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*TTRPGs General
Spellfire Wielder feat - usable?
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<blockquote data-quote="Humanophile" data-source="post: 143111" data-attributes="member: 1049"><p>I think that if you want a healmaster class, it should be aimed at the kind of people who like playing supportive characters instead of being a cobbled together bunch of powers to ensure that every party has one. One of the many things that irks me about the cleric is that they're never required to actually ever heal anyone, even if they're good clerics. If you're going to power them up that much, at least make sure that they'll do their duties. (Or that if they don't, some force other than DM fiat applies. Like I said above, they wouldn't be required to use Lay on Hands if they had it, but if they didn't, it'd be wasted instead of becoming another spell to use for personal glory.)</p><p></p><p>So I'd prefer either that healing abilities were spread out more, and/or that clerics were forced a little more into the healer/buffer role. Preferably both. It shouldn't be a burden someone has to take, it should be a role for the people who like it.</p><p></p><p></p><p></p><p>I still hold to my original opinion. It's a little overpowered for a lower powered game, and it seems a little on the weak side for such a kewl arcane ability. So I'd say pump it up a little, and make it a template. And to the people saying that you couldn't come into game with it then, I'd say that makes it better balanced for first level parties (and if you start at first, your games will tend to be lower powered, IME), while FR games and other games by people who like more heroic settings will start with a few levels already. Again, all IMHO.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 143111, member: 1049"] I think that if you want a healmaster class, it should be aimed at the kind of people who like playing supportive characters instead of being a cobbled together bunch of powers to ensure that every party has one. One of the many things that irks me about the cleric is that they're never required to actually ever heal anyone, even if they're good clerics. If you're going to power them up that much, at least make sure that they'll do their duties. (Or that if they don't, some force other than DM fiat applies. Like I said above, they wouldn't be required to use Lay on Hands if they had it, but if they didn't, it'd be wasted instead of becoming another spell to use for personal glory.) So I'd prefer either that healing abilities were spread out more, and/or that clerics were forced a little more into the healer/buffer role. Preferably both. It shouldn't be a burden someone has to take, it should be a role for the people who like it. I still hold to my original opinion. It's a little overpowered for a lower powered game, and it seems a little on the weak side for such a kewl arcane ability. So I'd say pump it up a little, and make it a template. And to the people saying that you couldn't come into game with it then, I'd say that makes it better balanced for first level parties (and if you start at first, your games will tend to be lower powered, IME), while FR games and other games by people who like more heroic settings will start with a few levels already. Again, all IMHO. [/QUOTE]
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Spellfire Wielder feat - usable?
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