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<blockquote data-quote="delericho" data-source="post: 5783869" data-attributes="member: 22424"><p>The problem with feats in 3e and 4e is that they're trying to do too many things. Basically, any time a designer thought of something cool and couldn't figure out where else to put it, it became a feat.</p><p></p><p>And so, we have utility feats that allow you to specialise your character by giving a small numerical bonus to a particular roll (Weapon Focus), there are feats that either give a new power or modify an existing power (3e's Cleave, 4e's feats for modifying the Dragonborn's breath weapon), and some miscellaneous feats that do other things entirely (3e's Leadership, perhaps?)</p><p></p><p>I don't think any of these are necessarily <em>bad</em>, but I think the system needs cleaned up.</p><p></p><p>I would recommend splitting the existing feats into two categories (say 'feats' and 'talents').</p><p></p><p>One category ('feats') should include the small, numeric, always-on category. That is, Weapon Focus and the like. I would recommend giving one of these feats at every even-numbered level.</p><p></p><p>The other category ('talents') should include the power-lite effects and also the ones that allow a character to modify one of his existing powers. That is, Cleave or Quicken Spell, or the like. I would recommend giving one of these talents at every odd-numbered level <em>except first</em>. (That way, creating a new character becomes a matter of ability scores, race, class, <em>maybe</em> powers, equipment, play - fewer steps is a very good thing for new players.)</p><p></p><p>The 'miscellaneous effects' feats should be re-examined. Either these should become something else (a Paragon path, new powers in their own right, or whatever), or they should be dropped. In many cases, the latter is probably the route to take.</p></blockquote><p></p>
[QUOTE="delericho, post: 5783869, member: 22424"] The problem with feats in 3e and 4e is that they're trying to do too many things. Basically, any time a designer thought of something cool and couldn't figure out where else to put it, it became a feat. And so, we have utility feats that allow you to specialise your character by giving a small numerical bonus to a particular roll (Weapon Focus), there are feats that either give a new power or modify an existing power (3e's Cleave, 4e's feats for modifying the Dragonborn's breath weapon), and some miscellaneous feats that do other things entirely (3e's Leadership, perhaps?) I don't think any of these are necessarily [i]bad[/i], but I think the system needs cleaned up. I would recommend splitting the existing feats into two categories (say 'feats' and 'talents'). One category ('feats') should include the small, numeric, always-on category. That is, Weapon Focus and the like. I would recommend giving one of these feats at every even-numbered level. The other category ('talents') should include the power-lite effects and also the ones that allow a character to modify one of his existing powers. That is, Cleave or Quicken Spell, or the like. I would recommend giving one of these talents at every odd-numbered level [i]except first[/i]. (That way, creating a new character becomes a matter of ability scores, race, class, [i]maybe[/i] powers, equipment, play - fewer steps is a very good thing for new players.) The 'miscellaneous effects' feats should be re-examined. Either these should become something else (a Paragon path, new powers in their own right, or whatever), or they should be dropped. In many cases, the latter is probably the route to take. [/QUOTE]
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