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<blockquote data-quote="MechaPilot" data-source="post: 7488755" data-attributes="member: 82779"><p>I really want to keep it as extra damage of both types, but I certainly see how a 1d8 choice could be preferable to 1d4 of each. I'm tempted to just go with 1d8 and say half of the additional damage (rounded down) is cold damage and the remaining additional damage is bludgeoning. What would you think of that method?</p><p></p><p></p><p></p><p></p><p>I agree. I don't see having both options as being too strong. I just went with forcing a choice to err on the side of caution.</p><p></p><p></p><p></p><p></p><p>Thanks, and thank you for the feedback as well.</p><p></p><p></p><p></p><p></p><p></p><p>Good Point. I'll make that change.</p><p></p><p></p><p></p><p></p><p>I see your point about the armor proficiency, but I don't really want to give heavy armor proficiency because the mix of water and heavy armor feels wrong. And if I give heavy armor prof then clerics of that domain will wear heavy armor; in most circumstances, they'd be foolish not to if they could.</p><p></p><p></p><p></p><p></p><p>I agree. I'm going to take the advice @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6801204" target="_blank">Satyrn</a></u></strong></em> offered and give them both at 2nd level.</p><p></p><p></p><p></p><p></p><p>Thank you for the compliment, and for the feedback.</p><p></p><p>As for how drown works, some of the changes you suggested were already part of the ability:</p><p></p><p>1) You do have to concentrate on it, "You can maintain this effect by remaining within 30 feet of your target, <strong>concentrating on it</strong>, and spending an action on your turn." As a point of fact, you have to spend an action each turn to concentrate on it.</p><p></p><p>2) The target does run out of breath at the end of the first turn, "A target suffering this effect is suffocating as its lungs fill with water. At the end of the turn in which this ability is used, the target has run out of breath (it has all been displaced by water)."</p><p></p><p>I do agree that I need to add language so seeing the target is required to concentrate on the effect (and to use the effect in the first place, which it turns out was an accidental omission on my part). I think this is important because it gives the victim a couple extra ways out of drowning, namely diving behind cover or concealment, or having an invisibility spell cast upon them.</p><p></p><p></p><p></p><p></p><p>I am working on one. This is what I have so far.</p><p></p><p>1st: Create or Destroy Water, Purify Food & Drink</p><p>3rd: ?, ?</p><p>5th: Water Breathing, Water Walk</p><p>7th: Control Water, Evard's Black Tentacles</p><p>9th: ?, ?</p><p></p><p>I am considering replacing Water Walk with Tidal Wave</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7488755, member: 82779"] I really want to keep it as extra damage of both types, but I certainly see how a 1d8 choice could be preferable to 1d4 of each. I'm tempted to just go with 1d8 and say half of the additional damage (rounded down) is cold damage and the remaining additional damage is bludgeoning. What would you think of that method? I agree. I don't see having both options as being too strong. I just went with forcing a choice to err on the side of caution. Thanks, and thank you for the feedback as well. Good Point. I'll make that change. I see your point about the armor proficiency, but I don't really want to give heavy armor proficiency because the mix of water and heavy armor feels wrong. And if I give heavy armor prof then clerics of that domain will wear heavy armor; in most circumstances, they'd be foolish not to if they could. I agree. I'm going to take the advice @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6801204"]Satyrn[/URL][/U][/B][/I] offered and give them both at 2nd level. Thank you for the compliment, and for the feedback. As for how drown works, some of the changes you suggested were already part of the ability: 1) You do have to concentrate on it, "You can maintain this effect by remaining within 30 feet of your target, [B]concentrating on it[/B], and spending an action on your turn." As a point of fact, you have to spend an action each turn to concentrate on it. 2) The target does run out of breath at the end of the first turn, "A target suffering this effect is suffocating as its lungs fill with water. At the end of the turn in which this ability is used, the target has run out of breath (it has all been displaced by water)." I do agree that I need to add language so seeing the target is required to concentrate on the effect (and to use the effect in the first place, which it turns out was an accidental omission on my part). I think this is important because it gives the victim a couple extra ways out of drowning, namely diving behind cover or concealment, or having an invisibility spell cast upon them. I am working on one. This is what I have so far. 1st: Create or Destroy Water, Purify Food & Drink 3rd: ?, ? 5th: Water Breathing, Water Walk 7th: Control Water, Evard's Black Tentacles 9th: ?, ? I am considering replacing Water Walk with Tidal Wave [/QUOTE]
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