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<blockquote data-quote="Blue" data-source="post: 7249830" data-attributes="member: 20564"><p>Cool list @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6890747" target="_blank">ro</a></u></strong></em>. Thank you VERY MUCH for bolding the differences.</p><p></p><p><u>Like</u></p><p>These are ones I like as much or better than the PHB originals. May still have comments.</p><p></p><p><strong>Actor</strong></p><p><strong></strong></p><p><strong>Armor Master</strong> - you're only wearing one armor at a time, this isn't power creep.</p><p><strong></strong></p><p><strong>Athlete</strong> - slight concern about grapple characters with expertise breaking "bounded accuracy", especially barbarians who have advantage when raging. But that's a corner case. I think the portion about exhaustion can be written clearer, perhaps as "exhaustion affects you as if you had one less level. if you only have one level, it has no effect". (At least that's how I am reading it.)</p><p><strong></strong></p><p><strong>Defensive Duelist</strong> - would swap the name, make it obvious for characters looking to do TWF.</p><p></p><p><strong>Lucky</strong></p><p></p><p><strong>Martial Adept</strong> - this is potent.</p><p></p><p><strong>Mounted Combatant</strong> - would like to add one thing - size based shoving should be based on mount size, not your own.</p><p></p><p><strong>Shield Master</strong> - not sure I understand the change. It's already "can", not must.</p><p></p><p><strong>War Caster</strong></p><p></p><p></p><p><u>Concerns</u></p><p><u></u>Ones that I wouldn't run as-is. Have a problem ding what they want, too powerful, not powerful enough, etc. Also one "doesn't fix the problem I have with the PHB feat" - wouldn't want to change unless it gets addressed.</p><p></p><p><strong>Brawler</strong> - not sure about several non-action ways to start grappling, especially with how easy it is to get athletics expertise with the new Athlete feat. And then advantage on attacks while grappling. It's fine for a normal PC, but it's too much of a good thing for grappling-focused build.</p><p><strong></strong></p><p><strong>Dungeon Delver</strong> - too much for the type of build that wants this. Can become a feat tax if the DM ups the bar - havijng to DM two charactes, one with this feat and one wthout will leav me with vastly different DCs to assign.</p><p><strong></strong></p><p><strong>Elemental Adept</strong> - I didn't like the UA feats that gave +1 to hit, and the same logic goes over the adding +1 hit/+1 save DC to this. All the rest I'm good with.</p><p></p><p><strong>Healer</strong> - Why advantage with Medicine and not expertise like the Athlete feat? Let's stay consistant. Also I don't like the double speed. So a character could double speed and then dash in order to use a healing word? That's a huge speed increase. And as written can be used to move away from someoen after curing them. Also hard to fit the narrative - why is that character so much faster. I get idea, but not the implementation.</p><p></p><p><strong>Mage Slayer</strong> - don't like the "any ability" for casting Counterspell. "Hmm, that foe is casting a fireball over there. I'm going to negate the whole thing with my CON." Prefer if it was choice of Int/Wis/Chr.</p><p></p><p><strong>Magic Initiate</strong> - my biggest problem with this feat is that it doesn't scale, and this really doesn't address that. I'd rather see it start with the cantrips and slowly add a slot of a higher level over time. Maybe at the same rate as Eldritch Knight/Arcane Trickster. So at 3rd they get a 1st level slot, at 7th a 2nd level slot, at 13th a 3rd level slot, and at 19th a 4th level slot.</p><p></p><p>In addition, not all full caster classes get ritual casting, I'm not sure why a feat should out-do the full class.</p><p></p><p>Lastly, it seems a bit cheap to use any mental ability score instead of the ones fo the class you are emulating. I'm not sure if I really object to this, but it's enough to stick in my craw so I figured I'd suggest it.</p><p></p><p><strong>Ritual Casting</strong> - same non-matching ability score minor concern as above.</p><p></p><p>Also want to add: you may ritually cast spells you have from other classes. Need to fine tune the wording - want warlocks to be able to ritually cast, but don't want clerics/druids to be able to ritually cast EVERY spell on the list. Also avoid racial casting, that seems a differnt type that would be odd to now ritualize.</p><p></p><p><strong>Savage Attacker</strong> - would strongly perfer this to be "weapon damage". Otherwise it becomes a must-have and large damage bump for all rogues, and also a big boost for paladins. Those two classes will get a lot more out of it then other weapon-wielders.</p><p></p><p><strong>Spell Sniper</strong> - I'd rather learning an attack cantrip stays with Magic Initiate. Eldritch Blast is my biggest worry, but also stealing thunder from that feat.</p><p></p><p><u>Not going to discuss at this time</u></p><p>Usually these might be their wn thread, or I just need to look at the math on the changes.</p><p></p><p><strong>Crossbow expert</strong></p><p><strong> Great Weapon Master</strong></p><p><strong>Sharpshooter</strong></p><p><strong>Skulker</strong> - need to think. advantage makes sense that you don't want to make the feat worth less to it's primary target (rogue who could already have expertise in stealth). Also need to think if all this together is too good, I'm not sure.</p><p><strong>All of the new feats</strong></p></blockquote><p></p>
[QUOTE="Blue, post: 7249830, member: 20564"] Cool list @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6890747"]ro[/URL][/U][/B][/I]. Thank you VERY MUCH for bolding the differences. [U]Like[/U] These are ones I like as much or better than the PHB originals. May still have comments. [B]Actor[/B] [B] Armor Master[/B] - you're only wearing one armor at a time, this isn't power creep. [B] Athlete[/B] - slight concern about grapple characters with expertise breaking "bounded accuracy", especially barbarians who have advantage when raging. But that's a corner case. I think the portion about exhaustion can be written clearer, perhaps as "exhaustion affects you as if you had one less level. if you only have one level, it has no effect". (At least that's how I am reading it.) [B] Defensive Duelist[/B] - would swap the name, make it obvious for characters looking to do TWF. [B]Lucky[/B] [B]Martial Adept[/B] - this is potent. [B]Mounted Combatant[/B] - would like to add one thing - size based shoving should be based on mount size, not your own. [B]Shield Master[/B] - not sure I understand the change. It's already "can", not must. [B]War Caster[/B] [U]Concerns [/U]Ones that I wouldn't run as-is. Have a problem ding what they want, too powerful, not powerful enough, etc. Also one "doesn't fix the problem I have with the PHB feat" - wouldn't want to change unless it gets addressed. [B]Brawler[/B] - not sure about several non-action ways to start grappling, especially with how easy it is to get athletics expertise with the new Athlete feat. And then advantage on attacks while grappling. It's fine for a normal PC, but it's too much of a good thing for grappling-focused build. [B] Dungeon Delver[/B] - too much for the type of build that wants this. Can become a feat tax if the DM ups the bar - havijng to DM two charactes, one with this feat and one wthout will leav me with vastly different DCs to assign. [B] Elemental Adept[/B] - I didn't like the UA feats that gave +1 to hit, and the same logic goes over the adding +1 hit/+1 save DC to this. All the rest I'm good with. [B]Healer[/B] - Why advantage with Medicine and not expertise like the Athlete feat? Let's stay consistant. Also I don't like the double speed. So a character could double speed and then dash in order to use a healing word? That's a huge speed increase. And as written can be used to move away from someoen after curing them. Also hard to fit the narrative - why is that character so much faster. I get idea, but not the implementation. [B]Mage Slayer[/B] - don't like the "any ability" for casting Counterspell. "Hmm, that foe is casting a fireball over there. I'm going to negate the whole thing with my CON." Prefer if it was choice of Int/Wis/Chr. [B]Magic Initiate[/B] - my biggest problem with this feat is that it doesn't scale, and this really doesn't address that. I'd rather see it start with the cantrips and slowly add a slot of a higher level over time. Maybe at the same rate as Eldritch Knight/Arcane Trickster. So at 3rd they get a 1st level slot, at 7th a 2nd level slot, at 13th a 3rd level slot, and at 19th a 4th level slot. In addition, not all full caster classes get ritual casting, I'm not sure why a feat should out-do the full class. Lastly, it seems a bit cheap to use any mental ability score instead of the ones fo the class you are emulating. I'm not sure if I really object to this, but it's enough to stick in my craw so I figured I'd suggest it. [B]Ritual Casting[/B] - same non-matching ability score minor concern as above. Also want to add: you may ritually cast spells you have from other classes. Need to fine tune the wording - want warlocks to be able to ritually cast, but don't want clerics/druids to be able to ritually cast EVERY spell on the list. Also avoid racial casting, that seems a differnt type that would be odd to now ritualize. [B]Savage Attacker[/B] - would strongly perfer this to be "weapon damage". Otherwise it becomes a must-have and large damage bump for all rogues, and also a big boost for paladins. Those two classes will get a lot more out of it then other weapon-wielders. [B]Spell Sniper[/B] - I'd rather learning an attack cantrip stays with Magic Initiate. Eldritch Blast is my biggest worry, but also stealing thunder from that feat. [U]Not going to discuss at this time[/U] Usually these might be their wn thread, or I just need to look at the math on the changes. [B]Crossbow expert[/B] [B] Great Weapon Master[/B] [B]Sharpshooter[/B] [B]Skulker[/B] - need to think. advantage makes sense that you don't want to make the feat worth less to it's primary target (rogue who could already have expertise in stealth). Also need to think if all this together is too good, I'm not sure. [B]All of the new feats[/B] [/QUOTE]
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