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<blockquote data-quote="smbakeresq" data-source="post: 7419882" data-attributes="member: 28301"><p>Correct. IMO, the way the game is now is feats have four tiers:</p><p></p><p>1. those that are equal to or worth more than a main ability increase (optimization or fun wise);</p><p>2. those that you take after your max your main stat;</p><p>3. and those that are just worth little but have some value;</p><p>4. and those that are garbage like Martial Weapon Proficiency. </p><p></p><p>Shield Mastery was composed of two from category 3 (the situational save bonuses) and the situational bonus action usage to maybe get advantage which was probably in the middle of category 2 and 3. Added together it would solidly be in category 2 or the bottom of category 1 because it was fun to use and certainly worth roleplaying as "I will try to bash the Grimlock off the ledge with bonus action and then attack the other grimlock with my regular attack" or "I bash the Troll into the lava by the Fire Giant's forge" are fun. But its useless against huge or larger creatures, and was never a guarantee. Even the Grimlock I used in my example has a +5 bonus to Athletics checks, the Troll would be +4. </p><p></p><p>To try to shove prone to get advantage attacking a Prone creature is certainly worth a Paladin's bonus action so they can try to crit for a Divine Smite, but Paladins don't have a lot of pressure on their bonus actions.</p><p></p><p></p><p>You don't shove to get away, you disengage or just eat the OppAtt and run. The people who take Shield Master are the ones that should be standing there blocking the enemy so the others can get away, then they do something that allows you to escape like dropping a grease spell on the spaces between the Shielder and the enemy. Your an adventurer, running away is last resort type stuff.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7419882, member: 28301"] Correct. IMO, the way the game is now is feats have four tiers: 1. those that are equal to or worth more than a main ability increase (optimization or fun wise); 2. those that you take after your max your main stat; 3. and those that are just worth little but have some value; 4. and those that are garbage like Martial Weapon Proficiency. Shield Mastery was composed of two from category 3 (the situational save bonuses) and the situational bonus action usage to maybe get advantage which was probably in the middle of category 2 and 3. Added together it would solidly be in category 2 or the bottom of category 1 because it was fun to use and certainly worth roleplaying as "I will try to bash the Grimlock off the ledge with bonus action and then attack the other grimlock with my regular attack" or "I bash the Troll into the lava by the Fire Giant's forge" are fun. But its useless against huge or larger creatures, and was never a guarantee. Even the Grimlock I used in my example has a +5 bonus to Athletics checks, the Troll would be +4. To try to shove prone to get advantage attacking a Prone creature is certainly worth a Paladin's bonus action so they can try to crit for a Divine Smite, but Paladins don't have a lot of pressure on their bonus actions. You don't shove to get away, you disengage or just eat the OppAtt and run. The people who take Shield Master are the ones that should be standing there blocking the enemy so the others can get away, then they do something that allows you to escape like dropping a grease spell on the spaces between the Shielder and the enemy. Your an adventurer, running away is last resort type stuff. [/QUOTE]
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