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<blockquote data-quote="trentonjoe" data-source="post: 7529872" data-attributes="member: 304"><p>Thanks for the input. I don't want to seem argumentative but i wanted to work through some of your points, mostly so it makes sense to me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p></p><p>1. That's actually the narative I am trying to create. Fire wraps arounds the legs of the goblin freezing him in place. Or a magical fire helmet drops on the giants head restricting his vision to inches...stuff like that.</p><p>2. I specifically added the part about damage needed to be taken for the secondary effect to happen for that reason.</p><p></p><p></p><p></p><p>1. Yes. It should be a concentration, save at the end of your turn type rule.</p><p>2. Mechanically, this is what I am struggling with. To me this is effectively allowing 2 spells to be cast at the same time and thats the balance issue I am struggling with. I am talking myself through this so bare with me <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>At 1-4, it isn't a big deal. You can't use it on cantrips (they don't have enough damage dice) so you could only use it on spells like Chromatic Orb, Ray of Sickness, , and stuff like that. I don't think this is an optimal choice, personally, I think it's interesting but not optimal.</p><p></p><p>At 5-8, it's more useable. You still can't use it on cantrips (still not enough damage dice) but you have enough single target damage spells and enough spell slots that you can use the versalilty frequently. This is where the Chromatic Orb becomes a 1 person entangle with 1d8 damage. IMO, that just isn't a big deal. I am not sure if there is a single target damage spell at 4th level but if there is you could make it into Hold person that does a little damage? I don't know, I don't think that is to powerful. My players probably still take the +2 Int to get to 20 INT at 8th level.</p><p></p><p>At 12+ it might get to powerful. That's when you can use it on cantrips but I don't play that level very high. I can't think of a combo that is utterly broken but i might be missing something.</p></blockquote><p></p><p></p><p></p><p>I don't see how it doesn't makes sense narrative wise with fire bolt but does with wall of fire. Balancing mechanics and narrative is tricky in my opinion. In this case I felt allowing AoE spells would make it to powerful. Maybe there could be a second feat that used for multi target spells. [/QUOTE] </p><p></p><p></p><p></p><p>I prefer to write mechanics and have individual players adapt it to their own narrative but i see your point.</p><p></p><p></p><p></p><p></p><p>Thanks, that's something to think about.</p><p>[/QUOTE]</p>
[QUOTE="trentonjoe, post: 7529872, member: 304"] Thanks for the input. I don't want to seem argumentative but i wanted to work through some of your points, mostly so it makes sense to me ;) 1. That's actually the narative I am trying to create. Fire wraps arounds the legs of the goblin freezing him in place. Or a magical fire helmet drops on the giants head restricting his vision to inches...stuff like that. 2. I specifically added the part about damage needed to be taken for the secondary effect to happen for that reason. 1. Yes. It should be a concentration, save at the end of your turn type rule. 2. Mechanically, this is what I am struggling with. To me this is effectively allowing 2 spells to be cast at the same time and thats the balance issue I am struggling with. I am talking myself through this so bare with me :) At 1-4, it isn't a big deal. You can't use it on cantrips (they don't have enough damage dice) so you could only use it on spells like Chromatic Orb, Ray of Sickness, , and stuff like that. I don't think this is an optimal choice, personally, I think it's interesting but not optimal. At 5-8, it's more useable. You still can't use it on cantrips (still not enough damage dice) but you have enough single target damage spells and enough spell slots that you can use the versalilty frequently. This is where the Chromatic Orb becomes a 1 person entangle with 1d8 damage. IMO, that just isn't a big deal. I am not sure if there is a single target damage spell at 4th level but if there is you could make it into Hold person that does a little damage? I don't know, I don't think that is to powerful. My players probably still take the +2 Int to get to 20 INT at 8th level. At 12+ it might get to powerful. That's when you can use it on cantrips but I don't play that level very high. I can't think of a combo that is utterly broken but i might be missing something. [/QUOTE] I don't see how it doesn't makes sense narrative wise with fire bolt but does with wall of fire. Balancing mechanics and narrative is tricky in my opinion. In this case I felt allowing AoE spells would make it to powerful. Maybe there could be a second feat that used for multi target spells. [/QUOTE] I prefer to write mechanics and have individual players adapt it to their own narrative but i see your point. Thanks, that's something to think about. [/QUOTE]
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