D&D 4E 4E feats: impressions

The reason that the Channel Divinity uses that beat up on undead are so much more powerful than the other Channel Divinity options is because the ones that beat up on undead only work on the undead. For most people, the whole point of taking a Channel Divinity feat is to turn a crappy ability that only works on one type of enemy into a non crappy ability that works all the time.
 

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Celebrim said:
Great moogly googly. Yeah, that indeed qualifies as a must have. You spells will endure nearly a half round longer on average. They better be really careful never ever ever to publish anything that stacks with that. Anything that gave an additional -2 to saves would be BROKEN.

Spending some points on charisma isn't so bad. You don't need to spend points on Dex because your Int can cover it. You don't need to spend points on Str because it doesn't do much for you. So you are going to spend points on Int, Con and either Wis or Cha but not both. Might as well be Charisma.

While I would not want something that adds on top of this I would not mind a separate one that effectively that only counteracted save bonuses. Sort of like spell penetration feats from 3e.
 

Terramotus said:
My only quibble is that a lot of the DCs from KoTS seemed awfully high compared to our skills. But that could have just been the DM rolling well, or a quirk of the adventure.
I got the impression that skill based DCs are pretty much stationary throughout the tier. So DCs are hard for 1st level characters, tolerable for 5th level characters, and easy for 10th level character. When the PCs hit 11th level, the difficulties scale up and everything's hard again.

I think for heroic tier it's 15-easy, 20-moderate, and 25-hard, meaning trained level 1 characters have a chance at hard, and even trained and high-statted level 10 characters have a chance to fail at easy. I approve.
 

Celebrim said:
Spending some points on charisma isn't so bad. You don't need to spend points on Dex because your Int can cover it. You don't need to spend points on Str because it doesn't do much for you. So you are going to spend points on Int, Con and either Wis or Cha but not both. Might as well be Charisma.
But a controller wizard (who might have more lingering effects that will be saved against than a blaster) will get a lot of mileage out of wisdom as well. No reason you can't have a 13 cha still but I would want a +2 bonus in wis or so if I was going to roll up a controller wiz. In fact I just did :)
 

phil500 said:
Jack of all trades: +2 to all untrained skills.
That's awesome! The best implementation of a "jack of all trades" in D&D so far.

There is a wizard one which has a requirement I dont like: spell focus, gives a -2 to all saves against your spells. Requires Cha 13? At first consideration it looks like a must have for wizards, so now they have to spend some points on cha.
Isn't that a paragon or epic feat? Remember that characters get +1 to all their stats at levels 11 and 21, so the starting Charisma doesn't need to be as high as a 13. Plus, characters get +1 to two different stats every 4th level, so a wizard could put one or two into Charisma without sacrificing his necessary Intelligence increases.
 

greatamericanfolkher said:
Compared to the feats in 3e, to me the 4e feats all feel like iron will.

Is Iron Will (and friends) still in 4e? Because those would be really useful, what with the Defenses system.
 

greatamericanfolkher said:
Compared to the feats in 3e, to me the 4e feats all feel like iron will.

You aren't looking very closely, then.

There are some feats which start stacking up really incredibly well, especially if you look into synergies between characters.

Consider some of the ice feats we've seen floating around.

There is a feat that grants 5 Cold Vulnerability to anything you hit with a cold spell.

There is also a feat that grants you combat advantage against anything that has Cold Vulnerability.

Combine that with that Feat that gets you +1 damage from acid and cold abilities.

3 Feats and, after your initial cold attack, you have +2 to hit and +6 damage to anything you hit with a cold spell.

And if you're a multi-class rogue with an ice dagger? :D
 


There are a few things about the feats that REALLY bother me. Such as fighters not starting with plate. Or the two weapon fighting feat not allowing you to fight with two weapons.
 

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