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<blockquote data-quote="green slime" data-source="post: 592855" data-attributes="member: 1325"><p>I for one have a problem with Divine Might and other Divine feats being Free actions to activate.</p><p></p><p>I instead allow Quicken Turning to apply to ALL Divine feats. Which increases the value of an otherwise ignored feat. Players in my campaign are using Divine Might and Divine Valour to good effect.</p><p></p><p>The "cost" of one Turning attempt for a Paladin with 20+ Charisma is laughable. There isn't a reasonably tough combat where Divine Might isn't activated. </p><p></p><p>The ability to greatly increase the paladin's damage output with one feat far outweighs any of the present drawbacks, and with <em>haste</em> even the cost of one standard action is cheap, IMHO.</p><p></p><p>When it comes to Divine Shield, that is a feat that is way out of whack. According to the present Poll, Everyone doesn't want it, as everyone doesn't play Paladins or high Charisma Clerics. So I gave it an 8.</p><p></p><p>But those that do, would in true power gaming style consider this feat. This was brought to my attention by the power gamer in my group, Agladan, when DotF first arrived on the scene. The trouble is the boost applies to both Attack bonus, damage bonus and Defense values, something which NOTHING else does. Add the fact that Paladins in general do nothing but boost Charisma, and this spells disaster.</p><p></p><p>So it goes on the junk pile with the Armour of Speed from the same volume. </p><p></p><p>Obviously, as written, this feat was NEVER play-tested, as the first person to try this feat was so far gone on the wacky-backy that I propose they were incapable of playing the game. And the guy who had the idea and actually wrote it down should be hit on the head with a very large heraldric device, to prevent future attacks of pseudo-game design.</p></blockquote><p></p>
[QUOTE="green slime, post: 592855, member: 1325"] I for one have a problem with Divine Might and other Divine feats being Free actions to activate. I instead allow Quicken Turning to apply to ALL Divine feats. Which increases the value of an otherwise ignored feat. Players in my campaign are using Divine Might and Divine Valour to good effect. The "cost" of one Turning attempt for a Paladin with 20+ Charisma is laughable. There isn't a reasonably tough combat where Divine Might isn't activated. The ability to greatly increase the paladin's damage output with one feat far outweighs any of the present drawbacks, and with [i]haste[/i] even the cost of one standard action is cheap, IMHO. When it comes to Divine Shield, that is a feat that is way out of whack. According to the present Poll, Everyone doesn't want it, as everyone doesn't play Paladins or high Charisma Clerics. So I gave it an 8. But those that do, would in true power gaming style consider this feat. This was brought to my attention by the power gamer in my group, Agladan, when DotF first arrived on the scene. The trouble is the boost applies to both Attack bonus, damage bonus and Defense values, something which NOTHING else does. Add the fact that Paladins in general do nothing but boost Charisma, and this spells disaster. So it goes on the junk pile with the Armour of Speed from the same volume. Obviously, as written, this feat was NEVER play-tested, as the first person to try this feat was so far gone on the wacky-backy that I propose they were incapable of playing the game. And the guy who had the idea and actually wrote it down should be hit on the head with a very large heraldric device, to prevent future attacks of pseudo-game design. [/QUOTE]
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