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<blockquote data-quote="EzekielRaiden" data-source="post: 8553295" data-attributes="member: 6790260"><p>I was mostly referring to narrowly race-specific things like the half-orc's crit boost or Elven Accuracy. Custom Lineage characters cannot take any race-specific feats as their race is Custom Lineage, even if they physically appear to be exactly the same as an Elf or whatever. I <em>would</em> normally have just chosen something with an Int bonus, but it's not possible to get both 20 Int <em>and</em> a regular (that is, not "half") feat at level 11. Just wanted to make clear why I was choosing that, as otherwise I would not have, and the feats I'm considering (almost certainly either War Caster or Elemental Adept) are not particularly crazy.</p><p></p><p>On the subject: it looks like I was derping (I blame the insomnia) and not realizing that spells like <em>flame sphere</em> and <em>storm sphere</em> <em>are</em> "Concentration spells that increase damage." I was thinking "buffs that cause damage to be higher" rather than "spells that must be concentrated upon to do repeated damage." So that's definitely a conversation we'll have to have.</p><p></p><p></p><p>Few non-"solo" creatures are bigger than large IIRC--my sources indicate it's very roughly only 10% of all creatures, most of which seem to have the markings of being a "solo" or otherwise "mega-threat" type creature for their CR. So, although it may be a bit unrealistic/inaccurate, I'm cool with the narratively "lesser" creatures (the cannon-fodder and lieutenant types) are subject to it assuming a failed save, but all "solo"-type ones cannot be affected, assuming you are as well. If not we can be more precise about it. (In actual fact, I'm sure <em>some</em> solos are small enough to be affected and some minions too big, e.g. throwing the stegosaurus at the enemy while the mad scientist runs away, but this seems like a good simplifying metric that still represents both the benefits and the limitations.)</p><p></p><p></p><p>Yeah. Will probably do that tomorrow since, as stated, I'm in a better way but have a lot on my plate today/tonight.</p><p></p><p></p><p>As a first past that seems fine.</p><p></p><p></p><p>AIUI, it has been explicitly clarified in Sage Advice that the Evoker damage bonus applies to only one damage roll, not to every missile. Same for <em>scorching ray</em>, for example. So we'll go with the more conservative estimate.</p><p></p><p></p><p>Then we are of like mind. Cool.</p><p></p><p></p><p>M'kay. In that case, I think I may end up doing Divination (as the more "generically powerful" Wizard), Evocation (as the "almost all damage, utility is what <em>rituals</em> are for" Wizard), and maybe War or Abjurer (as the "survivalist"-type Wizard).</p><p></p><p></p><p>Yeah, let's just go with that. There's already a ton of calculations involved as it is. Again, a simplifying assumption, but the gain of precision would be at too great a cost of effort.</p><p></p><p></p><p>See above on the Concentration thing. Given War Wizard specifically improves saves, it's probably a conversation worth having at some point, but not right now, my brain is still re-gelatinizing.</p><p></p><p>And yeah those numbers seem reasonable. To be clear, don't forget that you get any short-rest abilities at the end of a long rest too. I doubt you <em>would</em> forget, but hey, it's worth mentioning.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8553295, member: 6790260"] I was mostly referring to narrowly race-specific things like the half-orc's crit boost or Elven Accuracy. Custom Lineage characters cannot take any race-specific feats as their race is Custom Lineage, even if they physically appear to be exactly the same as an Elf or whatever. I [I]would[/I] normally have just chosen something with an Int bonus, but it's not possible to get both 20 Int [I]and[/I] a regular (that is, not "half") feat at level 11. Just wanted to make clear why I was choosing that, as otherwise I would not have, and the feats I'm considering (almost certainly either War Caster or Elemental Adept) are not particularly crazy. On the subject: it looks like I was derping (I blame the insomnia) and not realizing that spells like [I]flame sphere[/I] and [I]storm sphere[/I] [I]are[/I] "Concentration spells that increase damage." I was thinking "buffs that cause damage to be higher" rather than "spells that must be concentrated upon to do repeated damage." So that's definitely a conversation we'll have to have. Few non-"solo" creatures are bigger than large IIRC--my sources indicate it's very roughly only 10% of all creatures, most of which seem to have the markings of being a "solo" or otherwise "mega-threat" type creature for their CR. So, although it may be a bit unrealistic/inaccurate, I'm cool with the narratively "lesser" creatures (the cannon-fodder and lieutenant types) are subject to it assuming a failed save, but all "solo"-type ones cannot be affected, assuming you are as well. If not we can be more precise about it. (In actual fact, I'm sure [I]some[/I] solos are small enough to be affected and some minions too big, e.g. throwing the stegosaurus at the enemy while the mad scientist runs away, but this seems like a good simplifying metric that still represents both the benefits and the limitations.) Yeah. Will probably do that tomorrow since, as stated, I'm in a better way but have a lot on my plate today/tonight. As a first past that seems fine. AIUI, it has been explicitly clarified in Sage Advice that the Evoker damage bonus applies to only one damage roll, not to every missile. Same for [I]scorching ray[/I], for example. So we'll go with the more conservative estimate. Then we are of like mind. Cool. M'kay. In that case, I think I may end up doing Divination (as the more "generically powerful" Wizard), Evocation (as the "almost all damage, utility is what [I]rituals[/I] are for" Wizard), and maybe War or Abjurer (as the "survivalist"-type Wizard). Yeah, let's just go with that. There's already a ton of calculations involved as it is. Again, a simplifying assumption, but the gain of precision would be at too great a cost of effort. See above on the Concentration thing. Given War Wizard specifically improves saves, it's probably a conversation worth having at some point, but not right now, my brain is still re-gelatinizing. And yeah those numbers seem reasonable. To be clear, don't forget that you get any short-rest abilities at the end of a long rest too. I doubt you [I]would[/I] forget, but hey, it's worth mentioning. [/QUOTE]
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