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Comments and questions on 3.5 from a Newbie
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<blockquote data-quote="Edena_of_Neith" data-source="post: 2773170" data-attributes="member: 2020"><p>Comments on Feats (please consider any comment I make to be a question! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> )</p><p></p><p> Cleave: My blow is so powerful it goes clear through you and into the next guy ...</p><p></p><p> Combat Casting: A + 4 bonus to Concentration checks when Casting on the Defensive. Doesn't seem like much, but then in 3.5 + 4 is typically a big thing, so ...</p><p> (In my opinion, the best defense is a good offense.)</p><p></p><p> Combat Expertise: Great Feat for defense. Great Feat if you are a high level fighter surrounded by weak opponents. But isn't the best defense a good offense? </p><p></p><p> Combat Reflexes: So, you are caught Flat-Footed, but when the goblin runs by, you can still strike at him. You can't make more than one AOO on any one opponent per round, can you? If you can, how? </p><p></p><p> Craft Magical Arms and Armor: Standard from older editions. Sounds useful if you're wearing magical armor and/or arms in the wild.</p><p></p><p> Craft Rod: Standard from older editions.</p><p></p><p> Craft Staff: Standard from older editions.</p><p></p><p> Craft Wand: Standard from older editions.</p><p></p><p> Craft Wondrous Item: Not so standard. YOU can make anything in the DMG now?</p><p></p><p> Deceitful: Feats aren't so common you can afford to waste them. Why waste a Feat here?</p><p></p><p> Deflect Arrows: This one screams MONK.</p><p></p><p> Deft Hands: Another waste of a Feat. I mean, it's nice, but Feats are ... well ... Feats! You gotta pick and choose carefully.</p><p></p><p> Diehard: It seems to me that this Feat doubles, trebles, or quadruples the starting hit points of a character. It's a way for the low level rogue or wizard/sorcerer to survive in a hostile world. It allows a fighter, cleric, monk, or others a chance to retreat from otherwise sure death. In other words, this Feat sounds like one to take.</p><p></p><p> Diligent: A nice Feat, but why waste the Feat slot?</p><p></p><p> Dodge: It seems to me they force you to take this Feat, which isn't very useful in itself (giving only a + 1) in order to take more powerful, more useful Feats.</p><p></p><p> Empower Spell: Useless for a low level spellcaster. Great for a high level spellcaster, but how often do you play high level spellcasters?</p><p></p><p> Endurance: Don't leave home without it. This is the stuff of the Spartan soldier or Roman legionnaire. And of course, sleeping with armor on is uncomfortable, but it keeps you alive (the orcs jump out of the woods, and you wake up. 3 orcs attack. Do you A: fight back, or B: spend the next 10 rounds putting on your armor? LOL. The young elven lady on page 220 of the DMG could sleep in her armor with this Feat.) A Feat to take.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 2773170, member: 2020"] Comments on Feats (please consider any comment I make to be a question! :confused: ) Cleave: My blow is so powerful it goes clear through you and into the next guy ... Combat Casting: A + 4 bonus to Concentration checks when Casting on the Defensive. Doesn't seem like much, but then in 3.5 + 4 is typically a big thing, so ... (In my opinion, the best defense is a good offense.) Combat Expertise: Great Feat for defense. Great Feat if you are a high level fighter surrounded by weak opponents. But isn't the best defense a good offense? Combat Reflexes: So, you are caught Flat-Footed, but when the goblin runs by, you can still strike at him. You can't make more than one AOO on any one opponent per round, can you? If you can, how? Craft Magical Arms and Armor: Standard from older editions. Sounds useful if you're wearing magical armor and/or arms in the wild. Craft Rod: Standard from older editions. Craft Staff: Standard from older editions. Craft Wand: Standard from older editions. Craft Wondrous Item: Not so standard. YOU can make anything in the DMG now? Deceitful: Feats aren't so common you can afford to waste them. Why waste a Feat here? Deflect Arrows: This one screams MONK. Deft Hands: Another waste of a Feat. I mean, it's nice, but Feats are ... well ... Feats! You gotta pick and choose carefully. Diehard: It seems to me that this Feat doubles, trebles, or quadruples the starting hit points of a character. It's a way for the low level rogue or wizard/sorcerer to survive in a hostile world. It allows a fighter, cleric, monk, or others a chance to retreat from otherwise sure death. In other words, this Feat sounds like one to take. Diligent: A nice Feat, but why waste the Feat slot? Dodge: It seems to me they force you to take this Feat, which isn't very useful in itself (giving only a + 1) in order to take more powerful, more useful Feats. Empower Spell: Useless for a low level spellcaster. Great for a high level spellcaster, but how often do you play high level spellcasters? Endurance: Don't leave home without it. This is the stuff of the Spartan soldier or Roman legionnaire. And of course, sleeping with armor on is uncomfortable, but it keeps you alive (the orcs jump out of the woods, and you wake up. 3 orcs attack. Do you A: fight back, or B: spend the next 10 rounds putting on your armor? LOL. The young elven lady on page 220 of the DMG could sleep in her armor with this Feat.) A Feat to take. [/QUOTE]
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