feat reserve

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Lockonnow
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Re: feat reserve

Unread post by Lockonnow »

if they could be change after that idea i wish then it have a chance
Calantyr
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Re: feat reserve

Unread post by Calantyr »

You don't necessarily need to make the reserve feats better, you could make magic as hard to master as it is in the canon (and potentially the PnP version).

The first is to script spells to require material components. Though time-consuming the advantages are obvious. Namely:
-Spellcasting becomes a cost/benefit decision. Do I waste those hard-to-aquire spell compoinents casting a spell when I don't really need to, or do I nuke everything from orbit? Decisions!
-Do I RP with martials, using them as a shield so I conserve my resources? Or do I solo with my crazy spells, meaning I have significant downtime while I get my resources back? Decision!
-Do I go on lengthy quests to aquire my spell components, or do I hire martials to go and do it for me? If I hire martials I may have to RP (*shudder*), but if I go solo I may end up using more components that I get in return. Decisions!
-This would require more varied loot tables. Animals/magical beasts can just drop body parts/spell components, instead of having a treasure horde.
-More trade and RP trading both in game or on the forums.
Another is to increase the minimum amount of time between rests, based on your caster level. Easy for fledgeling mages, but harder to reaquire spells the more powerful you are. More gamey than the above solution but probably easier to implement. There's also an RP justification, the more magic potential you have the longer it takes to 're-fill' it. Although I don't think it's exactly according to canon.

Make spells harder to aquire in the first place. Remove most spells from shops/item drops, require mages to 'learn' spells either through research or observing others.
Example: You are fighting dangerous mages in a cave. One of them shoots an unknown spell at you. Normal spellcraft roll to identify a spell being cast. Then roll a spot check to see it clearly (DC: 15+spell level?), then a final spellcraft roll to decipher the spell (DC: 20+spell level). You pass all three checks? Congrats! You learn the spell. Now go teach it to others, or keep it to yourself. RP opportunities to teach apprentice mages! Yay!
A combination of the above could do a lot to stop power-creep. Martials and casters become dependent on each other for defense, and while casters still could solo everything, it comes with the downside that afterwards they become impotent until they replenish themselves. Also, most casters don't have a high carrying capacity. It also opens up massive RP opportunities and encourages spending a lot of time socialising outside of dungeons.

It also adds a new avenue for DM's to tell stories. Maybe introduce the possibility to learn new spells? Functional mage schools? Hunting down osbscure/dangerous spellcasters, and learning something in the process? Or just pollinating spells as needed as old players stop, so spells don't become lost to the general player-base.

I played on a NWN1 server several years ago that implemented half of these changes, it worked really well. The only time I actually enjoyed playing a caster, so I'm probably biased.
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Lockonnow
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Re: feat reserve

Unread post by Lockonnow »

Calantyr my idea will make it hard not easy
NeOmega
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Re: feat reserve

Unread post by NeOmega »

Calantyr wrote:You don't necessarily need to make the reserve feats better, you could make magic as hard to master as it is in the canon (and potentially the PnP version).

The first is to script spells to require material components. Though time-consuming the advantages are obvious. Namely:
-Spellcasting becomes a cost/benefit decision. Do I waste those hard-to-aquire spell compoinents casting a spell when I don't really need to, or do I nuke everything from orbit? Decisions!
-Do I RP with martials, using them as a shield so I conserve my resources? Or do I solo with my crazy spells, meaning I have significant downtime while I get my resources back? Decision!
-Do I go on lengthy quests to aquire my spell components, or do I hire martials to go and do it for me? If I hire martials I may have to RP (*shudder*), but if I go solo I may end up using more components that I get in return. Decisions!
-This would require more varied loot tables. Animals/magical beasts can just drop body parts/spell components, instead of having a treasure horde.
-More trade and RP trading both in game or on the forums.
Another is to increase the minimum amount of time between rests, based on your caster level. Easy for fledgeling mages, but harder to reaquire spells the more powerful you are. More gamey than the above solution but probably easier to implement. There's also an RP justification, the more magic potential you have the longer it takes to 're-fill' it. Although I don't think it's exactly according to canon.

Make spells harder to aquire in the first place. Remove most spells from shops/item drops, require mages to 'learn' spells either through research or observing others.
Example: You are fighting dangerous mages in a cave. One of them shoots an unknown spell at you. Normal spellcraft roll to identify a spell being cast. Then roll a spot check to see it clearly (DC: 15+spell level?), then a final spellcraft roll to decipher the spell (DC: 20+spell level). You pass all three checks? Congrats! You learn the spell. Now go teach it to others, or keep it to yourself. RP opportunities to teach apprentice mages! Yay!
A combination of the above could do a lot to stop power-creep. Martials and casters become dependent on each other for defense, and while casters still could solo everything, it comes with the downside that afterwards they become impotent until they replenish themselves. Also, most casters don't have a high carrying capacity. It also opens up massive RP opportunities and encourages spending a lot of time socialising outside of dungeons.

It also adds a new avenue for DM's to tell stories. Maybe introduce the possibility to learn new spells? Functional mage schools? Hunting down osbscure/dangerous spellcasters, and learning something in the process? Or just pollinating spells as needed as old players stop, so spells don't become lost to the general player-base.

I played on a NWN1 server several years ago that implemented half of these changes, it worked really well. The only time I actually enjoyed playing a caster, so I'm probably biased.
This isn't PnP. It is a fast paced video game.
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Lockonnow
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Joined: Fri Oct 15, 2010 12:10 pm

Re: feat reserve

Unread post by Lockonnow »

i most say to go sole with a wizard char is a hard as a hell i allways end up in a a party or else i get bord but with those feat reserve it could be more fun if the will get change you see many feat reserve can dmh monster on same time i have see 3 or 4 monster will be hit at the first encounter that is to easy change them all to a ray and then you will only could hit one monster at time
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Maximvs
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Re: feat reserve

Unread post by Maximvs »

Calantyr wrote:From an RP perspective the feat is OP. Faerun is a world where magic is, while not rare, taxing to control and use. Infinite spells per day is not something people can do unless they become masters. A feat that allows you to use mage at will, WEAPONISED magic at will, is incredible.
Na. Every mage knows that evocation mages are the newbs of the art. Those reserve feats are evocation magic, pretty much. Some damage per round or 5 round. big woooo! Nothing compared to clones, wishes, scrying and other neat stuff wizards can do in an actual pnp game.
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Rhifox
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Re: feat reserve

Unread post by Rhifox »

I use a Reserve Feat on Tarina and wouldn't dream to get rid of it. As an RP tool they are amazing and it's one of my favorite feats to have on a caster for that purpose. It allows you to use what is essentially innate magic without being a warlock, which is immensely useful for emotes and does help in combat by making you feel like a proper 'caster' even during times in the battle when you need to conserve your big spells.

If I were to have any changes to improve it, I would increase their range to Long. They do so little damage as it is, so why do they need such a short range as well? This would be a huge quality of life change. I love my Fiery Burst, low damage or not, but I hate how I can't even get a cast off because the melee/ranged people have already killed the mob by the time I've gotten into range.

Another quality of life change would be to remove the incantation sound effect. Reserve Feats are spell-like abilities which means they shouldn't have verbal and somatic components, and it frankly gets incredibly annoying to hear the incantation every single round.

If the devs were keen on more drastic changes, then I'd recommend an epic feat similar to Eldritch Mastery, to give an option to increase the damage dice above 9d6. "Reserve Mastery" or something of the sort. It could, for example, increase reserve feat damage by, say, one extra damage die per 5 caster levels (so a maximum of 15d6 for Fiery Burst-type Reserves at level 30).
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Steve
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Re: feat reserve

Unread post by Steve »

Rhifox wrote: I would increase their range to Long. They do so little damage as it is, so why do they need such a short range as well?
Arcane Trickster + RTA Sneak Attacks + invisible Needle = OP. You can also essentially attack+DMG mobs at that range without making them aggro, if you're careful about it.

And, Luna said no.

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Lockonnow
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Re: feat reserve

Unread post by Lockonnow »

Steve why do you drag Luna in here she is not on the server anymore and i couldt see that Luna have say no
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