He/Him

  • 7 Posts
  • 29 Comments
Joined 1 year ago
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Cake day: June 20th, 2023

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  • I don’t mind having to make “tough choices” in general, only when the obviously correct choice is boring and the suboptimal one is the cool fun one.

    This perfectly sums it up. The problem is that increasing your scores needs to be pretty darn strong, strong enough to compete with a feat…but as you said, it’s usually pretty boring. A couple of +1s certainly add up and make your character more powerful on average, but a feat that grants entirely new functionality just feels so much more impactful and fun.

    I would have preferred them to entirely separate stat growth and feat selection, but the OneDnD method of just making most (all?) feats into “half feats” is acceptable as well.













  • This feature really is lackluster, especially given how it initially looks pretty strong.

    How about something like the Nature Cleric’s 6th level ability, Dampen Elements, reworked into an Aura?

    Starting at 7th level, when you or a creature within 10 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to creatures of your choice within 10 feet of you against that instance of damage.

    So, it’s more limited in range than the cleric’s (10’ vs 30’), but you have the option of applying it to multiple people if they all get hit by the same elemental damage, so it should still work for spells. Shame it won’t work against Magic Missile or other force / bludgeoning damage spells anymore though. Maybe you could put “force” in there as another option…but that could probably lead to cheese, since on-demand resistance to force is likely to open up some abusive interactions (like make Staff of the Magi a much less suicidal nuke).

    It’s also balanced somewhat by the fact that a paladin’s reaction is more useful than a cleric’s usually.