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Complete Revision of PHB Feats (wiki thread)
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<blockquote data-quote="clearstream" data-source="post: 7227024" data-attributes="member: 71699"><p>That's good feedback. +2 Constitution is worth +1 HP/level, +1 on the Con save and via that a +1 improvement in Concentration, an extra day without food, +1 on the roll against thirst, and +1 minute holding breath. +1 on a save is valued at half an ASI via the Resilient feat. The Constitution save is the most often used save (30% of all spell and monster ability saves listed in core rules). So we agree that +2 HP/level = +1 HP/level and +1 save. That leaves over all those other things! So could you agree that means Tough needs some additional (weak) benefits? Maybe merging in Durable (a trap feat) and adding the death save advantage is too much though? As I want to preserve as many of the effects that were in core as possible, it should probably just retain the Durable.</p><p></p><p></p><p>Also great feedback. I made two changes to Magic Initiate and based on your feedback I can see that perhaps only one is needed. First I merged in Arcanist (non-core) because I felt adding a path to Expertise in Arcana and a free Detect Magic seemed helpful on the explore pillar. Then I realised that the real reason Magic Initiate doesn't quite work is it fails to run the 1st level spell through a spell slot, and instead limits it to casting at its lowest level. Having fixing that, Arcanist should probably be stripped out. What do you think? There are at least two reasons not to cut the level 1 spell. First you can find threads where people talk about all the neat character concepts they can make just by adding one level 1 spell and 2 cantrips. I feel those are worth supporting. Second, Spell Sniper already covers one axis of cantrips for those who want them. For me Magic Initiate is most about flexibly supporting players to develop concept characters, while also allowing a party that is light on casters to cover a few things they might need (e.g. Healing Word!).</p><p></p><p></p><p>I'm determined not to overpower the feats, but only make them equal to an ASI and all pickable. The feats in RAW are not all pickable and I'm seeing my players home in on the same ones again and again. As you will see, I toned back CE, SS and GWM. And am still thinking about PAM and SM. So thank you for the feedback and hope you have time for more. I'll make the tweaks discussed above.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7227024, member: 71699"] That's good feedback. +2 Constitution is worth +1 HP/level, +1 on the Con save and via that a +1 improvement in Concentration, an extra day without food, +1 on the roll against thirst, and +1 minute holding breath. +1 on a save is valued at half an ASI via the Resilient feat. The Constitution save is the most often used save (30% of all spell and monster ability saves listed in core rules). So we agree that +2 HP/level = +1 HP/level and +1 save. That leaves over all those other things! So could you agree that means Tough needs some additional (weak) benefits? Maybe merging in Durable (a trap feat) and adding the death save advantage is too much though? As I want to preserve as many of the effects that were in core as possible, it should probably just retain the Durable. Also great feedback. I made two changes to Magic Initiate and based on your feedback I can see that perhaps only one is needed. First I merged in Arcanist (non-core) because I felt adding a path to Expertise in Arcana and a free Detect Magic seemed helpful on the explore pillar. Then I realised that the real reason Magic Initiate doesn't quite work is it fails to run the 1st level spell through a spell slot, and instead limits it to casting at its lowest level. Having fixing that, Arcanist should probably be stripped out. What do you think? There are at least two reasons not to cut the level 1 spell. First you can find threads where people talk about all the neat character concepts they can make just by adding one level 1 spell and 2 cantrips. I feel those are worth supporting. Second, Spell Sniper already covers one axis of cantrips for those who want them. For me Magic Initiate is most about flexibly supporting players to develop concept characters, while also allowing a party that is light on casters to cover a few things they might need (e.g. Healing Word!). I'm determined not to overpower the feats, but only make them equal to an ASI and all pickable. The feats in RAW are not all pickable and I'm seeing my players home in on the same ones again and again. As you will see, I toned back CE, SS and GWM. And am still thinking about PAM and SM. So thank you for the feedback and hope you have time for more. I'll make the tweaks discussed above. [/QUOTE]
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