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<blockquote data-quote="Sylrae" data-source="post: 5015398" data-attributes="member: 48520"><p>Alright. Well they dont so much 'hurt' as just 'nowhere near as good as the other options' so they never get taken.</p><p></p><p>Many of these, in my games, are no longer even considered feats. They're provided as core mechanics, or have some other way to deal with them.</p><p></p><p>Weapon Proficiencies: They simply aren't worth a feat. Even when they're giving you massive amounts of weapons, they just aren't useful enough. If you want to play a wizard who has a scythe, fine. But youre not likely to give up a feat for it, and I wouldn't blame you.</p><p></p><p>(Weapon Profs aren't feats anymore in my games. I have the player 'practice using the weapon' and after enough check rolls have been made, the player can use the new weapon, mid level. Every so many BAB I let the players just gain a new weapon group (UA Weapon Groups))</p><p></p><p>Eschew Materials (Components under that cost are usually just assumed to be in the player's possession anyways, and people usually just don't use components unless theyre really pricey.) Even if you tediously track components, it would be easier to just buy a stock of components instead of using a feat on this.</p><p></p><p>Run if only useful if youre using third party chase rules, as in standard D&D, if 2 creatures have the same speed, they'll never catch eachother.</p><p></p><p>3.5e Toughness was worthless. Pathfinder fixed this one though.</p><p></p><p>Item Creation Feats:</p><p>You're already spending your feat on it, the xp you have to drop on items quickly adds up, making you lag behind in the group, usually for items that are consumable and are by this time worthless. Unless I need to make a unique superpowerful item for myself in secret (Possibly to turn myself into a lich or something), I'm always better off buying it or hunting down a wizard and hiring him to make it.</p><p></p><p>Metamagic Feats: I'm already paying for this once, by buying the feat. Usually, it's not worth the effort to even take these, because the higher spell slot makes the spell less useful, and because you had to know you needed it in advance. If metamagic feats were spontaneous to everyone, they would be useful.</p><p>The only time theyre worth taking is if you either find some VERY specialized combination (quickened silence as a counterspell), if youre constantly being whacked in the face by silence, constantly being constrained, or actually know exactly what youre up against.</p><p></p><p>Plus, feat-trees. Often, you end up having to take feats along the way, which you will never want to use. I've had this come up with Power Attack/Cleave before. Cleave was useful for a character, but power attack was useless, so cleave actually cost me two feats. That's just an example though.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 5015398, member: 48520"] Alright. Well they dont so much 'hurt' as just 'nowhere near as good as the other options' so they never get taken. Many of these, in my games, are no longer even considered feats. They're provided as core mechanics, or have some other way to deal with them. Weapon Proficiencies: They simply aren't worth a feat. Even when they're giving you massive amounts of weapons, they just aren't useful enough. If you want to play a wizard who has a scythe, fine. But youre not likely to give up a feat for it, and I wouldn't blame you. (Weapon Profs aren't feats anymore in my games. I have the player 'practice using the weapon' and after enough check rolls have been made, the player can use the new weapon, mid level. Every so many BAB I let the players just gain a new weapon group (UA Weapon Groups)) Eschew Materials (Components under that cost are usually just assumed to be in the player's possession anyways, and people usually just don't use components unless theyre really pricey.) Even if you tediously track components, it would be easier to just buy a stock of components instead of using a feat on this. Run if only useful if youre using third party chase rules, as in standard D&D, if 2 creatures have the same speed, they'll never catch eachother. 3.5e Toughness was worthless. Pathfinder fixed this one though. Item Creation Feats: You're already spending your feat on it, the xp you have to drop on items quickly adds up, making you lag behind in the group, usually for items that are consumable and are by this time worthless. Unless I need to make a unique superpowerful item for myself in secret (Possibly to turn myself into a lich or something), I'm always better off buying it or hunting down a wizard and hiring him to make it. Metamagic Feats: I'm already paying for this once, by buying the feat. Usually, it's not worth the effort to even take these, because the higher spell slot makes the spell less useful, and because you had to know you needed it in advance. If metamagic feats were spontaneous to everyone, they would be useful. The only time theyre worth taking is if you either find some VERY specialized combination (quickened silence as a counterspell), if youre constantly being whacked in the face by silence, constantly being constrained, or actually know exactly what youre up against. Plus, feat-trees. Often, you end up having to take feats along the way, which you will never want to use. I've had this come up with Power Attack/Cleave before. Cleave was useful for a character, but power attack was useless, so cleave actually cost me two feats. That's just an example though. [/QUOTE]
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