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<blockquote data-quote="Edena_of_Neith" data-source="post: 3144395" data-attributes="member: 2020"><p>This is a serious concern indeed. You are quite right: everyone takes the powerful feats, and 95% of the rest of the book gets ignored. (I saw this happen a lot in 2nd edition.)</p><p> I really don't have a good answer to the problem, because players *do* powermonger, and they *like* having kick-butt characters who stomp on the monsters and eat them for dinner.</p><p> </p><p> My best answer to it, reflects in my question above: what kind of fighter and rogue feats make for a killer fighter and/or rogue?</p><p> We don't want everyone taking Divine Metamagic and Irresistible Spell, for it leads - as you said - to shallowness (and boredom.)</p><p> We need other options that are equally good (or, equally munchkin/broken, as you would say) and which add variation to the game. Variation, even munchkin variation, is better than one concept beaten into the ground.</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 3144395, member: 2020"] This is a serious concern indeed. You are quite right: everyone takes the powerful feats, and 95% of the rest of the book gets ignored. (I saw this happen a lot in 2nd edition.) I really don't have a good answer to the problem, because players *do* powermonger, and they *like* having kick-butt characters who stomp on the monsters and eat them for dinner. My best answer to it, reflects in my question above: what kind of fighter and rogue feats make for a killer fighter and/or rogue? We don't want everyone taking Divine Metamagic and Irresistible Spell, for it leads - as you said - to shallowness (and boredom.) We need other options that are equally good (or, equally munchkin/broken, as you would say) and which add variation to the game. Variation, even munchkin variation, is better than one concept beaten into the ground. [/QUOTE]
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