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Unearthed Arcana: Get Better At Skills With These Feats
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<blockquote data-quote="Chaosmancer" data-source="post: 7713705" data-attributes="member: 6801228"><p>While agree with bonuses getting too high ruining the fun (I have a team of rogues and druid/monk who got staff of the woodlands for at-will Pass Without a Trace. I haven't heard a stealth check lower than 22 in weeks, and even the non-stealthy barbarian and wizard are getting 18's regularly [if you want to know why the druid has the staff, I straight up missed the text where pass without trace was at-will until after I gave it to him, abilities like that shouldn't be after all the flashy good stuff]) </p><p></p><p>However, as other people have pointed out. Reliable Talent, or even a 1 level dip into rogue already accomplishes all of these exploits. Since the expertise doesn't stack, I don't think these are really going to add much, except that people don't need to dip rogue to be the best at the skills they are supposed to be the best at. Now your Bard Grappler is going to be in serious trouble against a Brawny Barbarian. </p><p></p><p></p><p>Still, I think a very good point is being made in that some of these abilities on the ribbons should have been stuff people could already do, or are kind of pointless. </p><p></p><p>Like Menacing, I can give up an attack to try and scare someone for 1 round? Why not make it against everyone within 10 ft or make it last for a minute or until they beat the roll I made (or set DC at passive). I want to like the ability, but my Half-Orc fighter is better off making those attacks 99% of the time rather than convince the guy to run away from me and make me chase him down. </p><p></p><p>Or Medic, man I wanted to love medic, I've got a Doctor Life Cleric on hiatus, and he's already got healer, but the ribbon just doesn't look that good and I've struggled to find times to use Medicine anyways, so expertise isn't all that good compared to other things I could spend a feat on. </p><p></p><p></p><p></p><p>Honestly, despite being wishy-washy on this, I like feats that give us skills and potentially expertise, that's great for so many people. I like the idea of more feats that give us +1 wisdom, charisma, or intelligence, because I always feel a little dirty taking a straight ASI when I could instead get a feat that lets me do something cool. However, the majority of the abilities are just bad, uninteresting, or things that I know realize I would have let people do if they ever asked (maybe). So, good start, but I think it needs to cook a little longer before serving</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7713705, member: 6801228"] While agree with bonuses getting too high ruining the fun (I have a team of rogues and druid/monk who got staff of the woodlands for at-will Pass Without a Trace. I haven't heard a stealth check lower than 22 in weeks, and even the non-stealthy barbarian and wizard are getting 18's regularly [if you want to know why the druid has the staff, I straight up missed the text where pass without trace was at-will until after I gave it to him, abilities like that shouldn't be after all the flashy good stuff]) However, as other people have pointed out. Reliable Talent, or even a 1 level dip into rogue already accomplishes all of these exploits. Since the expertise doesn't stack, I don't think these are really going to add much, except that people don't need to dip rogue to be the best at the skills they are supposed to be the best at. Now your Bard Grappler is going to be in serious trouble against a Brawny Barbarian. Still, I think a very good point is being made in that some of these abilities on the ribbons should have been stuff people could already do, or are kind of pointless. Like Menacing, I can give up an attack to try and scare someone for 1 round? Why not make it against everyone within 10 ft or make it last for a minute or until they beat the roll I made (or set DC at passive). I want to like the ability, but my Half-Orc fighter is better off making those attacks 99% of the time rather than convince the guy to run away from me and make me chase him down. Or Medic, man I wanted to love medic, I've got a Doctor Life Cleric on hiatus, and he's already got healer, but the ribbon just doesn't look that good and I've struggled to find times to use Medicine anyways, so expertise isn't all that good compared to other things I could spend a feat on. Honestly, despite being wishy-washy on this, I like feats that give us skills and potentially expertise, that's great for so many people. I like the idea of more feats that give us +1 wisdom, charisma, or intelligence, because I always feel a little dirty taking a straight ASI when I could instead get a feat that lets me do something cool. However, the majority of the abilities are just bad, uninteresting, or things that I know realize I would have let people do if they ever asked (maybe). So, good start, but I think it needs to cook a little longer before serving [/QUOTE]
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