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Unearthed Arcana: Get Better At Skills With These Feats
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<blockquote data-quote="The Human Target" data-source="post: 7713704" data-attributes="member: 22574"><p>They all share a +1 Ability Score and proficiency/double proficiency. These are solid but boring numerical bonuses that really limit what the rest of the feat can do. </p><p></p><p>Acrobat- If your DM uses difficult terrain I think this is useful. But really pretty dull.</p><p></p><p>Animal Handler- Okay. Though I'm kind of against skill action stuff that doesn't require a roll. </p><p></p><p>Arcanist- Basically a feat for a little flavor.</p><p></p><p>Brawny- Really boring. I guess there is a certain play style that would go nuts for increased carrying capacity. But why waste the Athletics feat on it?</p><p></p><p>Diplomat- Good but one of those things that might fall into the normal use of the skill.</p><p></p><p>Empathic- Good idea, bad execution. One round of advantage is such a blunt and boring instrument. Advantage is overused. </p><p></p><p>Historian- A feat that makes you wonder why History is even a skill.</p><p></p><p>Investigator- Making stuff a bonus action is good. But a lot of the time when you are making a Search action, you aren't worrying about the action economy at all.</p><p></p><p>Medic- Alright. But if this is what the feat does, what does the skill normally get you? Why are skills even in the game if they are so ill defined?</p><p></p><p>Menacing- Weird that it uses an attack action. Do you have to draw your weapon and actually swing at them to use this ability? Frightening is pretty powerful though, but humanoid really limits it. </p><p></p><p>Naturalist- Hate it. Want to be good at a skill? Here is some MAGIC.</p><p></p><p>Perceptive- I mean, this is really dependent on your DM even remembering that rule. </p><p></p><p>Performer- I really like this one. It probably should just be a use of the limited function Performance skill though.</p><p></p><p>Quick-Fingered- Now making Sleight of Hand a bonus action is really nice.</p><p></p><p>Silver-Tongued- Not to say this is bad, but making the Deception skill's ability combat only kind of stinks. </p><p></p><p>Stealthy- Kind of vaguely worded but I like the intent.</p><p></p><p>Survivalist- I always forget this is a separate skill from Nature. Also, MAGIC. </p><p></p><p>Theologian- MAGIC.</p><p></p><p>I'm totally on board for the idea of these feats, but the execution is very blah.</p></blockquote><p></p>
[QUOTE="The Human Target, post: 7713704, member: 22574"] They all share a +1 Ability Score and proficiency/double proficiency. These are solid but boring numerical bonuses that really limit what the rest of the feat can do. Acrobat- If your DM uses difficult terrain I think this is useful. But really pretty dull. Animal Handler- Okay. Though I'm kind of against skill action stuff that doesn't require a roll. Arcanist- Basically a feat for a little flavor. Brawny- Really boring. I guess there is a certain play style that would go nuts for increased carrying capacity. But why waste the Athletics feat on it? Diplomat- Good but one of those things that might fall into the normal use of the skill. Empathic- Good idea, bad execution. One round of advantage is such a blunt and boring instrument. Advantage is overused. Historian- A feat that makes you wonder why History is even a skill. Investigator- Making stuff a bonus action is good. But a lot of the time when you are making a Search action, you aren't worrying about the action economy at all. Medic- Alright. But if this is what the feat does, what does the skill normally get you? Why are skills even in the game if they are so ill defined? Menacing- Weird that it uses an attack action. Do you have to draw your weapon and actually swing at them to use this ability? Frightening is pretty powerful though, but humanoid really limits it. Naturalist- Hate it. Want to be good at a skill? Here is some MAGIC. Perceptive- I mean, this is really dependent on your DM even remembering that rule. Performer- I really like this one. It probably should just be a use of the limited function Performance skill though. Quick-Fingered- Now making Sleight of Hand a bonus action is really nice. Silver-Tongued- Not to say this is bad, but making the Deception skill's ability combat only kind of stinks. Stealthy- Kind of vaguely worded but I like the intent. Survivalist- I always forget this is a separate skill from Nature. Also, MAGIC. Theologian- MAGIC. I'm totally on board for the idea of these feats, but the execution is very blah. [/QUOTE]
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