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Essentials feats seem a little too good?
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<blockquote data-quote="Tony Vargas" data-source="post: 5329598" data-attributes="member: 996"><p>No, it's not balanced to take feats that are already so 'must have' as to be considered 'feat taxes' and make them even more potent. Yes, it's an example of 'power inflation.'</p><p></p><p>Neither of those things may be a problem, though. Power inflation is inevitable, and a little surge of power inflation goes a long way towards getting players to accept (nay, demand) a new ruleset. Balance is really nice, but it carries a price. 4e was willing to pay that price, Essentials not so much. Essentials builds, feats, items and so forth seem to be more about faithfully getting accross a concept and just plain being cool than being perfectly balanced with eachother, let alone balanced with what came before. Since Essentials is meant to be a begginer's product and a complete game in itself, it makes some sense to give it nothing but quite solid options, even at the risk of some of them being overpowered: it means that new players run less of a risk of being overshadowed by more 'advanced' players using more complex builds, and that, even if Essentials isn't heavily supported going forward, it won't quickly fall behind any 'power inflation' curve.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5329598, member: 996"] No, it's not balanced to take feats that are already so 'must have' as to be considered 'feat taxes' and make them even more potent. Yes, it's an example of 'power inflation.' Neither of those things may be a problem, though. Power inflation is inevitable, and a little surge of power inflation goes a long way towards getting players to accept (nay, demand) a new ruleset. Balance is really nice, but it carries a price. 4e was willing to pay that price, Essentials not so much. Essentials builds, feats, items and so forth seem to be more about faithfully getting accross a concept and just plain being cool than being perfectly balanced with eachother, let alone balanced with what came before. Since Essentials is meant to be a begginer's product and a complete game in itself, it makes some sense to give it nothing but quite solid options, even at the risk of some of them being overpowered: it means that new players run less of a risk of being overshadowed by more 'advanced' players using more complex builds, and that, even if Essentials isn't heavily supported going forward, it won't quickly fall behind any 'power inflation' curve. [/QUOTE]
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Essentials feats seem a little too good?
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