Race/Class/PrC abilities N/day use and duration
Posted: Sat Oct 30, 2021 5:39 am
This has been sitting in my head for some time, so i'd like to compose a list of class/PrC abilities that are limited to N/day use and their duration.
As you all know, some of abilities are cooldown based and some are N/day based. I feel it's not good to have things non-uniform especially since such disparity can be seen between pretty similar abilities of different classes. It's basically a thing nobody overviewed in general scope, so many things are left unattended.
I myself feel that every feat that has N/day uses, should receive a cooldown. Some powerful feats may have this cooldown on like 20-30 minutes, some less powerful ones can become 1/minute and so on. Let's discuss and make a list of these abilities that are very underused with N/day duration that may start to shine with n/cooldown.
I will stick to format:
1) Class/PrC/Race name, ability name.
2) Number of uses/ duration.
3) Why it's low or unreasonable.
4) Suggestion.
No need to stick to the style i added, just please make sure you have all 4 points covered in your suggestion thus it's easy to identify and discuss.
List:
1) Arcane trickster, impromptu sneak attack. 3/day with AT 10. This feat is subpar to feint in all means (it only allows for 1 sneak attack per use of ability, not a whole round of them), it can't be spammed like feint as well. My suggestion is making it no cooldown, 30-60 sec charge regen.
2) Arcane trickster, pilfer magic. 3/day with AT 10. This is a very good utility feat and it's good even with 3/day only. Though, to make things uniform, i suggest making it no cooldown, 3/day, 10 min per charge regen.
3) No class, Combat focus feats. 1 charge, 3,5 min cooldown. This one is quite underpowered as taking 4 feats to make it maximum gives person: +4 will saves, Fast healing 4, 20% concealment, know HP of surrounding enemies. While it may sound cool, only fast healing is a good concept of these. Combat strike gives up all these bonuses in exchange for 4 ab and 4 dmg for the duration left. Suggestion:
Reduce the fast healing, extend the duration to 2 minutes, set the initial cooldown to 5 minutes, reduce cooldown by 30 seconds per extra combat focus feat taken or increase the duration by same 30 seconds per combat focus feat taken. Thus, it's either 2 min duration with 3,5 min cooldown or 3,5 min duration with 5 min cooldown.
4) Racial SLAs. Drow dancing light, tiefling darkness and so on. change it from n/day to n/day, cooldown/no cooldown (depending on ability power), charge regen in 5-10 min based on ability.
5) Paladin/DC/Hospitaler (Proposed by JIRI, description by me). Lay on hands. 1/day. The feat itself is good, but single healing per rest timer just changes nothing in gameplay. It is used and will be used, but it just substitutes one of many ways to heal oneself and 1 use per day makes it "save it for a situation that may not happen". I suggest 1/day, 10 minute charge regen.
6) Blackguard, DC, paladin, cleric. Smite. (Proposed by Bobthehero, description by me) 5/day max. These are several smite-related feats. For blackguard, it goes with Smite good with 3/day use. Being able to use them more than 3-5 times a day will make such classes/PrCs to be more flavored around their abilities. My proposition is leaving the use/day, no cooldown, 10 min charge regen.
7) Dervish. Devish dance. Currently, it's 5/day with no cooldown per use at devish lvl 10. I suggest same n/day progression, no CD between uses (having it's cooldown equal to "fatigue" time would be more realistical though when it applies), 10 min/charge regen.
As of ability cooldowns, charges, i see several mechanics revolving around then. My terminology may be a bit hacky, but i hope it's easy to understand:
charge regen = if charges even refill back. Say, 3/day ability with 10 minute regen means that 1 use of it is refunded after 10 min cooldown.
use cooldown = the delay between ability can be used again, is not related to charge regen.
So, some abilities can have:
1) no use cooldown, no charge regen. EG. pilfer magic, improptu sneak attack. One has n/day and that's it.
2) use cooldown, no charge regen. EG. epic spells like hellball. 3/day, 5 minutes between uses, no regen.
3) no use cooldown, charge regen. EG. monk ki feats to some extent. They offer limited regen though. In my proposition, i basically mean this option by default if not defined specifically.
4) use cooldown, charge regen. I don't think we have such feats (at least, i dunno about them).
Please add your thoughts in comments, i will include them into list mentioning the author as well so we have a comprehensive list of feats.
After we get a list of such abilities, i will make a discussion with staff to see if DM and Dev team agree to make changes to all or some of them.
As you all know, some of abilities are cooldown based and some are N/day based. I feel it's not good to have things non-uniform especially since such disparity can be seen between pretty similar abilities of different classes. It's basically a thing nobody overviewed in general scope, so many things are left unattended.
I myself feel that every feat that has N/day uses, should receive a cooldown. Some powerful feats may have this cooldown on like 20-30 minutes, some less powerful ones can become 1/minute and so on. Let's discuss and make a list of these abilities that are very underused with N/day duration that may start to shine with n/cooldown.
I will stick to format:
1) Class/PrC/Race name, ability name.
2) Number of uses/ duration.
3) Why it's low or unreasonable.
4) Suggestion.
No need to stick to the style i added, just please make sure you have all 4 points covered in your suggestion thus it's easy to identify and discuss.
List:
1) Arcane trickster, impromptu sneak attack. 3/day with AT 10. This feat is subpar to feint in all means (it only allows for 1 sneak attack per use of ability, not a whole round of them), it can't be spammed like feint as well. My suggestion is making it no cooldown, 30-60 sec charge regen.
2) Arcane trickster, pilfer magic. 3/day with AT 10. This is a very good utility feat and it's good even with 3/day only. Though, to make things uniform, i suggest making it no cooldown, 3/day, 10 min per charge regen.
3) No class, Combat focus feats. 1 charge, 3,5 min cooldown. This one is quite underpowered as taking 4 feats to make it maximum gives person: +4 will saves, Fast healing 4, 20% concealment, know HP of surrounding enemies. While it may sound cool, only fast healing is a good concept of these. Combat strike gives up all these bonuses in exchange for 4 ab and 4 dmg for the duration left. Suggestion:
Reduce the fast healing, extend the duration to 2 minutes, set the initial cooldown to 5 minutes, reduce cooldown by 30 seconds per extra combat focus feat taken or increase the duration by same 30 seconds per combat focus feat taken. Thus, it's either 2 min duration with 3,5 min cooldown or 3,5 min duration with 5 min cooldown.
4) Racial SLAs. Drow dancing light, tiefling darkness and so on. change it from n/day to n/day, cooldown/no cooldown (depending on ability power), charge regen in 5-10 min based on ability.
5) Paladin/DC/Hospitaler (Proposed by JIRI, description by me). Lay on hands. 1/day. The feat itself is good, but single healing per rest timer just changes nothing in gameplay. It is used and will be used, but it just substitutes one of many ways to heal oneself and 1 use per day makes it "save it for a situation that may not happen". I suggest 1/day, 10 minute charge regen.
6) Blackguard, DC, paladin, cleric. Smite. (Proposed by Bobthehero, description by me) 5/day max. These are several smite-related feats. For blackguard, it goes with Smite good with 3/day use. Being able to use them more than 3-5 times a day will make such classes/PrCs to be more flavored around their abilities. My proposition is leaving the use/day, no cooldown, 10 min charge regen.
7) Dervish. Devish dance. Currently, it's 5/day with no cooldown per use at devish lvl 10. I suggest same n/day progression, no CD between uses (having it's cooldown equal to "fatigue" time would be more realistical though when it applies), 10 min/charge regen.
As of ability cooldowns, charges, i see several mechanics revolving around then. My terminology may be a bit hacky, but i hope it's easy to understand:
charge regen = if charges even refill back. Say, 3/day ability with 10 minute regen means that 1 use of it is refunded after 10 min cooldown.
use cooldown = the delay between ability can be used again, is not related to charge regen.
So, some abilities can have:
1) no use cooldown, no charge regen. EG. pilfer magic, improptu sneak attack. One has n/day and that's it.
2) use cooldown, no charge regen. EG. epic spells like hellball. 3/day, 5 minutes between uses, no regen.
3) no use cooldown, charge regen. EG. monk ki feats to some extent. They offer limited regen though. In my proposition, i basically mean this option by default if not defined specifically.
4) use cooldown, charge regen. I don't think we have such feats (at least, i dunno about them).
Please add your thoughts in comments, i will include them into list mentioning the author as well so we have a comprehensive list of feats.
After we get a list of such abilities, i will make a discussion with staff to see if DM and Dev team agree to make changes to all or some of them.