Essentials feat too powerful???

Lo-Kag

First Post
With the new essentials line my DM has nixed them COMPLETELY from our game. He believes that they are too powerful and everyone's going to take the same feats and will ruin the individuality of each character. I completely disagree! I think they are great and give our characters somewhat of an edge that makes it a little more fun for me to play. That's just my opinion, what's yours?
 

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feats that do what they are supposed to:

- add "needed" math fixes (if you believe in it), a.k.a small consitant bouses
- do specialized things but in a noticable way

where some former feats did:
- small bonuses for specialized things, which made them useless.
 

With the new essentials line my DM has nixed them COMPLETELY from our game. He believes that they are too powerful and everyone's going to take the same feats and will ruin the individuality of each character. I completely disagree! I think they are great and give our characters somewhat of an edge that makes it a little more fun for me to play. That's just my opinion, what's yours?
I agree with your DM :)

However, I don't have to 'nix' them, since Essentials material is not used in my game.

What kind of 'edge' are you talking about, anyway? An edge of pcs using non-Essential feats? Or an edge over the DM's cast of opponents?
 

cant really comment on how powerful or not essential feats are, but your DM does have a point: if everyone wants the same feat, there's a real chance it's too powerful.
 

cant really comment on how powerful or not essential feats are, but your DM does have a point: if everyone wants the same feat, there's a real chance it's too powerful.

I think everyone will want one type of expertise feat. And this is an improvement. Expertise was introduced before Essentials.

What are the other problem feats for the DM?
 

I think everyone will want one type of expertise feat. And this is an improvement. Expertise was introduced before Essentials.

What are the other problem feats for the DM?

I have no problem withe expertise feats over the regular expertise, but they are a real power-up.

I find a lot of the Disciple feats a bit over the top. +5 to death saving throws is too much. That makes getting a free healing surge spent on ridiculously low rolls. Some of the others are equally powerful.

The fire and cold resistance ones are just ridiculous, and basically Epic feats.

Overall, I see no problem introing them, but I would not mind banning them all.
 

Fire/Cold resistance are very campaign specific. For an average campaign they may or may not come in handy and cost a valuable feat slot when a relatively cheap potion functions the same (or many items).

Now, if you are playing a game set in the arctic and know well ahead of time cold-based foes will make up the majority of your opposition...then as a DM I may not allow that feat.

And the new expertise feats really are a very large boost, staff expertise IMO is the biggest offender, giving the equivalent of an n+3 item (shimmering cloth armor) for no real cost
 

I'm introducing them in my game, and find myself recommending them to players. Yes they are powerful, but thats what a feat ought to be. They also are easy to explain and don't have too many fiddly bits. What's the point in taking a feat that's going to come into play once in a blue moon for a less than mediocre benefit? If only Dragon content would catch on to this concept.
 

Oh, there are some astonishingly good feats in the Essentials books, but many of them don't get discussed much.

Superior Will -- start of turn save against Stunned or Dazed, even if it's not a (save ends) effect -- on top of +2/3/4 to Will.

Superior Fortitude -- reduce ongoing damage by 3/6/9 -- on top of +2/3/4 to Fortitude.

Resilient Focus -- +2 feat bonus to saves, including those against death, ongoing damage, conditions, being forced into hindering terrain, being knocked prone (for dwarves), and probably some other things.

Combine Resilient Focus with Superior Will, and a regular "save ends" Stunned will be over before the start of the next turn 95.7125% of the time. (To fail, must roll 7 or lower 3 times - SoT 1, EoT 1, SoT 2.)

Combining Cunning Stalker (HotFK) with the feat Opportunistic Withdrawal (PHB3, paragon) allows a great many quick escapes (see diagram). The PC (X) is flanked by two enemies (E), each of which has no creatures adjacent to them other than the PC, so the PC has CA against both. The PC can walk to squares 1, 2, and onward without taking an OA, courtesy of Opportunistic Withdrawal.

-----
-EXE-
--1--
--2--

 
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I like feats that make meaningful impacts on gameplay.
I like feats that are simple to implement.
I like feats that have limited or no prerequisites.


It is true that the Expertise feats are a "feat tax" because everyone should take at least one of them.
I prefer that everyone receive a free Expertise feat at character creation just to alleviate the tax.

If feats haves little or no impact, then why bother with feats at all?
 

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