So after talking a bit with my players, i'ts come to my attention that there is a whole class of feats they are irritated with. Mainly the titular "only activates on a critical hit" type of feat.
Easy to see why: By and large, you have to roll a 20 for them to activate. But not only do you have to roll a 20, you have to roll a 20 AND be in the exact situation where that particular feat would be useful to have. For example, Precise Hunter, you can finally roll a 20 on your shot against that owlbear, but if that owlbear is almost dead or dies with that shot, it doesn't even matter anyway. So I woudl have to get a 20 on that owlbear while it still has enough hit points for the rest of my party to get some use out of those +1's, for it to really be showing its worth.
This makes (my) players look at those feats and think, "Ok, when am I *actually* going to get to really use or really benefit from taking this feat? Maybe once, twice in the character's entire lifetime, probably." So it's understandable that when they weigh out the cost of taking that feat and then look over at, say, Hellfire Blood, they might feel a bit of irritation towards it.
Ok, so obvious solution: Remove the "critical" association and make these type of feats activate on numbers other than 20. Possible ranges, 10-20, 15-20, 18-20, 19-20. I've talked it over with a few of them and the feeling seems to improve at 18-20... it's more or less the point at which they start to go ok, it might be worth it then.
But of course before putting that into effect, I thought I'd just mosey on over here and ask smarter people than I for any troubles that might pop up? Any unbalanced, exploits, etc? Remember the "critical hit" association is entirely removed; they now activate purely with straight numbers of the attack roll, 18, 19, or 20. I have to say I really like this change, the same as I like the upgrading of item powers from Daily to Encounter. But who knows, I'm likely overlooking something as usual
Easy to see why: By and large, you have to roll a 20 for them to activate. But not only do you have to roll a 20, you have to roll a 20 AND be in the exact situation where that particular feat would be useful to have. For example, Precise Hunter, you can finally roll a 20 on your shot against that owlbear, but if that owlbear is almost dead or dies with that shot, it doesn't even matter anyway. So I woudl have to get a 20 on that owlbear while it still has enough hit points for the rest of my party to get some use out of those +1's, for it to really be showing its worth.
This makes (my) players look at those feats and think, "Ok, when am I *actually* going to get to really use or really benefit from taking this feat? Maybe once, twice in the character's entire lifetime, probably." So it's understandable that when they weigh out the cost of taking that feat and then look over at, say, Hellfire Blood, they might feel a bit of irritation towards it.
Ok, so obvious solution: Remove the "critical" association and make these type of feats activate on numbers other than 20. Possible ranges, 10-20, 15-20, 18-20, 19-20. I've talked it over with a few of them and the feeling seems to improve at 18-20... it's more or less the point at which they start to go ok, it might be worth it then.
But of course before putting that into effect, I thought I'd just mosey on over here and ask smarter people than I for any troubles that might pop up? Any unbalanced, exploits, etc? Remember the "critical hit" association is entirely removed; they now activate purely with straight numbers of the attack roll, 18, 19, or 20. I have to say I really like this change, the same as I like the upgrading of item powers from Daily to Encounter. But who knows, I'm likely overlooking something as usual
