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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skill feats shouldn't give you abilities that normal people have
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9765276" data-attributes="member: 710"><p>Yes, that is kinda a problem with skill feats in general, and it existed with feats 3rd Edition D&D and Pathinder 1, too. Finding non-combat feats that don't just suddenly act as if they forbid ordinary things from being done without the feat. Splat books could give a lot of scool stuff, but could also give precedent for normal stuff suddenly requiring a feat to even attempt, and you never have enough feats.</p><p></p><p>The example of Legendary Survivalist is also interesting - if you're actually playing some kind of Ranger because you want to play with the exploring and adventuring in the wild, removing any challenges of that with a single feat can be unsatisfying. (Of course, skill feats aren't the only thing that can do that, at 15th level, there will also be a lot of spells that make it superflous). </p><p></p><p>There is also a class of skill feats that seem really weak - like Lie to Me. Most characters that</p><p></p><p>One thing that might work: Instead of providing ways to use skills that you expect anyone should try, maybe give them a tiny bonus for doing so, but also reward them for having done so. </p><p><strong>Examples</strong></p><p><em>Lie to Me</em>: Once per adventure, gain a hero point when you successfully see through a deception. </p><p><em>Legendary Survivalist</em>: You don't need food or water to survive, but once per day, when drinking a ration of water or eating a ration of food, treat it like a Healing Potion appropriate to your level. </p><p> </p><p>Something that makes you go out to actively use these skill feats, too.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9765276, member: 710"] Yes, that is kinda a problem with skill feats in general, and it existed with feats 3rd Edition D&D and Pathinder 1, too. Finding non-combat feats that don't just suddenly act as if they forbid ordinary things from being done without the feat. Splat books could give a lot of scool stuff, but could also give precedent for normal stuff suddenly requiring a feat to even attempt, and you never have enough feats. The example of Legendary Survivalist is also interesting - if you're actually playing some kind of Ranger because you want to play with the exploring and adventuring in the wild, removing any challenges of that with a single feat can be unsatisfying. (Of course, skill feats aren't the only thing that can do that, at 15th level, there will also be a lot of spells that make it superflous). There is also a class of skill feats that seem really weak - like Lie to Me. Most characters that One thing that might work: Instead of providing ways to use skills that you expect anyone should try, maybe give them a tiny bonus for doing so, but also reward them for having done so. [B]Examples[/B] [I]Lie to Me[/I]: Once per adventure, gain a hero point when you successfully see through a deception. [I]Legendary Survivalist[/I]: You don't need food or water to survive, but once per day, when drinking a ration of water or eating a ration of food, treat it like a Healing Potion appropriate to your level. Something that makes you go out to actively use these skill feats, too. [/QUOTE]
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Community
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Skill feats shouldn't give you abilities that normal people have
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