charlesatan
Explorer
Lord Pendragon said:Why? I'm not saying that I practice, or endorse, munckinism, but in the case of feats the essential feats are essential for the very reason that they're extremely powerful. For a fighter, a better will save is extremely powerful. For an archer, being able to fire into melee without taking a -4 penalty is extremely powerful and essential.
Thanee suggested there was a difference between the two, but I can't see it. What makes a feat essential if not for the fact that it's extremely powerful, either effectively shoring up a character's weaknesses, or enhancing the character's strengths?
My take on it is that there are several methods to beef up a character, whether shoring up weakness or increasing their strengths (so at a certain level, I agree with you). But still, I don't think your list of "must haves" is really essential; I mean a typical Fighter, for example, might take several routes for combat, whether it be melee (Two-Weapon Fighting, Reach Weapon, Two-Handed Weapon, or even Unarmed Strike) or ranged. Perhaps if you're focusing on the latter, Iron Will might not be an essential feat since it is possible you're out of the range of the enemy spellcasters, or you're not the primary target of spells that targetr Will saves since you're not in the limelight of melee. Or the setting/GM might not feature a lot of spellcasters, so Will save becomes less of a problem. Or for the Barbarian, if he went for the Two-Weapon Fighting route, Power Attack might not be a no-brainer unless he's wielding two one-handed weapons.