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General Tabletop Discussion
*Dungeons & Dragons
Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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<blockquote data-quote="Bacon Bits" data-source="post: 7254755" data-attributes="member: 6777737"><p>Toughness is somewhat weak, but it does allow you to break 20 Con, and +3 hp/level would be nuts at high level. If I were to make a change, I'd probably combine Toughness with the non-ASI half of Durable. They're both slightly weak feats by themselves. As printed I've only ever considered Toughness at high level after I've maxed Con and Str as a Fighter. And I ended up taking Sentinel and Mobile over it.</p><p></p><p>Healer is a bit weak. It could easily grant proficiency with the Healer's Kit and Herbalism Kit. I feel like these "Profession" style feats should be a complete thing, although I guess that's what Backgrounds are for. Given the power of long rest healing, it's a bit difficult to make non-combat healing overpowered.</p><p></p><p>Inspiring Leader is mostly fine, although I could see it having some benefit for NPC interactions. It would be more meaningful if you might interact with NPC companions more often or if it didn't feel subsumed by <em>heroes' feast</em> at higher levels. The limit of six seems pretty arbitrary, but there's nothing stopping you from affecting 12 creatures in 20 minutes, either.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7254755, member: 6777737"] Toughness is somewhat weak, but it does allow you to break 20 Con, and +3 hp/level would be nuts at high level. If I were to make a change, I'd probably combine Toughness with the non-ASI half of Durable. They're both slightly weak feats by themselves. As printed I've only ever considered Toughness at high level after I've maxed Con and Str as a Fighter. And I ended up taking Sentinel and Mobile over it. Healer is a bit weak. It could easily grant proficiency with the Healer's Kit and Herbalism Kit. I feel like these "Profession" style feats should be a complete thing, although I guess that's what Backgrounds are for. Given the power of long rest healing, it's a bit difficult to make non-combat healing overpowered. Inspiring Leader is mostly fine, although I could see it having some benefit for NPC interactions. It would be more meaningful if you might interact with NPC companions more often or if it didn't feel subsumed by [I]heroes' feast[/I] at higher levels. The limit of six seems pretty arbitrary, but there's nothing stopping you from affecting 12 creatures in 20 minutes, either. [/QUOTE]
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Feats: Toughness, Inspiring Leader, Healer, and Magic Initiate
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