fanboy2000
Adventurer
Given how optional feats are, I'm ok with them being sub-optimal in so many situations, because you can always just take bonus to ability scores.
I disagree with the assumption that all half-feats will suck. In the alpha, Resilience gives you a save proficiency, which even multiclassing doesn't do anymore, and is thus the only way for non-sorcerers to get proficiency on concentration saves. (Not a bad idea to get dex saves either.) Armor proficiency feats are half-feats too, and you're probably bumping your AC by at least a point or two if you're taking one of them. Even Tavern Brawler allows you to grapple as a bonus action - that alone can be a huge benefit, especially in conjunction with sneak attack or a monk unarmed strike, or even just punching a wizard in the face to force a concentration save.
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So I think we're back to saying that a few feats are going to be awesome and nearly mandatory for min-maxers (Great Weapon Master, maybe Sentinel, some others); many will be good but situational or build-dependent; and some will be more specialized or just sucky. (I'd argue that elemental adept and durable both fall in the "specialized" category.) half-feats will probably tend towards that second category.
?.. not the only way to get con prof. Start as a fighter or barb, you get their profs, then mc to caster for the remainder of your career. I guess you give up the casters profs, and possibly a level of casting, but con might well be more important, if you intend on playing a concentration caster (plus you get heavy armour and shield...)
True. You could also start with a level of sorcerer and then switch to your preferred class, so you'd keep up on spell slots.
I'm really not impressed with the mechanics of how these feats let you specialize. They're all fairly weak or uninteresting from where I'm standing. Which is too bad, because I think all of them could be tweaked to be a lot more fun or interesting (and more mechanically sound).Feats are meant for specializations, not some grab bag for everyone.
I'm really not impressed with the mechanics of how these feats let you specialize. They're all fairly weak or uninteresting from where I'm standing. Which is too bad, because I think all of them could be tweaked to be a lot more fun or interesting (and more mechanically sound).
Out of curiosity, is there a reason we're talking only about wizards with this feat? Yes, they'll statistically benefit from it more often than, say, Barbarians, but I'd guess that UNLIKE the damage rolls that benefit from the Elemental Adept feat, a low roll on HD recovery can be a fairly big deal, especially in a low-magic setting. My level 10 fighter with 19 Con might like the idea of getting a minimum of 10 HP back with every hit die, if potions don't exist and there's no cleric in the group.
It is why I am dissapointed Tavern Brawler no longer gives advantage against Intoxication. Power level yhe feat is fine without it but is was a very flavorful addition.
?.. not the only way to get con prof. Start as a fighter or barb, you get their profs, then mc to caster for the remainder of your career. I guess you give up the casters profs, and possibly a level of casting, but con might well be more important, if you intend on playing a concentration caster (plus you get heavy armour and shield...)
Oh, wow, you're right. I was also thinking it just raised average damage to 4 on a d6 but it doesn't - it just changes results, not re-roll. Oh yeah that sucks.It would increase the average damage to 32 if it was rerolls 1s. (1d6 reroll 1 is equivalent to 1d5+1, average 4). But the feat doesn't do that, it merely flips a rerolled 1 to a 2. Thus the die distribution is {2,2,3,4,5,6}, which averages out to 11/3, or 3.67, a 1/6 increase on average. So an 8d6 fireball now does 29.33 on average.