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Rethinking Feats
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<blockquote data-quote="Mengu" data-source="post: 5499678" data-attributes="member: 65726"><p>I too would like to work the boring yet exceptionally good/near mandatory feats (as well as item bonuses to damage) into the system.</p><p></p><p>I'd just try to insert the features at certain levels. Something in the lines of:</p><p></p><p>Level 1: Superior weapon or implement.</p><p>Level 3: +1 feat bonus to *all* damage (increase to +2/+3 at level 11/21).</p><p>Level 5: +1 feat bonus to *all* attack rolls (increase to +2/+3 at level 11/21).</p><p>Level 7: Improved Defenses</p><p>Level 21: Crit on 19-20 with *all* attack rolls.</p><p></p><p>Also to address the basic attack issue at level 1, I would add the old version of melee training, and also make a "basic implement training" feat, and have the player pick which one they want. Basic implement training would essentially give a version of eldritch blast based on stat of choice, dealing 1d8+stat damage, instead of 1d10. I think every weapon user should be able to make a basic attack with their weapon, and every implement user should be able to make a basic attack with their implement. Seems like the first thing an adventurer would learn how to do.</p><p></p><p>I don't think the "maybe must have" list all that must have, though as DM, it is frustrating to see canned feat lists for certain characters, especially through heroic, but hopefully the elimination of some of the common themes would open up more options and bring more variety.</p><p></p><p>For incentivizing skill focus, I think you need a new set of skill focus feats, that are +2 instead of the +3, and do one other small thing related to the skill. Examples:</p><p></p><p>Acrobatics: once per encounter make a save to not be knocked prone</p><p>Arcana: gain resist fire 3/5/8.</p><p>Endurance: once per encounter make a save to not be pushed/pulled/slid</p><p>Perception: gain low-light vision</p><p>Stealth: at the beginning of encounter if you have cover or concealment make a stealth check.</p><p></p><p>You're basically creating two for one feats people might not otherwise pick up individually, but becomes more enticing when you combine them. The system needs more of these in general.</p><p></p><p>I like your list of perfect fit for feat picks. Those are the kinds of feats I would like to see more of as well.</p><p></p><p>Of course you can always ignore conventional wisdom and play what you want instead of playing what you feel you have to, to be effective. I have a level 10 warlord (soon to be Commando Captain) with a somewhat unconventional set of feats. I went with</p><p></p><p>1. Scale Armor Proficiency</p><p>2. Warrior of the Wild (Perception)</p><p>4. Skill training (Stealth)</p><p>6. Inspiring Breath</p><p>8. Skill power (Guided Shot)</p><p>10. Heavy armor agility</p><p></p><p>Next level I will retrain heavy armor agility for scale specialization, and pick up Combat Commander. Even my items from my elven cloak, to agile scale, to catstep boots, to dynamic belt, and wolfen longsword, support my commando leader concept. I don't have the optimization feats like bastard sword, improved defenses, superior will, improved inspiring word, etc. But none of those feats would add to my concept. Scale armor (which negates the skill check penalties) is really the only feat that helps optimization and the concept. I was also very tempted to pick up Dragonborn Senses to help me with setting up ambushes at night, but couldn't bring myself to do it.</p><p></p><p>In any case, I would certainly like to see more incentives to follow a concept and feel good about your choices, than to feel you must pick the feats that give you more pluses. A rogue with expertise, backstabber, weapon focus, nimble blade, improved defenses, etc. is doing their job well, but the feats haven't really contributed to making the character any more interesting. He hits and does damage, just like he could at level 1. A daring rogue swashbuckler with bard MC for diplomacy and majestic word, skill power agile recovery, mark of passage, rash sneak attack, and maybe durable, just sounds infinitely more interesting and well rounded to me.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5499678, member: 65726"] I too would like to work the boring yet exceptionally good/near mandatory feats (as well as item bonuses to damage) into the system. I'd just try to insert the features at certain levels. Something in the lines of: Level 1: Superior weapon or implement. Level 3: +1 feat bonus to *all* damage (increase to +2/+3 at level 11/21). Level 5: +1 feat bonus to *all* attack rolls (increase to +2/+3 at level 11/21). Level 7: Improved Defenses Level 21: Crit on 19-20 with *all* attack rolls. Also to address the basic attack issue at level 1, I would add the old version of melee training, and also make a "basic implement training" feat, and have the player pick which one they want. Basic implement training would essentially give a version of eldritch blast based on stat of choice, dealing 1d8+stat damage, instead of 1d10. I think every weapon user should be able to make a basic attack with their weapon, and every implement user should be able to make a basic attack with their implement. Seems like the first thing an adventurer would learn how to do. I don't think the "maybe must have" list all that must have, though as DM, it is frustrating to see canned feat lists for certain characters, especially through heroic, but hopefully the elimination of some of the common themes would open up more options and bring more variety. For incentivizing skill focus, I think you need a new set of skill focus feats, that are +2 instead of the +3, and do one other small thing related to the skill. Examples: Acrobatics: once per encounter make a save to not be knocked prone Arcana: gain resist fire 3/5/8. Endurance: once per encounter make a save to not be pushed/pulled/slid Perception: gain low-light vision Stealth: at the beginning of encounter if you have cover or concealment make a stealth check. You're basically creating two for one feats people might not otherwise pick up individually, but becomes more enticing when you combine them. The system needs more of these in general. I like your list of perfect fit for feat picks. Those are the kinds of feats I would like to see more of as well. Of course you can always ignore conventional wisdom and play what you want instead of playing what you feel you have to, to be effective. I have a level 10 warlord (soon to be Commando Captain) with a somewhat unconventional set of feats. I went with 1. Scale Armor Proficiency 2. Warrior of the Wild (Perception) 4. Skill training (Stealth) 6. Inspiring Breath 8. Skill power (Guided Shot) 10. Heavy armor agility Next level I will retrain heavy armor agility for scale specialization, and pick up Combat Commander. Even my items from my elven cloak, to agile scale, to catstep boots, to dynamic belt, and wolfen longsword, support my commando leader concept. I don't have the optimization feats like bastard sword, improved defenses, superior will, improved inspiring word, etc. But none of those feats would add to my concept. Scale armor (which negates the skill check penalties) is really the only feat that helps optimization and the concept. I was also very tempted to pick up Dragonborn Senses to help me with setting up ambushes at night, but couldn't bring myself to do it. In any case, I would certainly like to see more incentives to follow a concept and feel good about your choices, than to feel you must pick the feats that give you more pluses. A rogue with expertise, backstabber, weapon focus, nimble blade, improved defenses, etc. is doing their job well, but the feats haven't really contributed to making the character any more interesting. He hits and does damage, just like he could at level 1. A daring rogue swashbuckler with bard MC for diplomacy and majestic word, skill power agile recovery, mark of passage, rash sneak attack, and maybe durable, just sounds infinitely more interesting and well rounded to me. [/QUOTE]
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