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Reserve feats from the complete mage
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<blockquote data-quote="TYPO5478" data-source="post: 3508304" data-attributes="member: 37531"><p>I think this issue, like most questions of opinion on these boards, will vary depending on the campaign. The campaign I'm currently in is very fast paced, with downtime infrequent and short. My wizard is oriented toward item creation, so time spent not adventuring is even more precious. I just recently took Fiery Burst so that I would have the option of doing <strong>something</strong> in combat rather than <strong>nothing at all</strong>. There were numerous encounters where I used up all my spells that would have been remotely useful. At that point, I got to pass my turn while the mêlée and ranged combatants were still good to go. Now, if I keep a few spells in reserve, I can last just as long as the fighters and rangers and still torch of my big spells if necessary. It doesn't steal the spotlight from them; it keeps me from getting yanked off the stage at the end of Act One. Not only that, but I don't have to slow the party down by resting after every encounter or two.</p><p></p><p>When I first looked through Complete Mage, I remember thinking that it would be a great resource if I were creating a new character. I already had my class and feat progression laid out for this character. Even so, it was difficult to find a feat to drop in favor of Fiery Burst. I may not even keep it, but swap it out for another feat later on. At the moment though, it's proving useful, but it certainly isn't overpowered; neither, in my opinion, are the rest of the reserve feats.</p></blockquote><p></p>
[QUOTE="TYPO5478, post: 3508304, member: 37531"] I think this issue, like most questions of opinion on these boards, will vary depending on the campaign. The campaign I'm currently in is very fast paced, with downtime infrequent and short. My wizard is oriented toward item creation, so time spent not adventuring is even more precious. I just recently took Fiery Burst so that I would have the option of doing [B]something[/B] in combat rather than [B]nothing at all[/B]. There were numerous encounters where I used up all my spells that would have been remotely useful. At that point, I got to pass my turn while the mêlée and ranged combatants were still good to go. Now, if I keep a few spells in reserve, I can last just as long as the fighters and rangers and still torch of my big spells if necessary. It doesn't steal the spotlight from them; it keeps me from getting yanked off the stage at the end of Act One. Not only that, but I don't have to slow the party down by resting after every encounter or two. When I first looked through Complete Mage, I remember thinking that it would be a great resource if I were creating a new character. I already had my class and feat progression laid out for this character. Even so, it was difficult to find a feat to drop in favor of Fiery Burst. I may not even keep it, but swap it out for another feat later on. At the moment though, it's proving useful, but it certainly isn't overpowered; neither, in my opinion, are the rest of the reserve feats. [/QUOTE]
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Reserve feats from the complete mage
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