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2016 Feats Review
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<blockquote data-quote="CapnZapp" data-source="post: 6918852" data-attributes="member: 12731"><p><u>Alert</u></p><p><em>+5 to initiative, can't be surprised, getting ambushed doesn't provide advantage to attacker</em></p><p><strong>Design:</strong> This is one of the more coarse feats. Some would say the design was crude or even clumsy. The benefits are a little too absolute for my taste. Especially "can't be surprised" is a story-wrecker right there. But other than that, a fairly reasonable feat.</p><p><strong>Fun:</strong> If you actively enjoy being immune to adventure, good for you. For the rest of us, average.</p><p><strong>Power:</strong> The benefits are rightly strong, since things like winning initiative is more of a nice perk than a gamechanger. <span style="color: #0000FF"><strong>Blue</strong></span> for rogue assassins, whose build actually does mechanically rely on being first. </p><p></p><p><u>Athlete</u></p><p><em>Half feat; minor move-related boons</em></p><p><span style="color: #800080"><strong>Design:</strong></span> A good example of the design school that says non-magical effects should be underwhelming and petty. Saved only by the fact it is a half feat (you do get a +1 ability bonus).</p><p><span style="color: #FF0000"><strong>Fun:</strong></span> No, lifting harmless limits in the most stingy and ungenerous way doesn't win any friends. </p><p><span style="color: #800080"><strong>Power:</strong></span> This is basically just the half-feat. The rest is worthless compared to a real climb or jump speed.</p><p></p><p><u>Actor</u></p><p><em>Half feat; advantage on two skills; unreliable minor effect</em></p><p><strong>Design:</strong> The advantage is straight-forward, and the condition you are not yourself set the tone well. The mimic part is weak though.</p><p><span style="color: #0000FF"><strong>Fun:</strong></span> Since advantage encourages you to resolve situations by social means, good fun can be had. <em>(Edit: Of course this assumes the player still works within the framework of the adventure. Few NPCs can resist a player that wilfully (ab)uses advantage - but that I consider out of scope for this review.)</em></p><p><span style="color: #0000FF"><strong>Power:</strong></span> No real power, but still a half feat. Since obviously geared toward the social pillar in a way that is actually used by adventurers I consider it a successful feat. </p><p></p><p><u>Charger</u></p><p><em>bonus action attack; +5 damage on this charge attack only</em></p><p><span style="color: #FF0000"><strong>Design:</strong></span> This is the first truly failed feat. Contrast with if the feat let you take the Dash action instead (as your bonus action), and gave you the damage bonus or push on <em>all</em> your attacks that round. Then just maybe you could justify the feat.</p><p><span style="color: #800080"><strong>Fun:</strong></span> Nothing fun about being able to make the least impressive charge in the history of D&D</p><p><span style="color: #FF0000"><strong>Power:</strong></span> This is a trap. Not charging is better than charging, which means this feat actually makes you weaker than you were.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6918852, member: 12731"] [U]Alert[/U] [I]+5 to initiative, can't be surprised, getting ambushed doesn't provide advantage to attacker[/I] [B]Design:[/B] This is one of the more coarse feats. Some would say the design was crude or even clumsy. The benefits are a little too absolute for my taste. Especially "can't be surprised" is a story-wrecker right there. But other than that, a fairly reasonable feat. [B]Fun:[/B] If you actively enjoy being immune to adventure, good for you. For the rest of us, average. [B]Power:[/B] The benefits are rightly strong, since things like winning initiative is more of a nice perk than a gamechanger. [COLOR="#0000FF"][B]Blue[/B][/COLOR] for rogue assassins, whose build actually does mechanically rely on being first. [U]Athlete[/U] [I]Half feat; minor move-related boons[/I] [COLOR="#800080"][B]Design:[/B][/COLOR] A good example of the design school that says non-magical effects should be underwhelming and petty. Saved only by the fact it is a half feat (you do get a +1 ability bonus). [COLOR="#FF0000"][B]Fun:[/B][/COLOR] No, lifting harmless limits in the most stingy and ungenerous way doesn't win any friends. [COLOR="#800080"][B]Power:[/B][/COLOR] This is basically just the half-feat. The rest is worthless compared to a real climb or jump speed. [U]Actor[/U] [I]Half feat; advantage on two skills; unreliable minor effect[/I] [B]Design:[/B] The advantage is straight-forward, and the condition you are not yourself set the tone well. The mimic part is weak though. [COLOR="#0000FF"][B]Fun:[/B][/COLOR] Since advantage encourages you to resolve situations by social means, good fun can be had. [I](Edit: Of course this assumes the player still works within the framework of the adventure. Few NPCs can resist a player that wilfully (ab)uses advantage - but that I consider out of scope for this review.)[/I] [COLOR="#0000FF"][B]Power:[/B][/COLOR] No real power, but still a half feat. Since obviously geared toward the social pillar in a way that is actually used by adventurers I consider it a successful feat. [U]Charger[/U] [I]bonus action attack; +5 damage on this charge attack only[/I] [COLOR="#FF0000"][B]Design:[/B][/COLOR] This is the first truly failed feat. Contrast with if the feat let you take the Dash action instead (as your bonus action), and gave you the damage bonus or push on [I]all[/I] your attacks that round. Then just maybe you could justify the feat. [COLOR="#800080"][B]Fun:[/B][/COLOR] Nothing fun about being able to make the least impressive charge in the history of D&D [COLOR="#FF0000"][B]Power:[/B][/COLOR] This is a trap. Not charging is better than charging, which means this feat actually makes you weaker than you were. [/QUOTE]
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