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General Tabletop Discussion
*Dungeons & Dragons
Subclass feature vs. feat -- Which is "worth" more?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9526095" data-attributes="member: 6790260"><p>Well, see, here's the problem.</p><p></p><p>Warlock Pacts are a class feature, as one among many Invocations. There's a feat that lets you take one Invocation that lacks prerequisites. That "lacks prerequisites" pretty clearly indicates that ones that <em>do</em> have prerequisites are probably too powerful to just let any old person take with a feat. Yet there's <em>another</em> Invocation, which lets you take an Origin feat. So...how do we square this circle? Some Invocations are too powerful to be feats, but some feats are too powerful to be Invocations. (Though, of course, the irony is that Lucky is an Origin feat, and is probably the strongest feat in the whole game.)</p><p></p><p>Further, things like Extra Attack are always gated behind multiple levels of any class (even Warlock that has to opt in for it). A feat that simply granted 2x attacks per Attack would almost surely be too powerful unless saddled with prerequisites, which defeats the purpose of transmuting class features to feats.</p><p></p><p><em>Personally</em>, I would say the ranking looks like this:</p><ol> <li data-xf-list-type="ol">Superb/build-defining (sub)class features (e.g. Extra Attack, Wild Shape, Arcane Recovery, Pact of the Blade)</li> <li data-xf-list-type="ol">The best feats (e.g. Lucky, GWM, PAM, SS, primary stat ASI, etc.)</li> <li data-xf-list-type="ol">Decent (sub)class features (e.g. Flurry of Blows, Metamagic, Tactical Mind*, Cutting Words)</li> <li data-xf-list-type="ol">Decent feats (e.g. Resilient: Con, Elemental Adept, War Caster, Healer)</li> <li data-xf-list-type="ol">Weak/niche (sub)class features (e.g. Countercharm, 1/day spell Invocations, Turn Undead, Land's Aid)</li> <li data-xf-list-type="ol">Weak/niche feats (e.g. Actor, Athlete, Observant, Mounted Combatant)</li> </ol><p>*Tactical Mind might move up to superb, if it didn't eat up your Second Wind in the doing, a design choice I absolutely hate.</p><p></p><p>Basically, within each broad category (good features/feats, okay ones, weak/niche ones), class features <em>usually</em> are better. Sometimes a LOT better, especially for the very best class features. Lucky is a great feat, but it doesn't hold a candle to Wild Shape, even for non-Moon Druids. But a weak or niche (sub)class feature is almost certainly worse than the best feats.</p><p></p><p>Taken as an absolute aggregate, and completely ignoring how significant the differences can be, I'd say class and subclass features are generally worth somewhere around 1.5-2 feats. But that's like saying that "a book" is typically worth $20-$40 when some of them are mondo expensive textbooks worth hundreds of dollars and others are flimsy pulp paper worth maybe $5.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9526095, member: 6790260"] Well, see, here's the problem. Warlock Pacts are a class feature, as one among many Invocations. There's a feat that lets you take one Invocation that lacks prerequisites. That "lacks prerequisites" pretty clearly indicates that ones that [I]do[/I] have prerequisites are probably too powerful to just let any old person take with a feat. Yet there's [I]another[/I] Invocation, which lets you take an Origin feat. So...how do we square this circle? Some Invocations are too powerful to be feats, but some feats are too powerful to be Invocations. (Though, of course, the irony is that Lucky is an Origin feat, and is probably the strongest feat in the whole game.) Further, things like Extra Attack are always gated behind multiple levels of any class (even Warlock that has to opt in for it). A feat that simply granted 2x attacks per Attack would almost surely be too powerful unless saddled with prerequisites, which defeats the purpose of transmuting class features to feats. [I]Personally[/I], I would say the ranking looks like this: [LIST=1] [*]Superb/build-defining (sub)class features (e.g. Extra Attack, Wild Shape, Arcane Recovery, Pact of the Blade) [*]The best feats (e.g. Lucky, GWM, PAM, SS, primary stat ASI, etc.) [*]Decent (sub)class features (e.g. Flurry of Blows, Metamagic, Tactical Mind*, Cutting Words) [*]Decent feats (e.g. Resilient: Con, Elemental Adept, War Caster, Healer) [*]Weak/niche (sub)class features (e.g. Countercharm, 1/day spell Invocations, Turn Undead, Land's Aid) [*]Weak/niche feats (e.g. Actor, Athlete, Observant, Mounted Combatant) [/LIST] *Tactical Mind might move up to superb, if it didn't eat up your Second Wind in the doing, a design choice I absolutely hate. Basically, within each broad category (good features/feats, okay ones, weak/niche ones), class features [I]usually[/I] are better. Sometimes a LOT better, especially for the very best class features. Lucky is a great feat, but it doesn't hold a candle to Wild Shape, even for non-Moon Druids. But a weak or niche (sub)class feature is almost certainly worse than the best feats. Taken as an absolute aggregate, and completely ignoring how significant the differences can be, I'd say class and subclass features are generally worth somewhere around 1.5-2 feats. But that's like saying that "a book" is typically worth $20-$40 when some of them are mondo expensive textbooks worth hundreds of dollars and others are flimsy pulp paper worth maybe $5. [/QUOTE]
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