Round III is OVER


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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.

Totally agree. A high level wizard in my campaign could shut the enemy spell casters down for sever rounds with counterspells. This tactic proved devistating as it gave the tanks time to put some serious damage to the NPCs before the wizard would turn and enter the frey with a few spells.
 

Manyshot is my vote.

Crothian said:
TOWER SHIELD PROFICIENCY [GENERAL]

IT just isn't worth a feat to get a Tower Shield. Even without the need to blow a feat on it, I doubt I'd ever see one used.

It's funny that you say that, because I've used tower shields for my PCs and NPCs, and there was enough demand that I made a feat chain to improve tower shields. I love them.
 

As much as I want to vote for Run or Endurance, I have to go with Medium Armor Prof.

I'd seriously doubt if anyone has ever taken it in the history of 3ed.
 

Run isn't entirely useless. There are plenty of circumstances when it can make a ton of sense. Matter-of-fact, I'm planning on taking the feat on my next level-up. For my mount. :D 275ft movement for 19 rounds = teh kewl.
 

The armor proficiencies aren't bad for someone like the psion, who isn't restricted (by caster type) from wearing armor but who doesn't start with any armor proficiencies.
 

Since I voted Endurance last round, and it stayed, I'll vote Endurance YET AGAIN. It Sucks.

Also, re: Counterspelling: How often do you meet a lower level wizard than the party. They are always higher level. Since they are higher level, they are much better at countering your spells, than you will be countering theirs. Plus, getting into a "I have improved Counterspell, Signature spell, unbelieavably hard to figure out what I am casting spell, and you cant counterspell this spell" feats, so I can counterspell all their spells, but they dont even know what mine are dude, who is then destroyed utterly by quickened sudden maximized man who is higher level and thus cant be counterspelled.

Counterspelling is for Magic: The Gathering. There are no blue mages in D&D, and if they are gonna introduce counterspelling, they should be SPELLS not feats. The whole system is stupid. Sorry to its fans.
 

Martial Weapon Proficiency

I'm going to go with Martial Weapon Proficiency this time. There were some really good arguments made in favor of Combat Reflexes, and while I still don't think it's a very good feat for players, I've been convinced by some of the others that Martial Weapon Proficiency is indeed worthless when you have to choose between that and Exotic Weapon Proficiency.
 

One of my PCs took Leadership and got a shadow-templated wyrmling dragon. It's got a Fly speed of 150 ft. Now I'm thinking Run might be useful for this little dude.

So, I'll vote for Endurance. In the one situation where I tried to make it matter -- a marathon around an island, in which our Ranger wanted to get the prize -- it really didn't matter very much.

-- N
 

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