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Feat Taxes, or, It's That Time of the Week Again
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<blockquote data-quote="MrMyth" data-source="post: 5544130" data-attributes="member: 61155"><p>Well, sure, I'll be honest - no, no I wouldn't. </p><p> </p><p>I would most likely take plenty of feats that give mechanical benefits, and plenty of feats that enhance flavor and concept. </p><p> </p><p>What I would not do is constantly have Expertise feats hovering overhead as simply <em>better choices </em>than anything else I can take. </p><p> </p><p>For example, I was in a game where a friend played a Paladin, and really enjoyed a feat that gave her bonuses to hit when defending injured allies. (Mechanicall, a +1 bonus to hit when she herself or the enemy being attacked is adjacent to one of her bloodied allies.) </p><p> </p><p>And.... there is <em>never </em>a reason to take that feat when Expertise is on the table. It is always a better first choice. Indeed, even with feats previously considered some of the best in the game, like Nimble Blade... Expertise is just better. Worlds better, at later levels. And, yeah, that bugs me. </p><p> </p><p>The other real issue that gets me is that the Expertise feats simply expand the gap between the average or flavor-driven PC and the optimized one. And that's what bugs me, because I'm fine with there <em>being </em>a difference, but the more extreme is gets, the more of an issue it becomes. </p><p> </p><p>And, finally, it locks characters in to certain choices. Once you expect that bonus to be part of the system, then powers that don't include it suddenly don't match up. Characters wanting to try out a ranged weapon find themselves way behind. Finding a cool new weapon of the wrong type isn't just inconvenient, it is completely <em>useless</em> until you can retrain some feats. It's a mess. </p><p> </p><p>Anyway, you can find my position amusing and silly if you like, but I'll hold to it - the Expertise feats are unnecessary for the game, poorly implemented in practice, and actively get in the way of letting players make choices based on their character concepts.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5544130, member: 61155"] Well, sure, I'll be honest - no, no I wouldn't. I would most likely take plenty of feats that give mechanical benefits, and plenty of feats that enhance flavor and concept. What I would not do is constantly have Expertise feats hovering overhead as simply [I]better choices [/I]than anything else I can take. For example, I was in a game where a friend played a Paladin, and really enjoyed a feat that gave her bonuses to hit when defending injured allies. (Mechanicall, a +1 bonus to hit when she herself or the enemy being attacked is adjacent to one of her bloodied allies.) And.... there is [I]never [/I]a reason to take that feat when Expertise is on the table. It is always a better first choice. Indeed, even with feats previously considered some of the best in the game, like Nimble Blade... Expertise is just better. Worlds better, at later levels. And, yeah, that bugs me. The other real issue that gets me is that the Expertise feats simply expand the gap between the average or flavor-driven PC and the optimized one. And that's what bugs me, because I'm fine with there [I]being [/I]a difference, but the more extreme is gets, the more of an issue it becomes. And, finally, it locks characters in to certain choices. Once you expect that bonus to be part of the system, then powers that don't include it suddenly don't match up. Characters wanting to try out a ranged weapon find themselves way behind. Finding a cool new weapon of the wrong type isn't just inconvenient, it is completely [I]useless[/I] until you can retrain some feats. It's a mess. Anyway, you can find my position amusing and silly if you like, but I'll hold to it - the Expertise feats are unnecessary for the game, poorly implemented in practice, and actively get in the way of letting players make choices based on their character concepts. [/QUOTE]
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