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Three new feats, please critique
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<blockquote data-quote="Blue" data-source="post: 6890549" data-attributes="member: 20564"><p>Got some interesting things in here. My feedback will be around balance, theme, and how interesting it is. To give an example fo the last, pure "math changes" won't be as interesting as new/expanded options.</p><p></p><p></p><p>Decent. I'm back and forth about the stat boost. If it was against an occasional foe I'd be fore it, but large+ creatures come up enough that I don't know if that's the route I would have taken. But the rest of the feat isn't overly powerful so feels okay.</p><p></p><p>The crit bonus plays nicely with the final ability. I'd love to see a reciprocal ability - perhaps if a creature is more than two sizes larger something about climbing on it or something. Whatever a halfling giantslayer would have.</p><p></p><p>Crit range really helps large weapon wielders a lot more than smaller weapon wielders. Do you intentionally want to make this less effective for them?</p><p></p><p>I think my biggest critique is that this comes up so infrequently. It's a limited selection of foes, it's a a bonus to AC you don't get to actively use, and the abilities come up on a 19-20 (or more with champion), making this rarely come into play. I think players might be excited abotu the idea but then it comes up too infrequently at the table.</p><p></p><p></p><p></p><p>You mention Misty Step 1/day, but then give it back on short rests as well. Which is it?</p><p></p><p>Misty step is actually my biggest worry in terms of balance. This feat gives out a 2nd level spell either daily or on a short rest, plus other stuff. That seems to be more powerful then other feats. Yes, some racial specific feats give out spells of that level or higher, but those are limited by race. That said, Misty Step isn't a particularly game-breaking spell, so that's perhaps a bit alarmist on my part.</p><p></p><p>Not a huge fan of immunity, and it seems that world-building wise you're implying that elves+half elves who live in the feywild only get advantage, but an elf or half-elf who lives elsewhere and then goes there to visit a lot (taking this feat) gets immunity. Or that in your world would all of the elves + half-elves who live in the feywild get Fey Strider for free? Which I'm not suggesting. Just seeing fluff for this butting heads with setting fluff.</p><p></p><p>I like speaking to beasts. Good, flavorful, useful.</p><p></p><p>Sylvan, perfect. Advantage is good, though goes back to my fluff question.</p><p></p><p></p><p></p><p>Mostly math, but it does have interest in bringing up a little-used weapon.</p><p></p><p>Not fond of an always-on combat boost also needing a bonus to a stat. None of the other feats have that.</p><p></p><p>Exploding damage die 1/turn - a d4 goes from an average of 2.5 to 3.125. So you get a boost of .625 damage per turn and introduce needing another roll at the table. Not worth it. If you want to give a damage bonus, I'd do it some other way. Heck, make them do d6 so their crits get bigger.</p><p></p><p>Crit granting reaction attack - not fond of this. Crits are underwhelming with daggers, sure. And the most likely to take this are rogues who will be trying for sneak attack so more likely to crit. But ti comes up infrequently. A reaction is an odd thing to use - while a dagger wielder likely is already using two-weapon fighting so bonus action is taken, it means that if you crit with an attack of opportunity you get nothing special since you've already used your reaction. Heck, this could be a disadvantage to a rogue since they can only get sneak attack 1/turn and will use it on the crit if they haven't already, while if they have their reaction to attack on someone else's turn they can get it again.</p><p></p><p>Just doesn't work for me. If you really want a crit boost just add in dice or straight damage or better yet a condition so it's more interesting. If you want to grant an attack maybe go like the Ranger Hunter and grant a free action attack 1/round (not 1/turn), but go with dropping opponent or something as a trigger.</p><p></p><p>Suggested power to add: You may draw a dagger as a free action with any dagger attack.</p><p></p><p>This allows thrown daggers with extra attacks, allows you to not have a weapon out and then try to convince the DM to give you surprise attack if you aren't in combat, be able to take an opportunity attack if you've thrown your daggers, etc.</p></blockquote><p></p>
[QUOTE="Blue, post: 6890549, member: 20564"] Got some interesting things in here. My feedback will be around balance, theme, and how interesting it is. To give an example fo the last, pure "math changes" won't be as interesting as new/expanded options. Decent. I'm back and forth about the stat boost. If it was against an occasional foe I'd be fore it, but large+ creatures come up enough that I don't know if that's the route I would have taken. But the rest of the feat isn't overly powerful so feels okay. The crit bonus plays nicely with the final ability. I'd love to see a reciprocal ability - perhaps if a creature is more than two sizes larger something about climbing on it or something. Whatever a halfling giantslayer would have. Crit range really helps large weapon wielders a lot more than smaller weapon wielders. Do you intentionally want to make this less effective for them? I think my biggest critique is that this comes up so infrequently. It's a limited selection of foes, it's a a bonus to AC you don't get to actively use, and the abilities come up on a 19-20 (or more with champion), making this rarely come into play. I think players might be excited abotu the idea but then it comes up too infrequently at the table. You mention Misty Step 1/day, but then give it back on short rests as well. Which is it? Misty step is actually my biggest worry in terms of balance. This feat gives out a 2nd level spell either daily or on a short rest, plus other stuff. That seems to be more powerful then other feats. Yes, some racial specific feats give out spells of that level or higher, but those are limited by race. That said, Misty Step isn't a particularly game-breaking spell, so that's perhaps a bit alarmist on my part. Not a huge fan of immunity, and it seems that world-building wise you're implying that elves+half elves who live in the feywild only get advantage, but an elf or half-elf who lives elsewhere and then goes there to visit a lot (taking this feat) gets immunity. Or that in your world would all of the elves + half-elves who live in the feywild get Fey Strider for free? Which I'm not suggesting. Just seeing fluff for this butting heads with setting fluff. I like speaking to beasts. Good, flavorful, useful. Sylvan, perfect. Advantage is good, though goes back to my fluff question. Mostly math, but it does have interest in bringing up a little-used weapon. Not fond of an always-on combat boost also needing a bonus to a stat. None of the other feats have that. Exploding damage die 1/turn - a d4 goes from an average of 2.5 to 3.125. So you get a boost of .625 damage per turn and introduce needing another roll at the table. Not worth it. If you want to give a damage bonus, I'd do it some other way. Heck, make them do d6 so their crits get bigger. Crit granting reaction attack - not fond of this. Crits are underwhelming with daggers, sure. And the most likely to take this are rogues who will be trying for sneak attack so more likely to crit. But ti comes up infrequently. A reaction is an odd thing to use - while a dagger wielder likely is already using two-weapon fighting so bonus action is taken, it means that if you crit with an attack of opportunity you get nothing special since you've already used your reaction. Heck, this could be a disadvantage to a rogue since they can only get sneak attack 1/turn and will use it on the crit if they haven't already, while if they have their reaction to attack on someone else's turn they can get it again. Just doesn't work for me. If you really want a crit boost just add in dice or straight damage or better yet a condition so it's more interesting. If you want to grant an attack maybe go like the Ranger Hunter and grant a free action attack 1/round (not 1/turn), but go with dropping opponent or something as a trigger. Suggested power to add: You may draw a dagger as a free action with any dagger attack. This allows thrown daggers with extra attacks, allows you to not have a weapon out and then try to convince the DM to give you surprise attack if you aren't in combat, be able to take an opportunity attack if you've thrown your daggers, etc. [/QUOTE]
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