Difference between revisions of "Talk:Super Warrior (5e Feat)"

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:::And it only really benefits grapple build, anyone else gets almost nothing. - [[User:Iskerbabble|Iskerbabble]] ([[User talk:Iskerbabble|talk]])
 
:::And it only really benefits grapple build, anyone else gets almost nothing. - [[User:Iskerbabble|Iskerbabble]] ([[User talk:Iskerbabble|talk]])
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:::: Yeah, still not going to fly. Compare to the other racial feats that grant spells. They don't add much vertical power to combat at all, and introduce instead utility. So in that aspect, this feat is stronger.
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:::: Now that would be fine, but you also want to make it grant an ASI, not require concentration, and grant more damage on average than Great Weapon Master adds often enough? This is just hands and shoulders above most other feats. Add on the ability to use this multiple times by spending a resource that can be replaced with a few potions which cost 50 gold each.
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:::: Again, to fix it, allow it to grant the character to cast Enlarge once per short rest, and that's it. --[[User:Ghostwheel|Ghostwheel]] ([[User talk:Ghostwheel|talk]]) 13:11, 6 December 2019 (UTC)

Revision as of 13:11, 6 December 2019

Balance

A good start would be removing the hit dice expenditure, make it cast as per the spell, and make it once per long rest. Compare with Drow High Magic and Wood Elf Magic. --Ghostwheel (talk) 23:08, 4 December 2019 (UTC)

I'm cool with once per long rest. The only thing that bothers me is the concentration, since enlargement doesnt really come with a lot of benefits in combat besides the 1d4. Plus since the character would most likely be a fighting class, he would be in the action, and either be forced to make several small checks, or if up against a big bad, one large check. One fail, and the character has wasted and action, a one use ability, and take damage all in one turn.
What im saying is, when it can only be used on the character, and only be enlarged, it loses a lot of its utility power. And in combat, it has very little benefit if used to the letter. They will only gain a 1d4 on all attack for a minute, what is broken about that. And the more that i think about it, its really underwhelming. - Iskerbabble (talk)
I think you're discounting a couple of things; while the extra damage is nice, it's not the whole story. The two bigger things are the ability to grapple Huge enemies as a large creature, and the advantage on Strength checks; both of these are huge, much more so without the need to concentrate on a spell, and even more so as a bonus action. I'm playing a grappler in one game, and I would spend an entire attunement slot, let alone an ASI to get something similar to this in a heartbeat. All of the above things are very, very powerful. --Ghostwheel (talk) 16:04, 5 December 2019 (UTC)
The grapple thing i can see, but advantage on strength checks do not apply to a whole lot. The more that I look at it, I'm thinking I should make it a different kind of enlarge. One that is more geared toward fighting, and not grappling. And again, one bad save and its gone, even if you have a build that fully benefits form enlarge, it can easily go away before you even have a chance to use it.
And it only really benefits grapple build, anyone else gets almost nothing. - Iskerbabble (talk)
Yeah, still not going to fly. Compare to the other racial feats that grant spells. They don't add much vertical power to combat at all, and introduce instead utility. So in that aspect, this feat is stronger.
Now that would be fine, but you also want to make it grant an ASI, not require concentration, and grant more damage on average than Great Weapon Master adds often enough? This is just hands and shoulders above most other feats. Add on the ability to use this multiple times by spending a resource that can be replaced with a few potions which cost 50 gold each.
Again, to fix it, allow it to grant the character to cast Enlarge once per short rest, and that's it. --Ghostwheel (talk) 13:11, 6 December 2019 (UTC)