Del
2016-11-17, 08:48 PM
One of my players has asked if their character could have a feat that would let them choose the damage type on any spell.
My first reaction was (1) that seems strong and (2) isn't damage type a huge part of what differentiates spells' fluff?
However, after thinking about it, I would like to allow it if possible. While I'm wary of adjusting things too far away from RAW, I don't want to limit possibilities unnecessarily and it does feel like something their character, a wild-magic sorcerer, would be able to do. The campaign is less combat-oriented and of those combats not many things are going to have resistance or vulnerability (which I will tell the player).
Do you think the feat is okay as written? Okay with adjustments, like costing sorcery points or changing the list of possible damage types from all damage types to something a little more restricted? Or is there something gamebreaking I'm not seeing?
Relevant Information About the Campaign
campaign is sword/sorcery mystery/intrigue based with stronger emphasis on interaction/exploration pillars
low-magic: nature magic rare, arcane magic rare and feared, divine magic unheard of
party consists of sorcerer, assassin, swashbucker, and a monk or ranger? (they haven't decided yet)
as mentioned above, most of the enemies do not have resistance or vulnerability to damage
that being said, I plan to have 4 dragon NPCs and their half-dragon offspring play an important role in the world and it's hard to predict now where that will go
I'm still new to RPGs (since March) and very new to DMing (this will be my 4th session)
My first reaction was (1) that seems strong and (2) isn't damage type a huge part of what differentiates spells' fluff?
However, after thinking about it, I would like to allow it if possible. While I'm wary of adjusting things too far away from RAW, I don't want to limit possibilities unnecessarily and it does feel like something their character, a wild-magic sorcerer, would be able to do. The campaign is less combat-oriented and of those combats not many things are going to have resistance or vulnerability (which I will tell the player).
Do you think the feat is okay as written? Okay with adjustments, like costing sorcery points or changing the list of possible damage types from all damage types to something a little more restricted? Or is there something gamebreaking I'm not seeing?
Relevant Information About the Campaign
campaign is sword/sorcery mystery/intrigue based with stronger emphasis on interaction/exploration pillars
low-magic: nature magic rare, arcane magic rare and feared, divine magic unheard of
party consists of sorcerer, assassin, swashbucker, and a monk or ranger? (they haven't decided yet)
as mentioned above, most of the enemies do not have resistance or vulnerability to damage
that being said, I plan to have 4 dragon NPCs and their half-dragon offspring play an important role in the world and it's hard to predict now where that will go
I'm still new to RPGs (since March) and very new to DMing (this will be my 4th session)