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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
WW's Sorcerous Pact feat -the new Spellcasting Prodigy, or not?
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<blockquote data-quote="Scion" data-source="post: 1185497" data-attributes="member: 5777"><p>Please read my post again <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=";)" /> There is a jump from one feat to another, I was responding to the thread and to another poster in the same post.</p><p></p><p></p><p></p><p></p><p>But the sheer number of times it is used off sets this easily. Even in a campaign with few battles it will be used more often in useful ways than the others. </p><p></p><p></p><p></p><p>Your opinion, mine is quite different. No one took it at +2 except to get the +4 (and since I banned the +4 no one took the +2). The limited number of spells it is useful for, plus straightjacketing yourself to one save. Bah, +2 was weak, +1 was a waste of ink. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>Edit: I should point out that I banned spell focus +4 not because of any power issues, but because I wanted to make the people spread their feats out more. A mage should be able to cast more than just that one spell category over and over again in a given day.</p><p></p><p></p><p></p><p>Dodge is a placeholder feat, it is very underpowered because feats after it are strong. Skill focus was 'upped' to +3 'cause it sucked before. If spell focus had been +1 in 3.0 it probably would've been upped to +2 in 3.5.</p><p></p><p></p><p></p><p>The new dual skill bonuses give a total of +4, improved initiative gives a +4. While the +4 from this feat may be a lot, it is easy for the dm to just say what the patron gives bonuses in, and not make this overpowered. Definately not way outside the guidelines of feats.</p><p></p><p>I would hope that all dm's have enough control over their games to make this feat not a problem feat. It takes only a little bit of work, and could improve your campaign greatly. If someone doesnt want to take the time then dont use it, but I for one am glad that there are a lot of feats out there for people to choose from. Even ones that I have to work a little harder for to make my campaign a better place.</p><p></p><p></p><p>Edit: If your mages only memorize one spell per spell level then hit them in the sitautions where this will hurt them to show them it is good to spread out a little. This is not metagaming by the dm though. If they only memorize fireballs from 3rd level on up for all of their slots then they will suck outside of combat, or in combat vs evasion types, or anyone with any fire resistance. This feat strikes me as just great for flavor.</p><p></p><p>Edit cont: Would anyone allow it if it was +4 to spell penetration instead? what about +2 saves and +2 penetration?</p></blockquote><p></p>
[QUOTE="Scion, post: 1185497, member: 5777"] Please read my post again ;) There is a jump from one feat to another, I was responding to the thread and to another poster in the same post. But the sheer number of times it is used off sets this easily. Even in a campaign with few battles it will be used more often in useful ways than the others. Your opinion, mine is quite different. No one took it at +2 except to get the +4 (and since I banned the +4 no one took the +2). The limited number of spells it is useful for, plus straightjacketing yourself to one save. Bah, +2 was weak, +1 was a waste of ink. :( Edit: I should point out that I banned spell focus +4 not because of any power issues, but because I wanted to make the people spread their feats out more. A mage should be able to cast more than just that one spell category over and over again in a given day. Dodge is a placeholder feat, it is very underpowered because feats after it are strong. Skill focus was 'upped' to +3 'cause it sucked before. If spell focus had been +1 in 3.0 it probably would've been upped to +2 in 3.5. The new dual skill bonuses give a total of +4, improved initiative gives a +4. While the +4 from this feat may be a lot, it is easy for the dm to just say what the patron gives bonuses in, and not make this overpowered. Definately not way outside the guidelines of feats. I would hope that all dm's have enough control over their games to make this feat not a problem feat. It takes only a little bit of work, and could improve your campaign greatly. If someone doesnt want to take the time then dont use it, but I for one am glad that there are a lot of feats out there for people to choose from. Even ones that I have to work a little harder for to make my campaign a better place. Edit: If your mages only memorize one spell per spell level then hit them in the sitautions where this will hurt them to show them it is good to spread out a little. This is not metagaming by the dm though. If they only memorize fireballs from 3rd level on up for all of their slots then they will suck outside of combat, or in combat vs evasion types, or anyone with any fire resistance. This feat strikes me as just great for flavor. Edit cont: Would anyone allow it if it was +4 to spell penetration instead? what about +2 saves and +2 penetration? [/QUOTE]
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WW's Sorcerous Pact feat -the new Spellcasting Prodigy, or not?
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