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Spellcasting Prodigy - Whats the beef?
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<blockquote data-quote="I'm A Banana" data-source="post: 275877" data-attributes="member: 2067"><p>Actually, Spellfire Wielders usually don't need to concentrate to absorb the spell. As rod of absorption, you do it automatically.</p><p></p><p>You also don't need to make a level check. It just *happens*.</p><p></p><p>So there is rule-zeroing. But the single-target thing isn't, that I was wrong in. Oops. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I just remember having a discussion about whether or not it affects area spells with regard to the character or not.</p><p></p><p>But aparently the player was *way* off on it...</p><p></p><p>Basically, I thought giving someone a 50,000 gp magical item I couldn't break and that was more versatile was quite a bit potent. It was a cool idea, so I wanted to preserve the intent without distorting the power of it.</p><p></p><p>Just because your characters don't take it doesn't mean it's a weaker feat. It just perhaps means they haven't min-maxed to their utmost benefit. Or that they thought, for the creatures you throw at them or the kinds of adventures they went on, things like Improved Init., Power Attack (for a spellcaster?!), or Skill Focus were more important than upping the DC's a bit and getting an extra launch of fireball or magic missile a day.</p><p></p><p>Like I said, it's kind of borderline. It only is weaker in respect to what other kinds of feats can do...it can do more for a less cost. It makes Extra Spell or Spell Focus nearly obsolete (not totally, but it weakens their power quite a bit). </p><p></p><p>There's nothing really horrible about that, but it does bear a comparison. It is a potent feat. It's not uncontrollable, but it is potent.</p><p></p><p>There's a few feats like that in the FRCS...potent, but not game-breakingly potent. Like...</p><p></p><p>Bloodline of Fire</p><p>Education</p><p>Horse Nomad</p><p>Luck of Heroes</p><p>Magical Training</p><p>Militia</p><p>Strong Soul</p><p>Thunder Twin</p><p></p><p>Things that, when compared with feats in the PHB, can do more, or can do it better. Not things that'll distort the game, but things that are very appealing to take...too appealing, IMHO.</p><p></p><p>You may see people take others, perhaps frequently. But that doesn't change the fact that these remain a cut above the rest...</p><p></p><p>I mean, how is martial weapon proficiency *and* a bonus to a skill *not* more powerful than a slightly larger bonus or a proficiency alone?</p><p></p><p>Not to the point where it gets rediculous or extra-potent, or even that you'll see everyone taking it. Just in comparison. If I had a woodland sniper type, I probably wouldn't take it...but that wouldn't change the fact that it is better than comprable feats.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 275877, member: 2067"] Actually, Spellfire Wielders usually don't need to concentrate to absorb the spell. As rod of absorption, you do it automatically. You also don't need to make a level check. It just *happens*. So there is rule-zeroing. But the single-target thing isn't, that I was wrong in. Oops. :) I just remember having a discussion about whether or not it affects area spells with regard to the character or not. But aparently the player was *way* off on it... Basically, I thought giving someone a 50,000 gp magical item I couldn't break and that was more versatile was quite a bit potent. It was a cool idea, so I wanted to preserve the intent without distorting the power of it. Just because your characters don't take it doesn't mean it's a weaker feat. It just perhaps means they haven't min-maxed to their utmost benefit. Or that they thought, for the creatures you throw at them or the kinds of adventures they went on, things like Improved Init., Power Attack (for a spellcaster?!), or Skill Focus were more important than upping the DC's a bit and getting an extra launch of fireball or magic missile a day. Like I said, it's kind of borderline. It only is weaker in respect to what other kinds of feats can do...it can do more for a less cost. It makes Extra Spell or Spell Focus nearly obsolete (not totally, but it weakens their power quite a bit). There's nothing really horrible about that, but it does bear a comparison. It is a potent feat. It's not uncontrollable, but it is potent. There's a few feats like that in the FRCS...potent, but not game-breakingly potent. Like... Bloodline of Fire Education Horse Nomad Luck of Heroes Magical Training Militia Strong Soul Thunder Twin Things that, when compared with feats in the PHB, can do more, or can do it better. Not things that'll distort the game, but things that are very appealing to take...too appealing, IMHO. You may see people take others, perhaps frequently. But that doesn't change the fact that these remain a cut above the rest... I mean, how is martial weapon proficiency *and* a bonus to a skill *not* more powerful than a slightly larger bonus or a proficiency alone? Not to the point where it gets rediculous or extra-potent, or even that you'll see everyone taking it. Just in comparison. If I had a woodland sniper type, I probably wouldn't take it...but that wouldn't change the fact that it is better than comprable feats. [/QUOTE]
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