Round 2 is OVER

ARMOR PROFICIENCY (MEDIUM) [GENERAL]

There is no reason whatsoever to take this. Either you're wearing light armor due to armorcheck penalties and arcane spell failure, or you're wearing heavy armor and tanking it out front. Medium armor is never used. I've never seen it used. I've never heard of it being used. It's the WORST of both world... it has ASF and armor check penalties, and yet it doesn't quite have enough AC to matter. If you make medium armor in mythril (IIRC), it counts as light armor anyway and you STILL don't need medium.

Allow me to defend some of the feats others have been voting against above:

Run-- Who takes run? Anyone who either likes that option to retreat, or who wants to deprive the enemy of doing the same. My players often take run simply because they know that at any moment, they might encounter a nasty beast far more powerful than themselves. And my monsters like to run away, esspecially those carrying neat loot. Chasing down thieves and such is helpful as well. If not all your combats are close quarters, run is great for those situations as well. I'll often have to "zoom out" the battlemap to square=10' or further to square=20', etc. In those cases, run can REALLY help.

Simple Weapon Proficiency-- Without a feat for this, NO ONE could use simple weapons, and some simple weapons are good. I suppose you could call it a class feature instead, but really... there's nothing wrong with this BEING a feat. No one takes it because no one NEEDS to take it, because everyone already has it. Actually, on the other hand, giving this feat to certain monsters might be interesting... I'm picturing kraken wielding spears, or even (hehheh) crossbows now...

Combat Reflexes-- Alright, I'll grant this feat sucks for most players. But give it to some monsters and WOOOO!!!!! I wouldn't want this feat to be striken. I've used it to great effect far too many times. It's also quite handy for inconveniencing enemy spellcasters, in general. An anti-mage monk would want to pick this up. There are far less useful feats. Lets kill those first.

Dilegent/Deft Hands-- Okay, these can go. See! See! Some examples of feats that can be striken from the list and should be before things like Combat Reflexes! For those not knowing what they are, they're obscure for a reason. Diligent gives +2 to Decipher Script and Appraise. Deft Hands gives +2 to Slight of Hand and Use Rope. Who on EARTH buys these feats? Sheesh.

Eschew Materials-- Come on now. That's a -campaign specific- reason for ditching a feat. Imagine being in a campaign that keeps meticulous track of material components? That's another varient just as easily imagined... besides, don't you need both Eschew Materials AND Still Spell in order to cast while grappled? That sounds like a good enough reason to take this feat to me...
 

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Quicken Spell

I'll repeat my vote against Quicken Spell. I'm not sure if I'll continue voting against it like a broken record if it (or another metamagic feat) isn't voted off; there are a few other feats that are comparably unappealing, and if my anti-metamagic campaign doesn't take off, I may try some of those. But for now, I'm sticking with this one. You want four spell levels higher? I'll show you four spell levels higher!
 





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