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General Tabletop Discussion
*TTRPGs General
Spellfire Wielder feat - usable?
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<blockquote data-quote="jasamcarl" data-source="post: 138272" data-attributes="member: 1251"><p><strong>Yes, but......</strong></p><p></p><p>At the level this prc comes into play cure light wounds and smight occupy a VERY minor place in the balance equation. You do realize we are speaking of the 8-12th level range correct? In that context, that extra feat(as well as the option to make it weapon spec) IS a considerable tradeoff, because either option will provide combat effects that either stack with previously invested feats(feat chains) or compliment those chains (Weapon Specialization, Improved Initiative). To most parties the ability to implement consistently high amounts of damage is more important that a singe sensational attack or power. The latter point is one of the subtle reasons i believe Spellfire is fine(if not underpowered, especially at higher levels). And to make some of these abilities even slightly appreciable, i high cha is a neccesity, and the tradeoff in a point-buy system between that and pretty much EVERY other stat is such a loss as to be laughable. And again the smite and higher saves for divine spells is subject to dm narrative discretion, and the rise in reflex saves is what, +2, +3, subject to a dex score that might very well have been compromised by a higher charisma? The extra class skills are even more passive than the core abilities.</p><p></p><p>Your points are reasonable, but i believe your critique is colored (and this is common) by a bias to magical, more romantic abilities over hard mechanical questions reality. Monte Cook noted this when analyzing the CRs of certain outsiders which he believed to be too high given their mediocre attack bonuses and hit points...</p><p></p><p>Probably my last post of the day, i enjoyed this though... <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=":)" /></p></blockquote><p></p>
[QUOTE="jasamcarl, post: 138272, member: 1251"] [b]Yes, but......[/b] At the level this prc comes into play cure light wounds and smight occupy a VERY minor place in the balance equation. You do realize we are speaking of the 8-12th level range correct? In that context, that extra feat(as well as the option to make it weapon spec) IS a considerable tradeoff, because either option will provide combat effects that either stack with previously invested feats(feat chains) or compliment those chains (Weapon Specialization, Improved Initiative). To most parties the ability to implement consistently high amounts of damage is more important that a singe sensational attack or power. The latter point is one of the subtle reasons i believe Spellfire is fine(if not underpowered, especially at higher levels). And to make some of these abilities even slightly appreciable, i high cha is a neccesity, and the tradeoff in a point-buy system between that and pretty much EVERY other stat is such a loss as to be laughable. And again the smite and higher saves for divine spells is subject to dm narrative discretion, and the rise in reflex saves is what, +2, +3, subject to a dex score that might very well have been compromised by a higher charisma? The extra class skills are even more passive than the core abilities. Your points are reasonable, but i believe your critique is colored (and this is common) by a bias to magical, more romantic abilities over hard mechanical questions reality. Monte Cook noted this when analyzing the CRs of certain outsiders which he believed to be too high given their mediocre attack bonuses and hit points... Probably my last post of the day, i enjoyed this though... :) [/QUOTE]
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Spellfire Wielder feat - usable?
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