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<blockquote data-quote="Henry" data-source="post: 3517041" data-attributes="member: 158"><p>Why would it keep you away from other feats? It's one feat out of the 7 or 8 a character gets over the career; to me, the only really valuable turning feats are the spontaneous domain, and the divine spell power feats. Divine Metamagic, maybe, but that one is too costly to be that good. However, I wouldn't need the feats if the rest of my party (especially the fighters and rogues) were at full strength for every single encounter we faced. (Again, I'm talking the version you suggested without the 1/2 healing limitation.) Hit points are the FIRST resource that a group needs to preserve, and spell power the second; the turning-powered feats don't really do enough to warrant sacrificing the group's health over them.</p></blockquote><p></p>
[QUOTE="Henry, post: 3517041, member: 158"] Why would it keep you away from other feats? It's one feat out of the 7 or 8 a character gets over the career; to me, the only really valuable turning feats are the spontaneous domain, and the divine spell power feats. Divine Metamagic, maybe, but that one is too costly to be that good. However, I wouldn't need the feats if the rest of my party (especially the fighters and rogues) were at full strength for every single encounter we faced. (Again, I'm talking the version you suggested without the 1/2 healing limitation.) Hit points are the FIRST resource that a group needs to preserve, and spell power the second; the turning-powered feats don't really do enough to warrant sacrificing the group's health over them. [/QUOTE]
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