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Survivor Capstones- BARBARIAN WINS!
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<blockquote data-quote="Harzel" data-source="post: 7268037" data-attributes="member: 6857506"><p>Well, I'll give you "not interesting", and technically I guess you are correct - things that are always on are not 'flexible'. But what flexibility would you want? The option of turning them off? The Barbarian is getting +2 to hit and damage on <em>every </em>attack, +2 to <em>every </em>STR check, and +2 to <em>every </em>CON save (CON checks and STR saves, too, but those are less interesting). The fighter gets a 33% boost to his attack rate <em>all the time</em>. </p><p></p><p>Contrast those with the rogue being able to turn a failure into a success <em>once per short rest</em>. The real luck would be in having something critical enough come up to make this matter.</p><p></p><p></p><p></p><p>Ok, there is a choice to be made, so I guess you can count that as injecting some flavor. But the signature spells have to be chosen from those already in the wizard's spellbook. So they just get to do the same thing they were doing before, but somewhat more often. Basically, they are just getting two restricted 3rd level spell slots that recharge on a short rest. They could cast the spells before and they could recharge spell slots on a short rest before (Arcane Recovery). Now they can do it somewhat more / more often.</p><p></p><p>In terms of potency, at level 20, a Wizard has 22 spell slots + 2-10 recharged via Arcane Recovery; this is sort of like getting 6 more slots, a 20-25% increase. (If you look at it using spell points, it's 133 + 15-20 via Arcane Recovery; the capstone adding 30 is ~ 20% increase.) But those slots are restricted to those two spells cast at 3rd level, so the actual impact can be, situationally, less, maybe much less. So, not bad, but I wouldn't call it great either.</p><p></p><p></p><p></p><p>The 7 day cooldown and DM dependence makes it hard to compare with the others. It definitely has the potential to be flavorful and high-impact; no guarantees, though.</p><p></p><p></p><p></p><p>Your point about utility is valid, but for the most part I think this becomes about having potentially infinite HP, which is a pretty good buff. I have a bit of a bias on this one because I am quite displeased with shapechanging having become the defining trait of the Druid class.</p></blockquote><p></p>
[QUOTE="Harzel, post: 7268037, member: 6857506"] Well, I'll give you "not interesting", and technically I guess you are correct - things that are always on are not 'flexible'. But what flexibility would you want? The option of turning them off? The Barbarian is getting +2 to hit and damage on [I]every [/I]attack, +2 to [I]every [/I]STR check, and +2 to [I]every [/I]CON save (CON checks and STR saves, too, but those are less interesting). The fighter gets a 33% boost to his attack rate [I]all the time[/I]. Contrast those with the rogue being able to turn a failure into a success [I]once per short rest[/I]. The real luck would be in having something critical enough come up to make this matter. Ok, there is a choice to be made, so I guess you can count that as injecting some flavor. But the signature spells have to be chosen from those already in the wizard's spellbook. So they just get to do the same thing they were doing before, but somewhat more often. Basically, they are just getting two restricted 3rd level spell slots that recharge on a short rest. They could cast the spells before and they could recharge spell slots on a short rest before (Arcane Recovery). Now they can do it somewhat more / more often. In terms of potency, at level 20, a Wizard has 22 spell slots + 2-10 recharged via Arcane Recovery; this is sort of like getting 6 more slots, a 20-25% increase. (If you look at it using spell points, it's 133 + 15-20 via Arcane Recovery; the capstone adding 30 is ~ 20% increase.) But those slots are restricted to those two spells cast at 3rd level, so the actual impact can be, situationally, less, maybe much less. So, not bad, but I wouldn't call it great either. The 7 day cooldown and DM dependence makes it hard to compare with the others. It definitely has the potential to be flavorful and high-impact; no guarantees, though. Your point about utility is valid, but for the most part I think this becomes about having potentially infinite HP, which is a pretty good buff. I have a bit of a bias on this one because I am quite displeased with shapechanging having become the defining trait of the Druid class. [/QUOTE]
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