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General Tabletop Discussion
*Dungeons & Dragons
Which feats shouldn't be feats
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<blockquote data-quote="Falling Icicle" data-source="post: 6108935" data-attributes="member: 17077"><p><strong>Feats that Should be Things Everyone Should be Able to do:</strong></p><p>Bull Rush</p><p>Called Shot</p><p>Charge</p><p>Dual Wielding</p><p>Shove Away</p><p></p><p><strong>Feats that Should be Skills or Background Features Instead:</strong></p><p>Disarm Traps</p><p>Herbalism</p><p>Open Locks</p><p>Pick Pockets</p><p>Track</p><p></p><p><strong>Feats that Shouldn't Exist Because they Grant Boring Bonuses:</strong></p><p>Durable</p><p>Improved Initiative</p><p>Iron Hide</p><p>Resilience</p><p>Toughness</p><p>Weapon Mastery</p><p></p><p><strong>Other Feats I Don't Like:</strong></p><p>Arcane Dabbler and Healing Initiate: why am I limited in which cantrips I can choose? Would it really wreck the game if my rogue could use ray of frost instead of a bow? And what if my cleric wants to take the feat to get a couple more cantrips, but already has one or both of those two? Why should I be so limited in my choices?</p><p></p><p>Magical Rejuvination, Purge Magic, Restore Life: I don't like feats that grant spells (other than cantrips). IMO, if you want daily spells, then multiclass.</p><p></p><p>Find Familiar: Why isn't this just a wizard class feature or a spell? Even the feat says it's a ritual, so why is it not just a spell, as it used to be in older editions? Familiars are extremely easy to kill and cost 100 gp to summon. If that's not enough of a drawback, make it cost 100 gp to resummon them every time they die, or maybe cause some kind of psychic shock to the caster when they die. I just don't see this as being appropriate as, or worth the cost of, a feat.</p><p></p><p>All of this is, of course, IMHO.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6108935, member: 17077"] [B]Feats that Should be Things Everyone Should be Able to do:[/B] Bull Rush Called Shot Charge Dual Wielding Shove Away [B]Feats that Should be Skills or Background Features Instead:[/B] Disarm Traps Herbalism Open Locks Pick Pockets Track [B]Feats that Shouldn't Exist Because they Grant Boring Bonuses:[/B] Durable Improved Initiative Iron Hide Resilience Toughness Weapon Mastery [B]Other Feats I Don't Like:[/B] Arcane Dabbler and Healing Initiate: why am I limited in which cantrips I can choose? Would it really wreck the game if my rogue could use ray of frost instead of a bow? And what if my cleric wants to take the feat to get a couple more cantrips, but already has one or both of those two? Why should I be so limited in my choices? Magical Rejuvination, Purge Magic, Restore Life: I don't like feats that grant spells (other than cantrips). IMO, if you want daily spells, then multiclass. Find Familiar: Why isn't this just a wizard class feature or a spell? Even the feat says it's a ritual, so why is it not just a spell, as it used to be in older editions? Familiars are extremely easy to kill and cost 100 gp to summon. If that's not enough of a drawback, make it cost 100 gp to resummon them every time they die, or maybe cause some kind of psychic shock to the caster when they die. I just don't see this as being appropriate as, or worth the cost of, a feat. All of this is, of course, IMHO. [/QUOTE]
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