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<blockquote data-quote="Cleon" data-source="post: 8787154" data-attributes="member: 57383"><p>Well while solo monsters have a serious problem with the action economy against parties of PCs, which is why they have things like Legendary Resistance and the like, I suspect this ability might be overcompensating.</p><p></p><p>Functionally, the defensive traits of <em><strong>Firepower</strong></em> is equivalent to a 5/day Legendary Resistance that regains three uses per round and works against effects that don't allow saving throws. That's pretty powerful. It seems unlikely that a midrange party would be able to impose an effect on the Fire Archomental: to be sure of it biting they'd have to spam more effects in a round than it has Firepower Points remaining AND it needs to fail any required saving throw. Even if they do succeed, it can trivially burn the effect away the next round when it regains its Firepower.</p><p></p><p>I'd be inclined to make it a bit more expensive. Maybe it costs more "Firepower points" to break an effect than to succeed on a save, or it allows a reroll of a save rather than granting an auto success? Perhaps have the "break an effect" application use a Legendary Action and/or Bonus Action?</p><p></p><p>Also, the Firepower Red Dragon in that video can only use <em><strong>Breath Weapon</strong></em> by expending Firepower points, so it has to "charge up" for a couple of rounds before letting rip. The Archomental above can use <em><strong>Fireball</strong></em> as a standard action, so it has less motivation for saving up its points to reach 10 Firepower. A few extra d6 fire damage are a lot less useful than automatically making a saving throw or shrugging off an effect!</p><p></p><p>Oh, and having it gain <em><strong>Magic Resistance</strong></em> when it's at 10+ Firepower seems overly fiddly. Furthermore, doesn't it only gains it briefly, since it loses the trait as soon as it <em>fireballs</em> and is required to use <em><strong>Fireball</strong></em> ASAP, so doesn't that mean that when it gains 3 Firepower on its turn and reaches 10+ it has to fireball with it's action that turn and immediately lose its Magic Resistance on the same Initiative beat it gained it? I doubt that was the author's intent, though.</p><p></p><p>Personally, if you want the Archomental to have Magic Resistance just give it Magic Resistance! It'd be a lot easier to adjudicate as the GM won't have to remember if it's Firepower Resistance is up or down.</p><p></p><p>Come to think of it, if you use my suggestion above that Firepower can allow a reroll of a saving throw that is similar mechanically to Magic Resistance: the target rolls twice and picks the best result.</p></blockquote><p></p>
[QUOTE="Cleon, post: 8787154, member: 57383"] Well while solo monsters have a serious problem with the action economy against parties of PCs, which is why they have things like Legendary Resistance and the like, I suspect this ability might be overcompensating. Functionally, the defensive traits of [I][B]Firepower[/B][/I] is equivalent to a 5/day Legendary Resistance that regains three uses per round and works against effects that don't allow saving throws. That's pretty powerful. It seems unlikely that a midrange party would be able to impose an effect on the Fire Archomental: to be sure of it biting they'd have to spam more effects in a round than it has Firepower Points remaining AND it needs to fail any required saving throw. Even if they do succeed, it can trivially burn the effect away the next round when it regains its Firepower. I'd be inclined to make it a bit more expensive. Maybe it costs more "Firepower points" to break an effect than to succeed on a save, or it allows a reroll of a save rather than granting an auto success? Perhaps have the "break an effect" application use a Legendary Action and/or Bonus Action? Also, the Firepower Red Dragon in that video can only use [I][B]Breath Weapon[/B][/I] by expending Firepower points, so it has to "charge up" for a couple of rounds before letting rip. The Archomental above can use [I][B]Fireball[/B][/I] as a standard action, so it has less motivation for saving up its points to reach 10 Firepower. A few extra d6 fire damage are a lot less useful than automatically making a saving throw or shrugging off an effect! Oh, and having it gain [I][B]Magic Resistance[/B][/I] when it's at 10+ Firepower seems overly fiddly. Furthermore, doesn't it only gains it briefly, since it loses the trait as soon as it [I]fireballs[/I] and is required to use [I][B]Fireball[/B][/I] ASAP, so doesn't that mean that when it gains 3 Firepower on its turn and reaches 10+ it has to fireball with it's action that turn and immediately lose its Magic Resistance on the same Initiative beat it gained it? I doubt that was the author's intent, though. Personally, if you want the Archomental to have Magic Resistance just give it Magic Resistance! It'd be a lot easier to adjudicate as the GM won't have to remember if it's Firepower Resistance is up or down. Come to think of it, if you use my suggestion above that Firepower can allow a reroll of a saving throw that is similar mechanically to Magic Resistance: the target rolls twice and picks the best result. [/QUOTE]
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