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"Siloing" feats?
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<blockquote data-quote="MrMyth" data-source="post: 5020835" data-attributes="member: 61155"><p>Sure, Weapon Focus isn't necessarily early on the list, but it usually ends up there somewhere. But the thing is, even at low levels... is +1 to hit, or +5 hp, going to be so key that it must be taken? I don't genuinely find it so - as much as I usually want to, I rarely find myself taking toughness. Now, it becomes more of an issue with some of these feats as they scale into Paragon and Epic, when Expertise becomes pretty much required - but I'd say that is a flaw with a few specific feats, rather than the overall system.</p><p> </p><p>I mean, all that said, I'm not entirely opposed to what you are proposing (having a seperate slow of feats for combat and non-combat). I like the idea conceptually - but I don't feel that 4E has failed entirely to make non-combat feats a viable options they are now. </p><p> </p><p>I say this, admittedly, with most every character I make heavily optimized. But at the same time, when I have made a character whose choices have been entirely driven by what seems appropriate, rather than what seems most powerful, I have still found those characters perfectly functional in actual play.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5020835, member: 61155"] Sure, Weapon Focus isn't necessarily early on the list, but it usually ends up there somewhere. But the thing is, even at low levels... is +1 to hit, or +5 hp, going to be so key that it must be taken? I don't genuinely find it so - as much as I usually want to, I rarely find myself taking toughness. Now, it becomes more of an issue with some of these feats as they scale into Paragon and Epic, when Expertise becomes pretty much required - but I'd say that is a flaw with a few specific feats, rather than the overall system. I mean, all that said, I'm not entirely opposed to what you are proposing (having a seperate slow of feats for combat and non-combat). I like the idea conceptually - but I don't feel that 4E has failed entirely to make non-combat feats a viable options they are now. I say this, admittedly, with most every character I make heavily optimized. But at the same time, when I have made a character whose choices have been entirely driven by what seems appropriate, rather than what seems most powerful, I have still found those characters perfectly functional in actual play. [/QUOTE]
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