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FR: Players Guide to Faerun is out what do you think?
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<blockquote data-quote="I'm A Banana" data-source="post: 1435122" data-attributes="member: 2067"><p>If Improved Init. is better, than the designers still did their jobs wrong because they specifically said they were creating more powerful feats. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>But my point is that while you may have a point with skill focus (+4 IMC, but that's irrelevant), skill enhancing feats are not weak...neither is improved initiative....neither is Martial Weapon Proficiency. They're all supremely useful for the characters who would use them (a warrior/wizard, someone who specializes in the skills, someone who wants to play a fast character). And they're the same cost as any regional feat, which provides a greater bonus than them (or, probably, *should*, by the designer's own logic)....if you're going to argue that core feats are weaker and/or more powerful (other than skill focus <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />), I'd have to ask how much free time you have to be doing more playtesting than all of 3.5....</p><p></p><p>The Facts are that the designers made regional feats to be more powerful than normal feats available at first level, in order to encourage characters to belong. They put limits on how these feats can be spent. It's my position that these don't cost any more than a normal feat, and thus shouldn't be any more potent. It's theirs that they can be more potent because they help reinforce the character's ties to the world, and that's a Good Thing. IT's yours that....what, they aren't more powerful after all? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1435122, member: 2067"] If Improved Init. is better, than the designers still did their jobs wrong because they specifically said they were creating more powerful feats. ;) But my point is that while you may have a point with skill focus (+4 IMC, but that's irrelevant), skill enhancing feats are not weak...neither is improved initiative....neither is Martial Weapon Proficiency. They're all supremely useful for the characters who would use them (a warrior/wizard, someone who specializes in the skills, someone who wants to play a fast character). And they're the same cost as any regional feat, which provides a greater bonus than them (or, probably, *should*, by the designer's own logic)....if you're going to argue that core feats are weaker and/or more powerful (other than skill focus ;)), I'd have to ask how much free time you have to be doing more playtesting than all of 3.5.... The Facts are that the designers made regional feats to be more powerful than normal feats available at first level, in order to encourage characters to belong. They put limits on how these feats can be spent. It's my position that these don't cost any more than a normal feat, and thus shouldn't be any more potent. It's theirs that they can be more potent because they help reinforce the character's ties to the world, and that's a Good Thing. IT's yours that....what, they aren't more powerful after all? :p [/QUOTE]
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