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Feat prerequisites - Why?
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<blockquote data-quote="Li Shenron" data-source="post: 2475115" data-attributes="member: 1465"><p>Sudden Metamagic feats prerequisites are completely off. IMHO this is simply bad design. They don't make sense in-character (so to speak) but neither from a "balance" POV.</p><p></p><p></p><p></p><p>All those "extra" feats of abilities which gradually give you more uses/day (such as Extra Rage, Extra Spell, Extra Music) suffer from the fact that they are more useful early than later, and the designers had to make a choice about how many extra times per day they give. Extra Smiting in 3.0 gave +1/day but IIRC didn't have other prerequisites.</p><p></p><p></p><p></p><p>I think the idea here was that if you have high Str you are a good grappler, but if you ALSO have high Dex you can be a great grappler. They probably thought of a synergy here, such as with the combat feats that require Int.</p><p></p><p></p><p></p><p>These only have to do with the design idea that better feats should be at the end of a feat tree. It's ok for me to restrict some feats at higher level only, but it bugs me to see so many fighters with the same base feats like PA because they are "root" for every other feat.</p><p></p><p></p><p></p><p>It used to be, but it was changed because as a MM feat it requires all Sorcerer/Bards to spend a full round casting, while the flavor of the feat fits more those spontaneous casters. It is also a weak feat even without that extra cost.</p><p></p><p></p><p></p><p>Same as PA and Dodge... PBS is a very good feat but it's a pity again that every archer must absolutely take it to take nearly any other feat (and IMHO, while PBS is _great_, it is not _necessary_ at all, especially when compared with Precise Shot which should have been the root feat of the archery tree).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2475115, member: 1465"] Sudden Metamagic feats prerequisites are completely off. IMHO this is simply bad design. They don't make sense in-character (so to speak) but neither from a "balance" POV. All those "extra" feats of abilities which gradually give you more uses/day (such as Extra Rage, Extra Spell, Extra Music) suffer from the fact that they are more useful early than later, and the designers had to make a choice about how many extra times per day they give. Extra Smiting in 3.0 gave +1/day but IIRC didn't have other prerequisites. I think the idea here was that if you have high Str you are a good grappler, but if you ALSO have high Dex you can be a great grappler. They probably thought of a synergy here, such as with the combat feats that require Int. These only have to do with the design idea that better feats should be at the end of a feat tree. It's ok for me to restrict some feats at higher level only, but it bugs me to see so many fighters with the same base feats like PA because they are "root" for every other feat. It used to be, but it was changed because as a MM feat it requires all Sorcerer/Bards to spend a full round casting, while the flavor of the feat fits more those spontaneous casters. It is also a weak feat even without that extra cost. Same as PA and Dodge... PBS is a very good feat but it's a pity again that every archer must absolutely take it to take nearly any other feat (and IMHO, while PBS is _great_, it is not _necessary_ at all, especially when compared with Precise Shot which should have been the root feat of the archery tree). [/QUOTE]
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Feat prerequisites - Why?
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