Quinn said:If you try to include all the various feats from all the different sources out there (WotC splatbooks, Dragon mag, d20 publishers), you are definitely going to have too many feats on your hands. You need to be selective. Some feats as written will not work for everyone's game, however a lot of folks feel they need to include everything. Take what you want, leave the rest.
There is no reason to make Power Dive a feat if you want every flying creature to be able to do this. For that matter, you can do this for any number of feats. Personally, I like the fact that they are feats to begin with. It's a nice little set of rules that detail complicated maneuvers and game mechanics. Keeps things nice and organized, IMO. However, a lot of the time, I find myself tweaking feats from their original sources until they're acceptable to me.
If nothing else, it gives you an idea how to adjudicate a certain mechanic if it comes up in a game. So the polymorphed wizard wants to Power Dive. Great! You could come up with your own mechanics (what is his AC? His damage? etc, etc, etc.)...or you can look at Power Dive first and decide if you like that, and then go from there.
Just don't feel you have to do something just because it's written down in the rules somewhere. Rules get revised anyways, so I hear.![]()
Excellent post. As someone who's had to patch AD&D with many a house rule, Feats offer a patch without requiring changing the core mechanics. That's a good thing -- your players don't have to be persuaded to accept additional rules to an existing system. I'd like to add that if you find a Feat that many NPCs or creatures should have, **give them the Feat for free**. Your players won't know, and **you're** the GM.
Cedric.
aka. Washu! ^O^