Silly rules question - any feat that just drives you batty?

- Any non-core Feat
- Annoying Dodge bonus assignation
- Cleave in AoO's
- Cleave breaking the "must take Full Attack to get extra attacks" rule
- +1d6 of energy Damage equivalent as a +1 ?!?!?! C'mon!!
- Animated Shields seem unfair, since I see nothing a Sword/Shield combo can catch up with
- Unnamed bonuses from Skill Feats
- Toughness, so weak
- Endurance, so weak
(planning on folding the previous two)

Ok, enough rant :)
 

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Well, there are many silly feats out there, but Karmic Strike just breaks every limit I have. Nearly as bad as animated shields.
 

Exotic Weapon Proficiency: Orc Double Axe

Of course, it's not the feat which bothers me but the weapon. I mean, LOOK at the thing. How is that ever supposed to be an effective weapon? Not even Hollywood could make that thing look useful.
 

Monkey Grip - except that I wanted a small race that could serve as frontline fighters - so the Stouts, and only the stouts can take it as a feat, In this case it is more like removing a penalty then getting something extra.

Improved Trip - No AoO, +4 to trip, free attack - dont get me started on spiked chains.

toughness - totally useless
endurance - I have taken it for flavor and Prestige class reasons - but still a wasted feat.

quicken turning - requirements? drawbacks? balace? What ? ooooh. this will now be HR to a move eqv action instead of a free- that makes far more sense.

Natural spell - every druid over 6th level take this, it might as well be a class benifit IMC
 

From those I'm familiar with: Monkey Grip, plus some other feats from Complete Warrior. Some of them should be maneuvers, not feats (Hamstring, for instance). Also, Fleet of Foot (ooh, a feat so I can charge like a knight chess-piece!)

Cleave doesn't bother me at all, after watching the first 5 minutes of LotR: Fellowship of the Ring. Boom! There goes a batallion. Boom! There goes another! :)

Mercurial weapons are a no-no.

And from what I've heard (don't actually have the books), anything from BoED, BOVD and FRCS are banned as well. :)

From Eberron CS: Knightly Training and Monastic Training (taking a feat to overcome a bad design restriction?).
 


Re: Toughness -> I'm simply using the Improved Toughness mechanic for this feat (basically, it's +1 hp per level).

Re: Endurance -> It IS a wasted feat if those situations (exertion and stuff) don't come up often. But then again, so is Improved Critical if all your DM puts in the game are undead, constructs, oozes and elementals. And Endurance DOES open the door to Diehard, which is essentially a 10hp cushion between you and unconsciousness (and death). Plus Endurance lets you sleep in armor (ah, the joys of springing a midnight attack on a party without their armor...).
 

Parlan said:
Spell Casting Prodigy

Every wizard I've played with has wanted to take this feat (which generally shows that something is wrong with it)

The concept of a feat giving you a +2 to a stat (for the # of spells, Spell DC etc which are all that a wizard cares about anyway) irritates me.

It's not like fighters can get a feat that grants +2 to str for the purposes of calculating hit and damage bonuses...

This was an FR feat, right? So why did people think they could use it outside of FR?
 

Klaus said:
Re: Toughness -> I'm simply using the Improved Toughness mechanic for this feat (basically, it's +1 hp per level).

Re: Endurance -> It IS a wasted feat if those situations (exertion and stuff) don't come up often. But then again, so is Improved Critical if all your DM puts in the game are undead, constructs, oozes and elementals. And Endurance DOES open the door to Diehard, which is essentially a 10hp cushion between you and unconsciousness (and death). Plus Endurance lets you sleep in armor (ah, the joys of springing a midnight attack on a party without their armor...).

I've tried to use it as a GM and it doesn't work. When players get fatigued they simply stop and rest unless someone teleports in to hurt them.

Besides, figuring out the DC for the Fortitude save isn't easy. If it's always 15, then quickly the players won't even have to worry about it anyway. (IMC working for a long time on a long project forces a Fort DC at the same DC as the skill or you suffer fatigue; that's the only time it ever actually gets used.)

It doesn't matter if not getting to point B fast enough will result in the deaths of thousands of innocents, they won't do it. Then again, they won't adventure if any of them take ability damage they can't immediately fix or negative levels of the 1 hour/level variety either :(
 
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The feats that drive me to distraction are those that break the standard "rules format", just because either the designers didn't feel like following the set pattern, or couldn't spend an extra 10 minutes thinking on it to make it fit.

Eschew Materials -- this should be a metamagic feat, just like Silent Spell and Still Spell. To hell with all the whiny sorcerers who don't think they should have to use material components.

Natural Spell -- this also should be a metamagic feat, with either restrictions or a level increase. Why should druids get virtual Silent Spell and Still Spell for free?

The various divine feats that use a cleric's turning ability -- why don't these feats follow the turning ability rules (standard action to activate, last 1 minute)? As they are, there is a mechanical disconnect between what they do and what they are supposed to come from.

Quasqueton
 

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