D&D (2024) 2024 PHB Feats and Misc discussion

I can only see one mention of Short Rest, and then it's not defined in the glossary ( whereas long rest gets a full write up?) Or are my ancient half-elf eyes fading????
 

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This was mainly "biking home from work" brainstorming, but I wonder if Crafter would be more worthwhile if it allowed a character to make two items for the same resource and time cost as one.

This would be quite powerful, but the current effects are pretty lame by themselves. Doubly so when you consider it's competing with other feats and faced with D&D's anemic crafting system.
I know that it is a hard weird limit... but are potions alchemy or magic? can you make magic healing potions from the 2014 phb this way?
 


I know that it is a hard weird limit... but are potions alchemy or magic? can you make magic healing potions from the 2014 phb this way?
Going off the rules in Xanathar's, A potion of healing can be made after 1 day and 25gp if you have a herbalism kit.

PHB rules would be 10 days and 25gp. If I'm reading it correctly.
 

Let's just say that when it comes to themes and "feel" of the game, they did great job with 5E, but when it comes to balance and numbers, they don't have a clue, because if they do, they would not waste time writing Crafter, Musician and Savage attacker in this form.

I think judgement on the Crafter feat should wait until we see if they revise crafting rules.
 

I think judgement on the Crafter feat should wait until we see if they revise crafting rules.
if they are going to make 4E style magic mart shops then this feat is completely overpowered and needs to be removed.

If magic item trading stays ambiguous as now and only way you can make something out of this feat is to open a 7/11 full-plate shop, it is still horrible design.

1. remove 20% buy discount
2. add expertise in one tool.
3. make 50% reduction in crafting time
4. make it a half feat.
 

if they are going to make 4E style magic mart shops then this feat is completely overpowered and needs to be removed.

If magic item trading stays ambiguous as now and only way you can make something out of this feat is to open a 7/11 full-plate shop, it is still horrible design.

As if those are the only options? All righty then.
 

As if those are the only options? All righty then.
those are extremes.


discounts should stay in charisma checks and getting favors through roleplay.

getting -X% discount via feat feels cheap. Pun intended.

maybe advantage for bartering checks and then let your DM decide on DC or if success is possible.
 

even the 1st level feat have the "always take" and dump tier category:

Everyone will consider Alert, Tough and Lucky, maybe Magic initiate. Possibly Healer
Rest will be ignored as usual.

Skilled should be 4 skills or 2 skills and +1 ASI,
Crafter, musician, Savage attacker are joke feats.

Tavern brawler has d4 damage and reroll of 1's. Just make it d6 and stop complicating things.
I thought Musician was a joke feat, but others persuaded me it's not as bad as it looks at first. Completely ignore the musical instruments part. Let's say you have two short rests a day, and of course you start your day with a long rest. And let's say your proficiency bonus is a 3. So that's 9 advantages you're handing out every day, which can be used on key things like saving throws, including concentration checks and death saves. And PCs who receive your inspiration can now trade them out to other PCs who need them. And the feat scales with level - once you get a 4 proficiency bonus, now you're handing out 12 advantages every day.

That's pretty good. It's not as good as Alert, Lucky and Magic Initiate, but it's far better than Crafter and Savage Attacker and fits well with a number of good character concepts.
 

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