Combat Feats


Combat & Magic

Liberty's Edge

As I understand this...you can use one a round. So if I choose the Dodge feat I can use that every round until I choose another feat? So...every one of these feats gives the player's a combat choice every round, and they are reusable?

Thanks,

Scott

Scarab Sages

Combat Feats, ah, how I dislike thee. Combat Feats try to emulate the maneuvers from BoNS:ToB, one nice action per round for a nice effect or damage, but from reading a few, they are severely limited in their use or fail completely to be good. They have too many qualifiers and what-if's to make them work effectively. They have qualifiers that you have to do something one round to make another combat feat work on the next; however, combat is too fluid to plan out a chain of special conditions, that may or may not work. When the better option would be just attack and damage.

Cleave and Great Cleave is a good example. A fighter has a target in front and a target to the side; however, they are savvy enough to leave a space between them--Cleave is now useless. Now that Cleave cannot be used, this now negates Great Cleave. Two combat feats wasted, a fighters power has now been dropped a step.

Dodge and Mobility are in a similar situation. Dodge turns off as soon as you need to use Mobility, reduction of power for an no good reason. Same for Cleave, Dodge turns off when Cleave is used, completely unnecessary.

The last thing these rules should do is to reduce the effectiveness of fighters.

Feats should not be so tedious to use, either they work or they don't and they should be dead simple to use. Dodge could be a +1 AC all the time, and you can take it more than once. Easy to use, already calculated on the character sheet and not overpowering.

Most feats should be 'stackable', as to give characters ways to build up to more power at the cost of reduced flexibility. Or even better, they scale based on level such that the higher level play can be like the lower level play with more options.

Liberty's Edge

I like the choices involved in determining what feat is "up" at any one time, however the descriptions of how they all work together could be clearer.

Thanks,

Scott


I think they would be ok tied into your number of attacks. for every attack you can do in one round you move one step up the feat chain this mean's most chains can be done in one round with a bab of +11


I'd much rather see this part of the system -unchanged- from 3.5. modifying the fighting classes (the fighter and rogue changes just SING) is more than enough. The underlying engine of feat interactions (including feat -combinations- )is something i -really- value and admire, and this just feels like a huge nerf to fighters, who rely on the breath of their feats in the same way spellcasters use spells. no one would say 'a caster can only gain the benefit of one spell per turn, regardless of buffs with durations or quicken spell': it would be silly.

I dont see what this intends to accomplish, and its not a part of the system i feel doesnt work: the feats available might need to be -expanded- for the pathfinder rpg (including content equivalent to that in Complete Warrior and Player's Handbook II), but upgrading classes and expanding the feat selection without limiting their utility will go a long way toward making fighting classes competitive with spellcasters at mid-high level.

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