nikolai
First Post
From what I've heard 3.5e has made some real improvements on parts of 3e where there were balance problems - and I've no complaints with the intent behind it. However, I do think there may be a couple of areas where things that worked perfectly fine before that might have been subjected to pointless tinkering with and damaged; in particular I'm concerned about the feats chapter.
There are a whole range of feats which worked fine which have been damaged (Spell Focus). A new selection of Uber-feats (Improved Specialisation, Weapon Focus, Feint & Precise Shot) which have a doubtful reason for existance. Unneeded powerups to feats which were perfectly okay starting points for feat chains (Dodge & Power Attack). +2/+2 feats have been canonised where previously they were always optional/region specific. Some other changes may also be questionable (Two Weapon Fighting), but it's too early to tell without looking at the entire revised rules set as a whole. I'm sure there are other examples that I've missed (and it'd be nice if someone better informed than me could collate them).
I'm also not suggesting the chapter had to stay the same as 3e. It could be improved simply by bringing in selections of balanced and playtested feats taken from the supplements, with some editing to make them internally consistent with the core rules. They have done this to some extent - and we don't know the alterations that have been made to those feats - but it's hard to make the case that the selection in there (particularly Manyshot/Eschew Materials/Augment Summoning/Improved Grapple & Shield Bash and Overrun) were the right ones to go for. I don't think (in the form I know them) they're sensible additions to make to the feat roster or the highlights of feat ideas we've seen since 3e.
I have real difficulty thinking this is all an improvement as far as feats are concerned, this may be conservatism on my part; but there again I've never had any complaints about the feat chapter - or felt that other people had this feeling - that mandated such a revision of and ill-conceived addition to the material that was there.
Thoughts?
nikolai.
There are a whole range of feats which worked fine which have been damaged (Spell Focus). A new selection of Uber-feats (Improved Specialisation, Weapon Focus, Feint & Precise Shot) which have a doubtful reason for existance. Unneeded powerups to feats which were perfectly okay starting points for feat chains (Dodge & Power Attack). +2/+2 feats have been canonised where previously they were always optional/region specific. Some other changes may also be questionable (Two Weapon Fighting), but it's too early to tell without looking at the entire revised rules set as a whole. I'm sure there are other examples that I've missed (and it'd be nice if someone better informed than me could collate them).
I'm also not suggesting the chapter had to stay the same as 3e. It could be improved simply by bringing in selections of balanced and playtested feats taken from the supplements, with some editing to make them internally consistent with the core rules. They have done this to some extent - and we don't know the alterations that have been made to those feats - but it's hard to make the case that the selection in there (particularly Manyshot/Eschew Materials/Augment Summoning/Improved Grapple & Shield Bash and Overrun) were the right ones to go for. I don't think (in the form I know them) they're sensible additions to make to the feat roster or the highlights of feat ideas we've seen since 3e.
I have real difficulty thinking this is all an improvement as far as feats are concerned, this may be conservatism on my part; but there again I've never had any complaints about the feat chapter - or felt that other people had this feeling - that mandated such a revision of and ill-conceived addition to the material that was there.
Thoughts?
nikolai.