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Feats That Shouldn’t Be Feats
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<blockquote data-quote="Celebrim" data-source="post: 5895164" data-attributes="member: 4937"><p>I pretty much disagree with the prior comments across the board. The closest I can come to agreement with you is on 'Track' and 'Trapfinding', but even there I don't agree strongly enough to do anything other than make Track and Trapfinding into easily acquired feats as well as class features.</p><p></p><p>To give a hypothetical example of what I could not consider an appropriate feat, consider this:</p><p></p><p>Allow Trip [General, Fighter]</p><p>You can trip foes.</p><p>Prerequisite: BAB +1</p><p>Benefit: You can use the trip combat manuever.</p><p></p><p>My basic rule in considering whether or not something should be a feat is whether an untrained person can attempt it. If anyone can do it, it should be a combat manuever, and there should be feats that make it more effective. Generally speaking, a feat should allow you to do something you can already do better, not allow you to do something you can't do otherwise.</p><p></p><p>Some examples of Feats that shouldn't be Feats:</p><p>Area Attach</p><p>Awesome Blow</p><p>Battle Jump</p><p>Craft Talisman</p><p>Deft Strike</p><p>Fling Enemy</p><p>Martial Throw</p><p>Mutilator</p><p></p><p>There are other feats that shouldn't be feats because what they do simply is to absolute in effect and reduces flavor. Indeed, part of what I don't like about most of the suggestions is that they fall into the category of making your choices matter less. For example, if you make weapon focus available as a characteristic of the weapon itself, then you are making Dex just that much more of a 'god stat' usuable for every aspect of combat. </p><p></p><p>Example:</p><p>Combat Archery</p><p>Deft Strike</p><p>Natural Spell</p><p></p><p>There are a lot of feats I just don't like because they are overly mechanical in implementation.</p><p></p><p>For example:</p><p>'Cornered Rat' - The purpose of this feat is fine, in the idea of someone who fights more ferociously when hurt is perfectly exceptable. But the mechanical implementation simply doesn't make sense however practical it may be in effect. Why should 'you fight more ferociously' translate to, "Your opponents take less care to avoid being hit"? 'Rage' is an example of 'more ferocious' mechanics that make some intuitive sense; 'Cornered Rat' is way too meta and too mechanically aware.</p><p></p><p>And there are feats that shouldn't exist because they are covering up for really dumb mechanical implementation in the first place:</p><p></p><p>For example:</p><p>Agile, Cat Burgler, Decietful, etc.</p><p>Craft Talisman</p><p>Dragon's Toughness</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5895164, member: 4937"] I pretty much disagree with the prior comments across the board. The closest I can come to agreement with you is on 'Track' and 'Trapfinding', but even there I don't agree strongly enough to do anything other than make Track and Trapfinding into easily acquired feats as well as class features. To give a hypothetical example of what I could not consider an appropriate feat, consider this: Allow Trip [General, Fighter] You can trip foes. Prerequisite: BAB +1 Benefit: You can use the trip combat manuever. My basic rule in considering whether or not something should be a feat is whether an untrained person can attempt it. If anyone can do it, it should be a combat manuever, and there should be feats that make it more effective. Generally speaking, a feat should allow you to do something you can already do better, not allow you to do something you can't do otherwise. Some examples of Feats that shouldn't be Feats: Area Attach Awesome Blow Battle Jump Craft Talisman Deft Strike Fling Enemy Martial Throw Mutilator There are other feats that shouldn't be feats because what they do simply is to absolute in effect and reduces flavor. Indeed, part of what I don't like about most of the suggestions is that they fall into the category of making your choices matter less. For example, if you make weapon focus available as a characteristic of the weapon itself, then you are making Dex just that much more of a 'god stat' usuable for every aspect of combat. Example: Combat Archery Deft Strike Natural Spell There are a lot of feats I just don't like because they are overly mechanical in implementation. For example: 'Cornered Rat' - The purpose of this feat is fine, in the idea of someone who fights more ferociously when hurt is perfectly exceptable. But the mechanical implementation simply doesn't make sense however practical it may be in effect. Why should 'you fight more ferociously' translate to, "Your opponents take less care to avoid being hit"? 'Rage' is an example of 'more ferocious' mechanics that make some intuitive sense; 'Cornered Rat' is way too meta and too mechanically aware. And there are feats that shouldn't exist because they are covering up for really dumb mechanical implementation in the first place: For example: Agile, Cat Burgler, Decietful, etc. Craft Talisman Dragon's Toughness [/QUOTE]
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