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Durable Feat is weak, Healer feat is too strong
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<blockquote data-quote="doctorbadwolf" data-source="post: 7620763" data-attributes="member: 6704184"><p>Healer gives an amount of power that rests between Magic Initiate and the racial magic feats. Depending on what use of Magic Initiate you compare it to, it may actually fall behind Magic Initiate. (not very many cases, but still)</p><p>Requiring a specific consumable item to use it is of variable significance, but it hardly breaks the game. Few DMs will just allow infinite healer kits even without the feat, but if they do, so what? </p><p></p><p></p><p>I keep thinking that the proficiency feats are all complete garbage from a power standpoint. I wish that the weapon master feat gave a fighting style or something. </p><p>I'm surprised at combining Athlete and Mobile, though. IME, Athlete is a pretty popular feat. </p><p></p><p></p><p></p><p>Playing 4e primarily with books, I get where you're coming from. But, even in late 4e, I just used the essentials rules book for quick reference when I didn't want to look something up in the online compendium, and I'd not trade away the later Warlock errata for anything. </p><p></p><p></p><p></p><p>Okay, but 5e works out of the box. It is very different from 4e in how it accomplishes that, but I've not seen new groups struggle with 5e. My own group played for at least a year before doing literally any "kit bashing" of any kind. We still play about 80% raw, if you don't count custom built magic items that use the Xanathar's Guide rules combined with the DMG guidelines for magic item creation. </p><p></p><p></p><p>Yep, it does. </p><p></p><p></p><p></p><p>That works for me. Gonna actually pass that along to my fellow DM in my group, see what he thinks. We don't like to have to remember different sets of houserules and homebrews between campaigns, so we generally decide together what rules all of our campaigns will use.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7620763, member: 6704184"] Healer gives an amount of power that rests between Magic Initiate and the racial magic feats. Depending on what use of Magic Initiate you compare it to, it may actually fall behind Magic Initiate. (not very many cases, but still) Requiring a specific consumable item to use it is of variable significance, but it hardly breaks the game. Few DMs will just allow infinite healer kits even without the feat, but if they do, so what? I keep thinking that the proficiency feats are all complete garbage from a power standpoint. I wish that the weapon master feat gave a fighting style or something. I'm surprised at combining Athlete and Mobile, though. IME, Athlete is a pretty popular feat. Playing 4e primarily with books, I get where you're coming from. But, even in late 4e, I just used the essentials rules book for quick reference when I didn't want to look something up in the online compendium, and I'd not trade away the later Warlock errata for anything. Okay, but 5e works out of the box. It is very different from 4e in how it accomplishes that, but I've not seen new groups struggle with 5e. My own group played for at least a year before doing literally any "kit bashing" of any kind. We still play about 80% raw, if you don't count custom built magic items that use the Xanathar's Guide rules combined with the DMG guidelines for magic item creation. Yep, it does. That works for me. Gonna actually pass that along to my fellow DM in my group, see what he thinks. We don't like to have to remember different sets of houserules and homebrews between campaigns, so we generally decide together what rules all of our campaigns will use. [/QUOTE]
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