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General Tabletop Discussion
*Pathfinder & Starfinder
What are the most worthless feats (Heroic)?
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<blockquote data-quote="DEFCON 1" data-source="post: 4694811" data-attributes="member: 7006"><p>I think all the elemental feats are <em>meant</em> to only exist for the oddly-statted characters. They weren't designed with the expectation that all prayer or spellcasting characters would/should take them... they were designed so that those players who didn't min-max but rather selected stats for more universal ability would have the chance to get closer to the damage levels of their min-maxer counterparts.</p><p></p><p>For example, if you're a cleric of the thugs and thieves portfolio and you want a higher Dex for roleplaying concerns... you probably wouldn't be able to start with your Wis at 18 (or 20 with certain races). Which means at a 16 for example, you're always a point or two behind the min-maxer when it comes to attack and damage. So the Astral Fire feat helps get you slightly closer in power as a small reward for choosing stats based on roleplaying, without allowing the min-maxer to also take it.</p><p></p><p>And I think many other feats are like that... they are very much situational abilities (either due to specific character build, or specific campaign). So something like Sure Climber or Long Jumper might not get much use from most characters... but the occasional rogue or characters in a pirate campaign would find them to be very good and useful.</p><p></p><p>Now granted, the question could rightly be asked whether those situational feats even be in a universal book... but I guess they figured there would be those who wouldn't necessarily always min-max their primary and secondary stats, so throwing those folks a bone would be a nice gesture.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 4694811, member: 7006"] I think all the elemental feats are [I]meant[/I] to only exist for the oddly-statted characters. They weren't designed with the expectation that all prayer or spellcasting characters would/should take them... they were designed so that those players who didn't min-max but rather selected stats for more universal ability would have the chance to get closer to the damage levels of their min-maxer counterparts. For example, if you're a cleric of the thugs and thieves portfolio and you want a higher Dex for roleplaying concerns... you probably wouldn't be able to start with your Wis at 18 (or 20 with certain races). Which means at a 16 for example, you're always a point or two behind the min-maxer when it comes to attack and damage. So the Astral Fire feat helps get you slightly closer in power as a small reward for choosing stats based on roleplaying, without allowing the min-maxer to also take it. And I think many other feats are like that... they are very much situational abilities (either due to specific character build, or specific campaign). So something like Sure Climber or Long Jumper might not get much use from most characters... but the occasional rogue or characters in a pirate campaign would find them to be very good and useful. Now granted, the question could rightly be asked whether those situational feats even be in a universal book... but I guess they figured there would be those who wouldn't necessarily always min-max their primary and secondary stats, so throwing those folks a bone would be a nice gesture. [/QUOTE]
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What are the most worthless feats (Heroic)?
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