Wisdom

Started by Kelen, September 10, 2006, 05:29:34 PM

There are prerequisites...for two of those, you must be able to turn, and for the last one, I can't say, but that's a feat I wouldn't allow unless it had a prereq like they can cast spells or something.
Quote from: MalifaxisWe need to listen to spawnloser.
Quote from: Reiterationspawnloser knows all

Quote from: SpoonA magicker is kind of like a mousetrap, the fear is the cheese. But this cheese has an AK47.

Divine Might represents them channeling divine power through the turning attempt. Snowflake Wardance is only for people with the bardic music ability and is a sort of pseudomagical battle dance.

There you go...restrictions...prerequisites.  You need to be able to do blah to use blah to do bleh.  Any cool feats have requirements...often ones you have to have in mind at character creation when you'll be taking the feat at 15th level.
Quote from: MalifaxisWe need to listen to spawnloser.
Quote from: Reiterationspawnloser knows all

Quote from: SpoonA magicker is kind of like a mousetrap, the fear is the cheese. But this cheese has an AK47.

In the case of those specific feats, they have restrictions you'll meet pretty early - turn undead is at Cleric 1 and Paladin 4, so Divine Might (requirements: Turn Undead, Power Attack) is available at first level or at sixth, for Paladins. Snowflake Wardance (requirements: Bardic Music, Perform (dance) 6 ranks) is available at third level for single or multiclass bards. Not as dire a situation as you may think!

D&D 3.5 is a min-maxer's dream. A DM needs to be on his toes to vet builds in that environment; there are a variety of powerful combinations ranging from being able to throw the moon at around level 16 (enough damage to likely crack the crust of whatever planet you're on, so please watch out) or to transcend all mortal power and take over the universe around level 3 (if you're a kobold.)

I think you're exaggerating a little bit.  First off, have you noticed that there are very few feats that add to anyone's 'to hit'?  It doesn't matter how much damage you do, if you don't hit in the first place.  Bards don't get massive amounts of base attack bonus, if you hadn't noticed...same for clerics.  If you want to gear a non-fighter/paladin/ranger towards combat, you're neglecting other things...things that a smart DM will monopolize on to kill you.
Quote from: MalifaxisWe need to listen to spawnloser.
Quote from: Reiterationspawnloser knows all

Quote from: SpoonA magicker is kind of like a mousetrap, the fear is the cheese. But this cheese has an AK47.

Before this thread gets moved to D&D Chatter...

I agree that on Armageddon, there are no "dump stats".  Having a high value in any one of the stats can be really useful. That's the main reason I didn't see why some people were so concerned about stat ordering.
"No live organism can continue for long to exist sanely under conditions of absolute reality; even larks and katydids are supposed, by some, to dream." - Shirley Jackson, The Haunting of Hill House

There is charisma in Armageddon, it is just IC. You don't see anyone listening to any orders given by some rinther brat, and then bow down for hours if a templar orders them to. Templars are uber maxxed charisma.