infax
First Post
This came to me as I read the Two-Weapon Fighting feat and later read on the boards how it was really not a bad choice.
It seems Two-Weapon Fighting is a reasonably good feat in spite of most people's initial impression. 4e's Two-Weapon Fighting and Astral Fire or 3e's Weapon Focus or Weapon Specialization are all good feats that offer the character good (or great) mathematical return for the cost of a measly feat choice. None of those feats, however, are "awesome" in the same vein that 3e's Disarm, Deflect Arrows or Whirlwind Attack were. And that, to me, is really an important point.
For me, the most important aspect when I select a feat, or a power in 4e, or any ability in mostly any rpg is the "awesome" factor. I want my abilities to shine, to stand out, to be noticeable whenever I use them. 4e got that well with powers, limiting them to a few uses each combat helps each use to be even more impressive as it is infrequent. Feats, however, are noticeably less awesome in 4e. I guess that may be why so many people felt like they were underpowered in 4e.
I get it that, for many people, the actual effectiveness of a feat (power, spell, ability) is the most important aspect. They feel like the rpg is really a challenge to their personal abilities and they should prove they can find the very best combination of abilities for their characters. In a game, however, ostensibly designed in such a way that the characters can hardly fail if they follow some not-so-complicated (and notably less implied and ever more explicitly presented) rules, I find little motivation to exceed myself in the math of character optimization.
From what I read so far, character's are expected to consistently win any combat stacking them against similar level monsters. Even against monsters two or three levels above the characters' level, the players have really to play their abilities most inefectively to suffer a real chance of failure.
Having no interest in character optimization or expending considerable energy to find a way to improve my character's average damage per round, I find myself drawn to other considerations. A character that provides great memories when I recount his exploits is my main attraction to the game. Of course, an optimized character may allow for great scenes, that is not my point of contention. But it feels more rewarding to be able to tell a friend how, after some effort, my character disarmed the BBEG's Lifedrinking Sword than how I managed to kill the BBEG in 5 rounds instead of 7 because I was doing a better damage average.
Fewer effects, fewer repeatable effects and effects with a big oomph may be why so many people seemed to enjoy playing spellcasters even in AD&D 2e (where playing a low level spellcaster could be a chore and too few games went on long enough for characters to reach high levels), why the 3e Monk seemed so overpowered at the release (a new ability at each level!) and why Metamagic abilities seemed so great the first time I read them (Maximize! Extend! Quicken!!).
All in all, 4e feats are not bad, not bad at all, but I really few no compulsion (I can't find any inspiration) to taking most or any of them (except, perhaps, Ritual Caster, as that opens the avenues to some impressive, if seldomly useful, new abilities for any character).
I remain in hope that later supplements may change that, although, many recent 3e supplements presented ever more mathematically attractive - but hopelessly flavorless - feats.
It seems Two-Weapon Fighting is a reasonably good feat in spite of most people's initial impression. 4e's Two-Weapon Fighting and Astral Fire or 3e's Weapon Focus or Weapon Specialization are all good feats that offer the character good (or great) mathematical return for the cost of a measly feat choice. None of those feats, however, are "awesome" in the same vein that 3e's Disarm, Deflect Arrows or Whirlwind Attack were. And that, to me, is really an important point.
For me, the most important aspect when I select a feat, or a power in 4e, or any ability in mostly any rpg is the "awesome" factor. I want my abilities to shine, to stand out, to be noticeable whenever I use them. 4e got that well with powers, limiting them to a few uses each combat helps each use to be even more impressive as it is infrequent. Feats, however, are noticeably less awesome in 4e. I guess that may be why so many people felt like they were underpowered in 4e.
I get it that, for many people, the actual effectiveness of a feat (power, spell, ability) is the most important aspect. They feel like the rpg is really a challenge to their personal abilities and they should prove they can find the very best combination of abilities for their characters. In a game, however, ostensibly designed in such a way that the characters can hardly fail if they follow some not-so-complicated (and notably less implied and ever more explicitly presented) rules, I find little motivation to exceed myself in the math of character optimization.
From what I read so far, character's are expected to consistently win any combat stacking them against similar level monsters. Even against monsters two or three levels above the characters' level, the players have really to play their abilities most inefectively to suffer a real chance of failure.
Having no interest in character optimization or expending considerable energy to find a way to improve my character's average damage per round, I find myself drawn to other considerations. A character that provides great memories when I recount his exploits is my main attraction to the game. Of course, an optimized character may allow for great scenes, that is not my point of contention. But it feels more rewarding to be able to tell a friend how, after some effort, my character disarmed the BBEG's Lifedrinking Sword than how I managed to kill the BBEG in 5 rounds instead of 7 because I was doing a better damage average.
Fewer effects, fewer repeatable effects and effects with a big oomph may be why so many people seemed to enjoy playing spellcasters even in AD&D 2e (where playing a low level spellcaster could be a chore and too few games went on long enough for characters to reach high levels), why the 3e Monk seemed so overpowered at the release (a new ability at each level!) and why Metamagic abilities seemed so great the first time I read them (Maximize! Extend! Quicken!!).
All in all, 4e feats are not bad, not bad at all, but I really few no compulsion (I can't find any inspiration) to taking most or any of them (except, perhaps, Ritual Caster, as that opens the avenues to some impressive, if seldomly useful, new abilities for any character).
I remain in hope that later supplements may change that, although, many recent 3e supplements presented ever more mathematically attractive - but hopelessly flavorless - feats.