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Player's Handbook 2: I haz it
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<blockquote data-quote="Dice4Hire" data-source="post: 4701669" data-attributes="member: 55066"><p>What Wizards did with Martial Power and this book was make the vast majority (like 90:10) of the feats class or race specific (or both) And the ones that are not tend to be very vanilla. And most of the ones that do increase a class or race tend to do it in a small way, but some are very nice, adding immensely to the power of the ability, like the gnome one that let them fade away an ally instead of themselves once per encounter. That is nice versatility. </p><p></p><p>On one hand, only allowing certain classes and races to take particular feats is good, as it means not everyone is doing that trick and it increases the power of the initiate multi-class feats (which I tend to love), but on the other hand, it does make for a thin selection of feats to take.</p></blockquote><p></p>
[QUOTE="Dice4Hire, post: 4701669, member: 55066"] What Wizards did with Martial Power and this book was make the vast majority (like 90:10) of the feats class or race specific (or both) And the ones that are not tend to be very vanilla. And most of the ones that do increase a class or race tend to do it in a small way, but some are very nice, adding immensely to the power of the ability, like the gnome one that let them fade away an ally instead of themselves once per encounter. That is nice versatility. On one hand, only allowing certain classes and races to take particular feats is good, as it means not everyone is doing that trick and it increases the power of the initiate multi-class feats (which I tend to love), but on the other hand, it does make for a thin selection of feats to take. [/QUOTE]
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