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*Pathfinder & Starfinder
PHB2 general feats review (heroic tier)
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<blockquote data-quote="jgsugden" data-source="post: 4727465" data-attributes="member: 2629"><p>Melee Training: Not overpowered. All it does is bring a basic attack up to the level of being a baseline useful attack. In almost all instances, your class at-wills will do more damage or have a more dramatic impact on the game. Personally, I took it with my dwarven wrath invoker because it just feels wrong to have a drawf that isn't smashing orc heads in with his hammer. </p><p></p><p>Implements/Weapon Expertise: In 3.5, the sweet spot for D&D was levels 5 to 9. In 4E, the sweet spot is where the math doesn't break down - levels 1 to ~14. After that, the impact of the +ability mod to attack powers makes everything too wonky. These feats are fine in levels 1 to 15 - not essential yet, and still useful. You may go three or four combats without it making any impact before level 15. That isn't overpoweed in my book.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 4727465, member: 2629"] Melee Training: Not overpowered. All it does is bring a basic attack up to the level of being a baseline useful attack. In almost all instances, your class at-wills will do more damage or have a more dramatic impact on the game. Personally, I took it with my dwarven wrath invoker because it just feels wrong to have a drawf that isn't smashing orc heads in with his hammer. Implements/Weapon Expertise: In 3.5, the sweet spot for D&D was levels 5 to 9. In 4E, the sweet spot is where the math doesn't break down - levels 1 to ~14. After that, the impact of the +ability mod to attack powers makes everything too wonky. These feats are fine in levels 1 to 15 - not essential yet, and still useful. You may go three or four combats without it making any impact before level 15. That isn't overpoweed in my book. [/QUOTE]
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PHB2 general feats review (heroic tier)
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