Round III is OVER


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Pigeon said:
I'm going for the Improved Counterspell as well. Never even been tempted to look up the rules for counterspelling to be honest.

Oh Come on!!


This goes way too far. Counterspells are the heart and soul of playing NPCs and foes intelligently during combat. Ditto for PCs. Counterspells frequently are the difference between life and death and are one of the few things to restrain Wizards from being an uber_force.

Just because you don't use a central part of the magic system, doesn't mean the feat should get tossed!

Improved Counterspell allows you to burn off any spell in the same school of magic that is at least one level higher than the spell you are attempting to counter.

Without it, you need to have the identical spell memorized or its counter.

Without Improved Counterspell, counters are very difficult; with the feat, your tactical options in battle are flexible and increase vastly.

It is a central part of the magic system of 3.5E D&D. It's one of the CHANGES from 3 to 3.5 that made a difference.
 
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Steel_Wind said:

Oh Come on!!


This goes way too far. Counterspells are the heart and soul of playing NPCs and foes intelligently during combat. Ditto for PCs. Counterspells frequently are the difference between life and death and are one of the few things to restrain Wizards from being an uber_force.

Just because you don't use a central part of the magic system, doesn't mean the feat should get tossed!

Improved Counterspell allows you to burn off any spell in the same school of magic that is at least one level higher than the spell you are attempting to counter.

Without it, you need to have the identical spell memorized or its counter.

Without Improved Counterspell, counters are very difficult; with the feat, your tactical options in battle are flexible and increase vastly.

It is a central part of the magic system of 3.5E D&D. It's one of the CHANGES from 3 to 3.5 that made a difference.
Agreed, add Reactive Counterspell and Mastery of Counterspelling and you nearly cannot lose to another caster.
 


Steel_Wind said:
Improved Counterspell allows you to burn off any spell in the same school of magic that is at least one level higher than the spell you are attempting to counter.

Without it, you need to have the identical spell memorized or its counter.

I think it just comes down to a question of style. I'd rather hit a wizard with my Lightning Bolt than counter any of his second level spells. I assume, but can't conclude, that's why most people don't like this Feat.
 

Martial Weapon Proficiency -- as I said in Round 2, if you want to spend a feat to know how to use just one weapon, take the Exotic version. If you just want to use one or both of the staples, bow and sword, play an elf.
 


darkelfo said:
Do not get rid of Leadership! Just cause some noobs use it unimaginatively does not make it a crappy Feat. Wizards can use it to get apprenctices and guards for their towers. Rogues to start a rogue guild. Paladins to kick off a crusade. Pirates to man their ships, on and on. Munchkin imposed noobishness does not inherantly make Leadership a crappy Feat. (And, heck, what's wrong with using Leadership to get clerics? Not many folks want to play them).

Props to Leadership. Poopoo on Improved Counterspell and Towershield Profeciency.


My objection has nothing to do with munchkinism. It has to do with arbitrarily assigning a level of experience in order to command a follower. It has to do with the strange rules based classification of an entirely roleplayed aspect of the game. It has to do with first level kings, charismatic waifs, and blundering 6th level rogues. It's a great idea handled very poorly...but my opinions seem in the minority as I've had several characters take toughness, and improved counterspell...and I like the extra bonus skill point from the combined skill feats as opposed to the +3 from focus. So...I guess I'm a bit strange.
 

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