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General Tabletop Discussion
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What if you could activate all Divine Feats at once?
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<blockquote data-quote="reapersaurus" data-source="post: 146810" data-attributes="member: 1194"><p>Nice ideas, and I don't see why they made the feats as terribly restrictive as they did, either.</p><p></p><p>They all should have been free actions to turn them on.</p><p>Here's the costs associated with Divine Feats:</p><p>1) It already takes a turn attempt to fuel them.</p><p>2) They have prerequisites that are sometimes quite restricting.</p><p>3) They are very short-lived, for the most part (which has already gotten shorter due to the Sage ruling that the round you turn them on in counts against the duration. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p><p>4) They cost a feat, and feats are WAY too precious as it is for a Paladin, in particular.</p><p>5) Currently, they cost an action to turn on. That fact alone seriously bites into their effectiveness.</p><p></p><p>Lord Ben, you're absolutely right - only in rare cases will the feat be worth spending that round to turn on, since you could be attacking, or casting a spell instead.</p><p></p><p>But I really don't like the idea of having to spend 2 turning attempts to make it 'cost more' as a free action: most paladins have way more turn attempts than they ever use, and it just seems silly (I don't know why).</p><p></p><p>And costing ANOTHER feat to make the paladin use it as a free action is not the way.</p><p>Paladins already don't get nearly enough feats to make them interesting, well-rounded characters as it is.</p></blockquote><p></p>
[QUOTE="reapersaurus, post: 146810, member: 1194"] Nice ideas, and I don't see why they made the feats as terribly restrictive as they did, either. They all should have been free actions to turn them on. Here's the costs associated with Divine Feats: 1) It already takes a turn attempt to fuel them. 2) They have prerequisites that are sometimes quite restricting. 3) They are very short-lived, for the most part (which has already gotten shorter due to the Sage ruling that the round you turn them on in counts against the duration. :rolleyes: 4) They cost a feat, and feats are WAY too precious as it is for a Paladin, in particular. 5) Currently, they cost an action to turn on. That fact alone seriously bites into their effectiveness. Lord Ben, you're absolutely right - only in rare cases will the feat be worth spending that round to turn on, since you could be attacking, or casting a spell instead. But I really don't like the idea of having to spend 2 turning attempts to make it 'cost more' as a free action: most paladins have way more turn attempts than they ever use, and it just seems silly (I don't know why). And costing ANOTHER feat to make the paladin use it as a free action is not the way. Paladins already don't get nearly enough feats to make them interesting, well-rounded characters as it is. [/QUOTE]
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What if you could activate all Divine Feats at once?
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