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*TTRPGs General
Spellfire Wielder feat - usable?
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<blockquote data-quote="Soltares" data-source="post: 140311" data-attributes="member: 4070"><p>Clerics also make excellent Spellfire batteries, particularly if they can 'channel' spells into healing or harming magic, as both are single-target spells that are absorbable via Spellfire. At the end of the day, a friendly Cleric could burn any remaining spell slots into the Spellfire Wielding Fighter or Rogue and it won't really affect him unless the party gets jumped while sleeping (in which case the Spellfire Wielder will have to pick up the healing / blasting duties). Rogues are nice, Spellfire Sneak Attacks are fun. </p><p></p><p>Druids and Wizards are less useful 'charging stations,' since they would not necessarily want to have to restrict their spell selection to spells that a Spellfire Wielder could absorb. When your most effective spell is Color Spray, you don't want to be wasting a slot on Ray of Enfeeblement to charge up spellfire boy.</p><p></p><p>Bear in mind that unless you truly enjoy punishing your players for your DM decision to allow this feat into the game, tossing endless Red Wizards / Cult of the Dragon / whatever members at the party because of the Spellfire Wielder is hardly fair to the people who *don't* have the Feat. Essentially they are getting punished, and possibly killed, by encounters designed to 'balance' a Feat that you chose to allow in the game.</p><p></p><p>Balance it however you like, but bear in mind that some players will get good and sick of being jumped because of this single player and his special uber-Feat.</p><p></p><p>It becomes the 'Elric' disadvantage. To punish you for something good (Stormbringer), we are going to kill off everyone around you.</p><p></p><p>Now that I think about it, Theseus had this disadvantage long before Elric, and it made the Greek gods look like the assassin who kills 25 innocent bystanders trying to shoot Inspector Clouseau...</p></blockquote><p></p>
[QUOTE="Soltares, post: 140311, member: 4070"] Clerics also make excellent Spellfire batteries, particularly if they can 'channel' spells into healing or harming magic, as both are single-target spells that are absorbable via Spellfire. At the end of the day, a friendly Cleric could burn any remaining spell slots into the Spellfire Wielding Fighter or Rogue and it won't really affect him unless the party gets jumped while sleeping (in which case the Spellfire Wielder will have to pick up the healing / blasting duties). Rogues are nice, Spellfire Sneak Attacks are fun. Druids and Wizards are less useful 'charging stations,' since they would not necessarily want to have to restrict their spell selection to spells that a Spellfire Wielder could absorb. When your most effective spell is Color Spray, you don't want to be wasting a slot on Ray of Enfeeblement to charge up spellfire boy. Bear in mind that unless you truly enjoy punishing your players for your DM decision to allow this feat into the game, tossing endless Red Wizards / Cult of the Dragon / whatever members at the party because of the Spellfire Wielder is hardly fair to the people who *don't* have the Feat. Essentially they are getting punished, and possibly killed, by encounters designed to 'balance' a Feat that you chose to allow in the game. Balance it however you like, but bear in mind that some players will get good and sick of being jumped because of this single player and his special uber-Feat. It becomes the 'Elric' disadvantage. To punish you for something good (Stormbringer), we are going to kill off everyone around you. Now that I think about it, Theseus had this disadvantage long before Elric, and it made the Greek gods look like the assassin who kills 25 innocent bystanders trying to shoot Inspector Clouseau... [/QUOTE]
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Spellfire Wielder feat - usable?
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