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Tempest Cleric seems VERY strong
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<blockquote data-quote="Caliban" data-source="post: 7195510" data-attributes="member: 284"><p>In a game with Belts of Giant Strength, you are giving up an attunement slot instead of an ASI. And if the belt gives you a higher Str than you could achieve with ASI's, in the long run it's better for you to get the feat and hold out for a Belt of Str. </p><p></p><p>In many home games, getting a Belt isn't something you can count on, but in Adventure League or games that tend to play at lvl's 11+ and have a higher level of magic...it approaches an inevitability.</p><p></p><p>In Adventure League, I have a lvl 14 Fighter/Warlock with a 16 base str..and a +2 Legendary Greatsword and a Belt of Fire Giant Strength. He also has GWM (plus Sentinal, Heavy Armor Master, and Resilient Wisdom because he used all his ASI's on feats.)</p><p></p><p>The likely hood of achieving certain equipment/class/feat combinations is much higher in certain games (especially Adventure League, where you can find out exactly what magic items a module has before you play it, and make sure to play the ones with the magic items you want). In games where there are Magic Item Shops, or even if the DM simply listens to the players and makes items available based on their feedback, it is much easier to maximize the benefits of feats like GWM/Sharpshooter. Even more so if you are in a group that likes to play tactically and makes an effort to help maximize your chance of hitting (i.e. Bless, any number of ways to grant advantage, Haste, etc.)</p><p></p><p>I'm used to things like that from Living Grehawk and Organized Play with D&D 3.0 and 3.5. That kind of thing was commonplace once the PC's are higher level. So I agree with CapnZapp about the power of the feats, I just don't think it's a problem. It's exactly what I expect to happen. Because you can do equally powerful things with different combinations of feats/class abilities/items, without using GWM or Sharpshooter.</p></blockquote><p></p>
[QUOTE="Caliban, post: 7195510, member: 284"] In a game with Belts of Giant Strength, you are giving up an attunement slot instead of an ASI. And if the belt gives you a higher Str than you could achieve with ASI's, in the long run it's better for you to get the feat and hold out for a Belt of Str. In many home games, getting a Belt isn't something you can count on, but in Adventure League or games that tend to play at lvl's 11+ and have a higher level of magic...it approaches an inevitability. In Adventure League, I have a lvl 14 Fighter/Warlock with a 16 base str..and a +2 Legendary Greatsword and a Belt of Fire Giant Strength. He also has GWM (plus Sentinal, Heavy Armor Master, and Resilient Wisdom because he used all his ASI's on feats.) The likely hood of achieving certain equipment/class/feat combinations is much higher in certain games (especially Adventure League, where you can find out exactly what magic items a module has before you play it, and make sure to play the ones with the magic items you want). In games where there are Magic Item Shops, or even if the DM simply listens to the players and makes items available based on their feedback, it is much easier to maximize the benefits of feats like GWM/Sharpshooter. Even more so if you are in a group that likes to play tactically and makes an effort to help maximize your chance of hitting (i.e. Bless, any number of ways to grant advantage, Haste, etc.) I'm used to things like that from Living Grehawk and Organized Play with D&D 3.0 and 3.5. That kind of thing was commonplace once the PC's are higher level. So I agree with CapnZapp about the power of the feats, I just don't think it's a problem. It's exactly what I expect to happen. Because you can do equally powerful things with different combinations of feats/class abilities/items, without using GWM or Sharpshooter. [/QUOTE]
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Tempest Cleric seems VERY strong
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