't have such an issue with this if no other class (to my knowledge) actively hurt you like this. For comparison, [B]Spell Thief[/B] at 17th Level for Arcane Tricksters, gives a [I]similar[/I], not equal, but similar ability once per Long Rest, and the punishment for not getting that ability off is that you just take the force of the Spell (with the [I]added[/I] caveat that if it's like [I]Fireball[/I] or the like, Rogues can [B]Evasion[/B] their way out and basically avoid any negative consequences). [/QUOTE]
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