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Unearthed Arcana: Get Better At Skills With These Feats
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<blockquote data-quote="Gradine" data-source="post: 7713654" data-attributes="member: 57112"><p>This is the one that stuck in my craw the most. Diplomat, Empathic and Menacing are all also things I don't think you should need a feat to do. I'd even make the argument for Medic and maybe even Historian (though I personally love the flavor of that ability, if nothing else). I get that some of the other ribbon abilities just let you do things better or more quickly, but the action economy isn't that important outside of combat, where needing to use such skills might be. The spells are thematic and neat and not particularly game-breaking in any sense. I was about to quibble about Theologian's <em>detect good and evil</em> but I forgot they radically changed what that spell does without giving it an appropriate name change and I think it fits. <em>Alarm</em> is still a terrible fit for Survival, it seems to me that there is a lot of design space around the skill they could have figured out something a little more interesting.</p><p></p><p>And double proficiency is seriously fine; remember that a feat is a huge investment, even with the +1 ASI. I'll echo what [MENTION=6798775]Ath-kethin[/MENTION] had say; there's nothing wrong with a character wanting to specialize to such a degree that they are essentially grandmasters in their field. Especially something as mundane as a skill, which can become a character-defining trait without throwing the balance of an adventure out of whack (seeing as the point of challenges in an RPG are to be overcome, and D&D does not traffic in degrees of success).</p><p></p><p>Sure, Char-opers might have a field day with Perceptive, but what're you gonna do? Char-opers gonna char-op. Besides, they're already doing that with Observant, which seems more useful and relevant to their goals anyways. I'd think throwing Perceptive on top of that would be overkill and a waste of a good feat/ASI.</p></blockquote><p></p>
[QUOTE="Gradine, post: 7713654, member: 57112"] This is the one that stuck in my craw the most. Diplomat, Empathic and Menacing are all also things I don't think you should need a feat to do. I'd even make the argument for Medic and maybe even Historian (though I personally love the flavor of that ability, if nothing else). I get that some of the other ribbon abilities just let you do things better or more quickly, but the action economy isn't that important outside of combat, where needing to use such skills might be. The spells are thematic and neat and not particularly game-breaking in any sense. I was about to quibble about Theologian's [I]detect good and evil[/I] but I forgot they radically changed what that spell does without giving it an appropriate name change and I think it fits. [I]Alarm[/I] is still a terrible fit for Survival, it seems to me that there is a lot of design space around the skill they could have figured out something a little more interesting. And double proficiency is seriously fine; remember that a feat is a huge investment, even with the +1 ASI. I'll echo what [MENTION=6798775]Ath-kethin[/MENTION] had say; there's nothing wrong with a character wanting to specialize to such a degree that they are essentially grandmasters in their field. Especially something as mundane as a skill, which can become a character-defining trait without throwing the balance of an adventure out of whack (seeing as the point of challenges in an RPG are to be overcome, and D&D does not traffic in degrees of success). Sure, Char-opers might have a field day with Perceptive, but what're you gonna do? Char-opers gonna char-op. Besides, they're already doing that with Observant, which seems more useful and relevant to their goals anyways. I'd think throwing Perceptive on top of that would be overkill and a waste of a good feat/ASI. [/QUOTE]
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