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FR: Players Guide to Faerun is out what do you think?
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<blockquote data-quote="Vocenoctum" data-source="post: 1448779" data-attributes="member: 2477"><p>I don't think an Entry Feat need be weak in and of itself, though higher feats along the chain will be more powerful. As an example, power attack, mounted combat and point blank shot are not weak IMO, but they are Entry Feats.</p><p></p><p></p><p>The thing is, Rogue's will benefit the most (and, the 20% boost isn't really in "combat ability IMO) because of sneak attack. But, that assumes no surprise round. Rogue's will also usually have a high dex, so the effect will be lessened for them.</p><p>In the games I've been in, it's been more of a dump feat (Imp Init) than some Must Have. Heck, I think I'm the only one that has it right now from the 4 games. (I also had a past PC that was a Crane Samurai, he was boosted up to around +12 for init IIRC)</p><p></p><p></p><p>+1 to AC and +1 to saves will not only come up every combat round, but will come up out of combat as well.</p><p>+4 to init will come up in the first round of combats, but is still not a huge bonus when you're rolling a d20. The die still determines when you go.</p><p></p><p></p><p>The regional feats are stated to be more powerful. I think the actual main balancing factor is that everyone can take them, so they're theoretically balanced against each other. The problem will be folks plucking from FR to put them in other games where the majority of players don't have them.</p><p></p><p>I'm actually more opposed to the Regional Equipment myself.</p></blockquote><p></p>
[QUOTE="Vocenoctum, post: 1448779, member: 2477"] I don't think an Entry Feat need be weak in and of itself, though higher feats along the chain will be more powerful. As an example, power attack, mounted combat and point blank shot are not weak IMO, but they are Entry Feats. The thing is, Rogue's will benefit the most (and, the 20% boost isn't really in "combat ability IMO) because of sneak attack. But, that assumes no surprise round. Rogue's will also usually have a high dex, so the effect will be lessened for them. In the games I've been in, it's been more of a dump feat (Imp Init) than some Must Have. Heck, I think I'm the only one that has it right now from the 4 games. (I also had a past PC that was a Crane Samurai, he was boosted up to around +12 for init IIRC) +1 to AC and +1 to saves will not only come up every combat round, but will come up out of combat as well. +4 to init will come up in the first round of combats, but is still not a huge bonus when you're rolling a d20. The die still determines when you go. The regional feats are stated to be more powerful. I think the actual main balancing factor is that everyone can take them, so they're theoretically balanced against each other. The problem will be folks plucking from FR to put them in other games where the majority of players don't have them. I'm actually more opposed to the Regional Equipment myself. [/QUOTE]
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FR: Players Guide to Faerun is out what do you think?
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