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*Pathfinder & Starfinder
Dealing With Bloat - Feat Deprecation
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<blockquote data-quote="Siberys" data-source="post: 5928350" data-attributes="member: 30619"><p>I'm of the mind that Expertise feats are simply math fixes, and should not have been feats in the first place, so that first caveat doesn't worry me.</p><p></p><p>What I was contemplating was stripping out all expertise feats, and putting the following two in;</p><p></p><p><strong>Expertise</strong></p><p><strong>Benefit:</strong> You gain a +1 feat bonus to attack rolls. The bonus increases to +2 at 11th level and +3 at 21st. Additionally, choose one of the following options.</p><p><strong>Special:</strong> You gain this as a bonus feat at 1st level. You may not retrain it.</p><p></p><p><strong>Expertise Master</strong></p><p><strong>Benefit:</strong> Choose one of the following options.</p><p><strong>Special:</strong> You may choose his feat multiple times. Its effects do not stack. Each time you take this feat, choose a different option.</p><p></p><p>[[Options, namely the secondary effects of each Essentials+ Expertise feat]]</p><p></p><p>This has the benefit of applying the bonus to all attacks, taking out weird corner cases where a power doesn't get a bonus due to being neither weapon nor implement. Of course, a lot of those - at least the newer stuff, anyways - has taken that into account. It might be easier to "errata" the older stuff to be +3/+6/+9 instead of +2/+4/+6.</p><p></p><p>A good example of this is the Dragon Breath power of Dragonborn - that would be +3/+6/+9 if it were to keep proper pace with other attacks, which it would get if expertise feats could apply to it. But they don't, not as they currently are.</p><p></p><p>The second bit is so people can continue to get the side benefits if they so choose.</p><p></p><p>That way, to continue with the Axe example, I'm not actually changing how that character works, really - they still spend 1 feat to get the Axe benefit, and they still have the bonus to attacks that they need. It's just that, now, that attack bonus applies to anything, not just axes.</p></blockquote><p></p>
[QUOTE="Siberys, post: 5928350, member: 30619"] I'm of the mind that Expertise feats are simply math fixes, and should not have been feats in the first place, so that first caveat doesn't worry me. What I was contemplating was stripping out all expertise feats, and putting the following two in; [B]Expertise Benefit:[/B] You gain a +1 feat bonus to attack rolls. The bonus increases to +2 at 11th level and +3 at 21st. Additionally, choose one of the following options. [B]Special:[/B] You gain this as a bonus feat at 1st level. You may not retrain it. [B]Expertise Master Benefit:[/B] Choose one of the following options. [B]Special:[/B] You may choose his feat multiple times. Its effects do not stack. Each time you take this feat, choose a different option. [[Options, namely the secondary effects of each Essentials+ Expertise feat]] This has the benefit of applying the bonus to all attacks, taking out weird corner cases where a power doesn't get a bonus due to being neither weapon nor implement. Of course, a lot of those - at least the newer stuff, anyways - has taken that into account. It might be easier to "errata" the older stuff to be +3/+6/+9 instead of +2/+4/+6. A good example of this is the Dragon Breath power of Dragonborn - that would be +3/+6/+9 if it were to keep proper pace with other attacks, which it would get if expertise feats could apply to it. But they don't, not as they currently are. The second bit is so people can continue to get the side benefits if they so choose. That way, to continue with the Axe example, I'm not actually changing how that character works, really - they still spend 1 feat to get the Axe benefit, and they still have the bonus to attacks that they need. It's just that, now, that attack bonus applies to anything, not just axes. [/QUOTE]
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