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General Tabletop Discussion
*Pathfinder & Starfinder
Skill feats shouldn't give you abilities that normal people have
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<blockquote data-quote="stonehead" data-source="post: 9766538" data-attributes="member: 7047885"><p>At least earlier editions had loads of "+<number> bonus to <thing>" feats. The designers decided that they didn't want players to be able to specialize their bonuses. Every level 3 character will have a bonus in their trained skills within +/-2 of eachother. </p><p></p><p>I think the big difficulty is that feats need to <em>interact</em> with something, but most people run non-combat very loosely, without any concrete systems beyond roll a d20 and add a number.</p><p></p><p>Hero points are a great idea, because it <em>is</em> a system that most people use, and it gives you something to play around.</p><p></p><p>I know there are a lot of useless "utility" spells in this system, like <a href="https://2e.aonprd.com/Spells.aspx?ID=867" target="_blank">Befitting Attire</a>. Maybe some of them would work better as skill feats than slotted spells. <em>(although, Befitting Attire itself would probably still be too weak for a skill feat)</em>. </p><p></p><p>Although there, part of the struggle is that the designers seem to shy away from giving outright supernatural abilities to non-magical skill feats. <a href="https://2e.aonprd.com/Feats.aspx?ID=6485" target="_blank">Improvise Tool</a> is a perfect example. As written, it interacts with the Craft downtime activity, and basically gives you the recipes to a small number of mundane items. So, it basically does nothing. Crafting in downtime is clunky and rarely comes up, and more importantly, anyone good at it will have a recipe book (or play in a campaign where recipes aren't tracked). It's easy to imagine though, a version of Improvise Tool that instead said "you're always treated as having these items on hand, unless the DM says it would be physically impossible." I don't know if that would be a very strong feat, but it would at least be more interesting.</p></blockquote><p></p>
[QUOTE="stonehead, post: 9766538, member: 7047885"] At least earlier editions had loads of "+<number> bonus to <thing>" feats. The designers decided that they didn't want players to be able to specialize their bonuses. Every level 3 character will have a bonus in their trained skills within +/-2 of eachother. I think the big difficulty is that feats need to [I]interact[/I] with something, but most people run non-combat very loosely, without any concrete systems beyond roll a d20 and add a number. Hero points are a great idea, because it [I]is[/I] a system that most people use, and it gives you something to play around. I know there are a lot of useless "utility" spells in this system, like [URL='https://2e.aonprd.com/Spells.aspx?ID=867']Befitting Attire[/URL]. Maybe some of them would work better as skill feats than slotted spells. [I](although, Befitting Attire itself would probably still be too weak for a skill feat)[/I]. Although there, part of the struggle is that the designers seem to shy away from giving outright supernatural abilities to non-magical skill feats. [URL='https://2e.aonprd.com/Feats.aspx?ID=6485']Improvise Tool[/URL] is a perfect example. As written, it interacts with the Craft downtime activity, and basically gives you the recipes to a small number of mundane items. So, it basically does nothing. Crafting in downtime is clunky and rarely comes up, and more importantly, anyone good at it will have a recipe book (or play in a campaign where recipes aren't tracked). It's easy to imagine though, a version of Improvise Tool that instead said "you're always treated as having these items on hand, unless the DM says it would be physically impossible." I don't know if that would be a very strong feat, but it would at least be more interesting. [/QUOTE]
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Skill feats shouldn't give you abilities that normal people have
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