There are no monsters or templates given. Regarding magic items, there is a small section. A few new armor and weapon properties are given. None seem especially overpowered or useless to me. Most were kind of "meh". The death ward armor property, for example, is a +2 bonus that confers a death ward upon the wearer for up to 7 minutes a day. A nice touch is that it is automatically activated when the wearer is exposed to a death effect or negative energy.JoeGKushner said:Since it is the Player's Guide, I imagine that there's not much in the form of monsters, templates and magic items but I've seen at least a mention of magic items or item properties. Any word on those?
Nope.dreaded_beast said:Any modules presented in here, akin to the Green Bones and Red Wizard modules in the FRCS? (Heh, probably not since this is the "Player's" Guide to Faerun.)
One Regional Feat I STILL love for my Sun Elf Wizard is...Mind Over Body. Hooah!Swack-Iron said:And here, finally, is the real crux of the issue. How many of you people who are complaining about balance issues have actually played a 3.0 game set in the Forgotten Realms?
I've been running a game set in the Realms since about a month after the FRCS went on sale. In my experience, not one of the many players who have created characters in my game have taken any of the regional feats. Not a single one. Why? Because in their 3.0 incarnations they never seemed as useful as the general feats. Although perhaps balanced compared to the PHB feats, none of my players has ever felt that a single regional feat would have actual utility.
As a DM I'm happy that the 3.5 regional feats got a bump in power. It makes them more attractive, which means that my players are more likely to use them when designing new characters. My kudos go to the designers for actually paying attention to how the stuff they design was getting used.
Kamikaze Midget said:Use the feats and have fun with 'em. I get their reasoning, and I can accept it, it's just a kind of annoying example of FR simply being 'better' than the core rules......which is something I thought was mostly in the past....so it's a bit of a booo........
Well, if that's the only measure, why not just give everyone except those with good hp and BAB proficiency in every weapon, since it's just going to weaken the party anyway if they actually use those powers?
Actually, It would make very little difference, especially after 1st level. It mostly there to reinforce in the player's mind what role the classes are best suited for.
No, they don't, because a character could take, say, Scribe Scroll at first level and have the exact same effect regardless of the time scale. The cost of EVERY feat is 'you can't get other feats.' Simply dictating a level at which they are to be chosen doesn't increase the COST, it just puts limits on the feat's versatility.
Scribe scroll actually compares quite favorably to most of the regional feats. But in fact at high levels it does poorly in terms of economy of scale for the benchmark combat spells. But that's besides the point. Magic users still have their chains, though they're less dramatic. I'd still rather take spell focus.![]()
Well, I look at it this way. I"m a first level wizard from place who wants to wield a longsword. I can take one of two feats, one of which is Martial Weapon Proficiency, and one of which is the regional feat that gives me all Martial Weapons.......hmmmmmm..............
The regional and thank god i was given that choice. If I want to take a sucky feat, I atleast want to suck in style.
Or, I'm a first level anything from place who wants to boost my saves. I can take one of two feats, either a +2 save feat, or +1 all saves and AC feat.......hm..............
I'd still rather take spell focus.Luck of Heroes would come in a close second. Wow, I have a choice..should I be crying?
Or even, I'm a first level anything who wants to be quick....I can take one of two feats, Improved Initiative, or a regional feat that gives me +1 to all saves and AC........well, I can always take Improved Init. later......hmmm......
First level anything, bud? If I were a first level fighter I would head immediatly into power attack and great cleave. Once that's done, I'd go for weapon focus, weapon specialization. Oh..and then the dex and int chains (thank god for ability boosting items), because of all that beautiful circumstantial damage. What do you know, I've reached epic and the chains are extended....
See, this "regional feats are more powerful" thing makes players want to choose them, which links them to the world. Helpful. But the benefit to Whirlwind Attack is the same if I get it now, or if I get it in three levels because of my regional feat....that benefit doesn't significantly decrease at higher levels. The regional feats, baring exceptional circumstances, are 'no brainer' feats....you'd be a fool NOT to take it. They seem to have been designed specifically that way.....it makes someone from one region significantly different from someone from another, and makes sure that difference is reflected in the party.
So to reiterate. For those with the feats to afford it its usually better to simply go into another chain. Now is it possible to get to a high enough level, with enough feats wracked up that you would be better now if you had taken a regional feat? Sure, but then regional feats are only unbalanced for a game that goes on a really long time, and even then their impact would be minimal. Stop at any fixed level from 1-20 and I could recommend another feat (with the possible exception of luck of heroes).
But if I'm a wizard from place who wants to wield a longsword, what would ever be my incentive to pick up Martial Weapon Proficiency? I would say that any one feat that makes any other feats seem like bad choices in the circumstances in which they would be chosen is 'overpowered.' The +2/+2 feats aren't overpowered in this respect (+10% on two different rolls is certainly a significant advantage when you use those rolls a lot), Improved Initiative isn't overpowered in this respect (+20% to one roll is a big bonus, if you want to avoid being flat-footed), Skill Focus isn't overpowered in this respect (+15% to one roll is a bit weak, but not enough to make it not worthwhile).
Then you must hate power attack, dodge and its ilk, because they are almost always taken in preference to the feats you listed. And by virtue of the fact that you cited the +2/+2s as being worthwhile balance wise, I'd have to question whether or not you've thought this through.
The regional feats in the book shouldn't stand up against cleave or improved trip any more than they have to stand up to whirlwind attack....they should have to stand up to feats without prerequisites, which they are obviously more powerful than.
Uh, no. They should be somewhere inbetween, where the immediate benefit of the feat compensates for the level based delay (which, yes, means that you are less powerful at any given level) in noting plunging into a feat chain. I.e. they should be balanced, which the underpowered skill boosters, martial weapon proficiencies and the like clearly are not.
If that's cool with you, go, have fun. But I think that's bad design-fu.
Creeperman said:Speaking of Justicar of Tyr, would someone with the book mind giving a rundown of it? I'm still waiting for my copy of the book, and the suspense is killing me.
Felon said:Don't get me wrong; I've designed as many "smackdown" characters as the next guy. But as you say, the game is about options. If these regional feats patently outclass other feats, then that makes some choices flat-out better than others. That limits options and leads to more homogenous character designs. This is why I say it is a big deal when designers start getting in that mode where the content of each new product is just a little more powerful than the content in previous products. A variety of choices should be available.
This seems to contradict your point below, which implies that the dm determinant of what is powerful through choices of encounters and the like (though for balanced encounters i think there is less choice than what you let on).
All I can infer from your posts is that you're of that school of thought that any feat that makes for a more offense-oriented character (like Cleave or Improved Trip) is inherently better than a defensive feat (like Luck of Heroes or Blooded), which in turn is inherently better than a feat that boosts skills. Perhaps you buy into that belief strongly enough that you regard it as a tautology, which is you don't bother to support it beyond "dude, you're off your rocker". The truth is, it's just one subjective outlook on how to play the game, albeit a very popular one.
Maybe in your campaign skill enhancing feats don't amount to much--I've certainly played in campaigns where they didn't--but I've also been in campaigns where Cleave was considered nigh-useless (because all anyone seems to fight are individual powerhouse monsters) and Improved Trip is unheard of (because the powerhouse monsters are too hard to trip). And within that subset of campaigns, there were some where characters constantly had to make saving throws and skill checks and got plenty of milieage out of save-and-skilll-enhancing feats.
reiella said:Honestly, as said before, the Martial Weapon Prof feat isn't even the worst of it. But for an example. So you can use a martial bludgeoning weapon against those with DR/bludgeon, and a slashing weapon against those with DR/slashing.
Consider Bullheaded, get +2 to all Will Saves, and can no longer become shaken. That has a significant impact...
Or Fleet of Foot contrasted against Dash. (10ft v 5 ft).
And a number of others which are effectively, Other Feats +1.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.