Spellcasting Prodigy - Whats the beef?

I ranted about the feat at first, but have grown to like it. It's really good for making a half-orc wiz or sorc functional. :D
 

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I've not used it,

...but that is mainly because I've yet to generate a PC whom I would felt had grown up as a 'prodigy'.

Personally I would use this feat the same way I would use any feat that refers to the character being special inhis early life, or a paragon of rapid advancement.

IE: The kid who graduates highschool at 13, finishes his first degree in college at 17, and has a Ph.D. in his mid-twenties.

I can see why a lot of people complain about a lot of feats, but I don't think it's as much the fault of the feat as it is of the players who abuse said items.

Then again, I'm an unusual one in that I design a character who makes sense, so the only time I grab certain feats is when it makes sense to the character's history and development.

In my current FR campaign I'm playing a Paladin of Lathander and he recently earned a feat, now I could have grabbed anything that would increase his potency in the game, but the only think which made sense was 'Spirited Charge' - you see he fights from the back of his mount, a Dire Wolf, quite often and he has used the lance a lot.

Even a bit more queer was the fact that I dicussed the feat choices with not only my DM, but some of the others in the group as I wanted to make sure I picked something that would 'fit' to the current events and gaming.

Anyhow, I think as long as someone picks a feat that 'fits' to the concept, history, design and so forth of a PC, it should be 'all good all the time'.
 

hong said:


That +1 to DC is basically the reason it's so powerful.

Yup.

And think about it: it's a +1 DC on all of your spells. Spell Focus is only for one school, and gives a +2 DC.

Extra spell and a +1 DC on all spells. Not bad!

Even so, it's probably okay as a feat, restrictions aside. It's a good feat..but is it a "no-brainer"? Reviews are mixed... ...especially at first level, where several other feats could be crucial to survival. (Imp. Init. and Combat Casting come to mind.)
 

It grants +1 DC from the start. Kinda like weapon focus, only you don't get to use it on every spell (it may apply to every spell, but identify, magic missile, fly, haste, bulls strength, etc. it doens't affect), where as with weapon focus you get it on every attack (with that weapon, but who takes it and then uses a different weapon?).

It MAY grant 1 more spell at low levels. Possibly 1 more higher level spell. Is that really that powerful?

I REALLY don't see the problem. Its not a feat that everybody takes. Even if it was, who has made a fighter and not taken power attack AND cleave at first level? Does that mean those 2 feats are broken?

--Calm Spikey
 
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Well I'm glad I didn't use my version of Spellcasting Prodigy then for SL. I do think Spellcasting Prodigy has it's ups and downs, but overall, it's a "Do I want that +1 to my DC or not?" kind of question.
 


I think this is another case of a bunch of people overreacting about a Feat they think further tanks an already "unbalanced" class.

Spellcasting Prodigy is not something many people are going to take. Of the spellcasting classes, Wizards have the most Feat options. At 20th level a Wizard maxes out at what -- 13 Feats (1 at 1st Level to a maximum of 8 by 20th level + four Wizard Feats + 1 extra Feat if Human).

A first level Human Wizard has two feats to choose from at this point. They are likely going to take some kind of Feat that boosts their spellcasting power; most people I've seen've taken Spell Focus (Enchantment) to boost their sleep and other Enchantment spells (gods help you if you're fighting Elves). Then, others take Improved Initiative because they want to make sure they can either run away or cast a defensive spell before the warriors, archers, other spellcasters, or the thief on the other side singles them out.

Spellcasting Prodigy is a great Feat for those willing to risk having slightly more powerful spells, possibly having one extra spell (wow, that's really overpowering), and, in the future, missing out on possibly joining a PrC or taking a very effective Feat.

Most of my NPCs do not have that Feat. It just isn't practical for most of them from a gaming or role-playing perspective, so I don't think it's a "no-brainer."
 

I got to say, just looking at the feat, I most certainly wouldn't take it every time. I would be more inclined to take it if I wanted to play a spellcaster but hadn't rolled very good stats, or wanted to play something along the lines of a Half-orc Wizard, but had only come up with like a 14 Int, or for roleplaying reasons. I have to say, those previously mentioned reasons aside, there are a lot more attractive options out there in the form of metamagic and item creation, Ultimately one extra spell slot, and a +1 DC (we're talking a 5% increase in the chance of a failed save here) really is not as appealing as some of the other options.
 

The only beef with this feat is firmly wedged up the ass of its detractors. Yeah, its not quite such a useful feat such as the paragons of power that are the mighty "Endurance" or the game-stopping "Toughness". It is an excellent roleplaying tool, (Doogie Howser, Archmage) and contributes to smacks (every point counts). It is fairly well balanced, as at low levels, arcanists are recieving the aforementioned beef without improved initiative.

Damn... I'm good...
 

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