CapnZapp
Legend
Herein I give my thoughts on the general feats of PHB2 (the feats that can be taken by PHB1 characters = the feats that doesn't rely on PHB2 races or classes) for the heroic tier. As a grading system, I'm using the one that comes naturally: will it be allowed in my game? ![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Combat Medic
(You stabilize the dying as a minor action instead of a standard action; you also get a +2 feat bonus to Heal)
This doesn't seem to be a very strong feat. Starting on the multiclass path into Cleric seems much more worthwhile. Feels somewhat like a "3E NPC feat".
I'll allow it but won't expect anyone to actually take it.
Coordinated Explosion
You get a +1 untyped bonus to attacks for bursts/blasts that include 1+ allies.
Somewhat of a WTF? feat. Please tell me how to abuse this (casting Fireball against an ally immune to fire etc). Rather artificial feel to it - how does torching your allies make it easier to hit your foes?
Whatever math imbalance that's behind this feat must surely be fixable another way.
Not allowed - I don't need feats that actually encourage undesirable behavior (of either the jerkwad or the cheese kind)
Distant Advantage
You gain combat advantage against flanked enemies at a range (your allies can flank for you).
This is weird. In most rpgs shooting into melee is dangerous and difficult; this feat makes it actually advantageous to do so. I'd say this feat single-handedly changes a major rules assumption (that to flank; you must expose your ass).
Not allowed: to me the unviability of the "distance rogue" archetype is a solution, not a problem.
Echoes of Thunder
Hitting with [Thunder] powers make you do more damage until the end of your next turn.
Allowed.
Expert Ritualist
+2 to skill checks for rituals.
Allowed but a big "meh"
Implement Expertise
This feat is discussed extensively elsewhere. This is not one of those threads, so I'm not commenting![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Improved Bull Rush
+4 feat bonus.
Must say I'm underwhelmed. Would have liked to see more of a mechanical advantage (than simply a better chance to hit). Unlike Grab, Bull Rush does do it's thing though, so I guess it's okay.
Allowed.
Improved Grab
+4 feat bonus.
A bonus is nice, but this doesn't change the basics: the Grab still sucks. This feat needed to change that, making it harder to escape or at least make it possible to both Grab and do a follow-up attack in the same round.
Allowed, but "meh".
Melee Training
You can use whatever ability you like instead of Strength when making melee basic attacks (Opportunity Attacks).
Not too bad. Though combats aren't won through OAs, so this feat is still kind of low on the priority scale - unless you have a power that lets you do more stuff with opportunity attacks. Then this feat could be awesome.
Allowed - I guess. (I'm hesitating because on the surface it sucks, and if it doesn't suck, it might be gamebreaking)
Oncoming Storm
Hit with lightning and you get a damage bonus - on Thunder attacks!
Allowed. I like how these energy type damage boosting feats aren't simply identical.
Restful Healing
Healing done AFTER a short rest but BEFORE the next encounter get maximized.
This is very weird indeed. Why would you want to encourage a focus on the non-space between a short rest and the next encounter? This is taking the game into a direction I don't want to go - I far prefer short rests to mean a minimum of administration, so no "playing the system".
Not Allowed (IMC, as a feat I guess it's "meh". Use it if you like)
Speed Loader
Reload crossbows for free.
Not Allowed - the defining feature of a crossbow is that takes time to reload, and thus can't be used for D&D automatic fire. This feat erases this. Why even have a crossbow if it effectively works as a bow?!
Surging Flame
After you've hit a fire-resistant target with a fire power, all fire attacks do 5 more damage.
Not sure I see any logic behind this one. This seems to be here so fire-lovers can justify not changing tactics when faced with fire monsters?
It weirdly turns fire resistance into a liability - against fire! WTF? This can't be a good strategy to promote, and it messes with the meaning of "resistance"...
Not allowed - why should I add a feat that just makes a mess of perfectly good and simple game concepts?
Timely Respite
When you use Total Defense (including Second Wind) you can make a saving throw.
A robust if boring feat.
Allowed.
Two-Weapon Threat
Makes Two-weapon rangers do +3 damage on opportunity attacks.
Again, not sure focusing on your OAs will win any fights. Don't like the use of the word "threat" in conjunction with OAs - this doesn't change what squares you are threatening in any way.
Why isn't there simply ONE feat adding damage to OAs that can be taken by everyone equally.
Allowed - but don't see much need.
Weapon Expertise
This feat is discussed extensively elsewhere. This is not one of those threads, so I'm not commenting![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Thoughts?
Combat Medic
(You stabilize the dying as a minor action instead of a standard action; you also get a +2 feat bonus to Heal)
This doesn't seem to be a very strong feat. Starting on the multiclass path into Cleric seems much more worthwhile. Feels somewhat like a "3E NPC feat".
I'll allow it but won't expect anyone to actually take it.
Coordinated Explosion
You get a +1 untyped bonus to attacks for bursts/blasts that include 1+ allies.
Somewhat of a WTF? feat. Please tell me how to abuse this (casting Fireball against an ally immune to fire etc). Rather artificial feel to it - how does torching your allies make it easier to hit your foes?
Whatever math imbalance that's behind this feat must surely be fixable another way.
Not allowed - I don't need feats that actually encourage undesirable behavior (of either the jerkwad or the cheese kind)
Distant Advantage
You gain combat advantage against flanked enemies at a range (your allies can flank for you).
This is weird. In most rpgs shooting into melee is dangerous and difficult; this feat makes it actually advantageous to do so. I'd say this feat single-handedly changes a major rules assumption (that to flank; you must expose your ass).
Not allowed: to me the unviability of the "distance rogue" archetype is a solution, not a problem.
Echoes of Thunder
Hitting with [Thunder] powers make you do more damage until the end of your next turn.
Allowed.
Expert Ritualist
+2 to skill checks for rituals.
Allowed but a big "meh"
Implement Expertise
This feat is discussed extensively elsewhere. This is not one of those threads, so I'm not commenting
Improved Bull Rush
+4 feat bonus.
Must say I'm underwhelmed. Would have liked to see more of a mechanical advantage (than simply a better chance to hit). Unlike Grab, Bull Rush does do it's thing though, so I guess it's okay.
Allowed.
Improved Grab
+4 feat bonus.
A bonus is nice, but this doesn't change the basics: the Grab still sucks. This feat needed to change that, making it harder to escape or at least make it possible to both Grab and do a follow-up attack in the same round.
Allowed, but "meh".
Melee Training
You can use whatever ability you like instead of Strength when making melee basic attacks (Opportunity Attacks).
Not too bad. Though combats aren't won through OAs, so this feat is still kind of low on the priority scale - unless you have a power that lets you do more stuff with opportunity attacks. Then this feat could be awesome.
Allowed - I guess. (I'm hesitating because on the surface it sucks, and if it doesn't suck, it might be gamebreaking)
Oncoming Storm
Hit with lightning and you get a damage bonus - on Thunder attacks!
Allowed. I like how these energy type damage boosting feats aren't simply identical.
Restful Healing
Healing done AFTER a short rest but BEFORE the next encounter get maximized.
This is very weird indeed. Why would you want to encourage a focus on the non-space between a short rest and the next encounter? This is taking the game into a direction I don't want to go - I far prefer short rests to mean a minimum of administration, so no "playing the system".
Not Allowed (IMC, as a feat I guess it's "meh". Use it if you like)
Speed Loader
Reload crossbows for free.
Not Allowed - the defining feature of a crossbow is that takes time to reload, and thus can't be used for D&D automatic fire. This feat erases this. Why even have a crossbow if it effectively works as a bow?!
Surging Flame
After you've hit a fire-resistant target with a fire power, all fire attacks do 5 more damage.
Not sure I see any logic behind this one. This seems to be here so fire-lovers can justify not changing tactics when faced with fire monsters?
It weirdly turns fire resistance into a liability - against fire! WTF? This can't be a good strategy to promote, and it messes with the meaning of "resistance"...
Not allowed - why should I add a feat that just makes a mess of perfectly good and simple game concepts?
Timely Respite
When you use Total Defense (including Second Wind) you can make a saving throw.
A robust if boring feat.
Allowed.
Two-Weapon Threat
Makes Two-weapon rangers do +3 damage on opportunity attacks.
Again, not sure focusing on your OAs will win any fights. Don't like the use of the word "threat" in conjunction with OAs - this doesn't change what squares you are threatening in any way.
Why isn't there simply ONE feat adding damage to OAs that can be taken by everyone equally.
Allowed - but don't see much need.
Weapon Expertise
This feat is discussed extensively elsewhere. This is not one of those threads, so I'm not commenting
Thoughts?