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Feats That Shouldn’t Be Feats
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<blockquote data-quote="Celebrim" data-source="post: 5896273" data-attributes="member: 4937"><p>I'm not sure I follow your arguement here. Heighten Spell isn't a bad metamagic feat even in the core. It's main problem isn't that it isn't useful per se, but that for any given spell there is usually already a higher level version of the same idea (mind control, battlefield control, direct damage, save or suck, etc.) that does much the same thing only 'better'. Thus, it's rare that you wouldn't use the higher level version instead. This makes the feat really niche. (The same basic problem applies to feats like Empower Spell and Maximize Spell as well.)</p><p></p><p>How niche I couldn't really say, because in my game you don't add spell level to the spell's DC automatically. So getting high DC's with even high level spells is quite hard, and indeed at high levels you expect your foes to make most saves. 'Heighten Spell', as it works in my game, is therefore quite useful as a way of boosting the DC of a spell (in exchange for a higher level spell slot). Thus, you have the choice of using a higher level spell which is easier to save against (but might have more gross effect if it works) or a lower level spell (heighted) that is more difficult to save against. This makes the feat much less niche.</p><p></p><p></p><p></p><p>Yes, but is Power Attack really a reckless swing? Note that it doesn't reduce AC, which would be more to the definition of reckless. Rather, power attack is actually closer to the notion of a 'called shot'. I've considered moving it into a manuever on several grounds, including making it the called shot mechanic, but haven't done so because it so well occupies the entry level point on the strength feat tree and I can't think of a replacement I like better. </p><p></p><p>If you want to attack recklessly in my game, you take an 'offensive fighting stance' (the opposite of fighting defensively), available to everyone. If you want to make frentic attacks, you declare a 'flail' action - again, available to everyone. And of course, there are feats that make you better at those maneuvers. Thus, I have no pressing flavor need to share power attack around.</p><p></p><p></p><p></p><p>In my game it is a feat, so as to ensure that parties can be put together without a required rogue.</p><p></p><p></p><p></p><p>My basis problem here I've mentioned earlier - you risk making Dexterity too good as a combat feat. You are increasingly allowing a player to dump stat strength for little cost, particular since you are now allowing everyone to essentially start with both Weapon Finesse (convert dexterity to melee to hit) AND Power Attack (convert melee to hit to damage), what do you really need strength for? I've seen people want to house rule again and again ways to make lightly armored high dexterity fighters equal in various respects to melee brutes, but if you do that then they are almost strictly better than melee brutes. You have to let people give up something just as much as you have to make options open.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5896273, member: 4937"] I'm not sure I follow your arguement here. Heighten Spell isn't a bad metamagic feat even in the core. It's main problem isn't that it isn't useful per se, but that for any given spell there is usually already a higher level version of the same idea (mind control, battlefield control, direct damage, save or suck, etc.) that does much the same thing only 'better'. Thus, it's rare that you wouldn't use the higher level version instead. This makes the feat really niche. (The same basic problem applies to feats like Empower Spell and Maximize Spell as well.) How niche I couldn't really say, because in my game you don't add spell level to the spell's DC automatically. So getting high DC's with even high level spells is quite hard, and indeed at high levels you expect your foes to make most saves. 'Heighten Spell', as it works in my game, is therefore quite useful as a way of boosting the DC of a spell (in exchange for a higher level spell slot). Thus, you have the choice of using a higher level spell which is easier to save against (but might have more gross effect if it works) or a lower level spell (heighted) that is more difficult to save against. This makes the feat much less niche. Yes, but is Power Attack really a reckless swing? Note that it doesn't reduce AC, which would be more to the definition of reckless. Rather, power attack is actually closer to the notion of a 'called shot'. I've considered moving it into a manuever on several grounds, including making it the called shot mechanic, but haven't done so because it so well occupies the entry level point on the strength feat tree and I can't think of a replacement I like better. If you want to attack recklessly in my game, you take an 'offensive fighting stance' (the opposite of fighting defensively), available to everyone. If you want to make frentic attacks, you declare a 'flail' action - again, available to everyone. And of course, there are feats that make you better at those maneuvers. Thus, I have no pressing flavor need to share power attack around. In my game it is a feat, so as to ensure that parties can be put together without a required rogue. My basis problem here I've mentioned earlier - you risk making Dexterity too good as a combat feat. You are increasingly allowing a player to dump stat strength for little cost, particular since you are now allowing everyone to essentially start with both Weapon Finesse (convert dexterity to melee to hit) AND Power Attack (convert melee to hit to damage), what do you really need strength for? I've seen people want to house rule again and again ways to make lightly armored high dexterity fighters equal in various respects to melee brutes, but if you do that then they are almost strictly better than melee brutes. You have to let people give up something just as much as you have to make options open. [/QUOTE]
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