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Monks Are Not Tanks And Shouldn’t Be
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<blockquote data-quote="Staffan" data-source="post: 9074109" data-attributes="member: 907"><p>Most of them are available to anyone (with a small number of exceptions like Weapon specialization, Greater Weapon Focus, and Greater Weapon Specialization specifically requiring you to be a 4th/8th/12th level fighter). Fighters get more of them, from this specific list of feats that make you better at fighting.</p><p></p><p>Their bonus feats are restricted to feats that make them better at fighting. This is not strictly limited to "Bigger numbers" but sometimes unlock special moves. For example, the Cleave feat triggers an extra attack once per round if you drop an enemy to 0 hp, but you have to use it against someone next to that enemy.</p><p></p><p>When given a bunch of extra option points of some sort because your class is supposed to be good at a certain type of thing, it's probably a good idea to spend them on that sort of thing. In addition, D&D in particular is a game that rewards specialization. You can only do one thing at a time, so you might as well be good at that thing. There's some value in versatility, particularly defensively, but offensively specialization is the name of the game.</p><p></p><p>That said, 3e was to a certain degree infamous for the number of "trap" options in the system. To some degree these options were primarily intended for NPCs (which were mostly built using PC rules, instead of the ad-hoc creature building rules 5e uses), but they were there for PCs too. For example, in most campaigns Cleave would see more use than Deceitful (+2 to Disguise and Forgery), but Deceitful and the more generic Skill Focus explain why a 2nd-level NPC forger can have a Forgery bonus of +13 when the 4th level rogue PC only has +8 (because the NPC has Deceitful, Skill Focus, Masterwork tools, and a higher Int).</p></blockquote><p></p>
[QUOTE="Staffan, post: 9074109, member: 907"] Most of them are available to anyone (with a small number of exceptions like Weapon specialization, Greater Weapon Focus, and Greater Weapon Specialization specifically requiring you to be a 4th/8th/12th level fighter). Fighters get more of them, from this specific list of feats that make you better at fighting. Their bonus feats are restricted to feats that make them better at fighting. This is not strictly limited to "Bigger numbers" but sometimes unlock special moves. For example, the Cleave feat triggers an extra attack once per round if you drop an enemy to 0 hp, but you have to use it against someone next to that enemy. When given a bunch of extra option points of some sort because your class is supposed to be good at a certain type of thing, it's probably a good idea to spend them on that sort of thing. In addition, D&D in particular is a game that rewards specialization. You can only do one thing at a time, so you might as well be good at that thing. There's some value in versatility, particularly defensively, but offensively specialization is the name of the game. That said, 3e was to a certain degree infamous for the number of "trap" options in the system. To some degree these options were primarily intended for NPCs (which were mostly built using PC rules, instead of the ad-hoc creature building rules 5e uses), but they were there for PCs too. For example, in most campaigns Cleave would see more use than Deceitful (+2 to Disguise and Forgery), but Deceitful and the more generic Skill Focus explain why a 2nd-level NPC forger can have a Forgery bonus of +13 when the 4th level rogue PC only has +8 (because the NPC has Deceitful, Skill Focus, Masterwork tools, and a higher Int). [/QUOTE]
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