Reserve Feats are Wonderful!!

I dig 'em.

They are a bit strong, and the idea of adding pre-reqs (like the 3.5e nerf'd Spell Focus) is not a bad one.

But they're generally limited, and that's cool.

-- N
 

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malchus said:
That's a lot for a single feat.

To be fair, it's a single feat and a spell slot, possibly a high-level slot if you want the ability to be appropriately powered for your level.

Given that a particular instance of an effect from a reserve feat is significantly less powerful than a spell of the same level held in check, the debate, as I see it, comes down to how powerful is the ability to use a minor spell effect essentially at will. To my recollection, we have such a mechanic already - its either with the Archmage prestige class or it's in the feat chain higher than Quicken spell (I don't recall which) - sacrifice a high level spell slot to be able to use a minor spell at will. Wasn't too powerful then, so I don't see it as too powerful now.

I will note, however, that without having read Complete Mage's write-up on reserve feats, I do think the idea is a little bland.
 

The one that worries me is Minor Shapeshift. As a Swift action you grant yourself one of the following (for X rounds, where X is the highest level Polymorph spell you have left):
- temp HP equal to your level
- +2 damage bonus on (melee?) attacks
- +5 ft. speed
- +2 on balance, climb, jump checks

Free hit points? I'll take a Vicious weapon, please!

C, -- N
 

Moridin said:
One thing I really thought was fun were the "synergy buff" spells, which are suites of four spells that have extra effects when 2 or 4 of them are up on you at once. Anyways, point being, WotC is definitely encouraging us designers to think outside the box with nearly every aspect of the game.

I really liked that with the Unicorn buff spells from CM. That was a very nice touch.
 

Moridin said:
One thing I really thought was fun were the "synergy buff" spells, which are suites of four spells that have extra effects when 2 or 4 of them are up on you at once.
:\ Yuck. Folks buff up more than enough as it is.
 

frankthedm said:
:\ Yuck. Folks buff up more than enough as it is.

I agree with frankthedm here - the idea of spells working together in synergy is a cool one, but the added complexity seems to outweigh the benefits to the game. And it's a lot of spells to have memorized to cast on the same fellow, too.
 

Li Shenron said:
Unlimited spells are not for me. Unlimited destructive spells are even worst.

(BTW I dislike Swift/Immediate actions as well, not all innovations are good IMHO)
The unlimited feature winds up somewhat balanced under the assumption a player only sees X amount of combat rounds per day. Being able to do something 15 times a day or 10,000 times a day does not make a lot of difference under that assumption. I am not keen on it because those make magic too reliable as a tool.

I really prefer magic as a dangerous equalizer, something to use because one has to, not the crutch to be relied upon that the 3e rules make it. The chance for mishap does not have to be high, but it should be enough so binding a fire elemental to heat a home or power a train on a long term basis should be something only the foolish would do.

Unlimited destructive ability tends to be more balanced since destructive effects are normally resisted by the victim and one needs a victim to make use of the ability. Unlimited use buffs are like a free permanent effect.

A few spells need the rules for swift / immediate, but mostly those rules allow for too much spell dumping and make the power gap between those who do have magic and those who don’t have magic more aggravated.
 

jcfiala said:
I agree with frankthedm here - the idea of spells working together in synergy is a cool one, but the added complexity seems to outweigh the benefits to the game. And it's a lot of spells to have memorized to cast on the same fellow, too.
Don't get me wrong, the idea of spell comboes is a nice one, it is just when the best opening move in every combat is a dispel magic, I think there may be a problem. I think wotc realized this when they made the epic rules considering a few of the creatures had greater dispel built into them.

What I want to see is a spell with a somatic component so demanding the caster must be Hasted to do it properly and the Verbal component requires such forceful speaking a quickened Shout is needed.
 

Cor Azer said:
To be fair, it's a single feat and a spell slot, possibly a high-level slot if you want the ability to be appropriately powered for your level.

Well, the reserve feats also boost caster level by +1 when casting a spell of a related subschool, which is pretty good in and of it itself.
 

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