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It's a trap! Builds that seem good, but...
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<blockquote data-quote="DumbPaladin" data-source="post: 5641897" data-attributes="member: 90770"><p>My issue with the "trap" label is that the people using the label don't seem to be of one mind.</p><p></p><p>For some players, a "trap" is any option that is not going to work in an optimal builds. In other words, if there's ever a better choice, then all the "not as good" choices are automatically <strong>traps</strong>.</p><p></p><p>For some players, it seems like a "trap" is an option which leads to a bit of confusion from less-experienced players -- or players who aren't reading the rules closely and carefully -- and which do not synergize with other feats as one might assume they would.</p><p></p><p>But for me, I can't see anything as a "trap" unless my choosing it would make me unable to enjoy my RPG in any way. <strong>Is there such a feat?</strong></p><p></p><p>My most recent experience with the dreaded "trap" label is the Vital Strike tree. It doesn't work with most other combat feats, since it requires you to use the "attack option" for double the weapon damage (and only the weapon damage), which means you would have to give up multiple attacks if you had that option.</p><p></p><p>I can think of at least a couple reasons you would want to take this feat, and in neither does it seem like a "trap":</p><p></p><p>1) Your regular weapon damage is 4d6, which would give you 8d6 worth of damage in one swing (this is my Pathfinder character's situation);</p><p></p><p>2) Due to the -5 penalty with each secondary strike, and your poor rolling luck, you almost NEVER hit a monster except with your first attack at full BAB. If your party never buffs you with any abilities to make additional attacks at full BAB (like haste), you could very likely have only 1 good chance to hit all bad guys ... so you might as well do lots of damage.</p><p></p><p>What's the "trap", in the above situations?</p></blockquote><p></p>
[QUOTE="DumbPaladin, post: 5641897, member: 90770"] My issue with the "trap" label is that the people using the label don't seem to be of one mind. For some players, a "trap" is any option that is not going to work in an optimal builds. In other words, if there's ever a better choice, then all the "not as good" choices are automatically [B]traps[/B]. For some players, it seems like a "trap" is an option which leads to a bit of confusion from less-experienced players -- or players who aren't reading the rules closely and carefully -- and which do not synergize with other feats as one might assume they would. But for me, I can't see anything as a "trap" unless my choosing it would make me unable to enjoy my RPG in any way. [B]Is there such a feat?[/B] My most recent experience with the dreaded "trap" label is the Vital Strike tree. It doesn't work with most other combat feats, since it requires you to use the "attack option" for double the weapon damage (and only the weapon damage), which means you would have to give up multiple attacks if you had that option. I can think of at least a couple reasons you would want to take this feat, and in neither does it seem like a "trap": 1) Your regular weapon damage is 4d6, which would give you 8d6 worth of damage in one swing (this is my Pathfinder character's situation); 2) Due to the -5 penalty with each secondary strike, and your poor rolling luck, you almost NEVER hit a monster except with your first attack at full BAB. If your party never buffs you with any abilities to make additional attacks at full BAB (like haste), you could very likely have only 1 good chance to hit all bad guys ... so you might as well do lots of damage. What's the "trap", in the above situations? [/QUOTE]
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