Reserve Feats...

We will file suggestions here that did not make the cut. Don't expect detailed responses, but the most common reasons are:
- implementing the suggestion is impractical, or too much work for the gain
- the suggestion is thematically against our design philosophy
- the suggestion is too detailed/low-level
Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to tweak X class.

Moderators: Forum Moderators, Contributors, Suggestion Moderators

Locked
Vrass
Posts: 274
Joined: Thu Aug 30, 2018 6:21 pm

Reserve Feats...

Post by Vrass » Wed Aug 14, 2019 5:20 am

So they have these things called reserve feats that give you limited unlimited attacks that cost one or more spell slots. By sacrificing a slot or more you get a relatively weak at-will spell-like ability. Now normally these feats do up to 9d6 points of damage with a level nine slot but that might be considered too high so maybe they could be capped at around 15-25 damage or perhaps even less. Gives mages and clerics a few more offensive options and keeps them combat viable after they have used up all their spells so they don't have to stand there and be useless until they can rest again. Also lets one choose a favorite element and be able to rp elemental focus choices and stuff.

User avatar
Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
Posts: 4666
Joined: Tue Sep 09, 2014 7:13 pm

Re: Reserve Feats...

Post by Irongron » Wed Aug 14, 2019 7:25 pm

I don't want more infinite casting, no. Considering ones loadout is an essential part of playing a caster.

It could also affect the wand/scroll/loot/ranged weapon economy.

Rejected.

Locked