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Essential Feats?
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<blockquote data-quote="Lord Pendragon" data-source="post: 1937882" data-attributes="member: 707"><p>No, I believe "very powerful" <em>is</em> "essential." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Either to shore up a weakness or enhance a strength, a feat is "essential" because it's too powerful not to have it.Leadership is a special case, because it adds a lot of logistics and plot problems along with its power boost. I'm not familiar with Snowcasting. Frostburn, I assume? Haven't gotten to look at it.Perhaps it's a matter of campaign style, then. In my experience, there are usually far more foes that close to melee than those that stay at range. And the ones that stay at range (spellcasters) often have defenses against ranged attacks themselves. So the archer with Rapid instead of Precise can fire two arrows at the spellcaster until he kills him...then take a -4 to all his other shots. That's a massive penalty far greater than the extra shot against the spellcaster, IMO. Avoiding targets in melee also means you can't concentrate your offense, targetting the same guys as the melee folks to take foes down faster. Which means less efficiency as a whole, also.This I definitely agree with. My first three feats for an archer are Point Blank, Precise, Rapid, in that order.This also may be a matter of campaign style. Most of the games I DM/play are very lethal. The healing boost offered by Augmented Healing is absolutely phenomenal. It frees up the cleric allowing him to cast fewer healing spells in combat or, if the you-know-what is <em>really</em> hitting the fan, cast the same number of healing spells for a vastly superior overall effect.</p><p></p><p>Yes, clerics have few feats. But this feat, IMO, absolutely should be one of them. Perhaps not at low-levels if the cleric is martially oriented, but definitely by 12.</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 1937882, member: 707"] No, I believe "very powerful" [i]is[/i] "essential." :p Either to shore up a weakness or enhance a strength, a feat is "essential" because it's too powerful not to have it.Leadership is a special case, because it adds a lot of logistics and plot problems along with its power boost. I'm not familiar with Snowcasting. Frostburn, I assume? Haven't gotten to look at it.Perhaps it's a matter of campaign style, then. In my experience, there are usually far more foes that close to melee than those that stay at range. And the ones that stay at range (spellcasters) often have defenses against ranged attacks themselves. So the archer with Rapid instead of Precise can fire two arrows at the spellcaster until he kills him...then take a -4 to all his other shots. That's a massive penalty far greater than the extra shot against the spellcaster, IMO. Avoiding targets in melee also means you can't concentrate your offense, targetting the same guys as the melee folks to take foes down faster. Which means less efficiency as a whole, also.This I definitely agree with. My first three feats for an archer are Point Blank, Precise, Rapid, in that order.This also may be a matter of campaign style. Most of the games I DM/play are very lethal. The healing boost offered by Augmented Healing is absolutely phenomenal. It frees up the cleric allowing him to cast fewer healing spells in combat or, if the you-know-what is [i]really[/i] hitting the fan, cast the same number of healing spells for a vastly superior overall effect. Yes, clerics have few feats. But this feat, IMO, absolutely should be one of them. Perhaps not at low-levels if the cleric is martially oriented, but definitely by 12. [/QUOTE]
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