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General Tabletop Discussion
*Pathfinder & Starfinder
What feats need to be added to the game?
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<blockquote data-quote="Saeviomagy" data-source="post: 4900480" data-attributes="member: 5890"><p>Now make a sneaky ninja with it. Whoops! Rogues can't use... anything that isn't a light blade. And you can't claim it's a light blade, because it's too good for a rogue to use.</p><p></p><p>Now try for a heavyweight defender. Whoops! He's stuck with a 1h weapon and no shield!</p><p></p><p>Also note: my feat does not make you proficient with your fists: they're treated as the weapon you choose in every way.</p><p></p><p>In short: the existing weapons are, more or less, balanced. The benefits of using fists instead of a weapon are mechanically nil (well, you occasionally might get the benefit of half of the quickdraw feat) without some serious story interference.</p><p></p><p></p><p>Eh? There's no issue there at all. You want to say your fists have the stats of a dagger (minus the ability to throw them)? Well, with this feat, they do. And you can enchant them <em>exactly like you could enchant a dagger</em>.</p><p></p><p>There is no difference, mechanically, between having this feat, and having a magical weapon EXCEPT that you cannot lose your fists, and you may occasionally get the benefit of the quickdraw feat.</p><p></p><p>Losing your weapon is something that requires the DM to plot it perfectly for the exact players that he has anyway. Some classes are only slightly hampered by losing their gear, others are totally crippled. This feat makes it a non-issue. If anything, that might make the DMs work easier.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4900480, member: 5890"] Now make a sneaky ninja with it. Whoops! Rogues can't use... anything that isn't a light blade. And you can't claim it's a light blade, because it's too good for a rogue to use. Now try for a heavyweight defender. Whoops! He's stuck with a 1h weapon and no shield! Also note: my feat does not make you proficient with your fists: they're treated as the weapon you choose in every way. In short: the existing weapons are, more or less, balanced. The benefits of using fists instead of a weapon are mechanically nil (well, you occasionally might get the benefit of half of the quickdraw feat) without some serious story interference. Eh? There's no issue there at all. You want to say your fists have the stats of a dagger (minus the ability to throw them)? Well, with this feat, they do. And you can enchant them [i]exactly like you could enchant a dagger[/i]. There is no difference, mechanically, between having this feat, and having a magical weapon EXCEPT that you cannot lose your fists, and you may occasionally get the benefit of the quickdraw feat. Losing your weapon is something that requires the DM to plot it perfectly for the exact players that he has anyway. Some classes are only slightly hampered by losing their gear, others are totally crippled. This feat makes it a non-issue. If anything, that might make the DMs work easier. [/QUOTE]
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What feats need to be added to the game?
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