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<blockquote data-quote="Flamestrike" data-source="post: 7634126" data-attributes="member: 6788736"><p>It's not.</p><p></p><p>Balance is in the hands of the DM, not in your use of feats or otherwise.</p><p></p><p>I ran a balanced game featuring a bonus feat at 1st for everyone, artifacts and legendary items galore, every PC with at least 1 stat above 20, multiple epic boons and so forth.</p><p></p><p> </p><p></p><p>Personal preference I guess.</p><p></p><p>If your personal preference extends to requesting the other players dont use feats, then its a problem.</p><p></p><p></p><p></p><p>Ive got them, I'll use them. Intrestingly feats (as already shown) are the Fighters greatest strength, and actually shore up the very problems your claiming exists.</p><p></p><p>If feats are allowed, Resilient (and Lucky) are allowed. They're common feats and go directly towards the issue we're talking about.</p><p></p><p></p><p></p><p>The only stat boosting Item over 20 is Strength (benefiting Fighters, Paladins and Barbs). It benefits them doubly by also letting them spend ASI elsewhere.</p><p></p><p>Magic weapons help all melee PCs, but Fighters the most (more attacks = more chances to steal life/ deal fire damage/ cold damage/ hack off a limb or head etc). Even a + X to damage helps Fighters the most because they make the most attacks.</p><p></p><p>Magic armor and shields are generally non attunement items.</p><p></p><p>Misc items (boots of flying etc) allow Fighters to do stuff they couldnt normally do. They just save the Wizard from preparing fly that day.</p><p></p><p>Potions buff everyone more or less equally, but Str boost potions (see above) healing (obviously) heroism, speed, invulnerability etc all give the greatest boosts to fighters. The other potions give them additional abilities they dont already have (see boots).</p><p></p><p>Of course, with magic items comes Warlocks with +3 rods, +2 robes and a save or suck spell, so it also compounds the problem you're talking about as well.</p><p></p><p></p><p></p><p>I find that hard to believe with the pro anime/ ninja wanna-be's and katana fan-boys out there.</p><p></p><p></p><p></p><p>Schroedingers wizard rides!</p><p></p><p>Sorry, but that doesnt meet my experiences in the game since BECMI. You need the meat shields as a Wizard, and the meatshield need the Wizard. The Rogue has his uses, and the Cleric his.</p><p></p><p>Now maybe you're running a game featuring 5 archery fighters or what ever, or a whole party of Bards (A boy Band!). While that could happen (and the DM should modifiy his encounters accordinly) it's disengenous to say that parties dont generally fall into the mixed bag of different classes, with each class having its own strengths and weaknesses and areas of speciality.</p><p></p><p></p><p></p><p>Your experiences differ from mine.</p><p></p><p></p><p></p><p>I really get the feeling you're complaining about a problem at a level of play (12th+) that you dont play in that often, if indeed at all.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7634126, member: 6788736"] It's not. Balance is in the hands of the DM, not in your use of feats or otherwise. I ran a balanced game featuring a bonus feat at 1st for everyone, artifacts and legendary items galore, every PC with at least 1 stat above 20, multiple epic boons and so forth. Personal preference I guess. If your personal preference extends to requesting the other players dont use feats, then its a problem. Ive got them, I'll use them. Intrestingly feats (as already shown) are the Fighters greatest strength, and actually shore up the very problems your claiming exists. If feats are allowed, Resilient (and Lucky) are allowed. They're common feats and go directly towards the issue we're talking about. The only stat boosting Item over 20 is Strength (benefiting Fighters, Paladins and Barbs). It benefits them doubly by also letting them spend ASI elsewhere. Magic weapons help all melee PCs, but Fighters the most (more attacks = more chances to steal life/ deal fire damage/ cold damage/ hack off a limb or head etc). Even a + X to damage helps Fighters the most because they make the most attacks. Magic armor and shields are generally non attunement items. Misc items (boots of flying etc) allow Fighters to do stuff they couldnt normally do. They just save the Wizard from preparing fly that day. Potions buff everyone more or less equally, but Str boost potions (see above) healing (obviously) heroism, speed, invulnerability etc all give the greatest boosts to fighters. The other potions give them additional abilities they dont already have (see boots). Of course, with magic items comes Warlocks with +3 rods, +2 robes and a save or suck spell, so it also compounds the problem you're talking about as well. I find that hard to believe with the pro anime/ ninja wanna-be's and katana fan-boys out there. Schroedingers wizard rides! Sorry, but that doesnt meet my experiences in the game since BECMI. You need the meat shields as a Wizard, and the meatshield need the Wizard. The Rogue has his uses, and the Cleric his. Now maybe you're running a game featuring 5 archery fighters or what ever, or a whole party of Bards (A boy Band!). While that could happen (and the DM should modifiy his encounters accordinly) it's disengenous to say that parties dont generally fall into the mixed bag of different classes, with each class having its own strengths and weaknesses and areas of speciality. Your experiences differ from mine. I really get the feeling you're complaining about a problem at a level of play (12th+) that you dont play in that often, if indeed at all. [/QUOTE]
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