Mad Hamish
First Post
It's probably not going to be too bad but I think you will want to discuss the feat selections with each player so that you can rule out ones that seem too powerful -> and there will be some.
Is a TPK really that big of a constant threat? Is your DM following the XP guidelines, or are the PCs just so powerful that he has to overcompensate? Our group played to level 18 and Paragon started becoming fairly easy due to the sheer number of non-At Will powers used each encounter combined with the increased synergies of the PCs to work together.
And wouldn't giving more powerful feats to the PCs just result in the DM making more encounters even more powerful, hence, increasing the challenge level and a set of good DM die rolls and poor player die rolls resulting in a TPK being more likely?
It would seem that allowing the feats would result in the players being able to play with the shiny toys (i.e. feats) for a while, but also result in the DM reacting to the power increase and end up TPKing the PCs and taking the shiny new toys away anyway.
Could you give an idea of where Epic feats are more flavorful and not just more powerful or with more utility?
Agreed. The example that came to mind from me was a human Knight with Polearm Momentum, Polearm Gamble and Spear Push at level 1 using the Hammer Hands stance. And there are some really effective Healer feats to multiply the effectiveness of whatever your Word is.If you keep a close eye on what's being picked up, it probably won't be a big problem. But I can immediately see some issues with an Avenger starting out with Painful Oath and Hand of Divine Guidance, two striker features that you're supposed to get with tiers, available at first level. In a similar vein, you may see a swordmage starting with Double Aegis and Rapid Aegis Reaction, to become twice the defender.
However you may also get cases where a monk may decide to grab Starblade Flurry and Centered Master, which would not be quite so bad from a striking perspective. Or a fighter grabbing Phalanx Warrior and Mobile Warrior would just feel like a different flavor of fighter.
With heavy handed DM monitoring or player imposed restraint, it could be quite interesting. Without either, you may be creating unintended gaps between characters.
Those wouldn't interact with each other. PM requires an attack with a spear that pushes/slides. The push/slide in this case is coming from Hammer Hands, not an attack, and it is specifically a separate action ("As a free action"). There is some debate if that is RAI (and there is an errata thread asking for the wording to be changed if so) but RAW Hammer Hands+PM won't work.Agreed. The example that came to mind from me was a human Knight with Polearm Momentum, Polearm Gamble and Spear Push at level 1 using the Hammer Hands stance. And there are some really effective Healer feats to multiply the effectiveness of whatever your Word is.
I think that if you keep an eye on the extra feats they take you shouldn't have too many problems.
Another "combo" that could be pretty powerful is that of a revenant with Fierce Vitality and Ghostly Vitality that can be really resilient.