Torchlyte said:N0man, the problem with your argument is that the Paladin-I-mean-Cleric then suffers from MAD.
What? I'm afraid I'm not familiar with this 'MAD' acronym you are using...
Torchlyte said:N0man, the problem with your argument is that the Paladin-I-mean-Cleric then suffers from MAD.
N0Man said:What? I'm afraid I'm not familiar with this 'MAD' acronym you are using...
Torchlyte said:N0man, the problem with your argument is that the Paladin-I-mean-Cleric then suffers from MAD.
Needing to have a certain ability score to meet a feat prereq isn't the same as having to plan a build. Plus, the feat prereqs are logical. Do you want to wear heavy armor? Then you must be strong. If you are not strong, and you later decide you wish to wear heavy armor, you may find that you are not strong enough. This isn't a straightjacket.Starfox said:This is a HUGE problem. Wasn't 4E supposed to alleviate the need to plan ahead and make a build at 1st level which you then stick to? Seems that got lost along the way.
I might well rule-zero attribute prerequisites on feats. But each rule you feel you have to zero makes the overall game structure that much weaker.
Whether you take either of the above options
here are other feats you should consider, or reconsider...
Plus, the feat prereqs are logical.
Likewise, if you're using Diplomacy, skills like Insight and Bluff make nice companion skills. On top of that, if you're intending to be a highly cerebral cleric, you'll probably be wanting to use rituals. Make sure you've got training in Arcana or Nature to widen your options.
...boost your defenses
and a willingness to pick whatever Channel Divinity feat I like the most.
In addition, it really stuck out when you said that you aren't going ot pick Dodge Giants because there aren't any Giants in the Keep... It's not just for Giants, it's for large creatures, and are you seriously picking your feats just based on your current adventure?