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General Tabletop Discussion
*Dungeons & Dragons
5th edition design notes: Feats
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<blockquote data-quote="eamon" data-source="post: 5288330" data-attributes="member: 51942"><p>There's two different type of static bonus feats. There are those that make a night-and-day difference and are essentially required - i.e. expertise and other similar feat bonuses to attack. These are Not Good, clearly. However, there are also feats such as Weapon Focus that don't clearly overshadow other choices.</p><p></p><p></p><p></p><p></p><p></p><p>I think a variation in complexity is a good thing. I help some of my friends build PC's - particularly those that aren't that interested in detailed tactics. It's not that easy to come up with builds that work; and those that do <em>depend</em> on things like Weapon Focus - things that always work and don't depend on weird combo's or situations that require complex tactical interaction between party members or set-ups to satisfy various conditional bonuses.</p><p></p><p>I think conditional bonuses should be kept to a minimum. There's really too many of them anyhow; and powers impose too many short-term variations anyhow - feats don't need to add to that. If he's bloodied... if I'm bloodied... With combat advantage... if ally is adjacent... if enemy is <em>not </em>adjacent... If I hit last turn... If I was hit last turn... If I marked the enemy... If I cursed an enemy... If I am marked... etc. It's too much. And though I understand how it happened to evolve for balance reasons, feats that add their bonuses on only the <em>first</em> attack in a round or some such thing are just terrible - anything I can precompute on my character sheet is one less hassle during the game.</p><p></p><p>Basically, this:</p><p></p><p></p><p>Another good feature of static feats is that they impose a certainly baseline usefulness. Weapon Focus is a great example of that.</p></blockquote><p></p>
[QUOTE="eamon, post: 5288330, member: 51942"] There's two different type of static bonus feats. There are those that make a night-and-day difference and are essentially required - i.e. expertise and other similar feat bonuses to attack. These are Not Good, clearly. However, there are also feats such as Weapon Focus that don't clearly overshadow other choices. I think a variation in complexity is a good thing. I help some of my friends build PC's - particularly those that aren't that interested in detailed tactics. It's not that easy to come up with builds that work; and those that do [I]depend[/I] on things like Weapon Focus - things that always work and don't depend on weird combo's or situations that require complex tactical interaction between party members or set-ups to satisfy various conditional bonuses. I think conditional bonuses should be kept to a minimum. There's really too many of them anyhow; and powers impose too many short-term variations anyhow - feats don't need to add to that. If he's bloodied... if I'm bloodied... With combat advantage... if ally is adjacent... if enemy is [I]not [/I]adjacent... If I hit last turn... If I was hit last turn... If I marked the enemy... If I cursed an enemy... If I am marked... etc. It's too much. And though I understand how it happened to evolve for balance reasons, feats that add their bonuses on only the [I]first[/I] attack in a round or some such thing are just terrible - anything I can precompute on my character sheet is one less hassle during the game. Basically, this: Another good feature of static feats is that they impose a certainly baseline usefulness. Weapon Focus is a great example of that. [/QUOTE]
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