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<blockquote data-quote="MerricB" data-source="post: 1836500" data-attributes="member: 3586"><p>Depends what you define as problematic.</p><p></p><p>One thing about these feats is that monsters <em>won't</em> have them (in general) because that the pregenerated monsters you find in the Monster Manuals have been given other feats.</p><p></p><p>Thus, the DM has to make a conscious decision to use that option against the party. This is not a problem. It's like using a Bebilith: it's a different challenge the players have to face. Presenting it as a feat just makes it available to many DMs who might not have thought of using it before.</p><p></p><p>It also makes it something they'll give to special NPCs, something to distinguish them from the normal "Weapon Focus, Power Attack, Cleave" crew.</p><p></p><p>The problem with feats always arises from player usage of them. None of the feats presented so far seems overpowered, as their power is balanced by how terribly specific they are - with the possible exception of Sudden Maximize.</p><p></p><p>However, when you consider that Sudden Maximize has the same effect as a rod of metamagic, can only be used once a day, and takes up an extremely valuable feat slot... it's not so much of a problem.</p><p></p><p>Sure, one spell works more effectively against the enemy. 60 damage instead of an average of 37. However, that's <em>one</em> spell in the day, of a likely total of sixteen or more spells cast in the day! Consider it a critical for the spell. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I've recently had the paucity of feat slots made apparent to me when I was creating a cleric character. I don't know if you've looked at Complete Divine, but it has some absolutely fantastic divine feats in it. Not overpowered, just very, very nice. However, to get the greatest benefit out of them I need to spend two or three feat slots - which is a huge proportion of the available feats I have.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 1836500, member: 3586"] Depends what you define as problematic. One thing about these feats is that monsters [i]won't[/i] have them (in general) because that the pregenerated monsters you find in the Monster Manuals have been given other feats. Thus, the DM has to make a conscious decision to use that option against the party. This is not a problem. It's like using a Bebilith: it's a different challenge the players have to face. Presenting it as a feat just makes it available to many DMs who might not have thought of using it before. It also makes it something they'll give to special NPCs, something to distinguish them from the normal "Weapon Focus, Power Attack, Cleave" crew. The problem with feats always arises from player usage of them. None of the feats presented so far seems overpowered, as their power is balanced by how terribly specific they are - with the possible exception of Sudden Maximize. However, when you consider that Sudden Maximize has the same effect as a rod of metamagic, can only be used once a day, and takes up an extremely valuable feat slot... it's not so much of a problem. Sure, one spell works more effectively against the enemy. 60 damage instead of an average of 37. However, that's [i]one[/i] spell in the day, of a likely total of sixteen or more spells cast in the day! Consider it a critical for the spell. :) I've recently had the paucity of feat slots made apparent to me when I was creating a cleric character. I don't know if you've looked at Complete Divine, but it has some absolutely fantastic divine feats in it. Not overpowered, just very, very nice. However, to get the greatest benefit out of them I need to spend two or three feat slots - which is a huge proportion of the available feats I have. Cheers! [/QUOTE]
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