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<blockquote data-quote="eprieur" data-source="post: 6041522" data-attributes="member: 81191"><p>One idea I just had for feats, I was thinking about how the burden of active defense and heals should be spread on everyone instead of being only on the cleric traditionally.</p><p></p><p>Feats like herbalism and the ones that give more heal spells are ok I guess, they are basically their own separate pool, meaning that if you have the feat that let you cast cure light wound, you can only cast that spell and it's ok.</p><p></p><p>The thing about herbalism that I don't like is that it use campaign based ressources (gold) to heal. This create situations where if you have unlimited cash you can heal to full when you want but if you don't have cash it's not much healing (it's easier to wait). The solution is to nearly remove all the gold cost of herbalism but limit it by day (assuming we stay within a daily paradigm of ressources). You can just say that these potions need the power of the alechemist to work and he can only make 2 per day maximum (or 1, depending on balance, etc). If you make a 3rd one, the first stop working, etc. Then the alchemist feat is basically allowing someone to be an off-healer and reduce the burden on having a cleric in theory.</p><p></p><p>If the cleric is still seen as required, then maybe the herbalism cleric will be seen as doubly required but that's where balancing is needed. Potions are right now much weaker then direct heals since they take a full action.</p><p></p><p>With this type of feat there could be a decent working line of feats that do buffing, etc, that could work also, all that if you change the limitation from hold to something per day.</p><p></p><p>Just some thoughts.</p></blockquote><p></p>
[QUOTE="eprieur, post: 6041522, member: 81191"] One idea I just had for feats, I was thinking about how the burden of active defense and heals should be spread on everyone instead of being only on the cleric traditionally. Feats like herbalism and the ones that give more heal spells are ok I guess, they are basically their own separate pool, meaning that if you have the feat that let you cast cure light wound, you can only cast that spell and it's ok. The thing about herbalism that I don't like is that it use campaign based ressources (gold) to heal. This create situations where if you have unlimited cash you can heal to full when you want but if you don't have cash it's not much healing (it's easier to wait). The solution is to nearly remove all the gold cost of herbalism but limit it by day (assuming we stay within a daily paradigm of ressources). You can just say that these potions need the power of the alechemist to work and he can only make 2 per day maximum (or 1, depending on balance, etc). If you make a 3rd one, the first stop working, etc. Then the alchemist feat is basically allowing someone to be an off-healer and reduce the burden on having a cleric in theory. If the cleric is still seen as required, then maybe the herbalism cleric will be seen as doubly required but that's where balancing is needed. Potions are right now much weaker then direct heals since they take a full action. With this type of feat there could be a decent working line of feats that do buffing, etc, that could work also, all that if you change the limitation from hold to something per day. Just some thoughts. [/QUOTE]
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