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Community
General Tabletop Discussion
*Pathfinder & Starfinder
House rule on Feats and their requirements
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<blockquote data-quote="Obryn" data-source="post: 4693198" data-attributes="member: 11821"><p>I'm going to start here and then get to the rest of the stuff.</p><p></p><p>Expanding your weapon crit range is a <strong>really</strong> big deal in 4e. Remember that there are no confirmation rolls, so any crit deals a ton of damage. Also, almost every magic weapon gives additional bonus damage on a crit. Finally, remember that extra damage dice are also all maximized, apart from those dice that only apply on a crit.</p><p></p><p>So, a Rogue with a +2 vicious dagger, Dex 20, Cha 18, and sneak attack will deal 4 (weapon) +11 (modifiers) +16 (sneak attack) + 2d12 on a crit. And they will crit <strong>10% of the time.</strong> That's one out of every 10 attacks.</p><p></p><p>Expanding critical hit range is big in 4e, at every level.</p><p></p><p></p><p>I agree on the spellcaster +1 damage feats, for what it's worth. Those shouldn't have minimum requirements, and IMHO they should scale by tier like Weapon Focus does.</p><p></p><p>I disagree on armor requirements. Each point of AC is a pretty big deal with 4e combat math, so each one is a pretty major power boost. It also encourages characters to spread some ability score points around, if they would like the added protection better armor affords.</p><p></p><p>I also think removing all tier requirements from feats is a little ... crazy. The epic feats are just insanely better than lower-level feats. Heroic feats are often barely worthwhile. Epic feats are often must-haves.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 4693198, member: 11821"] I'm going to start here and then get to the rest of the stuff. Expanding your weapon crit range is a [B]really[/B] big deal in 4e. Remember that there are no confirmation rolls, so any crit deals a ton of damage. Also, almost every magic weapon gives additional bonus damage on a crit. Finally, remember that extra damage dice are also all maximized, apart from those dice that only apply on a crit. So, a Rogue with a +2 vicious dagger, Dex 20, Cha 18, and sneak attack will deal 4 (weapon) +11 (modifiers) +16 (sneak attack) + 2d12 on a crit. And they will crit [B]10% of the time.[/B] That's one out of every 10 attacks. Expanding critical hit range is big in 4e, at every level. I agree on the spellcaster +1 damage feats, for what it's worth. Those shouldn't have minimum requirements, and IMHO they should scale by tier like Weapon Focus does. I disagree on armor requirements. Each point of AC is a pretty big deal with 4e combat math, so each one is a pretty major power boost. It also encourages characters to spread some ability score points around, if they would like the added protection better armor affords. I also think removing all tier requirements from feats is a little ... crazy. The epic feats are just insanely better than lower-level feats. Heroic feats are often barely worthwhile. Epic feats are often must-haves. -O [/QUOTE]
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House rule on Feats and their requirements
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