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*Pathfinder & Starfinder
PHB2 general feats review (heroic tier)
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<blockquote data-quote="Cadfan" data-source="post: 4725811" data-attributes="member: 40961"><p>I think you're missing the point. There are a lot of bursts and blasts that only target enemies. As far as I can tell, this spell's theme is that you and your ally coordinate so that the enemy takes the hit harder than he otherwise would. </p><p> </p><p>This is an alright feat for invokers and clerics. You could also use it by casting spells on top of allies who are immune or at least resistant to them, which in my group at least is considered kosher. We've got a fire and ice themed wizard, and a front line paladin with the feat that pumps up your fire resistance to 8+level. I wouldn't ban this. If your players create problems with it, odds were they were creating problems without a +1 to attack anyways.</p><p></p><p>What about spellcasters?</p><p></p><p>This doesn't increase focus on the space between a rest and the next encounter. It just means that any clerical healing done while not in combat is slightly more efficient. Saves the party a few healing surges, and costs nothing. Technically you have to wait an extra five minutes or so for healing word to recharge if you want to use clerical healing instead of base level healing surges between encounters, but this doesn't change that.</p><p></p><p>1. This feat exists to let people play fire themed characters without being screwed over by resistances. Where you see a player refusing to change tactics, they probably see a game that refuses to allow them to play a viable pyrokineticist.</p><p> </p><p>2. This doesn't turn fire resistance into a liability. The smallest fire resistance I can think of on a monster is 5. This lets you hit with a fire power, deal lesser damage because of the resistance, and then hit for a fire power that's 5 fire damage greater than last round, thereby overcoming some of the resistance. At best you're dealing damage as if your foe didn't have fire resistance, and for any resistance above 5, you're still dealing less. The ONLY way to use this to turn fire resistance into a liability is to gain an ability that lets you ignore fire resistance. And even then, it only works if the amount of fire resistance you ignore, plus the 5 extra damage from this, exceeds the total fire resistance of the target (with adjustment for the first round in which you don't deal extra damage). </p><p> </p><p>The only other thing that I'd add is that... I'm not sure its a good idea to be this particular about allowing or banning material. Why not at least let the players come up with ideas instead of trying to anticipate the ideas they come up with and deciding whether to ban them in advance?</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4725811, member: 40961"] I think you're missing the point. There are a lot of bursts and blasts that only target enemies. As far as I can tell, this spell's theme is that you and your ally coordinate so that the enemy takes the hit harder than he otherwise would. This is an alright feat for invokers and clerics. You could also use it by casting spells on top of allies who are immune or at least resistant to them, which in my group at least is considered kosher. We've got a fire and ice themed wizard, and a front line paladin with the feat that pumps up your fire resistance to 8+level. I wouldn't ban this. If your players create problems with it, odds were they were creating problems without a +1 to attack anyways. What about spellcasters? [B][/B][B][/B] This doesn't increase focus on the space between a rest and the next encounter. It just means that any clerical healing done while not in combat is slightly more efficient. Saves the party a few healing surges, and costs nothing. Technically you have to wait an extra five minutes or so for healing word to recharge if you want to use clerical healing instead of base level healing surges between encounters, but this doesn't change that. 1. This feat exists to let people play fire themed characters without being screwed over by resistances. Where you see a player refusing to change tactics, they probably see a game that refuses to allow them to play a viable pyrokineticist. 2. This doesn't turn fire resistance into a liability. The smallest fire resistance I can think of on a monster is 5. This lets you hit with a fire power, deal lesser damage because of the resistance, and then hit for a fire power that's 5 fire damage greater than last round, thereby overcoming some of the resistance. At best you're dealing damage as if your foe didn't have fire resistance, and for any resistance above 5, you're still dealing less. The ONLY way to use this to turn fire resistance into a liability is to gain an ability that lets you ignore fire resistance. And even then, it only works if the amount of fire resistance you ignore, plus the 5 extra damage from this, exceeds the total fire resistance of the target (with adjustment for the first round in which you don't deal extra damage). The only other thing that I'd add is that... I'm not sure its a good idea to be this particular about allowing or banning material. Why not at least let the players come up with ideas instead of trying to anticipate the ideas they come up with and deciding whether to ban them in advance? [/QUOTE]
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