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Too many feats? (or - Why is this a feat?)
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<blockquote data-quote="Mordane76" data-source="post: 742175" data-attributes="member: 7172"><p><strong>Re: Re: Too many feats? (or - Why is this a feat?)</strong></p><p></p><p></p><p></p><p>I honestly don't see what the big deal is here; sure, there are a lot of feats, and some of them seem to fly in the face of standard creativity by seemingly limiting the regular actions of players. However, this is the best description of just how the rules already allow something like this <strong>without</strong> resorting to a feat. In most cases, I think that oversight is the problem -- the feat seems like a new mechanic, but it's really not; it just a restatement of a mechanic that is already present in the rules, with an addition of some flashy/helpful mechanical change to how this rule would normally work, usually in the character's favor. Power Dive seems to fit into this category -- they just forgot to reference the normal functioning of the rules in this matter; this feels more like a case of an oversight in editing than a new mechanic.</p><p></p><p>Some of the feats like Power Attack (and by extension Expertise), which have come up in the thread, I think are perfectly viable feats, and that there shouldn't be inherent mechanics that partially mimic the powers granted by these feats. Just because someone knows how to swing a sword well doesn't necessitate their understanding of how to sacrifice accuracy for either damage or protection -- that's something they have to focus on, and the culmination of that focus (in this abstract system) is the spending of a feat on that ability. Yes, that means that fighters will be better at these things... isn't that what they're supposed to be? If someone is looking for access to these abilities, they can always multiclass to fighter -- a few levels of fighter isn't going to hurt them one darn bit. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Mordane76, post: 742175, member: 7172"] [b]Re: Re: Too many feats? (or - Why is this a feat?)[/b] I honestly don't see what the big deal is here; sure, there are a lot of feats, and some of them seem to fly in the face of standard creativity by seemingly limiting the regular actions of players. However, this is the best description of just how the rules already allow something like this [b]without[/b] resorting to a feat. In most cases, I think that oversight is the problem -- the feat seems like a new mechanic, but it's really not; it just a restatement of a mechanic that is already present in the rules, with an addition of some flashy/helpful mechanical change to how this rule would normally work, usually in the character's favor. Power Dive seems to fit into this category -- they just forgot to reference the normal functioning of the rules in this matter; this feels more like a case of an oversight in editing than a new mechanic. Some of the feats like Power Attack (and by extension Expertise), which have come up in the thread, I think are perfectly viable feats, and that there shouldn't be inherent mechanics that partially mimic the powers granted by these feats. Just because someone knows how to swing a sword well doesn't necessitate their understanding of how to sacrifice accuracy for either damage or protection -- that's something they have to focus on, and the culmination of that focus (in this abstract system) is the spending of a feat on that ability. Yes, that means that fighters will be better at these things... isn't that what they're supposed to be? If someone is looking for access to these abilities, they can always multiclass to fighter -- a few levels of fighter isn't going to hurt them one darn bit. :D [/QUOTE]
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