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<blockquote data-quote="Yaarel" data-source="post: 8385103" data-attributes="member: 58172"><p>Earlier in the above post, I called out the Sharpshooter and Great Weapon Master feats as "overperforming" compared to other feats. That is true. However.</p><p></p><p>These two are among the Players Handbook feats that the optimization style is even willing to sacrifice an ability score improvement for. In other works, these feats are balanced with an improvement and are the correct amount of design space for a feat.</p><p></p><p>All the other feats are underpowered and need to be written to be more powerful to be more worth sacrificing an ability score improvement for them.</p><p></p><p>Sharpshooter and Great Weapon Master are the benchmark to measure other feats. Depending on the feat, the others need to improve by a tweak or substantially to become comparable to an ability score improvement. Many feats actually become viable after the features of two separafe feats are combined together.</p><p></p><p>When an element of the gaming system imbalances, whether too powerful or not powerful enough, it turns choices into false choices, and disrupts the wellbeing of the gaming experience.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8385103, member: 58172"] Earlier in the above post, I called out the Sharpshooter and Great Weapon Master feats as "overperforming" compared to other feats. That is true. However. These two are among the Players Handbook feats that the optimization style is even willing to sacrifice an ability score improvement for. In other works, these feats are balanced with an improvement and are the correct amount of design space for a feat. All the other feats are underpowered and need to be written to be more powerful to be more worth sacrificing an ability score improvement for them. Sharpshooter and Great Weapon Master are the benchmark to measure other feats. Depending on the feat, the others need to improve by a tweak or substantially to become comparable to an ability score improvement. Many feats actually become viable after the features of two separafe feats are combined together. When an element of the gaming system imbalances, whether too powerful or not powerful enough, it turns choices into false choices, and disrupts the wellbeing of the gaming experience. [/QUOTE]
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