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Any of these Feat changes look too good?
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<blockquote data-quote="Stalker0" data-source="post: 8092694" data-attributes="member: 5889"><p>Charger: Fine</p><p></p><p>Defensive Duelist: You may want to add back in something about one handed weapons. Otherwise you can parry with a greatsword, not sure if that is your intention.</p><p></p><p>Dungeon Delver: Fine. Its a good feat if your playing a heavy trap game, but if you aren't it just too rarely comes up. I think a little wisdom on top makes sense.</p><p></p><p>Durable: Fine, doesn't fix the feat though. Toughness just does the general job of this feat, I just think this feat can die in a fire.</p><p></p><p>Elemental Adapt: I don't think the power is that bad because immunities are rare. That said, I think the flavor is wonky, but if its cool in your group than go for it.</p><p></p><p>Heavy Armor Mastery: I use this too, makes this feat actually useful.</p><p></p><p>Inspiring Leader: Too much, the feat is just fine on its own, quite strong in fact.</p><p></p><p>Keen Mind: Still a bad feat even with the change.</p><p></p><p>Martial Adept: Probably fine. Its a solid feat for even a battlemaster to take, but I don't think it puts it in the "OMG I want it category"</p><p></p><p>Mounted Combatant: I don't think the core feat is bad, its just that most of the time horses are too difficult to fit into many adventuring scenarios. But I do think this is too much.</p><p></p><p>Ritual Caster: So are you saying get 2 rituals from 1 class, and then any new rituals you come across are from any class? Honestly should be fine, I don't think any ritual spells in the game are so strong that their combination would cause problems.</p><p></p><p>Savage Attacker: Fine</p><p></p><p>Weapon Master: So you have some skewed flavor here. On the one hand, I am now proficient in all of these weapons. But I will never ever ever use them, because I get a +1 on one specific weapon. Otherwise its probably fine, it will be a popular feat, just because there are so few ways to get attack bonuses after your stat is maxed, but for a feat it seems fine.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8092694, member: 5889"] Charger: Fine Defensive Duelist: You may want to add back in something about one handed weapons. Otherwise you can parry with a greatsword, not sure if that is your intention. Dungeon Delver: Fine. Its a good feat if your playing a heavy trap game, but if you aren't it just too rarely comes up. I think a little wisdom on top makes sense. Durable: Fine, doesn't fix the feat though. Toughness just does the general job of this feat, I just think this feat can die in a fire. Elemental Adapt: I don't think the power is that bad because immunities are rare. That said, I think the flavor is wonky, but if its cool in your group than go for it. Heavy Armor Mastery: I use this too, makes this feat actually useful. Inspiring Leader: Too much, the feat is just fine on its own, quite strong in fact. Keen Mind: Still a bad feat even with the change. Martial Adept: Probably fine. Its a solid feat for even a battlemaster to take, but I don't think it puts it in the "OMG I want it category" Mounted Combatant: I don't think the core feat is bad, its just that most of the time horses are too difficult to fit into many adventuring scenarios. But I do think this is too much. Ritual Caster: So are you saying get 2 rituals from 1 class, and then any new rituals you come across are from any class? Honestly should be fine, I don't think any ritual spells in the game are so strong that their combination would cause problems. Savage Attacker: Fine Weapon Master: So you have some skewed flavor here. On the one hand, I am now proficient in all of these weapons. But I will never ever ever use them, because I get a +1 on one specific weapon. Otherwise its probably fine, it will be a popular feat, just because there are so few ways to get attack bonuses after your stat is maxed, but for a feat it seems fine. [/QUOTE]
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Community
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Any of these Feat changes look too good?
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