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General Tabletop Discussion
*Pathfinder & Starfinder
Ways to Fix the Feat System in the Future
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<blockquote data-quote="Redbadge" data-source="post: 5552805" data-attributes="member: 61463"><p>The Skill Focus listed above actually includes skill training in the skill selected. I guess I was actually trying to reduce redundancy by combining Skill Training/Skill Focus into one feat. I really don't find the current version of Skill Training very compelling, particularly with many options available that are strictly better (primarily multiclass), though I know everyone will not agree.</p><p> </p><p>The disable as a minor is not unprecedented. From level 2 on there are skill powers and items (gadgeteer's goggles, lvl 8) that let you do it as a minor action. At level 16, Trap Master skill power turns it into at-will. Right now, I let my players do most skill checks as a minor (disable device, Arcana, etc.) mainly for the same reason I like that Leaders heal as a minor. The rogue can disable the traps, while still attacking if desired, or they can forgo combat manuevering/attacking to take multiple cracks at it as you suggest. I changed it near the beginning of our 4e campaign when the players were frustrated by the trap/encounter design of Thunderspire Labyrinth. I don't think it has been much of a balance issue, especially if the DCs are adjusted to take into account the greater action economy available to the players in these situations. Again, I'm not saying this is this best way to do it.</p><p> </p><p>I really didn't intend to start this thread to advocate for my made up feats <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. My real point was that I would like to see all feats move towards gold (auto-pick), or even not quite that good as long as they are all on the same basic level (clearly some builds will favor some feats over others). If every feat is an "autopick", as suggested above, then none of them are.</p><p> </p><p>I envision a system where for my level one fighter I'll have an oppurtunity to decide between greater damage/more accuracy, better defenses, more durability, or a slightly less combat oriented option like Master Athlete*, and I'll still be impressed, excited, and feel highly effective no matter which of the options I go with.</p><p> </p><p>*Note that this example feat still has some combat utility in that it likely increases my speed by 1, and jumping and other Athletics checks are occasionally used in combat.</p></blockquote><p></p>
[QUOTE="Redbadge, post: 5552805, member: 61463"] The Skill Focus listed above actually includes skill training in the skill selected. I guess I was actually trying to reduce redundancy by combining Skill Training/Skill Focus into one feat. I really don't find the current version of Skill Training very compelling, particularly with many options available that are strictly better (primarily multiclass), though I know everyone will not agree. The disable as a minor is not unprecedented. From level 2 on there are skill powers and items (gadgeteer's goggles, lvl 8) that let you do it as a minor action. At level 16, Trap Master skill power turns it into at-will. Right now, I let my players do most skill checks as a minor (disable device, Arcana, etc.) mainly for the same reason I like that Leaders heal as a minor. The rogue can disable the traps, while still attacking if desired, or they can forgo combat manuevering/attacking to take multiple cracks at it as you suggest. I changed it near the beginning of our 4e campaign when the players were frustrated by the trap/encounter design of Thunderspire Labyrinth. I don't think it has been much of a balance issue, especially if the DCs are adjusted to take into account the greater action economy available to the players in these situations. Again, I'm not saying this is this best way to do it. I really didn't intend to start this thread to advocate for my made up feats :). My real point was that I would like to see all feats move towards gold (auto-pick), or even not quite that good as long as they are all on the same basic level (clearly some builds will favor some feats over others). If every feat is an "autopick", as suggested above, then none of them are. I envision a system where for my level one fighter I'll have an oppurtunity to decide between greater damage/more accuracy, better defenses, more durability, or a slightly less combat oriented option like Master Athlete*, and I'll still be impressed, excited, and feel highly effective no matter which of the options I go with. *Note that this example feat still has some combat utility in that it likely increases my speed by 1, and jumping and other Athletics checks are occasionally used in combat. [/QUOTE]
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Ways to Fix the Feat System in the Future
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